LuaFunctions.cpp 430 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "LuaFunctions.h"
  17. #include "Spawn.h"
  18. #include "WorldDatabase.h"
  19. #include "LuaInterface.h"
  20. #include "../common/ConfigReader.h"
  21. #include "client.h"
  22. #include "World.h"
  23. #include "Commands/Commands.h"
  24. #include "races.h"
  25. #include "classes.h"
  26. #include "Variables.h"
  27. #include "SpellProcess.h"
  28. #include "Rules/Rules.h"
  29. #include "../common/Log.h"
  30. #include <math.h>
  31. #include "HeroicOp/HeroicOp.h"
  32. #include "RaceTypes/RaceTypes.h"
  33. #include "ClientPacketFunctions.h"
  34. #include "Transmute.h"
  35. #include "Titles.h"
  36. #include <boost/algorithm/string/predicate.hpp>
  37. #include <sstream>
  38. #include <boost/algorithm/string.hpp>
  39. extern MasterFactionList master_faction_list;
  40. extern WorldDatabase database;
  41. extern LuaInterface* lua_interface;
  42. extern ConfigReader configReader;
  43. extern MasterQuestList master_quest_list;
  44. extern MasterItemList master_item_list;
  45. extern MasterSpellList master_spell_list;
  46. extern World world;
  47. extern Commands commands;
  48. extern ZoneList zone_list;
  49. extern Races races;
  50. extern Classes classes;
  51. extern Variables variables;
  52. extern MasterSkillList master_skill_list;
  53. extern MasterHeroicOPList master_ho_list;
  54. extern MasterRaceTypeList race_types_list;
  55. extern MasterLanguagesList master_languages_list;
  56. extern MasterTitlesList master_titles_list;
  57. extern RuleManager rule_manager;
  58. vector<string> ParseString(string strVal, char delim) {
  59. stringstream ss(strVal);
  60. vector<string> ret;
  61. while (ss.good())
  62. {
  63. string substr;
  64. getline(ss, substr, delim);
  65. ret.push_back(substr);
  66. }
  67. return ret;
  68. }
  69. vector<unsigned int> ParseStringToInt32(string strVal, char delim) {
  70. stringstream ss(strVal);
  71. vector<unsigned int> ret;
  72. while (ss.good())
  73. {
  74. string substr;
  75. getline(ss, substr, delim);
  76. stringstream valss(substr);
  77. unsigned int val = 0;
  78. valss >> val;
  79. ret.push_back(val);
  80. }
  81. return ret;
  82. }
  83. map<string, signed int> ParseStringMap(string strVal, char delim) {
  84. vector<string> pairs = ParseString(strVal, delim);
  85. vector<string>::iterator itr;
  86. map<string, signed int> ret;
  87. for (itr = pairs.begin(); itr != pairs.end(); itr++) {
  88. vector<string> keyvaluepair = ParseString(*itr, ':');
  89. if (keyvaluepair.size() == 2) {
  90. stringstream valss(keyvaluepair[1]);
  91. int32 val = 0;
  92. valss >> val;
  93. ret[keyvaluepair[0]] = val;
  94. }
  95. }
  96. return ret;
  97. }
  98. map<unsigned int, unsigned short> ParseIntMap(string strVal, char delim) {
  99. vector<string> pairs = ParseString(strVal, delim);
  100. vector<string>::iterator itr;
  101. map<unsigned int, unsigned short> ret;
  102. for (itr = pairs.begin(); itr != pairs.end(); itr++) {
  103. vector<string> keyvaluepair = ParseString(*itr, ':');
  104. int32 key = 0;
  105. if (keyvaluepair.size() > 0) {
  106. stringstream keyss(keyvaluepair[0]);
  107. keyss >> key;
  108. }
  109. if (keyvaluepair.size() == 1) {
  110. ret[key] = 1;
  111. }
  112. else if (keyvaluepair.size() == 2) {
  113. stringstream valss(keyvaluepair[1]);
  114. unsigned short val = 0;
  115. valss >> val;
  116. ret[key] = val;
  117. }
  118. }
  119. return ret;
  120. }
  121. map<unsigned int, signed int> ParseSInt32Map(string strVal, char delim) {
  122. vector<string> pairs = ParseString(strVal, delim);
  123. vector<string>::iterator itr;
  124. map<unsigned int, signed int> ret;
  125. for (itr = pairs.begin(); itr != pairs.end(); itr++) {
  126. vector<string> keyvaluepair = ParseString(*itr, ':');
  127. int32 key = 0;
  128. if (keyvaluepair.size() > 0) {
  129. stringstream keyss(keyvaluepair[0]);
  130. keyss >> key;
  131. }
  132. if (keyvaluepair.size() == 1) {
  133. ret[key] = 1;
  134. }
  135. else if (keyvaluepair.size() == 2) {
  136. stringstream valss(keyvaluepair[1]);
  137. signed int val = 0;
  138. valss >> val;
  139. ret[key] = val;
  140. }
  141. }
  142. return ret;
  143. }
  144. int EQ2Emu_lua_PlayFlavor(lua_State* state) {
  145. if (!lua_interface)
  146. return 0;
  147. Spawn* spawn = lua_interface->GetSpawn(state);
  148. string mp3_string = lua_interface->GetStringValue(state, 2);
  149. string text_string = lua_interface->GetStringValue(state, 3);
  150. string emote_string = lua_interface->GetStringValue(state, 4);
  151. int32 key1 = lua_interface->GetInt32Value(state, 5);
  152. int32 key2 = lua_interface->GetInt32Value(state, 6);
  153. Spawn* player = lua_interface->GetSpawn(state, 7);
  154. int8 language = lua_interface->GetInt8Value(state, 8);
  155. lua_interface->ResetFunctionStack(state);
  156. if (spawn) {
  157. const char* mp3 = 0;
  158. const char* text = 0;
  159. const char* emote = 0;
  160. if (mp3_string.length() > 0)
  161. mp3 = mp3_string.c_str();
  162. if (text_string.length() > 0)
  163. text = text_string.c_str();
  164. if (emote_string.length() > 0)
  165. emote = emote_string.c_str();
  166. Client* client = 0;
  167. if (player && player->IsPlayer())
  168. client = ((Player*)player)->GetClient();
  169. if (client) {
  170. if (((Player*)player)->WasSentSpawn(spawn->GetID()))
  171. spawn->GetZone()->PlayFlavor(client, spawn, mp3, text, emote, key1, key2, language);
  172. }
  173. else
  174. spawn->GetZone()->PlayFlavor(spawn, mp3, text, emote, key1, key2, language);
  175. }
  176. return 0;
  177. }
  178. int EQ2Emu_lua_PlayFlavorID(lua_State* state) {
  179. if (!lua_interface)
  180. return 0;
  181. Spawn* spawn = lua_interface->GetSpawn(state);
  182. int8 type = lua_interface->GetInt8Value(state, 2);
  183. int32 id = lua_interface->GetInt32Value(state, 3);
  184. int16 index = lua_interface->GetInt16Value(state, 4);
  185. Spawn* player = lua_interface->GetSpawn(state, 5);
  186. int8 language = lua_interface->GetInt8Value(state, 6);
  187. lua_interface->ResetFunctionStack(state);
  188. if (spawn) {
  189. Client* client = 0;
  190. if (player && player->IsPlayer())
  191. client = ((Player*)player)->GetClient();
  192. if (client) {
  193. VoiceOverStruct non_garble, garble;
  194. bool garble_success = false;
  195. bool success = world.FindVoiceOver(type, id, index, &non_garble, &garble_success, &garble);
  196. client->SendPlayFlavor(spawn, language, &non_garble, &garble, success, garble_success);
  197. }
  198. else
  199. spawn->GetZone()->PlayFlavorID(spawn, type, id, index, language);
  200. }
  201. return 0;
  202. }
  203. int EQ2Emu_lua_PlaySound(lua_State* state) {
  204. if (!lua_interface)
  205. return 0;
  206. Spawn* spawn = lua_interface->GetSpawn(state);
  207. string sound_string = lua_interface->GetStringValue(state, 2);
  208. float x = lua_interface->GetFloatValue(state, 3);
  209. float y = lua_interface->GetFloatValue(state, 4);
  210. float z = lua_interface->GetFloatValue(state, 5);
  211. Spawn* player = lua_interface->GetSpawn(state, 6);
  212. lua_interface->ResetFunctionStack(state);
  213. if (spawn && sound_string.length() > 0) {
  214. Client* client = 0;
  215. if (player && player->IsPlayer())
  216. client = ((Player*)player)->GetClient();
  217. if (client)
  218. spawn->GetZone()->PlaySoundFile(client, sound_string.c_str(), x, y, z);
  219. else
  220. spawn->GetZone()->PlaySoundFile(0, sound_string.c_str(), x, y, z);
  221. }
  222. return 0;
  223. }
  224. int EQ2Emu_lua_SetRequiredQuest(lua_State* state) {
  225. if (!lua_interface)
  226. return 0;
  227. Spawn* spawn = lua_interface->GetSpawn(state);
  228. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  229. int16 quest_step = lua_interface->GetInt16Value(state, 3);
  230. bool private_spawn = (lua_interface->GetInt8Value(state, 4) == 1);
  231. bool continued_access = (lua_interface->GetInt8Value(state, 5) == 1);
  232. int16 flag_override = lua_interface->GetInt16Value(state, 6);
  233. lua_interface->ResetFunctionStack(state);
  234. if (!spawn) {
  235. lua_interface->LogError("%s: LUA SetRequiredQuest command error: spawn is not valid", lua_interface->GetScriptName(state));
  236. return 0;
  237. }
  238. if (quest_id > 0) {
  239. //Add this quest to the list of required quests for this spawn
  240. spawn->SetQuestsRequired(quest_id, quest_step);
  241. //If private spawn value set
  242. if (private_spawn) {
  243. //Set the spawn to be private when not granted access through this quest
  244. spawn->AddAllowAccessSpawn(spawn);
  245. spawn->SetPrivateQuestSpawn(true);
  246. }
  247. //This value allows access after a quest step, or the whole quest has been completed
  248. if (continued_access)
  249. spawn->SetQuestsRequiredContinuedAccess(true);
  250. //This value will override vis_flags in the vis packet
  251. if (flag_override > 0)
  252. spawn->SetQuestsRequiredOverride(flag_override);
  253. }
  254. return 0;
  255. }
  256. int EQ2Emu_lua_SpawnSetByDistance(lua_State* state) {
  257. if (!lua_interface)
  258. return 0;
  259. Spawn* spawn = lua_interface->GetSpawn(state);
  260. float max_distance = lua_interface->GetFloatValue(state, 2);
  261. string variable = lua_interface->GetStringValue(state, 3);
  262. string value = lua_interface->GetStringValue(state, 4);
  263. lua_interface->ResetFunctionStack(state);
  264. if (max_distance > 0 && spawn && value.length() > 0 && variable.length() > 0 && spawn->GetZone())
  265. spawn->GetZone()->SpawnSetByDistance(spawn, max_distance, variable, value);
  266. return 0;
  267. }
  268. int EQ2Emu_lua_PerformCameraShake(lua_State* state) {
  269. if (!lua_interface)
  270. return 0;
  271. Client* client = 0;
  272. Spawn* player = lua_interface->GetSpawn(state);
  273. float intensity = lua_interface->GetFloatValue(state, 2);
  274. int8 direction = lua_interface->GetInt8Value(state, 3);
  275. lua_interface->ResetFunctionStack(state);
  276. if (!player) {
  277. lua_interface->LogError("LUA PerformCameraShake command error: spawn is not valid");
  278. return 0;
  279. }
  280. if (!player->IsPlayer()) {
  281. lua_interface->LogError("LUA PerformCameraShake command error: spawn is not a player");
  282. return 0;
  283. }
  284. if (player->GetZone())
  285. client = ((Player*)player)->GetClient();
  286. if (!client) {
  287. lua_interface->LogError("LUA PerformCameraShake command error: could not find client");
  288. return 0;
  289. }
  290. PacketStruct* packet = configReader.getStruct("WS_PerformCameraShakeMsg", client->GetVersion());
  291. if (packet) {
  292. /* Client Intensity Logic (does not restrict service side, but expect .01 - 1.0 range)
  293. v1 = *(float *)(a1 + 4);
  294. if ( v1 > 0.0 )
  295. v2 = fminf(v1, 1.0);
  296. else
  297. v2 = 0.1;
  298. */
  299. packet->setDataByName("intensity", intensity);
  300. if ( client->GetVersion() > 546 )
  301. packet->setDataByName("direction", direction);
  302. client->QueuePacket(packet->serialize());
  303. safe_delete(packet);
  304. }
  305. return 0;
  306. }
  307. int EQ2Emu_lua_KillSpawn(lua_State* state) {
  308. if (!lua_interface)
  309. return 0;
  310. Spawn* dead = lua_interface->GetSpawn(state);
  311. Spawn* killer = lua_interface->GetSpawn(state, 2);
  312. bool send_packet = (lua_interface->GetInt8Value(state, 3) == 1);
  313. lua_interface->ResetFunctionStack(state);
  314. if (dead && dead->Alive() && dead->GetZone())
  315. dead->GetZone()->KillSpawn(false, dead, killer, send_packet);
  316. return 0;
  317. }
  318. int EQ2Emu_lua_KillSpawnByDistance(lua_State* state) {
  319. if (!lua_interface)
  320. return 0;
  321. Spawn* spawn = lua_interface->GetSpawn(state);
  322. float max_distance = lua_interface->GetFloatValue(state, 2);
  323. bool include_players = lua_interface->GetInt8Value(state, 3);
  324. bool send_packet = (lua_interface->GetInt8Value(state, 4) == 1);
  325. lua_interface->ResetFunctionStack(state);
  326. if (max_distance > 0 && spawn && spawn->GetZone())
  327. spawn->GetZone()->KillSpawnByDistance(spawn, max_distance, include_players, send_packet);
  328. return 0;
  329. }
  330. int EQ2Emu_lua_Despawn(lua_State* state) {
  331. if (!lua_interface)
  332. return 0;
  333. Spawn* spawn = lua_interface->GetSpawn(state);
  334. int32 delay = lua_interface->GetInt32Value(state, 2);
  335. lua_interface->ResetFunctionStack(state);
  336. if (spawn && spawn->GetZone())
  337. spawn->GetZone()->Despawn(spawn, delay);
  338. return 0;
  339. }
  340. int EQ2Emu_lua_ChangeHandIcon(lua_State* state) {
  341. if (!lua_interface)
  342. return 0;
  343. Spawn* spawn = lua_interface->GetSpawn(state);
  344. int8 displayHandIcon = lua_interface->GetInt8Value(state, 2);
  345. lua_interface->ResetFunctionStack(state);
  346. if (spawn) {
  347. spawn->info_changed = true;
  348. spawn->SetShowHandIcon(displayHandIcon);
  349. }
  350. return 0;
  351. }
  352. //this function is used to force an update packet to be sent.
  353. //Useful if certain calculated things change after the player is sent the spawn packet, like quest flags or player has access to an object now
  354. int EQ2Emu_lua_SetVisualFlag(lua_State* state) {
  355. if (!lua_interface)
  356. return 0;
  357. Spawn* spawn = lua_interface->GetSpawn(state);
  358. lua_interface->ResetFunctionStack(state);
  359. if (spawn) {
  360. spawn->vis_changed = true;
  361. spawn->GetZone()->AddChangedSpawn(spawn);
  362. }
  363. return 0;
  364. }
  365. //this function is used to force an update packet to be sent.
  366. //Useful if certain calculated things change after the player is sent the spawn packet, like quest flags or player has access to an object now
  367. int EQ2Emu_lua_SetInfoFlag(lua_State* state) {
  368. if (!lua_interface)
  369. return 0;
  370. Spawn* spawn = lua_interface->GetSpawn(state);
  371. lua_interface->ResetFunctionStack(state);
  372. if (spawn) {
  373. spawn->info_changed = true;
  374. spawn->GetZone()->AddChangedSpawn(spawn);
  375. }
  376. return 0;
  377. }
  378. int EQ2Emu_lua_SendStateCommand(lua_State* state) {
  379. if (!lua_interface)
  380. return 0;
  381. Spawn* spawn = lua_interface->GetSpawn(state);
  382. int32 new_state = lua_interface->GetInt32Value(state, 2);
  383. Spawn* player = lua_interface->GetSpawn(state, 3);
  384. lua_interface->ResetFunctionStack(state);
  385. if (spawn) {
  386. if(player)
  387. {
  388. if(player->IsPlayer())
  389. {
  390. Client* client = ((Player*)player)->GetClient();
  391. if(client)
  392. {
  393. ClientPacketFunctions::SendStateCommand(client, client->GetPlayer()->GetIDWithPlayerSpawn(spawn), new_state);
  394. lua_interface->SetBooleanValue(state, true);
  395. return 1;
  396. }
  397. else
  398. LogWrite(LUA__ERROR, 0, "LUA", "Spawn %s Error in SendStateCommand,attempted to pass player value in argument 3, but argument does not have active client.", spawn->GetName());
  399. }
  400. else
  401. LogWrite(LUA__ERROR, 0, "LUA", "Spawn %s Error in SendStateCommand,attempted to pass player value in argument 3, but argument is NOT a player.", spawn->GetName());
  402. }
  403. else
  404. {
  405. spawn->GetZone()->QueueStateCommandToClients(spawn->GetID(), new_state);
  406. lua_interface->SetBooleanValue(state, true);
  407. return 1;
  408. }
  409. }
  410. lua_interface->SetBooleanValue(state, false);
  411. return 1;
  412. }
  413. int EQ2Emu_lua_SpawnSet(lua_State* state) {
  414. if (!lua_interface)
  415. return 0;
  416. Spawn* spawn = lua_interface->GetSpawn(state);
  417. string variable = lua_interface->GetStringValue(state, 2);
  418. string value = lua_interface->GetStringValue(state, 3);
  419. bool no_update = lua_interface->GetBooleanValue(state, 4); // send update is true by default in SetSpawnCommand, so allow user to specify 'true' to disable send update.
  420. bool temporary_flag = true;
  421. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  422. int8 index = 0;
  423. if(num_args >= 5)
  424. {
  425. temporary_flag = lua_interface->GetBooleanValue(state, 5); // this used to be false, but no one bothered to set it temporary, we don't need to update the DB
  426. index = lua_interface->GetInt8Value(state, 6);
  427. }
  428. lua_interface->ResetFunctionStack(state);
  429. int32 type = commands.GetSpawnSetType(variable);
  430. if (type != 0xFFFFFFFF && value.length() > 0 && spawn)
  431. commands.SetSpawnCommand(0, spawn, type, value.c_str(), !no_update, temporary_flag, nullptr, index);
  432. return 0;
  433. }
  434. int EQ2Emu_lua_GetSpawn(lua_State* state) {
  435. if (!lua_interface)
  436. return 0;
  437. Spawn* spawn = lua_interface->GetSpawn(state);
  438. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  439. lua_interface->ResetFunctionStack(state);
  440. if (spawn && spawn_id > 0) {
  441. Spawn* closest_spawn = spawn->GetZone()->GetClosestSpawn(spawn, spawn_id);
  442. if (closest_spawn) {
  443. lua_interface->SetSpawnValue(state, closest_spawn);
  444. return 1;
  445. }
  446. }
  447. return 0;
  448. }
  449. int EQ2Emu_lua_GetSpawnFromList(lua_State* state) {
  450. if (!lua_interface)
  451. return 0;
  452. vector<Spawn*> spawns;
  453. int32 position = 0;
  454. if(lua_istable(state, 1)) {
  455. size_t len = lua_rawlen(state, 1);
  456. for(int i=1;i <= len; i++)
  457. {
  458. // get the entry to stack
  459. lua_rawgeti(state, 1, i);
  460. int Top = lua_gettop(state);
  461. if(lua_islightuserdata(state,Top)) {
  462. LUAUserData* data = (LUAUserData*)lua_touserdata(state, Top);
  463. if(data->IsSpawn()) {
  464. spawns.push_back(data->spawn);
  465. }
  466. }
  467. // remove entry from stack
  468. lua_pop(state,1);
  469. }
  470. }
  471. position = lua_interface->GetInt32Value(state, 2);
  472. lua_interface->ResetFunctionStack(state);
  473. Spawn* spawn = 0;
  474. if(position < spawns.size()) {
  475. spawn = spawns.at(position);
  476. }
  477. if(spawn) {
  478. lua_interface->SetSpawnValue(state, spawn);
  479. return 1;
  480. }
  481. return 0;
  482. }
  483. int EQ2Emu_lua_GetSpawnListSize(lua_State* state) {
  484. if (!lua_interface)
  485. return 0;
  486. vector<Spawn*> spawns;
  487. if(lua_istable(state, 1)) {
  488. size_t len = lua_rawlen(state, 1);
  489. for(int i=1;i <= len; i++)
  490. {
  491. // get the entry to stack
  492. lua_rawgeti(state, 1, i);
  493. int Top = lua_gettop(state);
  494. if(lua_islightuserdata(state,Top)) {
  495. LUAUserData* data = (LUAUserData*)lua_touserdata(state, Top);
  496. if(data->IsSpawn()) {
  497. spawns.push_back(data->spawn);
  498. }
  499. }
  500. // remove entry from stack
  501. lua_pop(state,1);
  502. }
  503. }
  504. lua_interface->ResetFunctionStack(state);
  505. lua_interface->SetInt32Value(state, spawns.size());
  506. return 1;
  507. }
  508. int EQ2Emu_lua_GetSpawnListBySpawnID(lua_State* state) {
  509. if (!lua_interface)
  510. return 0;
  511. Spawn* spawn = lua_interface->GetSpawn(state);
  512. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  513. lua_interface->ResetFunctionStack(state);
  514. if (spawn) {
  515. vector<Spawn*> spawns = spawn->GetZone()->GetSpawnsByID(spawn_id);
  516. if (spawns.size() > 0) {
  517. lua_createtable(state, spawns.size(), 0);
  518. int newTable = lua_gettop(state);
  519. for (int32 i = 0; i < spawns.size(); i++) {
  520. lua_interface->SetSpawnValue(state, spawns.at(i));
  521. lua_rawseti(state, newTable, i + 1);
  522. }
  523. return 1;
  524. }
  525. }
  526. return 0;
  527. }
  528. int EQ2Emu_lua_GetSpawnListByRailID(lua_State* state) {
  529. if (!lua_interface)
  530. return 0;
  531. Spawn* spawn = lua_interface->GetSpawn(state);
  532. sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
  533. lua_interface->ResetFunctionStack(state);
  534. if (spawn) {
  535. vector<Spawn*> spawns = spawn->GetZone()->GetSpawnsByRailID(rail_id);
  536. if (spawns.size() > 0) {
  537. lua_createtable(state, spawns.size(), 0);
  538. int newTable = lua_gettop(state);
  539. for (int32 i = 0; i < spawns.size(); i++) {
  540. lua_interface->SetSpawnValue(state, spawns.at(i));
  541. lua_rawseti(state, newTable, i + 1);
  542. }
  543. return 1;
  544. }
  545. }
  546. return 0;
  547. }
  548. int EQ2Emu_lua_GetPassengerSpawnList(lua_State* state) {
  549. if (!lua_interface)
  550. return 0;
  551. Spawn* spawn = lua_interface->GetSpawn(state);
  552. lua_interface->ResetFunctionStack(state);
  553. if (spawn) {
  554. vector<Spawn*> spawns = spawn->GetPassengersOnRail();
  555. if (spawns.size() > 0) {
  556. lua_createtable(state, spawns.size(), 0);
  557. int newTable = lua_gettop(state);
  558. for (int32 i = 0; i < spawns.size(); i++) {
  559. lua_interface->SetSpawnValue(state, spawns.at(i));
  560. lua_rawseti(state, newTable, i + 1);
  561. }
  562. return 1;
  563. }
  564. }
  565. return 0;
  566. }
  567. int EQ2Emu_lua_GetVariableValue(lua_State* state) {
  568. if (!lua_interface)
  569. return 0;
  570. string variable_name = lua_interface->GetStringValue(state);
  571. lua_interface->ResetFunctionStack(state);
  572. Variable* var = variables.FindVariable(variable_name);
  573. if (var) {
  574. lua_interface->SetStringValue(state, var->GetValue());
  575. return 1;
  576. }
  577. return 0;
  578. }
  579. int EQ2Emu_lua_GetCoinMessage(lua_State* state) {
  580. if (!lua_interface)
  581. return 0;
  582. int32 total_coins = lua_interface->GetInt32Value(state);
  583. lua_interface->ResetFunctionStack(state);
  584. if (total_coins == 0) {
  585. lua_interface->SetStringValue(state, "0 copper");
  586. return 1;
  587. }
  588. char tmp[64] = { 0 };
  589. string message = "";
  590. int32 val = 0;
  591. if (total_coins >= 1000000) {
  592. val = total_coins / 1000000;
  593. total_coins -= 1000000 * val;
  594. sprintf(tmp, " %u Platinum", val);
  595. message.append(tmp);
  596. memset(tmp, 0, 64);
  597. }
  598. if (total_coins >= 10000) {
  599. val = total_coins / 10000;
  600. total_coins -= 10000 * val;
  601. sprintf(tmp, " %u Gold", val);
  602. message.append(tmp);
  603. memset(tmp, 0, 64);
  604. }
  605. if (total_coins >= 100) {
  606. val = total_coins / 100;
  607. total_coins -= 100 * val;
  608. sprintf(tmp, " %u Silver", val);
  609. message.append(tmp);
  610. memset(tmp, 0, 64);
  611. }
  612. if (total_coins > 0) {
  613. sprintf(tmp, " %u Copper", (int32)total_coins);
  614. message.append(tmp);
  615. }
  616. lua_interface->SetStringValue(state, message.c_str());
  617. return 1;
  618. }
  619. int EQ2Emu_lua_GetSpawnByGroupID(lua_State* state) {
  620. ZoneServer* zone = lua_interface->GetZone(state);
  621. int32 group_id = lua_interface->GetInt32Value(state, 2);
  622. lua_interface->ResetFunctionStack(state);
  623. if (zone) {
  624. Spawn* spawn = zone->GetSpawnGroup(group_id);
  625. if (spawn) {
  626. lua_interface->SetSpawnValue(state, spawn);
  627. return 1;
  628. }
  629. }
  630. return 0;
  631. }
  632. int EQ2Emu_lua_GetSpawnByLocationID(lua_State* state) {
  633. ZoneServer* zone = lua_interface->GetZone(state);
  634. int32 location_id = lua_interface->GetInt32Value(state, 2);
  635. lua_interface->ResetFunctionStack(state);
  636. if (zone) {
  637. Spawn* spawn = zone->GetSpawnByLocationID(location_id);
  638. if (spawn) {
  639. lua_interface->SetSpawnValue(state, spawn);
  640. return 1;
  641. }
  642. }
  643. return 0;
  644. }
  645. int EQ2Emu_lua_GetSpawnID(lua_State* state) {
  646. Spawn* spawn = lua_interface->GetSpawn(state);
  647. lua_interface->ResetFunctionStack(state);
  648. if (spawn) {
  649. lua_interface->SetInt32Value(state, spawn->GetDatabaseID());
  650. return 1;
  651. }
  652. return 0;
  653. }
  654. int EQ2Emu_lua_GetSpawnGroupID(lua_State* state) {
  655. Spawn* spawn = lua_interface->GetSpawn(state);
  656. lua_interface->ResetFunctionStack(state);
  657. if (spawn) {
  658. lua_interface->SetInt32Value(state, spawn->GetSpawnGroupID());
  659. return 1;
  660. }
  661. return 0;
  662. }
  663. int EQ2Emu_lua_SetSpawnGroupID(lua_State* state) {
  664. if (!lua_interface)
  665. return 0;
  666. Spawn* spawn = lua_interface->GetSpawn(state);
  667. int32 new_group_id = lua_interface->GetInt32Value(state, 2);
  668. lua_interface->ResetFunctionStack(state);
  669. if (spawn) {
  670. spawn->SetSpawnGroupID(new_group_id);
  671. lua_interface->SetBooleanValue(state, true);
  672. return 1;
  673. }
  674. lua_interface->SetBooleanValue(state, false);
  675. return 1;
  676. }
  677. int EQ2Emu_lua_AddSpawnToGroup(lua_State* state) {
  678. if (!lua_interface)
  679. return 0;
  680. Spawn* spawn = lua_interface->GetSpawn(state);
  681. int32 new_group_id = lua_interface->GetInt32Value(state, 2);
  682. lua_interface->ResetFunctionStack(state);
  683. if (spawn) {
  684. spawn->GetZone()->AddSpawnToGroup(spawn, new_group_id);
  685. lua_interface->SetBooleanValue(state, true);
  686. return 1;
  687. }
  688. lua_interface->SetBooleanValue(state, false);
  689. return 1;
  690. }
  691. int EQ2Emu_lua_GetSpawnLocationID(lua_State* state) {
  692. Spawn* spawn = lua_interface->GetSpawn(state);
  693. lua_interface->ResetFunctionStack(state);
  694. if (spawn) {
  695. lua_interface->SetInt32Value(state, spawn->GetSpawnLocationID());
  696. return 1;
  697. }
  698. return 0;
  699. }
  700. int EQ2Emu_lua_GetSpawnLocationPlacementID(lua_State* state) {
  701. Spawn* spawn = lua_interface->GetSpawn(state);
  702. lua_interface->ResetFunctionStack(state);
  703. if (spawn) {
  704. lua_interface->SetInt32Value(state, spawn->GetSpawnLocationPlacementID());
  705. return 1;
  706. }
  707. return 0;
  708. }
  709. int EQ2Emu_lua_GetFactionAmount(lua_State* state) {
  710. Player* player = (Player*)lua_interface->GetSpawn(state);
  711. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  712. lua_interface->ResetFunctionStack(state);
  713. if (player && player->IsPlayer() && faction_id > 0) {
  714. lua_interface->SetSInt32Value(state, player->GetFactions()->GetFactionValue(faction_id));
  715. return 1;
  716. }
  717. return 0;
  718. }
  719. int EQ2Emu_lua_SetFactionID(lua_State* state) {
  720. if (!lua_interface)
  721. return 0;
  722. Spawn* spawn = lua_interface->GetSpawn(state);
  723. int32 value = lua_interface->GetInt32Value(state, 2);
  724. lua_interface->ResetFunctionStack(state);
  725. if (spawn) {
  726. spawn->SetFactionID(value);
  727. }
  728. return 0;
  729. }
  730. int EQ2Emu_lua_GetFactionID(lua_State* state) {
  731. Spawn* spawn = lua_interface->GetSpawn(state);
  732. lua_interface->ResetFunctionStack(state);
  733. if (spawn) {
  734. lua_interface->SetInt32Value(state, spawn->GetFactionID());
  735. return 1;
  736. }
  737. return 0;
  738. }
  739. int EQ2Emu_lua_GetGender(lua_State* state) {
  740. Spawn* spawn = lua_interface->GetSpawn(state);
  741. lua_interface->ResetFunctionStack(state);
  742. if (spawn) {
  743. lua_interface->SetInt32Value(state, spawn->GetGender());
  744. return 1;
  745. }
  746. return 0;
  747. }
  748. int EQ2Emu_lua_GetTarget(lua_State* state) {
  749. Spawn* spawn = lua_interface->GetSpawn(state);
  750. lua_interface->ResetFunctionStack(state);
  751. if (spawn && spawn->IsEntity() && ((Entity*)spawn)->GetTarget()) {
  752. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetTarget());
  753. return 1;
  754. }
  755. return 0;
  756. }
  757. int EQ2Emu_lua_PlayVoice(lua_State* state) {
  758. if (!lua_interface)
  759. return 0;
  760. Spawn* spawn = lua_interface->GetSpawn(state);
  761. string mp3_string = lua_interface->GetStringValue(state, 2);
  762. int32 key1 = lua_interface->GetInt32Value(state, 3);
  763. int32 key2 = lua_interface->GetInt32Value(state, 4);
  764. Spawn* player = lua_interface->GetSpawn(state, 5);
  765. lua_interface->ResetFunctionStack(state);
  766. if (spawn && mp3_string.length() > 0) {
  767. Client* client = 0;
  768. if (player && player->IsPlayer())
  769. client = ((Player*)player)->GetClient();
  770. if (client) {
  771. if (((Player*)player)->WasSentSpawn(spawn->GetID()))
  772. spawn->GetZone()->PlayVoice(client, spawn, mp3_string.c_str(), key1, key2);
  773. }
  774. else
  775. spawn->GetZone()->PlayVoice(spawn, mp3_string.c_str(), key1, key2);
  776. }
  777. return 0;
  778. }
  779. int EQ2Emu_lua_GetCurrentZoneSafeLocation(lua_State* state) {
  780. if (!lua_interface)
  781. return 0;
  782. Spawn* spawn = lua_interface->GetSpawn(state);
  783. lua_interface->ResetFunctionStack(state);
  784. if (spawn) {
  785. lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeX());
  786. lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeY());
  787. lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeZ());
  788. return 3;
  789. }
  790. return 0;
  791. }
  792. int EQ2Emu_lua_HasLootItem(lua_State* state) {
  793. if (!lua_interface)
  794. return 0;
  795. Spawn* spawn = lua_interface->GetSpawn(state);
  796. if (spawn) {
  797. int32 item_id = lua_interface->GetInt32Value(state, 2);
  798. lua_interface->ResetFunctionStack(state);
  799. lua_interface->SetBooleanValue(state, spawn->HasLootItemID(item_id));
  800. return 1;
  801. }
  802. lua_interface->ResetFunctionStack(state);
  803. return 0;
  804. }
  805. int EQ2Emu_lua_AddLootItem(lua_State* state) {
  806. if (!lua_interface)
  807. return 0;
  808. Spawn* spawn = lua_interface->GetSpawn(state);
  809. if (spawn && spawn->IsEntity()) {
  810. int32 item_id = lua_interface->GetInt32Value(state, 2);
  811. int16 charges = lua_interface->GetInt16Value(state, 3);
  812. if (charges == 0)
  813. charges = 1;
  814. ((Entity*)spawn)->AddLootItem(item_id, charges);
  815. }
  816. lua_interface->ResetFunctionStack(state);
  817. return 0;
  818. }
  819. int EQ2Emu_lua_RemoveLootItem(lua_State* state) {
  820. if (!lua_interface)
  821. return 0;
  822. Spawn* spawn = lua_interface->GetSpawn(state);
  823. if (spawn && spawn->IsEntity()) {
  824. int32 item_id = lua_interface->GetInt32Value(state, 2);
  825. Item* item = spawn->LootItem(item_id);
  826. lua_interface->SetLuaUserDataStale(item);
  827. safe_delete(item);
  828. }
  829. lua_interface->ResetFunctionStack(state);
  830. return 0;
  831. }
  832. int EQ2Emu_lua_AddLootCoin(lua_State* state) {
  833. if (!lua_interface)
  834. return 0;
  835. Spawn* spawn = lua_interface->GetSpawn(state);
  836. if (spawn) {
  837. int32 val = lua_interface->GetInt32Value(state, 2);
  838. spawn->AddLootCoins(val);
  839. }
  840. lua_interface->ResetFunctionStack(state);
  841. return 0;
  842. }
  843. int EQ2Emu_lua_GiveLoot(lua_State* state) {
  844. if (!lua_interface)
  845. return 0;
  846. Spawn* entity = lua_interface->GetSpawn(state);
  847. Spawn* player = lua_interface->GetSpawn(state, 2);
  848. if (entity && player && player->IsPlayer()) {
  849. int32 coins = lua_interface->GetInt32Value(state, 3);
  850. vector<Item*>* items = 0;
  851. int i = 0;
  852. int32 item_id = 0;
  853. while ((item_id = lua_interface->GetInt32Value(state, 4 + i))) {
  854. if (items == 0)
  855. items = new vector<Item*>;
  856. if (master_item_list.GetItem(item_id))
  857. items->push_back(master_item_list.GetItem(item_id));
  858. i++;
  859. }
  860. Client* client = 0;
  861. client = ((Player*)player)->GetClient();
  862. if (client)
  863. ((Player*)player)->AddPendingLootItems(entity->GetID(), items);
  864. if(coins > 0)
  865. entity->AddLootCoins(coins);
  866. safe_delete(items);
  867. }
  868. lua_interface->ResetFunctionStack(state);
  869. return 0;
  870. }
  871. int EQ2Emu_lua_HasPendingLootItem(lua_State* state) {
  872. if (!lua_interface)
  873. return 0;
  874. Spawn* entity = lua_interface->GetSpawn(state);
  875. Spawn* player = lua_interface->GetSpawn(state, 2);
  876. int32 item_id = lua_interface->GetInt32Value(state, 3);
  877. lua_interface->ResetFunctionStack(state);
  878. if (entity && entity->IsEntity() && player && player->IsPlayer() && item_id > 0) {
  879. lua_interface->SetBooleanValue(state, ((Player*)player)->HasPendingLootItem(entity->GetID(), item_id));
  880. return 1;
  881. }
  882. return 0;
  883. }
  884. int EQ2Emu_lua_HasPendingLoot(lua_State* state) {
  885. if (!lua_interface)
  886. return 0;
  887. Spawn* entity = lua_interface->GetSpawn(state);
  888. Spawn* player = lua_interface->GetSpawn(state, 2);
  889. lua_interface->ResetFunctionStack(state);
  890. if (entity && player && player->IsPlayer()) {
  891. lua_interface->SetBooleanValue(state, ((Player*)player)->HasPendingLootItems(entity->GetID()));
  892. return 1;
  893. }
  894. return 0;
  895. }
  896. int EQ2Emu_lua_CreateConversation(lua_State* state) {
  897. if (!lua_interface)
  898. return 0;
  899. vector<ConversationOption>* conversation = lua_interface->GetConversation(state);
  900. lua_interface->SetLuaUserDataStale(conversation);
  901. safe_delete(conversation);
  902. lua_interface->ResetFunctionStack(state);
  903. conversation = new vector<ConversationOption>();
  904. lua_interface->SetConversationValue(state, conversation);
  905. return 1;
  906. }
  907. int EQ2Emu_lua_AddConversationOption(lua_State* state) {
  908. if (!lua_interface)
  909. return 0;
  910. vector<ConversationOption>* conversation = lua_interface->GetConversation(state);
  911. if (conversation) {
  912. ConversationOption conv_option;
  913. conv_option.option = lua_interface->GetStringValue(state, 2);
  914. conv_option.function = lua_interface->GetStringValue(state, 3);
  915. if (conv_option.option.length() > 0)
  916. conversation->push_back(conv_option);
  917. }
  918. lua_interface->ResetFunctionStack(state);
  919. return 0;
  920. }
  921. int EQ2Emu_lua_CloseConversation(lua_State* state) {
  922. if (!lua_interface)
  923. return 0;
  924. Spawn* npc = lua_interface->GetSpawn(state);
  925. Spawn* player = lua_interface->GetSpawn(state, 2);
  926. lua_interface->ResetFunctionStack(state);
  927. if (npc && player && player->IsPlayer() && player->GetZone()) {
  928. Client* client = ((Player*)player)->GetClient();
  929. if (client) {
  930. int32 conversation_id = client->GetConversationID(npc, 0);
  931. client->CloseDialog(conversation_id);
  932. }
  933. }
  934. return 0;
  935. }
  936. int EQ2Emu_lua_CloseItemConversation(lua_State* state) {
  937. if (!lua_interface)
  938. return 0;
  939. Item* item = lua_interface->GetItem(state);
  940. Spawn* player = lua_interface->GetSpawn(state, 2);
  941. lua_interface->ResetFunctionStack(state);
  942. if (item && player && player->IsPlayer() && player->GetZone()) {
  943. Client* client = ((Player*)player)->GetClient();
  944. if (client) {
  945. int32 conversation_id = client->GetConversationID(0, item);
  946. client->CloseDialog(conversation_id);
  947. }
  948. }
  949. return 0;
  950. }
  951. int EQ2Emu_lua_StartDialogConversation(lua_State* state) {
  952. if (!lua_interface)
  953. return 0;
  954. vector<ConversationOption>* conversation = lua_interface->GetConversation(state);
  955. Spawn* spawn = 0;
  956. Item* item = 0;
  957. int8 type = lua_interface->GetInt8Value(state, 2);
  958. if (type == 1 || type == 3)
  959. spawn = lua_interface->GetSpawn(state, 3);
  960. else if (type == 2 || type == 4)
  961. item = lua_interface->GetItem(state, 3);
  962. Spawn* player = lua_interface->GetSpawn(state, 4);
  963. string text = lua_interface->GetStringValue(state, 5);
  964. string mp3 = lua_interface->GetStringValue(state, 6);
  965. int32 key1 = lua_interface->GetInt32Value(state, 7);
  966. int32 key2 = lua_interface->GetInt32Value(state, 8);
  967. int8 language = lua_interface->GetInt8Value(state, 9);
  968. int numargs = lua_interface->GetNumberOfArgs(state);
  969. int8 can_close = 1;
  970. if(numargs > 9)
  971. can_close = lua_interface->GetInt32Value(state, 10);
  972. lua_interface->ResetFunctionStack(state);
  973. if (conversation && text.length() > 0 && (spawn || item) && player && player->IsPlayer()) {
  974. Client* client = ((Player*)player)->GetClient();
  975. if (client) {
  976. if (spawn) {
  977. // Need to do this so the function works the same as it did before
  978. if (type == 1)
  979. type++;
  980. if (mp3.length() > 0)
  981. client->DisplayConversation((Entity*)spawn, type, conversation, const_cast<char*>(text.c_str()), mp3.c_str(), key1, key2, language, can_close);
  982. else
  983. client->DisplayConversation((Entity*)spawn, type, conversation, const_cast<char*>(text.c_str()), nullptr, 0, 0, language, can_close);
  984. }
  985. else {
  986. if (mp3.length() > 0)
  987. client->DisplayConversation(item, conversation, const_cast<char*>(text.c_str()), type, mp3.c_str(), key1, key2, language, can_close);
  988. else
  989. client->DisplayConversation(item, conversation, const_cast<char*>(text.c_str()), type, nullptr, 0, 0, language, can_close);
  990. }
  991. }
  992. }
  993. lua_interface->SetLuaUserDataStale(conversation);
  994. safe_delete(conversation);
  995. return 0;
  996. }
  997. int EQ2Emu_lua_StartConversation(lua_State* state) {
  998. if (!lua_interface)
  999. return 0;
  1000. vector<ConversationOption>* conversation = lua_interface->GetConversation(state);
  1001. Spawn* source = lua_interface->GetSpawn(state, 2);
  1002. Spawn* player = lua_interface->GetSpawn(state, 3);
  1003. string text = lua_interface->GetStringValue(state, 4);
  1004. string mp3 = lua_interface->GetStringValue(state, 5);
  1005. int32 key1 = lua_interface->GetInt32Value(state, 6);
  1006. int32 key2 = lua_interface->GetInt32Value(state, 7);
  1007. int8 language = lua_interface->GetInt32Value(state, 8);
  1008. int numargs = lua_interface->GetNumberOfArgs(state);
  1009. int8 can_close = 1;
  1010. if(numargs > 8)
  1011. can_close = lua_interface->GetInt32Value(state, 9);
  1012. lua_interface->ResetFunctionStack(state);
  1013. if (conversation && conversation->size() > 0 && text.length() > 0 && source && player && player->IsPlayer()) {
  1014. Client* client = ((Player*)player)->GetClient();
  1015. if (mp3.length() > 0)
  1016. client->DisplayConversation(source, 1, conversation, text.c_str(), mp3.c_str(), key1, key2, language, can_close);
  1017. else
  1018. client->DisplayConversation(source, 1, conversation, text.c_str(), nullptr, 0, 0, language, can_close);
  1019. lua_interface->SetLuaUserDataStale(conversation);
  1020. safe_delete(conversation);
  1021. }
  1022. else
  1023. LogWrite(LUA__ERROR, 0, "LUA", "Spawn %s Error in StartConversation, potentially AddConversationOption not yet called or the StartConversation arguments are incorrect, text: %s, conversationSize: %i.", source ? source->GetName() : "UNKNOWN", text.size() ? text.c_str() : "", conversation ? conversation->size() : -1);
  1024. return 0;
  1025. }
  1026. int EQ2Emu_lua_SetPlayerProximityFunction(lua_State* state) {
  1027. if (!lua_interface)
  1028. return 0;
  1029. Spawn* spawn = lua_interface->GetSpawn(state);
  1030. float distance = lua_interface->GetFloatValue(state, 2);
  1031. string in_range_function = lua_interface->GetStringValue(state, 3);
  1032. string leaving_range_function = lua_interface->GetStringValue(state, 4);
  1033. if (spawn && !spawn->IsPlayer() && distance > 0 && in_range_function.length() > 0)
  1034. spawn->GetZone()->AddPlayerProximity(spawn, distance, in_range_function, leaving_range_function);
  1035. return 0;
  1036. }
  1037. int EQ2Emu_lua_SetLocationProximityFunction(lua_State* state) {
  1038. ZoneServer* zone = lua_interface->GetZone(state);
  1039. float x = lua_interface->GetFloatValue(state, 2);
  1040. float y = lua_interface->GetFloatValue(state, 3);
  1041. float z = lua_interface->GetFloatValue(state, 4);
  1042. float max_variation = lua_interface->GetFloatValue(state, 5);
  1043. string in_range_function = lua_interface->GetStringValue(state, 6);
  1044. string leaving_range_function = lua_interface->GetStringValue(state, 7);
  1045. lua_interface->ResetFunctionStack(state);
  1046. if (zone && in_range_function.length() > 0)
  1047. zone->AddLocationProximity(x, y, z, max_variation, in_range_function, leaving_range_function);
  1048. return 0;
  1049. }
  1050. int EQ2Emu_lua_SetLootCoin(lua_State* state) {
  1051. if (!lua_interface)
  1052. return 0;
  1053. Spawn* spawn = lua_interface->GetSpawn(state);
  1054. if (spawn && spawn->IsEntity()) {
  1055. int32 val = lua_interface->GetInt32Value(state, 2);
  1056. ((Entity*)spawn)->SetLootCoins(val);
  1057. }
  1058. lua_interface->ResetFunctionStack(state);
  1059. return 0;
  1060. }
  1061. int EQ2Emu_lua_GetLootCoin(lua_State* state) {
  1062. if (!lua_interface)
  1063. return 0;
  1064. Spawn* spawn = lua_interface->GetSpawn(state);
  1065. lua_interface->ResetFunctionStack(state);
  1066. if (spawn && spawn->IsEntity()) {
  1067. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetLootCoins());
  1068. return 1;
  1069. }
  1070. return 0;
  1071. }
  1072. int EQ2Emu_lua_MovementLoopAdd(lua_State* state) {
  1073. if (!lua_interface)
  1074. return 0;
  1075. Spawn* spawn = lua_interface->GetSpawn(state);
  1076. float x = lua_interface->GetFloatValue(state, 2);
  1077. float y = lua_interface->GetFloatValue(state, 3);
  1078. float z = lua_interface->GetFloatValue(state, 4);
  1079. float speed = lua_interface->GetFloatValue(state, 5);
  1080. int32 delay = lua_interface->GetInt32Value(state, 6); //this should be given as seconds, as it is converted to ms later
  1081. string function = lua_interface->GetStringValue(state, 7);
  1082. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  1083. float heading = lua_interface->GetFloatValue(state, 8);
  1084. if (spawn) {
  1085. spawn->AddMovementLocation(x, y, z, speed, delay, function.c_str(), heading, (num_args > 7) ? true : false );
  1086. spawn->GetZone()->AddMovementNPC(spawn);
  1087. }
  1088. lua_interface->ResetFunctionStack(state);
  1089. return 0;
  1090. }
  1091. int EQ2Emu_lua_IsPlayer(lua_State* state) {
  1092. if (!lua_interface)
  1093. return 0;
  1094. Spawn* spawn = lua_interface->GetSpawn(state);
  1095. lua_interface->ResetFunctionStack(state);
  1096. if (spawn) {
  1097. lua_interface->SetBooleanValue(state, spawn->IsPlayer());
  1098. return 1;
  1099. }
  1100. return 0;
  1101. }
  1102. int EQ2Emu_lua_GetCharacterID(lua_State* state) {
  1103. if (!lua_interface)
  1104. return 0;
  1105. Spawn* spawn = lua_interface->GetSpawn(state);
  1106. lua_interface->ResetFunctionStack(state);
  1107. if (spawn && spawn->IsPlayer()) {
  1108. lua_interface->SetInt32Value(state, ((Player*)spawn)->GetCharacterID());
  1109. return 1;
  1110. }
  1111. lua_interface->SetInt32Value(state, 0);
  1112. return 1;
  1113. }
  1114. int EQ2Emu_lua_FaceTarget(lua_State* state) {
  1115. if (!lua_interface)
  1116. return 0;
  1117. Spawn* spawn = lua_interface->GetSpawn(state);
  1118. Spawn* target = lua_interface->GetSpawn(state, 2);
  1119. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  1120. bool reset_action_state = true;
  1121. if(num_args > 2)
  1122. reset_action_state = lua_interface->GetBooleanValue(state, 3);
  1123. if (spawn && target) {
  1124. if (spawn->IsEntity())
  1125. // ((Entity*)spawn)->FaceTarget(target);
  1126. static_cast<Entity*>(spawn)->FaceTarget(target, reset_action_state);
  1127. }
  1128. lua_interface->ResetFunctionStack(state);
  1129. return 0;
  1130. }
  1131. int EQ2Emu_lua_MoveToLocation(lua_State* state) {
  1132. if (!lua_interface)
  1133. return 0;
  1134. Spawn* spawn = lua_interface->GetSpawn(state);
  1135. float x = lua_interface->GetFloatValue(state, 2);
  1136. float y = lua_interface->GetFloatValue(state, 3);
  1137. float z = lua_interface->GetFloatValue(state, 4);
  1138. float speed = lua_interface->GetFloatValue(state, 5);
  1139. string lua_function = lua_interface->GetStringValue(state, 6);
  1140. bool more_points = lua_interface->GetBooleanValue(state, 7);
  1141. if (spawn) {
  1142. if (speed == 0)
  1143. speed = spawn->GetSpeed();
  1144. spawn->AddRunningLocation(x, y, z, speed, 0.0f, true, !more_points, lua_function);
  1145. }
  1146. lua_interface->ResetFunctionStack(state);
  1147. return 0;
  1148. }
  1149. int EQ2Emu_lua_ClearRunningLocations(lua_State* state) {
  1150. if (!lua_interface)
  1151. return 0;
  1152. Spawn* spawn = lua_interface->GetSpawn(state);
  1153. lua_interface->ResetFunctionStack(state);
  1154. if (spawn) {
  1155. spawn->ClearRunningLocations();
  1156. }
  1157. return 0;
  1158. }
  1159. int EQ2Emu_lua_Say(lua_State* state) {
  1160. if (!lua_interface)
  1161. return 0;
  1162. Spawn* spawn = lua_interface->GetSpawn(state);
  1163. string message = lua_interface->GetStringValue(state, 2);
  1164. Spawn* player = lua_interface->GetSpawn(state, 3);
  1165. float dist = lua_interface->GetFloatValue(state, 4);
  1166. int32 language = lua_interface->GetInt32Value(state, 5);
  1167. if (spawn && message.length() > 0) {
  1168. Client* client = 0;
  1169. if (player && player->IsPlayer())
  1170. client = ((Player*)player)->GetClient();
  1171. if (client)
  1172. spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_SAY, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1173. else
  1174. spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_SAY, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1175. }
  1176. lua_interface->ResetFunctionStack(state);
  1177. return 0;
  1178. }
  1179. int EQ2Emu_lua_Shout(lua_State* state) {
  1180. if (!lua_interface)
  1181. return 0;
  1182. Spawn* spawn = lua_interface->GetSpawn(state);
  1183. string message = lua_interface->GetStringValue(state, 2);
  1184. Spawn* player = lua_interface->GetSpawn(state, 3);
  1185. float dist = lua_interface->GetFloatValue(state, 4);
  1186. int32 language = lua_interface->GetInt32Value(state, 5);
  1187. if (spawn && message.length() > 0) {
  1188. Client* client = 0;
  1189. if (player && player->IsPlayer())
  1190. client = ((Player*)player)->GetClient();
  1191. if (client)
  1192. spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_SHOUT, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1193. else
  1194. spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_SHOUT, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1195. }
  1196. lua_interface->ResetFunctionStack(state);
  1197. return 0;
  1198. }
  1199. int EQ2Emu_lua_SayOOC(lua_State* state) {
  1200. if (!lua_interface)
  1201. return 0;
  1202. Spawn* spawn = lua_interface->GetSpawn(state);
  1203. string message = lua_interface->GetStringValue(state, 2);
  1204. Spawn* player = lua_interface->GetSpawn(state, 3);
  1205. float dist = lua_interface->GetFloatValue(state, 4);
  1206. int32 language = lua_interface->GetInt32Value(state, 5);
  1207. if (spawn && message.length() > 0) {
  1208. Client* client = 0;
  1209. if (player && player->IsPlayer())
  1210. client = ((Player*)player)->GetClient();
  1211. if (client)
  1212. spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_OUT_OF_CHARACTER, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1213. else
  1214. spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_OUT_OF_CHARACTER, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1215. }
  1216. lua_interface->ResetFunctionStack(state);
  1217. return 0;
  1218. }
  1219. int EQ2Emu_lua_Emote(lua_State* state) {
  1220. if (!lua_interface)
  1221. return 0;
  1222. Spawn* spawn = lua_interface->GetSpawn(state);
  1223. string message = lua_interface->GetStringValue(state, 2);
  1224. Spawn* spawn2 = lua_interface->GetSpawn(state, 3);
  1225. Spawn* player = lua_interface->GetSpawn(state, 4);
  1226. char* to = 0;
  1227. if (spawn2)
  1228. to = spawn2->GetName();
  1229. if (spawn && message.length() > 0) {
  1230. Client* client = 0;
  1231. if (player && player->IsPlayer())
  1232. client = ((Player*)player)->GetClient();
  1233. if (client)
  1234. spawn->GetZone()->HandleChatMessage(client, spawn, to, CHANNEL_EMOTE, message.c_str(), 30);
  1235. else
  1236. spawn->GetZone()->HandleChatMessage(spawn, to, CHANNEL_EMOTE, message.c_str(), 30);
  1237. }
  1238. lua_interface->ResetFunctionStack(state);
  1239. return 0;
  1240. }
  1241. int EQ2Emu_lua_SpellHeal(lua_State* state) {
  1242. if (!lua_interface)
  1243. return 0;
  1244. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1245. if(!luaspell || luaspell->resisted) {
  1246. lua_interface->ResetFunctionStack(state);
  1247. return 0;
  1248. }
  1249. Spawn* caster = luaspell->caster;
  1250. string heal_type = lua_interface->GetStringValue(state);//power, heal ect
  1251. int32 min_heal = lua_interface->GetInt32Value(state, 2);
  1252. int32 max_heal = lua_interface->GetInt32Value(state, 3);
  1253. Spawn* target = lua_interface->GetSpawn(state, 4);
  1254. int8 crit_mod = lua_interface->GetInt32Value(state, 5);
  1255. bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1;
  1256. string custom_spell_name = lua_interface->GetStringValue(state, 7);//custom spell name
  1257. lua_interface->ResetFunctionStack(state);
  1258. boost::to_lower(heal_type);
  1259. if (caster && caster->IsEntity()) {
  1260. bool success = false;
  1261. luaspell->resisted = false;
  1262. if (target) {
  1263. float distance = caster->GetDistance(target, true);
  1264. if (((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name))
  1265. success = true;
  1266. }
  1267. if ((!success || luaspell->spell->GetSpellData()->group_spell) && luaspell->targets.size() > 0) {
  1268. Spawn* target = 0;
  1269. ZoneServer* zone = luaspell->caster->GetZone();
  1270. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1271. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1272. if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
  1273. float distance = caster->GetDistance(target, true);
  1274. ((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name);
  1275. }
  1276. }
  1277. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1278. success = true;
  1279. }
  1280. if (success) {
  1281. if (caster->GetZone())
  1282. caster->GetZone()->TriggerCharSheetTimer();
  1283. }
  1284. }
  1285. return 0;
  1286. }
  1287. int EQ2Emu_lua_SpellHealPct(lua_State* state) {
  1288. if (!lua_interface)
  1289. return 0;
  1290. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1291. if(!luaspell || luaspell->resisted) {
  1292. lua_interface->ResetFunctionStack(state);
  1293. return 0;
  1294. }
  1295. Spawn* caster = luaspell->caster;
  1296. string heal_type = lua_interface->GetStringValue(state);//power, heal ect
  1297. float percentage = lua_interface->GetFloatValue(state, 2);
  1298. bool current_value = lua_interface->GetBooleanValue(state, 3);
  1299. bool caster_value = lua_interface->GetBooleanValue(state, 4);
  1300. Spawn* target = lua_interface->GetSpawn(state, 5);
  1301. int8 crit_mod = lua_interface->GetInt32Value(state, 6);
  1302. bool no_calcs = lua_interface->GetInt32Value(state, 7) == 1;
  1303. string custom_spell_name = lua_interface->GetStringValue(state, 8);//custom spell name
  1304. lua_interface->ResetFunctionStack(state);
  1305. boost::to_lower(heal_type);
  1306. int32 min_heal = 0, max_heal = 0;
  1307. if (caster && caster->IsEntity() && target) {
  1308. if(percentage <= 0.0f)
  1309. {
  1310. LogWrite(LUA__ERROR, 0, "LUA", "Error applying SpellHealPct on '%s'. percentage %f is less than or equal to 0.",target->GetName(),percentage);
  1311. return 0;
  1312. }
  1313. if(heal_type == "power")
  1314. {
  1315. if(current_value)
  1316. {
  1317. if(caster_value)
  1318. min_heal = max_heal = (int32)(float)caster->GetPower() * (percentage / 100.0f);
  1319. else
  1320. min_heal = max_heal = (int32)(float)target->GetPower() * (percentage / 100.0f);
  1321. }
  1322. else
  1323. {
  1324. if(caster_value)
  1325. min_heal = max_heal = (int32)(float)caster->GetTotalPower() * (percentage / 100.0f);
  1326. else
  1327. min_heal = max_heal = (int32)(float)target->GetTotalPower() * (percentage / 100.0f);
  1328. }
  1329. }
  1330. else
  1331. {
  1332. if(current_value)
  1333. {
  1334. if(caster_value)
  1335. min_heal = max_heal = (int32)(float)caster->GetHP() * (percentage / 100.0f);
  1336. else
  1337. min_heal = max_heal = (int32)(float)target->GetHP() * (percentage / 100.0f);
  1338. }
  1339. else
  1340. {
  1341. if(caster_value)
  1342. min_heal = max_heal = (int32)(float)caster->GetTotalHP() * (percentage / 100.0f);
  1343. else
  1344. min_heal = max_heal = (int32)(float)target->GetTotalHP() * (percentage / 100.0f);
  1345. }
  1346. }
  1347. bool success = false;
  1348. luaspell->resisted = false;
  1349. if (target) {
  1350. float distance = caster->GetDistance(target, true);
  1351. if (((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name))
  1352. success = true;
  1353. }
  1354. if ((!success || luaspell->spell->GetSpellData()->group_spell) && luaspell->targets.size() > 0) {
  1355. Spawn* target = 0;
  1356. ZoneServer* zone = luaspell->caster->GetZone();
  1357. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1358. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1359. if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
  1360. float distance = caster->GetDistance(target, true);
  1361. ((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name);
  1362. }
  1363. }
  1364. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1365. success = true;
  1366. }
  1367. if (success) {
  1368. if (caster->GetZone())
  1369. caster->GetZone()->TriggerCharSheetTimer();
  1370. }
  1371. }
  1372. return 0;
  1373. }
  1374. int EQ2Emu_lua_AddItem(lua_State* state) {
  1375. if (!lua_interface)
  1376. return 0;
  1377. Spawn* spawn = lua_interface->GetSpawn(state);
  1378. int32 item_id = lua_interface->GetInt32Value(state, 2);
  1379. int16 quantity = lua_interface->GetInt32Value(state, 3);
  1380. lua_interface->ResetFunctionStack(state);
  1381. // default of 1 quantity to add
  1382. if (quantity == 0)
  1383. quantity = 1;
  1384. if (spawn && spawn->IsPlayer()) {
  1385. Client* client = ((Player*)spawn)->GetClient();
  1386. if (client && item_id > 0) {
  1387. lua_interface->SetBooleanValue(state, client->AddItem(item_id, quantity));
  1388. return 1;
  1389. }
  1390. }
  1391. lua_interface->SetBooleanValue(state, false);
  1392. return 1;
  1393. }
  1394. int EQ2Emu_lua_SummonItem(lua_State* state) {
  1395. if (!lua_interface)
  1396. return 0;
  1397. Spawn* spawn = lua_interface->GetSpawn(state);
  1398. int32 item_id = lua_interface->GetInt32Value(state, 2);
  1399. bool send_messages = (lua_interface->GetInt8Value(state, 3) == 1);
  1400. string location = lua_interface->GetStringValue(state, 4);
  1401. int16 item_count = lua_interface->GetInt16Value(state,5);
  1402. //devn00b: if we dont have a count, assume 1 item.
  1403. if(!item_count) {
  1404. item_count = 1;
  1405. }
  1406. lua_interface->ResetFunctionStack(state);
  1407. if (spawn && spawn->IsPlayer()) {
  1408. Client* client = ((Player*)spawn)->GetClient();
  1409. if (client && item_id > 0) {
  1410. if (strncasecmp(location.c_str(), "bank", 4) == 0)
  1411. lua_interface->SetBooleanValue(state, client->AddItemToBank(item_id, item_count));
  1412. else
  1413. lua_interface->SetBooleanValue(state, client->AddItem(item_id, item_count));
  1414. if (send_messages) {
  1415. Item* item = master_item_list.GetItem(item_id);
  1416. if (item) {
  1417. if(item_count > 1) {
  1418. client->Message(CHANNEL_COLOR_YELLOW, "You receive %i %s.", item_count, item->CreateItemLink(client->GetVersion()).c_str());
  1419. string popup_text1 = "You receive "+ item_count;
  1420. string popup_text2 = " " + item->name;
  1421. string popup_text = popup_text1 + popup_text2;
  1422. client->SendPopupMessage(10, popup_text.c_str(), "ui_harvested_normal", 3, 0xFF, 0xFF, 0xFF);
  1423. // return 1;
  1424. } else {
  1425. client->Message(CHANNEL_COLOR_YELLOW, "You receive %s.", item->CreateItemLink(client->GetVersion()).c_str());
  1426. string popup_text = "You receive " + item->name;
  1427. client->SendPopupMessage(10, popup_text.c_str(), "ui_harvested_normal", 3, 0xFF, 0xFF, 0xFF);
  1428. }
  1429. }
  1430. }
  1431. return 1;
  1432. }
  1433. }
  1434. lua_interface->SetBooleanValue(state, false);
  1435. return 1;
  1436. }
  1437. int EQ2Emu_lua_RemoveItem(lua_State* state) {
  1438. Spawn* spawn = lua_interface->GetSpawn(state);
  1439. int32 item_id = lua_interface->GetInt32Value(state, 2);
  1440. int16 quantity = lua_interface->GetInt16Value(state, 3);
  1441. lua_interface->ResetFunctionStack(state);
  1442. // default of 1 to remove
  1443. if (quantity == 0)
  1444. quantity = 1;
  1445. Client* client;
  1446. Item* item;
  1447. if (spawn && spawn->IsPlayer() && item_id > 0) {
  1448. if ((client = ((Player*)spawn)->GetClient())) {
  1449. if ((item = client->GetPlayer()->item_list.GetItemFromID(item_id))) {
  1450. if (client->RemoveItem(item, quantity)) {
  1451. lua_interface->SetBooleanValue(state, true);
  1452. return 1;
  1453. }
  1454. }
  1455. }
  1456. }
  1457. lua_interface->SetBooleanValue(state, false);
  1458. return 1;
  1459. }
  1460. int EQ2Emu_lua_HasItem(lua_State* state) {
  1461. Spawn* player = lua_interface->GetSpawn(state);
  1462. int32 item_id = lua_interface->GetInt32Value(state, 2);
  1463. bool include_bank = lua_interface->GetInt8Value(state, 3);
  1464. lua_interface->ResetFunctionStack(state);
  1465. if (player && player->IsPlayer()) {
  1466. bool hasItem = false;
  1467. hasItem = ((Player*)player)->item_list.HasItem(item_id, include_bank);
  1468. if (!hasItem)
  1469. hasItem = ((Player*)player)->GetEquipmentList()->HasItem(item_id);
  1470. lua_interface->SetBooleanValue(state, hasItem);
  1471. return 1;
  1472. }
  1473. lua_interface->SetBooleanValue(state, false);
  1474. return 1;
  1475. }
  1476. int EQ2Emu_lua_Spawn(lua_State* state) {
  1477. if (!lua_interface)
  1478. return 0;
  1479. ZoneServer* zone = lua_interface->GetZone(state);
  1480. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  1481. bool restricted_npc = (lua_interface->GetInt8Value(state, 3) == 1);
  1482. float x = lua_interface->GetFloatValue(state, 4);
  1483. float y = lua_interface->GetFloatValue(state, 5);
  1484. float z = lua_interface->GetFloatValue(state, 6);
  1485. float heading = lua_interface->GetFloatValue(state, 7);
  1486. if (zone && spawn_id > 0 && (x != 0 || y != 0 || z != 0)) {
  1487. Spawn* spawn = zone->GetSpawn(spawn_id);
  1488. if (!spawn)
  1489. lua_interface->LogError("%s: LUA Spawn command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), spawn_id);
  1490. else {
  1491. spawn->SetX(x);
  1492. spawn->SetZ(z);
  1493. spawn->SetY(y,true,true);
  1494. spawn->SetLocation(zone->GetClosestLocation(spawn));
  1495. spawn->SetHeading(heading);
  1496. if (restricted_npc)
  1497. spawn->AddAllowAccessSpawn(spawn);
  1498. const char* spawn_script = world.GetSpawnScript(spawn_id);
  1499. bool scriptActive = false;
  1500. if (spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0) {
  1501. scriptActive = true;
  1502. spawn->SetSpawnScript(string(spawn_script));
  1503. }
  1504. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_PRESPAWN);
  1505. zone->AddSpawn(spawn);
  1506. if (scriptActive) {
  1507. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1508. }
  1509. lua_interface->ResetFunctionStack(state);
  1510. lua_interface->SetSpawnValue(state, spawn);
  1511. return 1;
  1512. }
  1513. }
  1514. else {
  1515. string output = "Invalid paramaters to LUA Spawn command: \n";
  1516. if (!zone)
  1517. output = output.append("\t").append("Missing zone reference. \n");
  1518. if (spawn_id == 0)
  1519. output = output.append("\t").append("Missing spawn_id.");
  1520. lua_interface->LogError("%s: Error in EQ2Emu_lua_Spawn - %s", lua_interface->GetScriptName(state), output.c_str());
  1521. }
  1522. lua_interface->ResetFunctionStack(state);
  1523. return 0;
  1524. }
  1525. int EQ2Emu_lua_GetZoneName(lua_State* state) {
  1526. if (!lua_interface)
  1527. return 0;
  1528. ZoneServer* zone = lua_interface->GetZone(state);
  1529. lua_interface->ResetFunctionStack(state);
  1530. if (zone) {
  1531. lua_interface->SetStringValue(state, zone->GetZoneName());
  1532. return 1;
  1533. }
  1534. return 0;
  1535. }
  1536. int EQ2Emu_lua_GetZoneID(lua_State* state) {
  1537. if (!lua_interface)
  1538. return 0;
  1539. ZoneServer* zone = lua_interface->GetZone(state);
  1540. lua_interface->ResetFunctionStack(state);
  1541. if (zone) {
  1542. lua_interface->SetInt32Value(state, zone->GetZoneID());
  1543. return 1;
  1544. }
  1545. return 0;
  1546. }
  1547. int EQ2Emu_lua_GetZone(lua_State* state) {
  1548. if (!lua_interface)
  1549. return 0;
  1550. int32 zone_id = lua_interface->GetInt32Value(state);
  1551. ZoneServer* zone = 0;
  1552. if (zone_id > 0)
  1553. zone = zone_list.Get(zone_id, true, false, false);
  1554. else {
  1555. string zone_name = lua_interface->GetStringValue(state);
  1556. if (zone_name.length() > 0) {
  1557. zone = zone_list.Get(zone_name.c_str(), true, false, false);
  1558. }
  1559. else {
  1560. Spawn* spawn = lua_interface->GetSpawn(state);
  1561. if (spawn)
  1562. zone = spawn->GetZone();
  1563. }
  1564. }
  1565. lua_interface->ResetFunctionStack(state);
  1566. if (zone) {
  1567. lua_interface->SetZoneValue(state, zone);
  1568. return 1;
  1569. }
  1570. return 0;
  1571. }
  1572. int EQ2Emu_lua_AddHate(lua_State* state) {
  1573. Spawn* entity = lua_interface->GetSpawn(state);
  1574. Spawn* npc = lua_interface->GetSpawn(state, 2);
  1575. sint32 amount = lua_interface->GetSInt32Value(state, 3);
  1576. bool send_packet = lua_interface->GetInt8Value(state, 4) == 1 ? true : false;
  1577. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1578. if(luaspell && luaspell->resisted) {
  1579. lua_interface->ResetFunctionStack(state);
  1580. return 0;
  1581. }
  1582. if (entity && entity->IsEntity() && amount != 0) {
  1583. if (luaspell) {
  1584. ZoneServer* zone = luaspell->caster->GetZone();
  1585. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1586. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1587. Spawn* spawn = zone->GetSpawnByID(luaspell->targets.at(i));
  1588. if (spawn && spawn->IsNPC() && spawn->Alive() && spawn->GetZone()) {
  1589. entity->CheckEncounterState((Entity*)spawn);
  1590. ((NPC*)spawn)->AddHate((Entity*)entity, amount);
  1591. if (send_packet)
  1592. entity->GetZone()->SendThreatPacket(entity, npc, amount, luaspell->spell->GetName());
  1593. }
  1594. }
  1595. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1596. }
  1597. else if (npc && npc->IsNPC() && npc->GetZone()) {
  1598. entity->CheckEncounterState((Entity*)npc);
  1599. ((NPC*)npc)->AddHate((Entity*)entity, amount);
  1600. }
  1601. }
  1602. lua_interface->ResetFunctionStack(state);
  1603. return 0;
  1604. }
  1605. int EQ2Emu_lua_Zone(lua_State* state) {
  1606. if (!lua_interface)
  1607. return 0;
  1608. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  1609. ZoneServer* zone = lua_interface->GetZone(state);
  1610. Spawn* player = lua_interface->GetSpawn(state, 2);
  1611. Client* client = 0;
  1612. if (player && player->IsPlayer())
  1613. client = ((Player*)player)->GetClient();
  1614. float x = lua_interface->GetFloatValue(state, 3);
  1615. float y = lua_interface->GetFloatValue(state, 4);
  1616. float z = lua_interface->GetFloatValue(state, 5);
  1617. float heading = lua_interface->GetFloatValue(state, 6);
  1618. if (zone && client) {
  1619. LogWrite(LUA__DEBUG, 0, "LUA", "LUA Zone Request by Player: '%s' (%u)", player->GetName(), player->GetID());
  1620. LogWrite(LUA__DEBUG, 5, "LUA", "\tTo Zone: '%s' (%u)", zone->GetZoneName(), zone->GetZoneID());
  1621. if (!client->CheckZoneAccess(zone->GetZoneName()))
  1622. {
  1623. LogWrite(LUA__WARNING, 0, "LUA", "CheckZoneAccess() FAILED! LUA Zone Request Denied!");
  1624. return 0;
  1625. }
  1626. if (x != 0 || y != 0 || z != 0) {
  1627. LogWrite(LUA__DEBUG, 5, "LUA", "\tTo Coordinates: %2f, %2f, %2f, %2f", x, y, z, heading);
  1628. player->SetX(x);
  1629. player->SetY(y);
  1630. player->SetZ(z);
  1631. player->SetHeading(heading);
  1632. client->Zone(zone->GetZoneName(), false);
  1633. }
  1634. else
  1635. client->Zone(zone->GetZoneName());
  1636. }
  1637. else
  1638. lua_interface->LogError("%s: Error in EQ2Emu_lua_Zone: invalid zone or spawn input.", lua_interface->GetScriptName(state));
  1639. lua_interface->ResetFunctionStack(state);
  1640. return 0;
  1641. }
  1642. int EQ2Emu_lua_AddSpawnAccess(lua_State* state) {
  1643. if (!lua_interface)
  1644. return 0;
  1645. Spawn* spawn = lua_interface->GetSpawn(state);
  1646. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  1647. if (spawn && spawn2)
  1648. spawn->AddAllowAccessSpawn(spawn2);
  1649. lua_interface->ResetFunctionStack(state);
  1650. return 0;
  1651. }
  1652. int EQ2Emu_lua_CastSpell(lua_State* state) {
  1653. if (!lua_interface)
  1654. return 0;
  1655. Spawn* target = lua_interface->GetSpawn(state);
  1656. int32 spell_id = lua_interface->GetInt32Value(state, 2);
  1657. int8 spell_tier = lua_interface->GetInt8Value(state, 3);
  1658. Spawn* caster = lua_interface->GetSpawn(state, 4);
  1659. int16 custom_cast_time = lua_interface->GetInt16Value(state, 5);
  1660. lua_interface->ResetFunctionStack(state);
  1661. if (!target) {
  1662. lua_interface->LogError("%s: LUA CastSpell command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  1663. return 0;
  1664. }
  1665. if (!target->IsEntity()) {
  1666. lua_interface->LogError("%s: LUA CastSpell command error: target (%s) is not an entity", lua_interface->GetScriptName(state), target->GetName());
  1667. return 0;
  1668. }
  1669. if (spell_id <= 0) {
  1670. lua_interface->LogError("%s: LUA CastSpell command error: spell id is not valid", lua_interface->GetScriptName(state));
  1671. return 0;
  1672. }
  1673. if (caster && !caster->IsEntity()) {
  1674. lua_interface->LogError("%s: LUA CastSpell command error: caster (%s) is not an entity", lua_interface->GetScriptName(state), caster->GetName());
  1675. return 0;
  1676. }
  1677. if (spell_tier == 0)
  1678. spell_tier = 1;
  1679. if (!caster)
  1680. caster = target;
  1681. target->GetZone()->ProcessSpell(master_spell_list.GetSpell(spell_id, spell_tier), (Entity*)caster, (Entity*)target, true, false, NULL, custom_cast_time);
  1682. return 0;
  1683. }
  1684. int EQ2Emu_lua_SpellDamage(lua_State* state) {
  1685. if (!lua_interface)
  1686. return 0;
  1687. Spawn* target = lua_interface->GetSpawn(state);
  1688. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1689. if(!luaspell || luaspell->resisted) {
  1690. lua_interface->ResetFunctionStack(state);
  1691. lua_interface->SetBooleanValue(state, false);
  1692. return 1;
  1693. }
  1694. Spawn* caster = luaspell->caster;
  1695. sint32 type = lua_interface->GetSInt32Value(state, 2);
  1696. int32 min_damage = lua_interface->GetInt32Value(state, 3);
  1697. int32 max_damage = lua_interface->GetInt32Value(state, 4);
  1698. int8 crit_mod = lua_interface->GetInt32Value(state, 5);
  1699. bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1;
  1700. //lua_interface->ResetFunctionStack(state);
  1701. int32 class_id = lua_interface->GetInt32Value(state, 7);
  1702. vector<int16> faction_req;
  1703. vector<int16> race_req;
  1704. int32 class_req = 0;
  1705. int32 i = 0;
  1706. int8 f = 0;
  1707. int8 r = 0;
  1708. while ((class_id = lua_interface->GetInt32Value(state, 7 + i))) {
  1709. if (class_id < 100) {
  1710. class_req += pow(2.0, double(class_id - 1));
  1711. }
  1712. else if (class_id > 100 && class_id < 1000) {
  1713. race_req.push_back(class_id);
  1714. r++;
  1715. }
  1716. else {
  1717. faction_req.push_back(class_id);
  1718. f++;
  1719. }
  1720. i++;
  1721. }
  1722. lua_interface->ResetFunctionStack(state);
  1723. if (caster && caster->IsEntity()) {
  1724. bool race_match = false;
  1725. bool success = false;
  1726. luaspell->resisted = false;
  1727. if (luaspell->targets.size() > 0) {
  1728. ZoneServer* zone = luaspell->caster->GetZone();
  1729. Spawn* target = 0;
  1730. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1731. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1732. if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
  1733. if (race_req.size() > 0) {
  1734. for (int8 i = 0; i < race_req.size(); i++) {
  1735. if(race_req[i] == target->GetRace() ||
  1736. race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
  1737. race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
  1738. race_match = true;
  1739. }
  1740. }
  1741. }
  1742. else
  1743. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1744. if (race_match == true) {
  1745. float distance = caster->GetDistance(target, true);
  1746. ((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs);
  1747. }
  1748. }
  1749. }
  1750. success = true;
  1751. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1752. }
  1753. else if (target) {
  1754. //check class and race/faction here
  1755. if (race_req.size() > 0) {
  1756. for (int8 i = 0; i < race_req.size(); i++) {
  1757. if(race_req[i] == target->GetRace() ||
  1758. race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
  1759. race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
  1760. race_match = true;
  1761. }
  1762. }
  1763. }
  1764. else
  1765. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1766. if (race_match == true) {
  1767. float distance = caster->GetDistance(target, true);
  1768. if (((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs))
  1769. success = true;
  1770. }
  1771. }
  1772. lua_interface->SetBooleanValue(state, luaspell->has_damaged);
  1773. if (success) {
  1774. Spell* spell = luaspell->spell;
  1775. if (caster->IsPlayer() && spell && spell->GetSpellData()->target_type == 1 && spell->GetSpellData()->spell_book_type == 1) { //offense combat art
  1776. ((Player*)caster)->InCombat(true);
  1777. if (caster->GetZone())
  1778. caster->GetZone()->TriggerCharSheetTimer();
  1779. }
  1780. }
  1781. }
  1782. else {
  1783. lua_interface->SetBooleanValue(state, false);
  1784. }
  1785. return 1;
  1786. }
  1787. int EQ2Emu_lua_SpellDamageExt(lua_State* state) {
  1788. if (!lua_interface)
  1789. return 0;
  1790. Spawn* target = lua_interface->GetSpawn(state);
  1791. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1792. if(!luaspell || luaspell->resisted) {
  1793. lua_interface->ResetFunctionStack(state);
  1794. lua_interface->SetBooleanValue(state, false);
  1795. return 1;
  1796. }
  1797. Spawn* caster = luaspell->caster;
  1798. sint32 type = lua_interface->GetSInt32Value(state, 2);
  1799. int32 min_damage = lua_interface->GetInt32Value(state, 3);
  1800. int32 max_damage = lua_interface->GetInt32Value(state, 4);
  1801. int8 crit_mod = lua_interface->GetInt32Value(state, 5);
  1802. bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1;
  1803. int32 override_packet_type = lua_interface->GetInt32Value(state, 7);
  1804. bool take_power = lua_interface->GetInt32Value(state, 8) == 1;
  1805. //lua_interface->ResetFunctionStack(state);
  1806. int32 class_id = lua_interface->GetInt32Value(state, 9);
  1807. vector<int16> faction_req;
  1808. vector<int16> race_req;
  1809. int32 class_req = 0;
  1810. int32 i = 0;
  1811. int8 f = 0;
  1812. int8 r = 0;
  1813. while ((class_id = lua_interface->GetInt32Value(state, 9 + i))) {
  1814. if (class_id < 100) {
  1815. class_req += pow(2.0, double(class_id - 1));
  1816. }
  1817. else if (class_id > 100 && class_id < 1000) {
  1818. race_req.push_back(class_id);
  1819. r++;
  1820. }
  1821. else {
  1822. faction_req.push_back(class_id);
  1823. f++;
  1824. }
  1825. i++;
  1826. }
  1827. lua_interface->ResetFunctionStack(state);
  1828. if (caster && caster->IsEntity()) {
  1829. bool race_match = false;
  1830. bool success = false;
  1831. luaspell->resisted = false;
  1832. if (luaspell->targets.size() > 0) {
  1833. ZoneServer* zone = luaspell->caster->GetZone();
  1834. Spawn* target = 0;
  1835. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1836. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1837. if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
  1838. if (race_req.size() > 0) {
  1839. for (int8 i = 0; i < race_req.size(); i++) {
  1840. if(race_req[i] == target->GetRace() ||
  1841. race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
  1842. race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
  1843. race_match = true;
  1844. }
  1845. }
  1846. }
  1847. else
  1848. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1849. if (race_match == true) {
  1850. float distance = caster->GetDistance(target, true);
  1851. ((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs, override_packet_type, take_power);
  1852. }
  1853. }
  1854. }
  1855. success = true;
  1856. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1857. }
  1858. else if (target) {
  1859. //check class and race/faction here
  1860. if (race_req.size() > 0) {
  1861. for (int8 i = 0; i < race_req.size(); i++) {
  1862. if(race_req[i] == target->GetRace() ||
  1863. race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
  1864. race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
  1865. race_match = true;
  1866. }
  1867. }
  1868. }
  1869. else
  1870. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1871. if (race_match == true) {
  1872. float distance = caster->GetDistance(target, true);
  1873. if (((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs, override_packet_type, take_power))
  1874. success = true;
  1875. }
  1876. }
  1877. lua_interface->SetBooleanValue(state, luaspell->has_damaged);
  1878. if (success) {
  1879. Spell* spell = luaspell->spell;
  1880. if (caster->IsPlayer() && spell && spell->GetSpellData()->target_type == 1 && spell->GetSpellData()->spell_book_type == 1) { //offense combat art
  1881. ((Player*)caster)->InCombat(true);
  1882. if (caster->GetZone())
  1883. caster->GetZone()->TriggerCharSheetTimer();
  1884. }
  1885. }
  1886. }
  1887. else {
  1888. lua_interface->SetBooleanValue(state, false);
  1889. }
  1890. return 1;
  1891. }
  1892. int EQ2Emu_lua_ModifyPower(lua_State* state) {
  1893. if (!lua_interface)
  1894. return 0;
  1895. Spawn* spawn = lua_interface->GetSpawn(state);
  1896. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1897. lua_interface->ResetFunctionStack(state);
  1898. if (spawn && value != 0) {
  1899. if (spawn->GetPower() + value > spawn->GetTotalPower())
  1900. spawn->SetPower(spawn->GetTotalPower());
  1901. else
  1902. spawn->SetPower(spawn->GetPower() + value);
  1903. }
  1904. return 0;
  1905. }
  1906. int EQ2Emu_lua_ModifyHP(lua_State* state) {
  1907. if (!lua_interface)
  1908. return 0;
  1909. Spawn* spawn = lua_interface->GetSpawn(state);
  1910. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1911. lua_interface->ResetFunctionStack(state);
  1912. if (spawn && value != 0) {
  1913. if (spawn->GetHP() + value > spawn->GetTotalHP())
  1914. spawn->SetHP(spawn->GetTotalHP());
  1915. else
  1916. spawn->SetHP(spawn->GetHP() + value);
  1917. }
  1918. return 0;
  1919. }
  1920. int EQ2Emu_lua_ModifyMaxPower(lua_State* state) {
  1921. if (!lua_interface)
  1922. return 0;
  1923. Spawn* spawn = lua_interface->GetSpawn(state);
  1924. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1925. lua_interface->ResetFunctionStack(state);
  1926. if (spawn && value != 0) {
  1927. spawn->SetPower(spawn->GetPower() + value);
  1928. if (value > spawn->GetTotalHPBase())
  1929. spawn->SetTotalPower(spawn->GetTotalPower() + value);
  1930. }
  1931. return 0;
  1932. }
  1933. int EQ2Emu_lua_ModifyMaxHP(lua_State* state) {
  1934. if (!lua_interface)
  1935. return 0;
  1936. Spawn* spawn = lua_interface->GetSpawn(state);
  1937. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1938. lua_interface->ResetFunctionStack(state);
  1939. if (spawn && value != 0) {
  1940. spawn->SetHP(spawn->GetHP() + value);
  1941. if (value > spawn->GetTotalHPBase())
  1942. spawn->SetTotalHP(spawn->GetTotalHP() + value);
  1943. }
  1944. return 0;
  1945. }
  1946. int EQ2Emu_lua_SetCurrentHP(lua_State* state) {
  1947. if (!lua_interface)
  1948. return 0;
  1949. Spawn* spawn = lua_interface->GetSpawn(state);
  1950. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1951. lua_interface->ResetFunctionStack(state);
  1952. if (spawn) {
  1953. spawn->SetHP(value);
  1954. if (value > spawn->GetTotalHPBase())
  1955. spawn->SetTotalHP(value);
  1956. }
  1957. return 0;
  1958. }
  1959. int EQ2Emu_lua_SetMaxHP(lua_State* state) {
  1960. if (!lua_interface)
  1961. return 0;
  1962. Spawn* spawn = lua_interface->GetSpawn(state);
  1963. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1964. float value = lua_interface->GetFloatValue(state, 2);
  1965. lua_interface->ResetFunctionStack(state);
  1966. if (spawn && spawn->IsEntity() && value > 0)
  1967. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_HEALTH, value - spawn->GetTotalHP());
  1968. if (spawn && spawn->IsPlayer())
  1969. ((Player*)spawn)->SetCharSheetChanged(true);
  1970. return 0;
  1971. }
  1972. int EQ2Emu_lua_SetMaxHPBase(lua_State* state) {
  1973. if (!lua_interface)
  1974. return 0;
  1975. Spawn* spawn = lua_interface->GetSpawn(state);
  1976. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1977. lua_interface->ResetFunctionStack(state);
  1978. if (spawn && spawn->IsEntity() && value > 0)
  1979. ((Entity*)spawn)->SetTotalHPBase(value);
  1980. return 0;
  1981. }
  1982. int EQ2Emu_lua_SetCurrentPower(lua_State* state) {
  1983. if (!lua_interface)
  1984. return 0;
  1985. Spawn* spawn = lua_interface->GetSpawn(state);
  1986. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1987. lua_interface->ResetFunctionStack(state);
  1988. if (spawn && value > 0) {
  1989. spawn->SetPower(value);
  1990. if (value > spawn->GetTotalPowerBase())
  1991. spawn->SetTotalPower(value);
  1992. }
  1993. return 0;
  1994. }
  1995. int EQ2Emu_lua_SetMaxPower(lua_State* state) {
  1996. if (!lua_interface)
  1997. return 0;
  1998. Spawn* spawn = lua_interface->GetSpawn(state);
  1999. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2000. sint32 value = lua_interface->GetSInt32Value(state, 2);
  2001. lua_interface->ResetFunctionStack(state);
  2002. if (spawn && spawn->IsEntity() && value > 0)
  2003. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_POWER, value - spawn->GetTotalPower());
  2004. return 0;
  2005. }
  2006. int EQ2Emu_lua_SetMaxPowerBase(lua_State* state) {
  2007. if (!lua_interface)
  2008. return 0;
  2009. Spawn* spawn = lua_interface->GetSpawn(state);
  2010. sint32 value = lua_interface->GetSInt32Value(state, 2);
  2011. lua_interface->ResetFunctionStack(state);
  2012. if (spawn && spawn->IsEntity() && value > 0)
  2013. ((Entity*)spawn)->SetTotalPowerBase(value);
  2014. return 0;
  2015. }
  2016. int EQ2Emu_lua_SetPosition(lua_State* state) {
  2017. if (!lua_interface)
  2018. return 0;
  2019. Spawn* spawn = lua_interface->GetSpawn(state);
  2020. float x = lua_interface->GetFloatValue(state, 2);
  2021. float y = lua_interface->GetFloatValue(state, 3);
  2022. float z = lua_interface->GetFloatValue(state, 4);
  2023. float heading = lua_interface->GetFloatValue(state, 5);
  2024. lua_interface->ResetFunctionStack(state);
  2025. if (spawn) {
  2026. spawn->SetX(x);
  2027. spawn->SetY(y);
  2028. spawn->SetZ(z);
  2029. if (heading != 0)
  2030. spawn->SetHeading(heading);
  2031. spawn->SetSpawnOrigX(spawn->GetX());
  2032. spawn->SetSpawnOrigY(spawn->GetY());
  2033. spawn->SetSpawnOrigZ(spawn->GetZ());
  2034. spawn->SetSpawnOrigHeading(spawn->GetHeading());
  2035. if (spawn->IsPlayer()) {
  2036. Client* client = ((Player*)spawn)->GetClient();
  2037. if (client) {
  2038. EQ2Packet* packet = client->GetPlayer()->Move(x, y, z, client->GetVersion(), (heading == 0 ? -1.0f : (heading + 180.0f)));
  2039. client->QueuePacket(packet);
  2040. }
  2041. }
  2042. }
  2043. return 0;
  2044. }
  2045. int EQ2Emu_lua_SetHeading(lua_State* state) {
  2046. if (!lua_interface)
  2047. return 0;
  2048. Spawn* spawn = lua_interface->GetSpawn(state);
  2049. float value = lua_interface->GetFloatValue(state, 2);
  2050. lua_interface->ResetFunctionStack(state);
  2051. if (spawn) {
  2052. spawn->SetHeading(value);
  2053. if (spawn->IsPlayer()) {
  2054. Client* client = ((Player*)spawn)->GetClient();
  2055. if (client) {
  2056. EQ2Packet* packet = client->GetPlayer()->Move(spawn->GetX(), spawn->GetY(), spawn->GetZ(), client->GetVersion(), value + 180.0f);
  2057. client->QueuePacket(packet);
  2058. }
  2059. }
  2060. }
  2061. return 0;
  2062. }
  2063. int EQ2Emu_lua_SetModelType(lua_State* state) {
  2064. if (!lua_interface)
  2065. return 0;
  2066. Spawn* spawn = lua_interface->GetSpawn(state);
  2067. int16 value = lua_interface->GetInt16Value(state, 2);
  2068. lua_interface->ResetFunctionStack(state);
  2069. if (spawn)
  2070. spawn->SetModelType(value);
  2071. return 0;
  2072. }
  2073. int EQ2Emu_lua_SetAdventureClass(lua_State* state) {
  2074. if (!lua_interface)
  2075. return 0;
  2076. Spawn* spawn = lua_interface->GetSpawn(state);
  2077. int8 value = lua_interface->GetInt8Value(state, 2);
  2078. lua_interface->ResetFunctionStack(state);
  2079. if (spawn) {
  2080. if (spawn->IsPlayer())
  2081. ((Player*)spawn)->SetPlayerAdventureClass(value);
  2082. else
  2083. spawn->SetAdventureClass(value);
  2084. }
  2085. return 0;
  2086. }
  2087. int EQ2Emu_lua_SetTradeskillClass(lua_State* state) {
  2088. if (!lua_interface)
  2089. return 0;
  2090. Spawn* spawn = lua_interface->GetSpawn(state);
  2091. int8 value = lua_interface->GetInt8Value(state, 2);
  2092. lua_interface->ResetFunctionStack(state);
  2093. if (spawn) {
  2094. spawn->SetTradeskillClass(value);
  2095. if (spawn->IsEntity()) {
  2096. ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class1(classes.GetTSBaseClass(spawn->GetTradeskillClass()));
  2097. ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class2(classes.GetSecondaryTSBaseClass(spawn->GetTradeskillClass()));
  2098. ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class3(spawn->GetTradeskillClass());
  2099. }
  2100. if (spawn->IsPlayer())
  2101. ((Player*)spawn)->SetCharSheetChanged(true);
  2102. }
  2103. return 0;
  2104. }
  2105. int EQ2Emu_lua_SetMount(lua_State* state) {
  2106. if (!lua_interface)
  2107. return 0;
  2108. Spawn* spawn = lua_interface->GetSpawn(state);
  2109. int16 value = lua_interface->GetInt16Value(state, 2);
  2110. if (spawn && spawn->IsEntity()) {
  2111. ((Entity*)spawn)->SetMount(value);
  2112. EQ2_Color color;
  2113. color.red = 255;
  2114. color.green = 255;
  2115. color.blue = 255;
  2116. ((Entity*)spawn)->SetMountColor(&color);
  2117. ((Entity*)spawn)->SetMountSaddleColor(&color);
  2118. }
  2119. return 0;
  2120. }
  2121. int EQ2Emu_lua_SetMountColor(lua_State* state) {
  2122. if (!lua_interface)
  2123. return 0;
  2124. Spawn* spawn = lua_interface->GetSpawn(state);
  2125. EQ2_Color mount_color;
  2126. EQ2_Color saddle_color;
  2127. mount_color.red = lua_interface->GetInt8Value(state, 2);
  2128. mount_color.green = lua_interface->GetInt8Value(state, 3);
  2129. mount_color.blue = lua_interface->GetInt8Value(state, 4);
  2130. saddle_color.red = lua_interface->GetInt8Value(state, 5);
  2131. saddle_color.green = lua_interface->GetInt8Value(state, 6);
  2132. saddle_color.blue = lua_interface->GetInt8Value(state, 7);
  2133. if (spawn && spawn->IsEntity()) {
  2134. ((Entity*)spawn)->SetMountColor(&mount_color);
  2135. ((Entity*)spawn)->SetMountSaddleColor(&saddle_color);
  2136. }
  2137. return 0;
  2138. }
  2139. int EQ2Emu_lua_GetMount(lua_State* state) {
  2140. if (!lua_interface)
  2141. return 0;
  2142. Spawn* spawn = lua_interface->GetSpawn(state);
  2143. if (spawn && spawn->IsEntity()) {
  2144. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetMount());
  2145. return 1;
  2146. }
  2147. return 0;
  2148. }
  2149. int EQ2Emu_lua_GetRace(lua_State* state) {
  2150. if (!lua_interface)
  2151. return 0;
  2152. Spawn* spawn = lua_interface->GetSpawn(state);
  2153. if (spawn)
  2154. {
  2155. LogWrite(LUA__DEBUG, 0, "LUA", "%s - Race: %i", __FUNCTION__, spawn->GetRace());
  2156. lua_interface->SetInt32Value(state, spawn->GetRace());
  2157. return 1;
  2158. }
  2159. return 0;
  2160. }
  2161. int EQ2Emu_lua_GetRaceName(lua_State* state) {
  2162. if (!lua_interface)
  2163. return 0;
  2164. Spawn* spawn = lua_interface->GetSpawn(state);
  2165. if (spawn) {
  2166. lua_interface->SetStringValue(state, races.GetRaceName(spawn->GetRace()));
  2167. return 1;
  2168. }
  2169. return 0;
  2170. }
  2171. int EQ2Emu_lua_GetClass(lua_State* state) {
  2172. Spawn* spawn = lua_interface->GetSpawn(state);
  2173. if (spawn) {
  2174. lua_interface->SetInt32Value(state, spawn->GetAdventureClass());
  2175. return 1;
  2176. }
  2177. return 0;
  2178. }
  2179. int EQ2Emu_lua_GetClassName(lua_State* state) {
  2180. Spawn* spawn = lua_interface->GetSpawn(state);
  2181. if (spawn) {
  2182. lua_interface->SetStringValue(state, classes.GetClassName(spawn->GetAdventureClass()));
  2183. return 1;
  2184. }
  2185. return 0;
  2186. }
  2187. int EQ2Emu_lua_SetSpeed(lua_State* state) {
  2188. if (!lua_interface)
  2189. return 0;
  2190. Spawn* spawn = lua_interface->GetSpawn(state);
  2191. float value = lua_interface->GetFloatValue(state, 2);
  2192. lua_interface->ResetFunctionStack(state);
  2193. if (spawn) {
  2194. spawn->SetSpeed(value);
  2195. if(spawn->IsEntity())
  2196. ((Entity*)spawn)->SetSpeed(value);
  2197. if (spawn->IsPlayer()) {
  2198. Client* client = ((Player*)spawn)->GetClient();
  2199. if (client) {
  2200. PacketStruct* packet = configReader.getStruct("WS_SetControlGhost", client->GetVersion());
  2201. if (packet) {
  2202. packet->setDataByName("spawn_id", 0xFFFFFFFF);
  2203. packet->setDataByName("speed", value);
  2204. packet->setDataByName("size", 0.51);
  2205. EQ2Packet* app = packet->serialize();
  2206. client->QueuePacket(app);
  2207. safe_delete(packet);
  2208. }
  2209. }
  2210. }
  2211. }
  2212. return 0;
  2213. }
  2214. int EQ2Emu_lua_AddSpellBonus(lua_State* state) {
  2215. if (!lua_interface)
  2216. return 0;
  2217. Spawn* spawn = lua_interface->GetSpawn(state);
  2218. const int16 type = lua_interface->GetInt16Value(state, 2);
  2219. const float value = lua_interface->GetFloatValue(state, 3);
  2220. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2221. if(!luaspell || luaspell->resisted) {
  2222. lua_interface->ResetFunctionStack(state);
  2223. return 0;
  2224. }
  2225. int64 class_req = 0;
  2226. int32 class_id = 0;
  2227. vector<int16> faction_req;
  2228. vector<int16> race_req;
  2229. int32 i = 0;
  2230. int8 f = 0;
  2231. int8 r = 0;
  2232. while ((class_id = lua_interface->GetInt32Value(state, 4 + i))) {
  2233. if (class_id < 100) {
  2234. class_req += pow(2.0, double(class_id - 1));
  2235. }
  2236. else if (class_id > 100 && class_id < 1000) {
  2237. race_req.push_back(class_id);
  2238. r++;
  2239. }
  2240. else {
  2241. faction_req.push_back(class_id);
  2242. f++;
  2243. }
  2244. i++;
  2245. }
  2246. if (value != 0 && type >= 0) {
  2247. if (luaspell && luaspell->spell && luaspell->caster) {
  2248. ZoneServer* zone = luaspell->caster->GetZone();
  2249. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2250. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2251. Spawn* target = zone->GetSpawnByID(luaspell->targets[i]);
  2252. if (target) {
  2253. if (target->IsPlayer()) {
  2254. ((Player*)target)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2255. LogWrite(LUA__DEBUG, 0, "LUA", "Applying Spell Bonus to Player '%s'. Is a Group Member.", ((Player*)target)->GetName());
  2256. if (((Player*)target)->GetGroupMemberInfo())
  2257. ((Player*)target)->UpdateGroupMemberInfo();
  2258. ((Player*)target)->SetCharSheetChanged(true);
  2259. }
  2260. else if (target->IsNPC())
  2261. ((NPC*)target)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2262. else
  2263. lua_interface->LogError("%s: Error applying spell bonus on non entity.", lua_interface->GetScriptName(state));
  2264. }
  2265. }
  2266. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2267. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SPELLBONUS))
  2268. luaspell->effect_bitmask += EFFECT_FLAG_SPELLBONUS;
  2269. }
  2270. else if (spawn && spawn->IsEntity()) {
  2271. ((Entity*)spawn)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2272. LogWrite(LUA__DEBUG, 0, "LUA", "Applying Spell Bonus to Entity '%s'. Is a Group Member.", ((Entity*)spawn)->GetName());
  2273. if (spawn->IsPlayer())
  2274. ((Player*)spawn)->SetCharSheetChanged(true);
  2275. }
  2276. else
  2277. lua_interface->LogError("%s: Unable to apply spell bonus in AddSpellBonus.", lua_interface->GetScriptName(state));
  2278. }
  2279. else
  2280. lua_interface->LogError("%s: Invalid parameters for AddSpellBonus.", lua_interface->GetScriptName(state));
  2281. return 0;
  2282. }
  2283. int EQ2Emu_lua_AddSpawnSpellBonus(lua_State* state) {
  2284. if (!lua_interface)
  2285. return 0;
  2286. Spawn* spawn = lua_interface->GetSpawn(state);
  2287. int16 type = lua_interface->GetInt16Value(state, 2);
  2288. sint32 value = lua_interface->GetSInt32Value(state, 3);
  2289. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2290. if (!spawn) {
  2291. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not valid", lua_interface->GetScriptName(state));
  2292. return 0;
  2293. }
  2294. if (!spawn->IsEntity()) {
  2295. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not an entity", lua_interface->GetScriptName(state));
  2296. return 0;
  2297. }
  2298. if (value == 0) {
  2299. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: value must be set", lua_interface->GetScriptName(state));
  2300. return 0;
  2301. }
  2302. if (!luaspell || !luaspell->spell) {
  2303. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  2304. return 0;
  2305. }
  2306. if(luaspell->resisted) {
  2307. lua_interface->ResetFunctionStack(state);
  2308. return 0;
  2309. }
  2310. int32 class_req = 0;
  2311. vector<int16> faction_req;
  2312. vector<int16> race_req;
  2313. int32 class_id = 0;
  2314. int32 i = 0;
  2315. int8 f = 0;
  2316. int8 r = 0;
  2317. while ((class_id = lua_interface->GetInt32Value(state, 4 + i))) {
  2318. if (class_id < 100) {
  2319. class_req += pow(2.0, double(class_id - 1));
  2320. }
  2321. else if (class_id > 100 && class_id < 1000) {
  2322. race_req.push_back(class_id);
  2323. r++;
  2324. }
  2325. else {
  2326. faction_req.push_back(class_id);
  2327. f++;
  2328. }
  2329. i++;
  2330. }
  2331. ((Entity*)spawn)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2332. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SPELLBONUS))
  2333. luaspell->effect_bitmask += EFFECT_FLAG_SPELLBONUS;
  2334. if (spawn->IsPlayer())
  2335. ((Player*)spawn)->SetCharSheetChanged(true);
  2336. return 0;
  2337. }
  2338. int EQ2Emu_lua_RemoveSpawnSpellBonus(lua_State* state) {
  2339. if (!lua_interface)
  2340. return 0;
  2341. Spawn* spawn = lua_interface->GetSpawn(state);
  2342. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2343. if (!spawn) {
  2344. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not valid", lua_interface->GetScriptName(state));
  2345. return 0;
  2346. }
  2347. if (!spawn->IsEntity()) {
  2348. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not an entity", lua_interface->GetScriptName(state));
  2349. return 0;
  2350. }
  2351. if (!luaspell || !luaspell->spell) {
  2352. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  2353. return 0;
  2354. }
  2355. ((Entity*)spawn)->RemoveSpellBonus(luaspell);
  2356. if (spawn->IsPlayer())
  2357. ((Player*)spawn)->SetCharSheetChanged(true);
  2358. return 0;
  2359. }
  2360. int EQ2Emu_lua_RemoveSpellBonus(lua_State* state) {
  2361. if (!lua_interface)
  2362. return 0;
  2363. Spawn* spawn = lua_interface->GetSpawn(state);
  2364. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2365. if (luaspell && luaspell->spell) {
  2366. ZoneServer* zone = luaspell->caster->GetZone();
  2367. if(!zone) {
  2368. zone = spawn->GetZone(); // workaround to try to establish a zone to find the targets and remove the spells
  2369. }
  2370. Spawn* target = 0;
  2371. if(zone) {
  2372. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2373. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2374. target = zone->GetSpawnByID(luaspell->targets[i]);
  2375. if (target && target->IsEntity()) {
  2376. ((Entity*)target)->RemoveSpellBonus(luaspell);
  2377. if (target->IsPlayer())
  2378. ((Player*)target)->SetCharSheetChanged(true);
  2379. }
  2380. }
  2381. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2382. }
  2383. else {
  2384. 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());
  2385. }
  2386. }
  2387. else if (spawn && spawn->IsEntity()) {
  2388. ((Entity*)spawn)->RemoveSpellBonus(luaspell);
  2389. if (spawn->IsPlayer())
  2390. ((Player*)spawn)->SetCharSheetChanged(true);
  2391. }
  2392. return 0;
  2393. }
  2394. int EQ2Emu_lua_AddSkillBonus(lua_State* state) {
  2395. if (!lua_interface)
  2396. return 0;
  2397. Spawn* spawn = lua_interface->GetSpawn(state);
  2398. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  2399. float value = lua_interface->GetFloatValue(state, 3);
  2400. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2401. if (value != 0) {
  2402. int32 spell_id = 0;
  2403. if (luaspell && luaspell->spell && luaspell->caster) {
  2404. if(luaspell->resisted) {
  2405. lua_interface->ResetFunctionStack(state);
  2406. return 0;
  2407. }
  2408. spell_id = luaspell->spell->GetSpellID();
  2409. ZoneServer* zone = luaspell->caster->GetZone();
  2410. Spawn* target = 0;
  2411. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2412. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2413. target = zone->GetSpawnByID(luaspell->targets[i]);
  2414. if (target && target->Alive()) {
  2415. if (target->IsPlayer()) {
  2416. ((Player*)target)->AddSkillBonus(spell_id, skill_id, value);
  2417. Client* client = ((Player*)target)->GetClient();
  2418. if (client) {
  2419. EQ2Packet* packet = ((Player*)target)->GetSkills()->GetSkillPacket(client->GetVersion());
  2420. if (packet)
  2421. client->QueuePacket(packet);
  2422. }
  2423. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SKILLBONUS))
  2424. luaspell->effect_bitmask += EFFECT_FLAG_SKILLBONUS;
  2425. }
  2426. else if (target->IsNPC()) {
  2427. ((NPC*)target)->AddSkillBonus(spell_id, skill_id, value);
  2428. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SKILLBONUS))
  2429. luaspell->effect_bitmask += EFFECT_FLAG_SKILLBONUS;
  2430. }
  2431. else
  2432. LogWrite(LUA__ERROR, 0, "LUA", "Error applying bonus buff on '%s'. Not a NPC or player.", target->GetName());
  2433. }
  2434. }
  2435. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2436. }
  2437. else if (spawn) {
  2438. if (spawn->IsPlayer()) {
  2439. ((Player*)spawn)->AddSkillBonus(spell_id, skill_id, value);
  2440. Client* client = ((Player*)spawn)->GetClient();
  2441. if (client) {
  2442. EQ2Packet* packet = ((Player*)spawn)->GetSkills()->GetSkillPacket(client->GetVersion());
  2443. if (packet)
  2444. client->QueuePacket(packet);
  2445. }
  2446. }
  2447. else if (spawn->IsNPC())
  2448. ((NPC*)spawn)->AddSkillBonus(spell_id, skill_id, value);
  2449. else
  2450. LogWrite(LUA__ERROR, 0, "LUA", "Error applying skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
  2451. }
  2452. }
  2453. else
  2454. lua_interface->LogError("%s: Invalid parameters for AddSkillBonus.", lua_interface->GetScriptName(state));
  2455. return 0;
  2456. }
  2457. int EQ2Emu_lua_RemoveSkillBonus(lua_State* state) {
  2458. if (!lua_interface)
  2459. return 0;
  2460. Spawn* spawn = lua_interface->GetSpawn(state);
  2461. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2462. if (spawn && spawn->IsPlayer()) {
  2463. int32 spell_id = 0;
  2464. if (luaspell && luaspell->spell) {
  2465. if(luaspell->resisted) {
  2466. lua_interface->ResetFunctionStack(state);
  2467. return 0;
  2468. }
  2469. spell_id = luaspell->spell->GetSpellID();
  2470. ZoneServer* zone = luaspell->caster->GetZone();
  2471. Spawn* target = 0;
  2472. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2473. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2474. target = zone->GetSpawnByID(luaspell->targets[i]);
  2475. if (target) {
  2476. if (target->IsPlayer()) {
  2477. ((Player*)target)->RemoveSkillBonus(spell_id);
  2478. Client* client = ((Player*)target)->GetClient();
  2479. if (client) {
  2480. EQ2Packet* packet = ((Player*)target)->GetSkills()->GetSkillPacket(client->GetVersion());
  2481. if (packet)
  2482. client->QueuePacket(packet);
  2483. }
  2484. }
  2485. else if (target->IsNPC())
  2486. ((NPC*)target)->RemoveSkillBonus(spell_id);
  2487. else
  2488. LogWrite(LUA__ERROR, 0, "LUA", "Error removing skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
  2489. }
  2490. }
  2491. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2492. }
  2493. else if (spawn) {
  2494. if (spawn->IsPlayer()) {
  2495. ((Player*)spawn)->RemoveSkillBonus(spell_id);
  2496. Client* client = ((Player*)spawn)->GetClient();
  2497. if (client) {
  2498. EQ2Packet* packet = ((Player*)spawn)->GetSkills()->GetSkillPacket(client->GetVersion());
  2499. if (packet)
  2500. client->QueuePacket(packet);
  2501. }
  2502. }
  2503. else if (spawn->IsNPC())
  2504. ((NPC*)spawn)->RemoveSkillBonus(spell_id);
  2505. else
  2506. LogWrite(LUA__ERROR, 0, "LUA", "Error removing skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
  2507. }
  2508. }
  2509. return 0;
  2510. }
  2511. int EQ2Emu_lua_AddControlEffect(lua_State* state) {
  2512. if (!lua_interface)
  2513. return 0;
  2514. Spawn* spawn = lua_interface->GetSpawn(state);
  2515. int8 type = lua_interface->GetInt32Value(state, 2);
  2516. bool only_add_spawn = lua_interface->GetInt8Value(state, 3) == 1;
  2517. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2518. if(luaspell && luaspell->resisted) {
  2519. lua_interface->ResetFunctionStack(state);
  2520. return 0;
  2521. }
  2522. if (!only_add_spawn && luaspell && luaspell->spell && luaspell->caster && type != 0) {
  2523. ZoneServer* zone = luaspell->caster->GetZone();
  2524. Spawn* target = 0;
  2525. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2526. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2527. target = zone->GetSpawnByID(luaspell->targets[i]);
  2528. if (target && target->IsEntity()) {
  2529. if (type == CONTROL_EFFECT_TYPE_MEZ) {
  2530. ((Entity*)target)->AddMezSpell(luaspell);
  2531. if (!(luaspell->effect_bitmask & EFFECT_FLAG_MEZ))
  2532. luaspell->effect_bitmask += EFFECT_FLAG_MEZ;
  2533. if (target->IsNPC())
  2534. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2535. }
  2536. else if (type == CONTROL_EFFECT_TYPE_STIFLE) {
  2537. ((Entity*)target)->AddStifleSpell(luaspell);
  2538. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STIFLE))
  2539. luaspell->effect_bitmask += EFFECT_FLAG_STIFLE;
  2540. if (target->IsNPC())
  2541. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2542. }
  2543. else if (type == CONTROL_EFFECT_TYPE_DAZE) {
  2544. ((Entity*)target)->AddDazeSpell(luaspell);
  2545. if (!(luaspell->effect_bitmask & EFFECT_FLAG_DAZE))
  2546. luaspell->effect_bitmask += EFFECT_FLAG_DAZE;
  2547. if (target->IsNPC())
  2548. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2549. }
  2550. else if (type == CONTROL_EFFECT_TYPE_STUN) {
  2551. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STUN))
  2552. luaspell->effect_bitmask += EFFECT_FLAG_STUN;
  2553. ((Entity*)target)->AddStunSpell(luaspell);
  2554. if (target->IsNPC())
  2555. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2556. }
  2557. else if (type == CONTROL_EFFECT_TYPE_ROOT) {
  2558. if (!(luaspell->effect_bitmask & EFFECT_FLAG_ROOT))
  2559. luaspell->effect_bitmask += EFFECT_FLAG_ROOT;
  2560. ((Entity*)target)->AddRootSpell(luaspell);
  2561. if (target->IsNPC())
  2562. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2563. }
  2564. else if (type == CONTROL_EFFECT_TYPE_FEAR) {
  2565. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FEAR))
  2566. luaspell->effect_bitmask += EFFECT_FLAG_FEAR;
  2567. ((Entity*)target)->AddFearSpell(luaspell);
  2568. if (target->IsNPC())
  2569. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2570. }
  2571. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) {
  2572. ((Entity*)target)->AddWaterwalkSpell(luaspell);
  2573. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERWALK))
  2574. luaspell->effect_bitmask += EFFECT_FLAG_WATERWALK;
  2575. }
  2576. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) {
  2577. ((Entity*)target)->AddWaterjumpSpell(luaspell);
  2578. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERJUMP))
  2579. luaspell->effect_bitmask += EFFECT_FLAG_WATERJUMP;
  2580. }
  2581. else if (type == CONTROL_EFFECT_TYPE_SNARE) {
  2582. ((Entity*)target)->AddSnareSpell(luaspell);
  2583. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SNARE))
  2584. luaspell->effect_bitmask += EFFECT_FLAG_SNARE;
  2585. if (target->IsNPC())
  2586. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2587. }
  2588. else if (type == CONTROL_EFFECT_TYPE_FLIGHT) {
  2589. ((Entity*)target)->AddFlightSpell(luaspell);
  2590. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FLIGHT))
  2591. luaspell->effect_bitmask += EFFECT_FLAG_FLIGHT;
  2592. }
  2593. else if (type == CONTROL_EFFECT_TYPE_GLIDE) {
  2594. ((Entity*)target)->AddGlideSpell(luaspell);
  2595. if (!(luaspell->effect_bitmask & EFFECT_FLAG_GLIDE))
  2596. luaspell->effect_bitmask += EFFECT_FLAG_GLIDE;
  2597. }
  2598. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) {
  2599. ((Entity*)target)->AddSafefallSpell(luaspell);
  2600. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SAFEFALL))
  2601. luaspell->effect_bitmask += EFFECT_FLAG_SAFEFALL;
  2602. }
  2603. else
  2604. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2605. }
  2606. else
  2607. lua_interface->LogError("%s: Error applying control effect on non entity '%s'.", lua_interface->GetScriptName(state), (target != nullptr) ? target->GetName() : "NO_TARGET");
  2608. }
  2609. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2610. }
  2611. else if (only_add_spawn && spawn && spawn->IsEntity()) {
  2612. if (type == CONTROL_EFFECT_TYPE_MEZ) {
  2613. ((Entity*)spawn)->AddMezSpell(luaspell);
  2614. if (!(luaspell->effect_bitmask & EFFECT_FLAG_MEZ))
  2615. luaspell->effect_bitmask += EFFECT_FLAG_MEZ;
  2616. }
  2617. else if (type == CONTROL_EFFECT_TYPE_STIFLE) {
  2618. ((Entity*)spawn)->AddStifleSpell(luaspell);
  2619. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STIFLE))
  2620. luaspell->effect_bitmask += EFFECT_FLAG_STIFLE;
  2621. }
  2622. else if (type == CONTROL_EFFECT_TYPE_DAZE) {
  2623. ((Entity*)spawn)->AddDazeSpell(luaspell);
  2624. if (!(luaspell->effect_bitmask & EFFECT_FLAG_DAZE))
  2625. luaspell->effect_bitmask += EFFECT_FLAG_DAZE;
  2626. }
  2627. else if (type == CONTROL_EFFECT_TYPE_STUN) {
  2628. ((Entity*)spawn)->AddStunSpell(luaspell);
  2629. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STUN))
  2630. luaspell->effect_bitmask += EFFECT_FLAG_STUN;
  2631. }
  2632. else if (type == CONTROL_EFFECT_TYPE_ROOT) {
  2633. ((Entity*)spawn)->AddRootSpell(luaspell);
  2634. if (!(luaspell->effect_bitmask & EFFECT_FLAG_ROOT))
  2635. luaspell->effect_bitmask += EFFECT_FLAG_ROOT;
  2636. }
  2637. else if (type == CONTROL_EFFECT_TYPE_FEAR) {
  2638. ((Entity*)spawn)->AddFearSpell(luaspell);
  2639. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FEAR))
  2640. luaspell->effect_bitmask += EFFECT_FLAG_FEAR;
  2641. }
  2642. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) {
  2643. ((Entity*)spawn)->AddWaterwalkSpell(luaspell);
  2644. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERWALK))
  2645. luaspell->effect_bitmask += EFFECT_FLAG_WATERWALK;
  2646. }
  2647. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) {
  2648. ((Entity*)spawn)->AddWaterjumpSpell(luaspell);
  2649. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERJUMP))
  2650. luaspell->effect_bitmask += EFFECT_FLAG_WATERJUMP;
  2651. }
  2652. else if (type == CONTROL_EFFECT_TYPE_SNARE) {
  2653. ((Entity*)spawn)->AddSnareSpell(luaspell);
  2654. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SNARE))
  2655. luaspell->effect_bitmask += EFFECT_FLAG_SNARE;
  2656. }
  2657. else if (type == CONTROL_EFFECT_TYPE_FLIGHT) {
  2658. ((Entity*)spawn)->AddFlightSpell(luaspell);
  2659. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FLIGHT))
  2660. luaspell->effect_bitmask += EFFECT_FLAG_FLIGHT;
  2661. }
  2662. else if (type == CONTROL_EFFECT_TYPE_GLIDE) {
  2663. ((Entity*)spawn)->AddGlideSpell(luaspell);
  2664. if (!(luaspell->effect_bitmask & EFFECT_FLAG_GLIDE))
  2665. luaspell->effect_bitmask += EFFECT_FLAG_GLIDE;
  2666. }
  2667. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) {
  2668. ((Entity*)spawn)->AddSafefallSpell(luaspell);
  2669. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SAFEFALL))
  2670. luaspell->effect_bitmask += EFFECT_FLAG_SAFEFALL;
  2671. }
  2672. else
  2673. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2674. }
  2675. else
  2676. lua_interface->LogError("%s: Error applying control effect on non entity '%s'.", lua_interface->GetScriptName(state), (spawn != nullptr) ? spawn->GetName() : "NO_SPAWN");
  2677. return 0;
  2678. }
  2679. int EQ2Emu_lua_RemoveControlEffect(lua_State* state) {
  2680. if (!lua_interface)
  2681. return 0;
  2682. Spawn* spawn = lua_interface->GetSpawn(state);
  2683. int8 type = lua_interface->GetInt8Value(state, 2);
  2684. bool only_remove_spawn = lua_interface->GetInt8Value(state, 3) == 1;
  2685. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2686. if (spawn && spawn->IsEntity()) {
  2687. if (!only_remove_spawn && luaspell && luaspell->spell) {
  2688. ZoneServer* zone = luaspell->caster->GetZone();
  2689. Spawn* target = 0;
  2690. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2691. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2692. target = zone->GetSpawnByID(luaspell->targets[i]);
  2693. if (target) {
  2694. if (type == CONTROL_EFFECT_TYPE_MEZ)
  2695. ((Entity*)target)->RemoveMezSpell(luaspell);
  2696. else if (type == CONTROL_EFFECT_TYPE_STIFLE)
  2697. ((Entity*)target)->RemoveStifleSpell(luaspell);
  2698. else if (type == CONTROL_EFFECT_TYPE_DAZE)
  2699. ((Entity*)target)->RemoveDazeSpell(luaspell);
  2700. else if (type == CONTROL_EFFECT_TYPE_STUN)
  2701. ((Entity*)target)->RemoveStunSpell(luaspell);
  2702. else if (type == CONTROL_EFFECT_TYPE_ROOT)
  2703. ((Entity*)target)->RemoveRootSpell(luaspell);
  2704. else if (type == CONTROL_EFFECT_TYPE_FEAR)
  2705. ((Entity*)target)->RemoveFearSpell(luaspell);
  2706. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER)
  2707. ((Entity*)target)->RemoveWaterwalkSpell(luaspell);
  2708. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER)
  2709. ((Entity*)target)->RemoveWaterjumpSpell(luaspell);
  2710. else if (type == CONTROL_EFFECT_TYPE_SNARE)
  2711. ((Entity*)target)->RemoveSnareSpell(luaspell);
  2712. else if (type == CONTROL_EFFECT_TYPE_FLIGHT)
  2713. ((Entity*)target)->RemoveFlightSpell(luaspell);
  2714. else if (type == CONTROL_EFFECT_TYPE_GLIDE)
  2715. ((Entity*)target)->RemoveGlideSpell(luaspell);
  2716. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL)
  2717. ((Entity*)target)->RemoveGlideSpell(luaspell);
  2718. else
  2719. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2720. }
  2721. }
  2722. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2723. }
  2724. else if (only_remove_spawn) {
  2725. if (type == CONTROL_EFFECT_TYPE_MEZ)
  2726. ((Entity*)spawn)->RemoveMezSpell(luaspell);
  2727. else if (type == CONTROL_EFFECT_TYPE_STIFLE)
  2728. ((Entity*)spawn)->RemoveStifleSpell(luaspell);
  2729. else if (type == CONTROL_EFFECT_TYPE_DAZE)
  2730. ((Entity*)spawn)->RemoveDazeSpell(luaspell);
  2731. else if (type == CONTROL_EFFECT_TYPE_STUN)
  2732. ((Entity*)spawn)->RemoveStunSpell(luaspell);
  2733. else if (type == CONTROL_EFFECT_TYPE_ROOT)
  2734. ((Entity*)spawn)->RemoveRootSpell(luaspell);
  2735. else if (type == CONTROL_EFFECT_TYPE_FEAR)
  2736. ((Entity*)spawn)->RemoveFearSpell(luaspell);
  2737. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER)
  2738. ((Entity*)spawn)->RemoveWaterwalkSpell(luaspell);
  2739. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER)
  2740. ((Entity*)spawn)->RemoveWaterjumpSpell(luaspell);
  2741. else if (type == CONTROL_EFFECT_TYPE_SNARE)
  2742. ((Entity*)spawn)->RemoveSnareSpell(luaspell);
  2743. else if (type == CONTROL_EFFECT_TYPE_FLIGHT)
  2744. ((Entity*)spawn)->RemoveFlightSpell(luaspell);
  2745. else if (type == CONTROL_EFFECT_TYPE_GLIDE)
  2746. ((Entity*)spawn)->RemoveGlideSpell(luaspell);
  2747. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL)
  2748. ((Entity*)spawn)->RemoveSafefallSpell(luaspell);
  2749. else
  2750. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2751. }
  2752. }
  2753. return 0;
  2754. }
  2755. int EQ2Emu_lua_HasControlEffect(lua_State* state) {
  2756. if (!lua_interface)
  2757. return 0;
  2758. Spawn* spawn = lua_interface->GetSpawn(state);
  2759. int8 type = lua_interface->GetInt8Value(state, 2);
  2760. bool hasEffect = false;
  2761. if (!spawn)
  2762. lua_interface->LogError("%s: LUA HasControlEffect error: Could not find spawn.", lua_interface->GetScriptName(state));
  2763. else if (!spawn->IsEntity())
  2764. lua_interface->LogError("%s: LUA HasControlEffect error: spawn %s is not an entity!.", lua_interface->GetScriptName(state), spawn->GetName());
  2765. else if (type < CONTROL_MAX_EFFECTS)
  2766. hasEffect = ((Entity*)spawn)->HasControlEffect(type);
  2767. else
  2768. lua_interface->LogError("%s: LUA HasControlEffect unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2769. lua_interface->SetBooleanValue(state, hasEffect);
  2770. return 1;
  2771. }
  2772. int EQ2Emu_lua_GetBaseAggroRadius(lua_State* state) {
  2773. if (!lua_interface)
  2774. return 0;
  2775. Spawn* spawn = lua_interface->GetSpawn(state);
  2776. float distance = 0.0f;
  2777. if (!spawn)
  2778. lua_interface->LogError("%s: LUA GetBaseAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
  2779. else if (!spawn->IsNPC())
  2780. lua_interface->LogError("%s: LUA GetBaseAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  2781. else
  2782. distance = ((NPC*)spawn)->GetBaseAggroRadius();
  2783. lua_interface->SetFloatValue(state, distance);
  2784. return 1;
  2785. }
  2786. int EQ2Emu_lua_GetAggroRadius(lua_State* state) {
  2787. if (!lua_interface)
  2788. return 0;
  2789. Spawn* spawn = lua_interface->GetSpawn(state);
  2790. float distance = 0.0f;
  2791. if (!spawn)
  2792. lua_interface->LogError("%s: LUA GetAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
  2793. else if (!spawn->IsNPC())
  2794. lua_interface->LogError("%s: LUA GetAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  2795. else
  2796. distance = ((NPC*)spawn)->GetAggroRadius();
  2797. lua_interface->SetFloatValue(state, distance);
  2798. return 1;
  2799. }
  2800. int EQ2Emu_lua_SetAggroRadius(lua_State* state) {
  2801. if (!lua_interface)
  2802. return 0;
  2803. Spawn* spawn = lua_interface->GetSpawn(state);
  2804. float distance = lua_interface->GetFloatValue(state, 2);
  2805. bool override = lua_interface->GetBooleanValue(state, 3);
  2806. bool result = false;
  2807. lua_interface->ResetFunctionStack(state);
  2808. if (!spawn)
  2809. lua_interface->LogError("%s: LUA SetAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
  2810. else if (!spawn->IsNPC())
  2811. lua_interface->LogError("%s: LUA SetAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  2812. else
  2813. {
  2814. ((NPC*)spawn)->SetAggroRadius(distance, override);
  2815. result = true;
  2816. }
  2817. lua_interface->SetBooleanValue(state, result);
  2818. return 1;
  2819. }
  2820. int EQ2Emu_lua_SetIntBase(lua_State* state) {
  2821. if (!lua_interface)
  2822. return 0;
  2823. Spawn* spawn = lua_interface->GetSpawn(state);
  2824. int16 value = lua_interface->GetInt16Value(state, 2);
  2825. if (spawn && spawn->IsEntity()) {
  2826. ((Entity*)spawn)->GetInfoStruct()->set_intel_base(value);
  2827. if (spawn->IsPlayer())
  2828. ((Player*)spawn)->SetCharSheetChanged(true);
  2829. }
  2830. return 0;
  2831. }
  2832. int EQ2Emu_lua_SetAgiBase(lua_State* state) {
  2833. if (!lua_interface)
  2834. return 0;
  2835. Spawn* spawn = lua_interface->GetSpawn(state);
  2836. int16 value = lua_interface->GetInt16Value(state, 2);
  2837. if (spawn && spawn->IsEntity()) {
  2838. ((Entity*)spawn)->GetInfoStruct()->set_agi_base(value);
  2839. if (spawn->IsPlayer())
  2840. ((Player*)spawn)->SetCharSheetChanged(true);
  2841. }
  2842. return 0;
  2843. }
  2844. int EQ2Emu_lua_SetWisBase(lua_State* state) {
  2845. if (!lua_interface)
  2846. return 0;
  2847. Spawn* spawn = lua_interface->GetSpawn(state);
  2848. int16 value = lua_interface->GetInt16Value(state, 2);
  2849. if (spawn && spawn->IsEntity()) {
  2850. ((Entity*)spawn)->GetInfoStruct()->set_wis_base(value);
  2851. if (spawn->IsPlayer())
  2852. ((Player*)spawn)->SetCharSheetChanged(true);
  2853. }
  2854. return 0;
  2855. }
  2856. int EQ2Emu_lua_SetStaBase(lua_State* state) {
  2857. if (!lua_interface)
  2858. return 0;
  2859. Spawn* spawn = lua_interface->GetSpawn(state);
  2860. int16 value = lua_interface->GetInt16Value(state, 2);
  2861. if (spawn && spawn->IsEntity()) {
  2862. ((Entity*)spawn)->GetInfoStruct()->set_sta_base(value);
  2863. if (spawn->IsPlayer())
  2864. ((Player*)spawn)->SetCharSheetChanged(true);
  2865. }
  2866. return 0;
  2867. }
  2868. int EQ2Emu_lua_SetStrBase(lua_State* state) {
  2869. if (!lua_interface)
  2870. return 0;
  2871. Spawn* spawn = lua_interface->GetSpawn(state);
  2872. int16 value = lua_interface->GetInt16Value(state, 2);
  2873. if (spawn && spawn->IsEntity()) {
  2874. ((Entity*)spawn)->GetInfoStruct()->set_str_base(value);
  2875. if (spawn->IsPlayer())
  2876. ((Player*)spawn)->SetCharSheetChanged(true);
  2877. }
  2878. return 0;
  2879. }
  2880. int EQ2Emu_lua_SetDeity(lua_State* state) {
  2881. if (!lua_interface)
  2882. return 0;
  2883. Spawn* spawn = lua_interface->GetSpawn(state);
  2884. int8 value = lua_interface->GetInt8Value(state, 2);
  2885. if (spawn && spawn->IsEntity()) {
  2886. ((Entity*)spawn)->SetDeity(value);
  2887. if (spawn->IsPlayer())
  2888. ((Player*)spawn)->SetCharSheetChanged(true);
  2889. }
  2890. lua_interface->ResetFunctionStack(state);
  2891. return 0;
  2892. }
  2893. int EQ2Emu_lua_GetDeity(lua_State* state) {
  2894. if (!lua_interface)
  2895. return 0;
  2896. Spawn* spawn = lua_interface->GetSpawn(state);
  2897. if (spawn && spawn->IsEntity()) {
  2898. int8 deity = ((Entity*)spawn)->GetDeity();
  2899. lua_interface->SetInt32Value(state, deity);
  2900. return 1;
  2901. }
  2902. return 0;
  2903. }
  2904. int EQ2Emu_lua_SetInt(lua_State* state) {
  2905. if (!lua_interface)
  2906. return 0;
  2907. Spawn* spawn = lua_interface->GetSpawn(state);
  2908. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2909. sint32 value = lua_interface->GetSInt32Value(state, 2);
  2910. if (spawn && spawn->IsEntity()) {
  2911. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_INT, value);
  2912. if (spawn->IsPlayer())
  2913. ((Player*)spawn)->SetCharSheetChanged(true);
  2914. }
  2915. return 0;
  2916. }
  2917. int EQ2Emu_lua_SetWis(lua_State* state) {
  2918. if (!lua_interface)
  2919. return 0;
  2920. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2921. Spawn* spawn = lua_interface->GetSpawn(state);
  2922. float value = lua_interface->GetFloatValue(state, 2);
  2923. if (spawn && spawn->IsEntity()) {
  2924. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_WIS, value);
  2925. if (spawn->IsPlayer())
  2926. ((Player*)spawn)->SetCharSheetChanged(true);
  2927. }
  2928. return 0;
  2929. }
  2930. int EQ2Emu_lua_SetSta(lua_State* state) {
  2931. if (!lua_interface)
  2932. return 0;
  2933. Spawn* spawn = lua_interface->GetSpawn(state);
  2934. float value = lua_interface->GetFloatValue(state, 2);
  2935. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2936. if (spawn && spawn->IsEntity()) {
  2937. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_STA, value);
  2938. if (spawn->IsPlayer())
  2939. ((Player*)spawn)->SetCharSheetChanged(true);
  2940. }
  2941. return 0;
  2942. }
  2943. int EQ2Emu_lua_SetStr(lua_State* state) {
  2944. if (!lua_interface)
  2945. return 0;
  2946. Spawn* spawn = lua_interface->GetSpawn(state);
  2947. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2948. float value = lua_interface->GetFloatValue(state, 2);
  2949. if (spawn && spawn->IsEntity()) {
  2950. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_STR, value);
  2951. if (spawn->IsPlayer())
  2952. ((Player*)spawn)->SetCharSheetChanged(true);
  2953. }
  2954. return 0;
  2955. }
  2956. int EQ2Emu_lua_SetAgi(lua_State* state) {
  2957. if (!lua_interface)
  2958. return 0;
  2959. Spawn* spawn = lua_interface->GetSpawn(state);
  2960. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2961. float value = lua_interface->GetFloatValue(state, 2);
  2962. if (spawn && spawn->IsEntity()) {
  2963. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_AGI, value);
  2964. if (spawn->IsPlayer())
  2965. ((Player*)spawn)->SetCharSheetChanged(true);
  2966. }
  2967. return 0;
  2968. }
  2969. int EQ2Emu_lua_GetCurrentHP(lua_State* state) {
  2970. if (!lua_interface)
  2971. return 0;
  2972. Spawn* spawn = lua_interface->GetSpawn(state);
  2973. if (spawn) {
  2974. lua_interface->SetInt32Value(state, spawn->GetHP());
  2975. return 1;
  2976. }
  2977. return 0;
  2978. }
  2979. int EQ2Emu_lua_GetMaxHP(lua_State* state) {
  2980. if (!lua_interface)
  2981. return 0;
  2982. Spawn* spawn = lua_interface->GetSpawn(state);
  2983. if (spawn) {
  2984. lua_interface->SetInt32Value(state, spawn->GetTotalHP());
  2985. return 1;
  2986. }
  2987. return 0;
  2988. }
  2989. int EQ2Emu_lua_GetMaxHPBase(lua_State* state) {
  2990. if (!lua_interface)
  2991. return 0;
  2992. Spawn* spawn = lua_interface->GetSpawn(state);
  2993. if (spawn) {
  2994. lua_interface->SetInt32Value(state, spawn->GetTotalHPBase());
  2995. return 1;
  2996. }
  2997. return 0;
  2998. }
  2999. int EQ2Emu_lua_GetName(lua_State* state) {
  3000. if (!lua_interface)
  3001. return 0;
  3002. Spawn* spawn = lua_interface->GetSpawn(state);
  3003. if (spawn) {
  3004. lua_interface->SetStringValue(state, spawn->GetName());
  3005. return 1;
  3006. }
  3007. return 0;
  3008. }
  3009. int EQ2Emu_lua_GetLevel(lua_State* state) {
  3010. Spawn* spawn = lua_interface->GetSpawn(state);
  3011. if (spawn) {
  3012. lua_interface->SetInt32Value(state, spawn->GetLevel());
  3013. return 1;
  3014. }
  3015. return 0;
  3016. }
  3017. int EQ2Emu_lua_GetDifficulty(lua_State* state) {
  3018. Spawn* spawn = lua_interface->GetSpawn(state);
  3019. if (spawn) {
  3020. lua_interface->SetInt32Value(state, spawn->GetDifficulty());
  3021. return 1;
  3022. }
  3023. return 0;
  3024. }
  3025. int EQ2Emu_lua_GetCurrentPower(lua_State* state) {
  3026. if (!lua_interface)
  3027. return 0;
  3028. Spawn* spawn = lua_interface->GetSpawn(state);
  3029. if (spawn) {
  3030. lua_interface->SetInt32Value(state, spawn->GetPower());
  3031. return 1;
  3032. }
  3033. return 0;
  3034. }
  3035. int EQ2Emu_lua_GetMaxPower(lua_State* state) {
  3036. if (!lua_interface)
  3037. return 0;
  3038. Spawn* spawn = lua_interface->GetSpawn(state);
  3039. if (spawn) {
  3040. lua_interface->SetInt32Value(state, spawn->GetTotalPower());
  3041. return 1;
  3042. }
  3043. return 0;
  3044. }
  3045. int EQ2Emu_lua_GetMaxPowerBase(lua_State* state) {
  3046. if (!lua_interface)
  3047. return 0;
  3048. Spawn* spawn = lua_interface->GetSpawn(state);
  3049. if (spawn) {
  3050. lua_interface->SetInt32Value(state, spawn->GetTotalPowerBase());
  3051. return 1;
  3052. }
  3053. return 0;
  3054. }
  3055. int EQ2Emu_lua_GetDistance(lua_State* state) {
  3056. if (!lua_interface)
  3057. return 0;
  3058. Spawn* spawn = lua_interface->GetSpawn(state);
  3059. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  3060. bool include_radius = lua_interface->GetInt8Value(state, 3) == 1;
  3061. if (spawn && spawn2) {
  3062. float distance = spawn->GetDistance(spawn2, false, include_radius);
  3063. lua_interface->SetFloatValue(state, distance);
  3064. return 1;
  3065. }
  3066. return 0;
  3067. }
  3068. int EQ2Emu_lua_GetX(lua_State* state) {
  3069. if (!lua_interface)
  3070. return 0;
  3071. Spawn* spawn = lua_interface->GetSpawn(state);
  3072. if (spawn) {
  3073. lua_interface->SetFloatValue(state, spawn->GetX());
  3074. return 1;
  3075. }
  3076. return 0;
  3077. }
  3078. int EQ2Emu_lua_GetY(lua_State* state) {
  3079. if (!lua_interface)
  3080. return 0;
  3081. Spawn* spawn = lua_interface->GetSpawn(state);
  3082. if (spawn) {
  3083. lua_interface->SetFloatValue(state, spawn->GetY());
  3084. return 1;
  3085. }
  3086. return 0;
  3087. }
  3088. int EQ2Emu_lua_GetZ(lua_State* state) {
  3089. if (!lua_interface)
  3090. return 0;
  3091. Spawn* spawn = lua_interface->GetSpawn(state);
  3092. if (spawn) {
  3093. lua_interface->SetFloatValue(state, spawn->GetZ());
  3094. return 1;
  3095. }
  3096. return 0;
  3097. }
  3098. int EQ2Emu_lua_GetHeading(lua_State* state) {
  3099. if (!lua_interface)
  3100. return 0;
  3101. Spawn* spawn = lua_interface->GetSpawn(state);
  3102. if (spawn) {
  3103. lua_interface->SetFloatValue(state, spawn->GetHeading());
  3104. return 1;
  3105. }
  3106. return 0;
  3107. }
  3108. int EQ2Emu_lua_GetModelType(lua_State* state) {
  3109. if (!lua_interface)
  3110. return 0;
  3111. Spawn* spawn = lua_interface->GetSpawn(state);
  3112. if (spawn) {
  3113. lua_interface->SetInt32Value(state, spawn->GetModelType());
  3114. return 1;
  3115. }
  3116. return 0;
  3117. }
  3118. int EQ2Emu_lua_GetSpeed(lua_State* state) {
  3119. if (!lua_interface)
  3120. return 0;
  3121. Spawn* spawn = lua_interface->GetSpawn(state);
  3122. if (spawn) {
  3123. lua_interface->SetFloatValue(state, spawn->GetSpeed());
  3124. return 1;
  3125. }
  3126. return 0;
  3127. }
  3128. int EQ2Emu_lua_HasMoved(lua_State* state) {
  3129. if (!lua_interface)
  3130. return 0;
  3131. Spawn* spawn = lua_interface->GetSpawn(state);
  3132. if (spawn && spawn->IsEntity()) {
  3133. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->HasMoved(false));
  3134. return 1;
  3135. }
  3136. return 0;
  3137. }
  3138. int EQ2Emu_lua_GetInt(lua_State* state) {
  3139. if (!lua_interface)
  3140. return 0;
  3141. Spawn* spawn = lua_interface->GetSpawn(state);
  3142. if (spawn && spawn->IsEntity()) {
  3143. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetInt());
  3144. return 1;
  3145. }
  3146. return 0;
  3147. }
  3148. int EQ2Emu_lua_GetWis(lua_State* state) {
  3149. if (!lua_interface)
  3150. return 0;
  3151. Spawn* spawn = lua_interface->GetSpawn(state);
  3152. if (spawn && spawn->IsEntity()) {
  3153. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetWis());
  3154. return 1;
  3155. }
  3156. return 0;
  3157. }
  3158. int EQ2Emu_lua_GetSta(lua_State* state) {
  3159. if (!lua_interface)
  3160. return 0;
  3161. Spawn* spawn = lua_interface->GetSpawn(state);
  3162. if (spawn && spawn->IsEntity()) {
  3163. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetSta());
  3164. return 1;
  3165. }
  3166. return 0;
  3167. }
  3168. int EQ2Emu_lua_GetStr(lua_State* state) {
  3169. if (!lua_interface)
  3170. return 0;
  3171. Spawn* spawn = lua_interface->GetSpawn(state);
  3172. if (spawn && spawn->IsEntity()) {
  3173. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStr());
  3174. return 1;
  3175. }
  3176. return 0;
  3177. }
  3178. int EQ2Emu_lua_GetAgi(lua_State* state) {
  3179. if (!lua_interface)
  3180. return 0;
  3181. Spawn* spawn = lua_interface->GetSpawn(state);
  3182. if (spawn && spawn->IsEntity()) {
  3183. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetAgi());
  3184. return 1;
  3185. }
  3186. return 0;
  3187. }
  3188. int EQ2Emu_lua_GetIntBase(lua_State* state) {
  3189. if (!lua_interface)
  3190. return 0;
  3191. Spawn* spawn = lua_interface->GetSpawn(state);
  3192. if (spawn && spawn->IsEntity()) {
  3193. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetIntBase());
  3194. return 1;
  3195. }
  3196. return 0;
  3197. }
  3198. int EQ2Emu_lua_GetWisBase(lua_State* state) {
  3199. if (!lua_interface)
  3200. return 0;
  3201. Spawn* spawn = lua_interface->GetSpawn(state);
  3202. if (spawn && spawn->IsEntity()) {
  3203. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetWisBase());
  3204. return 1;
  3205. }
  3206. return 0;
  3207. }
  3208. int EQ2Emu_lua_GetStaBase(lua_State* state) {
  3209. if (!lua_interface)
  3210. return 0;
  3211. Spawn* spawn = lua_interface->GetSpawn(state);
  3212. if (spawn && spawn->IsEntity()) {
  3213. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStaBase());
  3214. return 1;
  3215. }
  3216. return 0;
  3217. }
  3218. int EQ2Emu_lua_GetStrBase(lua_State* state) {
  3219. if (!lua_interface)
  3220. return 0;
  3221. Spawn* spawn = lua_interface->GetSpawn(state);
  3222. if (spawn && spawn->IsEntity()) {
  3223. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStrBase());
  3224. return 1;
  3225. }
  3226. return 0;
  3227. }
  3228. int EQ2Emu_lua_GetAgiBase(lua_State* state) {
  3229. if (!lua_interface)
  3230. return 0;
  3231. Spawn* spawn = lua_interface->GetSpawn(state);
  3232. if (spawn && spawn->IsEntity()) {
  3233. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetAgiBase());
  3234. return 1;
  3235. }
  3236. return 0;
  3237. }
  3238. int EQ2Emu_lua_SetStepComplete(lua_State* state) {
  3239. if (!lua_interface)
  3240. return 0;
  3241. Spawn* player = lua_interface->GetSpawn(state);
  3242. if (!player || !player->IsPlayer()) {
  3243. lua_interface->LogError("%s: LUA SetStepComplete command error: player is not valid", lua_interface->GetScriptName(state));
  3244. return 0;
  3245. }
  3246. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3247. if (quest_id <= 0) {
  3248. lua_interface->LogError("%s: LUA SetStepComplete command error: quest_id is not valid", lua_interface->GetScriptName(state));
  3249. return 0;
  3250. } else if ((((Player*)player)->player_quests.count(quest_id) <= 0)) {
  3251. lua_interface->LogError("%s: LUA SetStepComplete command error: player does not have quest", lua_interface->GetScriptName(state));
  3252. return 0;
  3253. }
  3254. int32 step = lua_interface->GetInt32Value(state, 3);
  3255. if (step > 0) {
  3256. Client* client = ((Player*)player)->GetClient();
  3257. if (client)
  3258. client->AddPendingQuestUpdate(quest_id, step);
  3259. } else {
  3260. lua_interface->LogError("%s: LUA SetStepComplete command error: step is not valid", lua_interface->GetScriptName(state));
  3261. }
  3262. return 0;
  3263. }
  3264. int EQ2Emu_lua_AddStepProgress(lua_State* state) {
  3265. Spawn* player = lua_interface->GetSpawn(state);
  3266. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3267. int32 step = lua_interface->GetInt32Value(state, 3);
  3268. int32 progress = lua_interface->GetInt32Value(state, 4);
  3269. if (player && player->IsPlayer() && quest_id > 0 && step > 0 && progress > 0 && (((Player*)player)->player_quests.count(quest_id) > 0)) {
  3270. Client* client = ((Player*)player)->GetClient();
  3271. if (client)
  3272. client->AddPendingQuestUpdate(quest_id, step, progress);
  3273. }
  3274. return 0;
  3275. }
  3276. int EQ2Emu_lua_GetTaskGroupStep(lua_State* state) {
  3277. if (!lua_interface)
  3278. return 0;
  3279. Spawn* player = lua_interface->GetSpawn(state);
  3280. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3281. if (player && player->IsPlayer() && quest_id > 0) {
  3282. lua_interface->SetInt32Value(state, ((Player*)player)->GetTaskGroupStep(quest_id));
  3283. return 1;
  3284. }
  3285. return 0;
  3286. }
  3287. int EQ2Emu_lua_QuestStepIsComplete(lua_State* state) {
  3288. if (!lua_interface)
  3289. return 0;
  3290. Spawn* player = lua_interface->GetSpawn(state);
  3291. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3292. int32 step_id = lua_interface->GetInt32Value(state, 3);
  3293. if (player && player->IsPlayer() && quest_id > 0) {
  3294. lua_interface->SetBooleanValue(state, ((Player*)player)->GetQuestStepComplete(quest_id, step_id));
  3295. return 1;
  3296. }
  3297. return 0;
  3298. }
  3299. int EQ2Emu_lua_GetQuestStep(lua_State* state) {
  3300. if (!lua_interface)
  3301. return 0;
  3302. Spawn* player = lua_interface->GetSpawn(state);
  3303. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3304. if (player && player->IsPlayer() && quest_id > 0) {
  3305. lua_interface->SetInt32Value(state, ((Player*)player)->GetQuestStep(quest_id));
  3306. return 1;
  3307. }
  3308. return 0;
  3309. }
  3310. int EQ2Emu_lua_RegisterQuest(lua_State* state) {
  3311. if (!lua_interface)
  3312. return 0;
  3313. Quest* quest = lua_interface->GetQuest(state);
  3314. string name = lua_interface->GetStringValue(state, 2);
  3315. string type = lua_interface->GetStringValue(state, 3);
  3316. string zone = lua_interface->GetStringValue(state, 4);
  3317. int16 level = lua_interface->GetInt16Value(state, 5);
  3318. string description = lua_interface->GetStringValue(state, 6);
  3319. bool load = true;
  3320. if (!quest) {
  3321. lua_interface->LogError("%s: Quest not given in RegisterQuest!", lua_interface->GetScriptName(state));
  3322. load = false;
  3323. }
  3324. if (load && name.length() == 0) {
  3325. lua_interface->LogError("%s: Name not given in RegisterQuest!", lua_interface->GetScriptName(state));
  3326. load = false;
  3327. }
  3328. if (load && type.length() == 0) {
  3329. lua_interface->LogError("%s: Type not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3330. load = false;
  3331. }
  3332. if (load && zone.length() == 0) {
  3333. lua_interface->LogError("%s: Zone not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3334. load = false;
  3335. }
  3336. if (load && description.length() == 0) {
  3337. lua_interface->LogError("%s: Description not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3338. load = false;
  3339. }
  3340. if (load && level == 0) {
  3341. lua_interface->LogError("%s: Level not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3342. load = false;
  3343. }
  3344. if (load)
  3345. quest->RegisterQuest(name, type, zone, level, description);
  3346. return 0;
  3347. }
  3348. int EQ2Emu_lua_SetQuestPrereqLevel(lua_State* state) {
  3349. if (!lua_interface)
  3350. return 0;
  3351. Quest* quest = lua_interface->GetQuest(state);
  3352. if (quest) {
  3353. int8 level = lua_interface->GetInt16Value(state, 2);
  3354. quest->SetPrereqLevel(level);
  3355. }
  3356. return 0;
  3357. }
  3358. int EQ2Emu_lua_AddQuestPrereqQuest(lua_State* state) {
  3359. if (!lua_interface)
  3360. return 0;
  3361. Quest* quest = lua_interface->GetQuest(state);
  3362. if (quest) {
  3363. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3364. quest->AddPrereqQuest(quest_id);
  3365. }
  3366. return 0;
  3367. }
  3368. int EQ2Emu_lua_AddQuestPrereqItem(lua_State* state) {
  3369. if (!lua_interface)
  3370. return 0;
  3371. Quest* quest = lua_interface->GetQuest(state);
  3372. if (quest) {
  3373. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3374. int8 quantity = lua_interface->GetInt32Value(state, 3);
  3375. if (quantity == 0)
  3376. quantity = 1;
  3377. Item* master_item = master_item_list.GetItem(item_id);
  3378. if (master_item) {
  3379. Item* item = new Item(master_item);
  3380. item->details.count = quantity;
  3381. quest->AddPrereqItem(item);
  3382. }
  3383. }
  3384. return 0;
  3385. }
  3386. int EQ2Emu_lua_HasQuest(lua_State* state) {
  3387. if (!lua_interface)
  3388. return 0;
  3389. Spawn* player = lua_interface->GetSpawn(state);
  3390. if(!player || !player->IsPlayer()) {
  3391. lua_interface->LogError("%s: LUA HasQuest command error: player is not valid", lua_interface->GetScriptName(state));
  3392. return 0;
  3393. }
  3394. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3395. if (quest_id > 0) {
  3396. lua_interface->SetBooleanValue(state, (((Player*)player)->HasActiveQuest(quest_id) > 0));
  3397. return 1;
  3398. } else {
  3399. lua_interface->LogError("%s: LUA HasQuest command error: quest_id is not valid", lua_interface->GetScriptName(state));
  3400. }
  3401. return 0;
  3402. }
  3403. int EQ2Emu_lua_QuestReturnNPC(lua_State* state) {
  3404. if (!lua_interface)
  3405. return 0;
  3406. Quest* quest = lua_interface->GetQuest(state);
  3407. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  3408. lua_interface->ResetFunctionStack(state);
  3409. if (quest && spawn_id > 0)
  3410. quest->SetQuestReturnNPC(spawn_id);
  3411. return 0;
  3412. }
  3413. int EQ2Emu_lua_AddTimer(lua_State* state) {
  3414. if (!lua_interface)
  3415. return 0;
  3416. Spawn* spawn = lua_interface->GetSpawn(state);
  3417. int32 time = lua_interface->GetInt32Value(state, 2);
  3418. string function = lua_interface->GetStringValue(state, 3);
  3419. int32 max_count = lua_interface->GetInt32Value(state, 4);
  3420. Spawn* player = lua_interface->GetSpawn(state, 5);
  3421. lua_interface->ResetFunctionStack(state);
  3422. if (!spawn) {
  3423. lua_interface->LogError("%s: LUA AddTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  3424. return 0;
  3425. }
  3426. if (time <= 0) {
  3427. lua_interface->LogError("%s: LUA AddTimer command error: time is not set", lua_interface->GetScriptName(state));
  3428. return 0;
  3429. }
  3430. if (function.length() == 0) {
  3431. lua_interface->LogError("%s: LUA AddTimer command error: function is not set", lua_interface->GetScriptName(state));
  3432. return 0;
  3433. }
  3434. SpawnScriptTimer* timer = new SpawnScriptTimer;
  3435. if ( time < 10)
  3436. time = 10;
  3437. timer->timer = Timer::GetCurrentTime2() + time;
  3438. timer->function = function;
  3439. timer->spawn = spawn->GetID();
  3440. timer->player = player ? player->GetID() : 0;
  3441. if (max_count == 0)
  3442. max_count = 1;
  3443. timer->max_count = max_count;
  3444. timer->current_count = 0;
  3445. spawn->GetZone()->AddSpawnScriptTimer(timer);
  3446. return 0;
  3447. }
  3448. int EQ2Emu_lua_StopTimer(lua_State* state) {
  3449. if (!lua_interface)
  3450. return 0;
  3451. Spawn* spawn = lua_interface->GetSpawn(state);
  3452. string function = lua_interface->GetStringValue(state, 2);
  3453. lua_interface->ResetFunctionStack(state);
  3454. if (!spawn) {
  3455. lua_interface->LogError("%s: LUA StopTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  3456. return 0;
  3457. }
  3458. if(!spawn->GetZone()) {
  3459. lua_interface->LogError("%s: LUA StopTimer command error: spawn has no zone to check spawn timers", lua_interface->GetScriptName(state));
  3460. return 0;
  3461. }
  3462. spawn->GetZone()->StopSpawnScriptTimer(spawn, function);
  3463. return 0;
  3464. }
  3465. int EQ2Emu_lua_GetQuest(lua_State* state) {
  3466. if (!lua_interface)
  3467. return 0;
  3468. Spawn* player = lua_interface->GetSpawn(state);
  3469. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3470. lua_interface->ResetFunctionStack(state);
  3471. if (player && player->IsPlayer() && quest_id > 0) {
  3472. lua_interface->SetQuestValue(state, ((Player*)player)->player_quests[quest_id]);
  3473. return 1;
  3474. }
  3475. return 0;
  3476. }
  3477. int EQ2Emu_lua_QuestIsComplete(lua_State* state) {
  3478. if (!lua_interface)
  3479. return 0;
  3480. Spawn* player = lua_interface->GetSpawn(state);
  3481. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3482. lua_interface->ResetFunctionStack(state);
  3483. if (player && player->IsPlayer() && quest_id > 0 && (((Player*)player)->player_quests.count(quest_id) > 0)) {
  3484. Quest* quest = ((Player*)player)->player_quests[quest_id];
  3485. if (quest)
  3486. lua_interface->SetBooleanValue(state, quest->GetCompleted());
  3487. return 1;
  3488. }
  3489. return 0;
  3490. }
  3491. int EQ2Emu_lua_HasCompletedQuest(lua_State* state) {
  3492. if (!lua_interface)
  3493. return 0;
  3494. Spawn* player = lua_interface->GetSpawn(state);
  3495. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3496. lua_interface->ResetFunctionStack(state);
  3497. if (player && player->IsPlayer() && quest_id > 0) {
  3498. lua_interface->SetBooleanValue(state, (((Player*)player)->HasQuestBeenCompleted(quest_id) != 0));
  3499. return 1;
  3500. }
  3501. return 0;
  3502. }
  3503. int EQ2Emu_lua_ProvidesQuest(lua_State* state) {
  3504. if (!lua_interface)
  3505. return 0;
  3506. Spawn* npc = lua_interface->GetSpawn(state);
  3507. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3508. lua_interface->ResetFunctionStack(state);
  3509. if (npc && !npc->IsPlayer() && quest_id > 0)
  3510. npc->AddProvidedQuest(quest_id);
  3511. return 0;
  3512. }
  3513. int EQ2Emu_lua_OfferQuest(lua_State* state) {
  3514. if (!lua_interface)
  3515. return 0;
  3516. Spawn* npc = lua_interface->GetSpawn(state);
  3517. Spawn* player = lua_interface->GetSpawn(state, 2);
  3518. int32 quest_id = lua_interface->GetInt32Value(state, 3);
  3519. bool forced = lua_interface->GetBooleanValue(state, 4);
  3520. lua_interface->ResetFunctionStack(state);
  3521. /* NPC is allowed to be null */
  3522. if (player && player->IsPlayer() && quest_id > 0) {
  3523. Quest* master_quest = master_quest_list.GetQuest(quest_id, false);
  3524. if (master_quest) {
  3525. Client* client = ((Player*)player)->GetClient();
  3526. if (!client) {
  3527. lua_interface->LogError("%s: LUA OfferQuest command error: client is not set", lua_interface->GetScriptName(state));
  3528. }
  3529. Quest* quest = new Quest(master_quest);
  3530. if (!quest) {
  3531. lua_interface->LogError("%s: LUA OfferQuest command error: new Quest() failed.", lua_interface->GetScriptName(state));
  3532. }
  3533. if (client && quest) {
  3534. if (npc)
  3535. quest->SetQuestGiver(npc->GetDatabaseID());
  3536. else
  3537. quest->SetQuestGiver(0);
  3538. client->AddPendingQuest(quest, forced);
  3539. }
  3540. }
  3541. else {
  3542. lua_interface->LogError("%s: LUA OfferQuest command error: failed to get quest %d", lua_interface->GetScriptName(state), quest_id);
  3543. }
  3544. }
  3545. else {
  3546. 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);
  3547. }
  3548. return 0;
  3549. }
  3550. int EQ2Emu_lua_AddQuestPrereqClass(lua_State* state) {
  3551. if (!lua_interface)
  3552. return 0;
  3553. Quest* quest = lua_interface->GetQuest(state);
  3554. int8 class_id = lua_interface->GetInt8Value(state, 2);
  3555. lua_interface->ResetFunctionStack(state);
  3556. if (quest) {
  3557. quest->AddPrereqClass(class_id);
  3558. }
  3559. return 0;
  3560. }
  3561. int EQ2Emu_lua_AddQuestPrereqRace(lua_State* state) {
  3562. if (!lua_interface)
  3563. return 0;
  3564. Quest* quest = lua_interface->GetQuest(state);
  3565. int8 race = lua_interface->GetInt8Value(state, 2);
  3566. lua_interface->ResetFunctionStack(state);
  3567. if (quest) {
  3568. quest->AddPrereqRace(race);
  3569. }
  3570. return 0;
  3571. }
  3572. int EQ2Emu_lua_AddQuestPrereqModelType(lua_State* state) {
  3573. if (!lua_interface)
  3574. return 0;
  3575. Quest* quest = lua_interface->GetQuest(state);
  3576. int16 model_type = lua_interface->GetInt16Value(state, 2);
  3577. lua_interface->ResetFunctionStack(state);
  3578. if (quest) {
  3579. quest->AddPrereqModelType(model_type);
  3580. }
  3581. return 0;
  3582. }
  3583. int EQ2Emu_lua_AddQuestPrereqTradeskillLevel(lua_State* state) {
  3584. if (!lua_interface)
  3585. return 0;
  3586. Quest* quest = lua_interface->GetQuest(state);
  3587. int8 level = lua_interface->GetInt8Value(state, 2);
  3588. lua_interface->ResetFunctionStack(state);
  3589. if (!quest) {
  3590. lua_interface->LogError("%s: LUA AddQuestPrereqTradeskillLevel command error: quest is not valid", lua_interface->GetScriptName(state));
  3591. return 0;
  3592. }
  3593. quest->SetPrereqTSLevel(level);
  3594. return 0;
  3595. }
  3596. int EQ2Emu_lua_AddQuestPrereqTradeskillClass(lua_State* state) {
  3597. if (!lua_interface)
  3598. return 0;
  3599. Quest* quest = lua_interface->GetQuest(state);
  3600. int8 class_id = lua_interface->GetInt8Value(state, 2);
  3601. lua_interface->ResetFunctionStack(state);
  3602. if (!quest) {
  3603. lua_interface->LogError("%s: LUA AddQuestPrereqTradeskillClass command error: quest is not valid", lua_interface->GetScriptName(state));
  3604. return 0;
  3605. }
  3606. quest->AddPrereqTradeskillClass(class_id);
  3607. return 0;
  3608. }
  3609. int EQ2Emu_lua_AddQuestPrereqFaction(lua_State* state) {
  3610. if (!lua_interface)
  3611. return 0;
  3612. Quest* quest = lua_interface->GetQuest(state);
  3613. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  3614. sint32 min = lua_interface->GetSInt32Value(state, 3);
  3615. sint32 max = lua_interface->GetSInt32Value(state, 4);
  3616. lua_interface->ResetFunctionStack(state);
  3617. if (quest) {
  3618. quest->AddPrereqFaction(faction_id, min, max);
  3619. }
  3620. return 0;
  3621. }
  3622. int EQ2Emu_lua_AddQuestSelectableRewardItem(lua_State* state) {
  3623. if (!lua_interface)
  3624. return 0;
  3625. Quest* quest = lua_interface->GetQuest(state);
  3626. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3627. int8 quantity = lua_interface->GetInt8Value(state, 3);
  3628. lua_interface->ResetFunctionStack(state);
  3629. if (quest) {
  3630. if (quantity == 0)
  3631. quantity = 1;
  3632. Item* master_item = master_item_list.GetItem(item_id);
  3633. if (master_item) {
  3634. Item* item = new Item(master_item);
  3635. item->details.count = quantity;
  3636. quest->AddSelectableRewardItem(item);
  3637. }
  3638. }
  3639. return 0;
  3640. }
  3641. int EQ2Emu_lua_HasQuestRewardItem(lua_State* state) {
  3642. if (!lua_interface)
  3643. return 0;
  3644. Quest* quest = lua_interface->GetQuest(state);
  3645. if (quest) {
  3646. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3647. vector<Item*>* items = quest->GetRewardItems();
  3648. if (items) {
  3649. vector<Item*>::iterator itr;
  3650. for (itr = items->begin(); itr != items->end(); itr++) {
  3651. if (*itr && (*itr)->details.item_id == item_id) {
  3652. lua_interface->SetBooleanValue(state, true);
  3653. return 1;
  3654. }
  3655. }
  3656. }
  3657. }
  3658. lua_interface->SetBooleanValue(state, false);
  3659. return 1;
  3660. }
  3661. int EQ2Emu_lua_AddQuestRewardItem(lua_State* state) {
  3662. if (!lua_interface)
  3663. return 0;
  3664. Quest* quest = lua_interface->GetQuest(state);
  3665. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3666. int8 quantity = lua_interface->GetInt32Value(state, 3);
  3667. lua_interface->ResetFunctionStack(state);
  3668. if (quest) {
  3669. if (quantity == 0)
  3670. quantity = 1;
  3671. Item* master_item = master_item_list.GetItem(item_id);
  3672. if (master_item) {
  3673. Item* item = new Item(master_item);
  3674. item->details.count = quantity;
  3675. quest->AddRewardItem(item);
  3676. }
  3677. }
  3678. return 0;
  3679. }
  3680. int EQ2Emu_lua_AddQuestRewardCoin(lua_State* state) {
  3681. if (!lua_interface)
  3682. return 0;
  3683. Quest* quest = lua_interface->GetQuest(state);
  3684. int32 copper = lua_interface->GetInt32Value(state, 2);
  3685. int32 silver = lua_interface->GetInt32Value(state, 3);
  3686. int32 gold = lua_interface->GetInt32Value(state, 4);
  3687. int32 plat = lua_interface->GetInt32Value(state, 5);
  3688. lua_interface->ResetFunctionStack(state);
  3689. if (quest) {
  3690. quest->AddRewardCoins(copper, silver, gold, plat);
  3691. }
  3692. return 0;
  3693. }
  3694. int EQ2Emu_lua_AddQuestRewardFaction(lua_State* state) {
  3695. if (!lua_interface)
  3696. return 0;
  3697. Quest* quest = lua_interface->GetQuest(state);
  3698. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  3699. sint32 amount = lua_interface->GetSInt32Value(state, 3);
  3700. lua_interface->ResetFunctionStack(state);
  3701. if (quest && faction_id > 0 && amount != 0)
  3702. quest->AddRewardFaction(faction_id, amount);
  3703. return 0;
  3704. }
  3705. int EQ2Emu_lua_SetQuestRewardStatus(lua_State* state) {
  3706. if (!lua_interface)
  3707. return 0;
  3708. Quest* quest = lua_interface->GetQuest(state);
  3709. int32 status = lua_interface->GetInt32Value(state, 2);
  3710. lua_interface->ResetFunctionStack(state);
  3711. if (quest) {
  3712. quest->SetRewardStatus(status);
  3713. }
  3714. return 0;
  3715. }
  3716. int EQ2Emu_lua_SetStatusTmpReward(lua_State* state) {
  3717. if (!lua_interface)
  3718. return 0;
  3719. Quest* quest = lua_interface->GetQuest(state);
  3720. int32 status = lua_interface->GetInt32Value(state, 2);
  3721. lua_interface->ResetFunctionStack(state);
  3722. if (quest) {
  3723. quest->SetStatusTmpReward(status);
  3724. }
  3725. return 0;
  3726. }
  3727. int EQ2Emu_lua_SetCoinTmpReward(lua_State* state) {
  3728. if (!lua_interface)
  3729. return 0;
  3730. Quest* quest = lua_interface->GetQuest(state);
  3731. int64 coins = lua_interface->GetInt64Value(state, 2);
  3732. lua_interface->ResetFunctionStack(state);
  3733. if (quest) {
  3734. quest->SetCoinTmpReward(coins);
  3735. }
  3736. return 0;
  3737. }
  3738. int EQ2Emu_lua_SetQuestRewardComment(lua_State* state) {
  3739. if (!lua_interface)
  3740. return 0;
  3741. Quest* quest = lua_interface->GetQuest(state);
  3742. string comment = lua_interface->GetStringValue(state, 2);
  3743. lua_interface->ResetFunctionStack(state);
  3744. if (quest) {
  3745. quest->SetRewardComment(comment);
  3746. }
  3747. return 0;
  3748. }
  3749. int EQ2Emu_lua_SetQuestRewardExp(lua_State* state) {
  3750. if (!lua_interface)
  3751. return 0;
  3752. Quest* quest = lua_interface->GetQuest(state);
  3753. int32 exp = lua_interface->GetInt32Value(state, 2);
  3754. lua_interface->ResetFunctionStack(state);
  3755. if (quest) {
  3756. quest->SetRewardXP(exp);
  3757. }
  3758. return 0;
  3759. }
  3760. int EQ2Emu_lua_AddQuestStep(lua_State* state) {
  3761. Quest* quest = lua_interface->GetQuest(state);
  3762. int32 step = lua_interface->GetInt32Value(state, 2);
  3763. string description = lua_interface->GetStringValue(state, 3);
  3764. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3765. float percentage = lua_interface->GetFloatValue(state, 5);
  3766. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3767. int16 icon = lua_interface->GetInt16Value(state, 7);
  3768. int32 usableitemid = lua_interface->GetInt32Value(state, 8);
  3769. if (quest) {
  3770. const char* taskgroup = 0;
  3771. if (str_taskgroup.length() > 0)
  3772. taskgroup = str_taskgroup.c_str();
  3773. int32 id = 0;
  3774. vector<int32>* ids = 0;
  3775. int i = 0;
  3776. while ((id = lua_interface->GetInt32Value(state, 9 + i))) {
  3777. if (ids == 0)
  3778. ids = new vector<int32>;
  3779. ids->push_back(id);
  3780. i++;
  3781. }
  3782. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_NORMAL, description, ids, quantity, taskgroup, 0, 0, percentage, usableitemid);
  3783. if (quest_step && icon && quantity > 0)
  3784. quest_step->SetIcon(icon);
  3785. if (quest->GetPlayer()) {
  3786. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3787. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3788. }
  3789. }
  3790. lua_interface->ResetFunctionStack(state);
  3791. return 0;
  3792. }
  3793. int EQ2Emu_lua_AddQuestStepKillLogic(lua_State* state, int8 type)
  3794. {
  3795. if (!lua_interface)
  3796. return 0;
  3797. Quest* quest = lua_interface->GetQuest(state);
  3798. int32 step = lua_interface->GetInt32Value(state, 2);
  3799. string description = lua_interface->GetStringValue(state, 3);
  3800. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3801. float percentage = lua_interface->GetFloatValue(state, 5);
  3802. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3803. int16 icon = lua_interface->GetInt16Value(state, 7);
  3804. if (quest) {
  3805. const char* taskgroup = 0;
  3806. if (str_taskgroup.length() > 0)
  3807. taskgroup = str_taskgroup.c_str();
  3808. int32 id = 0;
  3809. vector<int32>* ids = 0;
  3810. int i = 0;
  3811. while ((id = lua_interface->GetInt32Value(state, 8 + i))) {
  3812. if (ids == 0)
  3813. ids = new vector<int32>;
  3814. ids->push_back(id);
  3815. i++;
  3816. }
  3817. QuestStep* quest_step = quest->AddQuestStep(step, type, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3818. if (quest_step && icon > 0 && quantity > 0)
  3819. quest_step->SetIcon(icon);
  3820. if (quest->GetPlayer()) {
  3821. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3822. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3823. }
  3824. safe_delete(ids);
  3825. }
  3826. lua_interface->ResetFunctionStack(state);
  3827. return 0;
  3828. }
  3829. int EQ2Emu_lua_AddQuestStepKill(lua_State* state) {
  3830. return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL);
  3831. }
  3832. int EQ2Emu_lua_AddQuestStepKillByRace(lua_State* state) {
  3833. return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL_RACE_REQ);
  3834. }
  3835. int EQ2Emu_lua_AddQuestStepChat(lua_State* state) {
  3836. if (!lua_interface)
  3837. return 0;
  3838. Quest* quest = lua_interface->GetQuest(state);
  3839. int32 step = lua_interface->GetInt32Value(state, 2);
  3840. string description = lua_interface->GetStringValue(state, 3);
  3841. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3842. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3843. int16 icon = lua_interface->GetInt16Value(state, 6);
  3844. if (quest) {
  3845. const char* taskgroup = 0;
  3846. if (str_taskgroup.length() > 0)
  3847. taskgroup = str_taskgroup.c_str();
  3848. int32 npc_id = 0;
  3849. vector<int32>* ids = 0;
  3850. int i = 0;
  3851. while ((npc_id = lua_interface->GetInt32Value(state, 7 + i))) {
  3852. if (ids == 0)
  3853. ids = new vector<int32>;
  3854. ids->push_back(npc_id);
  3855. i++;
  3856. }
  3857. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_CHAT, description, ids, quantity, taskgroup);
  3858. if (quest_step && icon > 0)
  3859. quest_step->SetIcon(icon);
  3860. if (quest->GetPlayer()) {
  3861. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3862. if(client)
  3863. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3864. }
  3865. safe_delete(ids);
  3866. }
  3867. lua_interface->ResetFunctionStack(state);
  3868. return 0;
  3869. }
  3870. int EQ2Emu_lua_AddQuestStepObtainItem(lua_State* state) {
  3871. if (!lua_interface)
  3872. return 0;
  3873. Quest* quest = lua_interface->GetQuest(state);
  3874. int32 step = lua_interface->GetInt32Value(state, 2);
  3875. string description = lua_interface->GetStringValue(state, 3);
  3876. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3877. float percentage = lua_interface->GetFloatValue(state, 5);
  3878. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3879. int16 icon = lua_interface->GetInt16Value(state, 7);
  3880. if (quest) {
  3881. const char* taskgroup = 0;
  3882. if (str_taskgroup.length() > 0)
  3883. taskgroup = str_taskgroup.c_str();
  3884. int32 item_id = 0;
  3885. vector<int32>* ids = 0;
  3886. int i = 0;
  3887. while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
  3888. if (ids == 0)
  3889. ids = new vector<int32>;
  3890. ids->push_back(item_id);
  3891. i++;
  3892. }
  3893. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_OBTAIN_ITEM, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3894. if (quest_step && icon > 0 && quantity > 0)
  3895. quest_step->SetIcon(icon);
  3896. if (quest->GetPlayer()) {
  3897. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3898. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3899. }
  3900. safe_delete(ids);
  3901. }
  3902. lua_interface->ResetFunctionStack(state);
  3903. return 0;
  3904. }
  3905. int EQ2Emu_lua_AddQuestStepZoneLoc(lua_State* state) {
  3906. if (!lua_interface)
  3907. return 0;
  3908. Quest* quest = lua_interface->GetQuest(state);
  3909. int32 step = lua_interface->GetInt32Value(state, 2);
  3910. string description = lua_interface->GetStringValue(state, 3);
  3911. float max_variation = lua_interface->GetFloatValue(state, 4);
  3912. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3913. int16 icon = lua_interface->GetInt16Value(state, 6);
  3914. if (quest) {
  3915. const char* taskgroup = 0;
  3916. if (str_taskgroup.length() > 0)
  3917. taskgroup = str_taskgroup.c_str();
  3918. vector<Location>* locations = 0;
  3919. int8 i = 7;
  3920. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  3921. while (true) {
  3922. Location loc;
  3923. loc.x = lua_interface->GetFloatValue(state, i);
  3924. loc.y = lua_interface->GetFloatValue(state, i + 1);
  3925. loc.z = lua_interface->GetFloatValue(state, i + 2);
  3926. loc.zone_id = lua_interface->GetInt32Value(state, i + 3);
  3927. if (loc.x == 0 && loc.y == 0 && loc.z == 0)
  3928. break;
  3929. if (locations == 0)
  3930. locations = new vector<Location>;
  3931. locations->push_back(loc);
  3932. i += 4;
  3933. }
  3934. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
  3935. safe_delete(locations); // gets duplicated into new table in QuestStep constructor
  3936. if (quest_step && icon > 0)
  3937. quest_step->SetIcon(icon);
  3938. if (quest->GetPlayer()) {
  3939. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3940. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3941. }
  3942. }
  3943. lua_interface->ResetFunctionStack(state);
  3944. return 0;
  3945. }
  3946. int EQ2Emu_lua_AddQuestStepLocation(lua_State* state) {
  3947. if (!lua_interface)
  3948. return 0;
  3949. Quest* quest = lua_interface->GetQuest(state);
  3950. int32 step = lua_interface->GetInt32Value(state, 2);
  3951. string description = lua_interface->GetStringValue(state, 3);
  3952. float max_variation = lua_interface->GetFloatValue(state, 4);
  3953. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3954. int16 icon = lua_interface->GetInt16Value(state, 6);
  3955. if (quest) {
  3956. const char* taskgroup = 0;
  3957. if (str_taskgroup.length() > 0)
  3958. taskgroup = str_taskgroup.c_str();
  3959. vector<Location>* locations = 0;
  3960. int8 i = 7;
  3961. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  3962. while (true) {
  3963. Location loc;
  3964. loc.x = lua_interface->GetFloatValue(state, i);
  3965. loc.y = lua_interface->GetFloatValue(state, i + 1);
  3966. loc.z = lua_interface->GetFloatValue(state, i + 2);
  3967. loc.zone_id = 0;
  3968. if (loc.x == 0 && loc.y == 0 && loc.z == 0)
  3969. break;
  3970. if (locations == 0)
  3971. locations = new vector<Location>;
  3972. locations->push_back(loc);
  3973. i += 3;
  3974. }
  3975. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
  3976. safe_delete(locations); // gets duplicated into new table in QuestStep constructor
  3977. if (quest_step && icon > 0)
  3978. quest_step->SetIcon(icon);
  3979. if (quest->GetPlayer()) {
  3980. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3981. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3982. }
  3983. }
  3984. lua_interface->ResetFunctionStack(state);
  3985. return 0;
  3986. }
  3987. int EQ2Emu_lua_AddQuestUsableItem(lua_State* state) {
  3988. if (!lua_interface)
  3989. return 0;
  3990. Quest* quest = lua_interface->GetQuest(state);
  3991. int32 step = lua_interface->GetInt32Value(state, 2);
  3992. string description = lua_interface->GetStringValue(state, 3);
  3993. float max_variation = lua_interface->GetFloatValue(state, 4);
  3994. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3995. int16 icon = lua_interface->GetInt16Value(state, 6);
  3996. if (quest) {
  3997. const char* taskgroup = 0;
  3998. if (str_taskgroup.length() > 0)
  3999. taskgroup = str_taskgroup.c_str();
  4000. vector<Location>* locations = 0;
  4001. int i = 7;
  4002. while (true) {
  4003. Location loc;
  4004. loc.x = lua_interface->GetFloatValue(state, i);
  4005. loc.y = lua_interface->GetFloatValue(state, i + 1);
  4006. loc.z = lua_interface->GetFloatValue(state, i + 2);
  4007. if (loc.x == 0 && loc.y == 0 && loc.z == 0)
  4008. break;
  4009. if (locations == 0)
  4010. locations = new vector<Location>;
  4011. locations->push_back(loc);
  4012. i += 3;
  4013. }
  4014. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
  4015. safe_delete(locations); // gets duplicated into new table in QuestStep constructor
  4016. if (quest_step && icon > 0)
  4017. quest_step->SetIcon(icon);
  4018. if (quest->GetPlayer()) {
  4019. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  4020. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  4021. }
  4022. }
  4023. lua_interface->ResetFunctionStack(state);
  4024. return 0;
  4025. }
  4026. int EQ2Emu_lua_AddQuestStepSpell(lua_State* state) {
  4027. Quest* quest = lua_interface->GetQuest(state);
  4028. int32 step = lua_interface->GetInt32Value(state, 2);
  4029. string description = lua_interface->GetStringValue(state, 3);
  4030. int32 quantity = lua_interface->GetInt32Value(state, 4);
  4031. float percentage = lua_interface->GetFloatValue(state, 5);
  4032. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  4033. int16 icon = lua_interface->GetInt16Value(state, 7);
  4034. if (quest) {
  4035. const char* taskgroup = 0;
  4036. if (str_taskgroup.length() > 0)
  4037. taskgroup = str_taskgroup.c_str();
  4038. int32 spell_id = 0;
  4039. vector<int32>* ids = 0;
  4040. int i = 0;
  4041. while ((spell_id = lua_interface->GetInt32Value(state, 8 + i))) {
  4042. if (ids == 0)
  4043. ids = new vector<int32>;
  4044. ids->push_back(spell_id);
  4045. i++;
  4046. }
  4047. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_SPELL, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  4048. if (quest_step && icon > 0 && quantity > 0)
  4049. quest_step->SetIcon(icon);
  4050. if (quest->GetPlayer()) {
  4051. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  4052. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  4053. }
  4054. safe_delete(ids);
  4055. }
  4056. lua_interface->ResetFunctionStack(state);
  4057. return 0;
  4058. }
  4059. int EQ2Emu_lua_AddQuestStepCraft(lua_State* state) {
  4060. if (!lua_interface)
  4061. return 0;
  4062. Quest* quest = lua_interface->GetQuest(state);
  4063. int32 step = lua_interface->GetInt32Value(state, 2);
  4064. string description = lua_interface->GetStringValue(state, 3);
  4065. int32 quantity = lua_interface->GetInt32Value(state, 4);
  4066. float percentage = lua_interface->GetFloatValue(state, 5);
  4067. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  4068. int16 icon = lua_interface->GetInt16Value(state, 7);
  4069. if (quest) {
  4070. const char* taskgroup = 0;
  4071. if (str_taskgroup.length() > 0)
  4072. taskgroup = str_taskgroup.c_str();
  4073. int32 item_id = 0;
  4074. vector<int32>* ids = 0;
  4075. int i = 0;
  4076. while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
  4077. if (ids == 0)
  4078. ids = new vector<int32>;
  4079. ids->push_back(item_id);
  4080. i++;
  4081. }
  4082. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_CRAFT, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  4083. if (quest_step && icon > 0 && quantity > 0)
  4084. quest_step->SetIcon(icon);
  4085. if (quest->GetPlayer()) {
  4086. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  4087. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  4088. }
  4089. safe_delete(ids);
  4090. }
  4091. lua_interface->ResetFunctionStack(state);
  4092. return 0;
  4093. }
  4094. int EQ2Emu_lua_AddQuestStepHarvest(lua_State* state) {
  4095. if (!lua_interface)
  4096. return 0;
  4097. Quest* quest = lua_interface->GetQuest(state);
  4098. int32 step = lua_interface->GetInt32Value(state, 2);
  4099. string description = lua_interface->GetStringValue(state, 3);
  4100. int32 quantity = lua_interface->GetInt32Value(state, 4);
  4101. float percentage = lua_interface->GetFloatValue(state, 5);
  4102. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  4103. int16 icon = lua_interface->GetInt16Value(state, 7);
  4104. if (quest) {
  4105. const char* taskgroup = 0;
  4106. if (str_taskgroup.length() > 0)
  4107. taskgroup = str_taskgroup.c_str();
  4108. int32 item_id = 0;
  4109. vector<int32>* ids = 0;
  4110. int i = 0;
  4111. while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
  4112. if (ids == 0)
  4113. ids = new vector<int32>;
  4114. ids->push_back(item_id);
  4115. i++;
  4116. }
  4117. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_HARVEST, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  4118. if (quest_step && icon > 0 && quantity > 0)
  4119. quest_step->SetIcon(icon);
  4120. if (quest->GetPlayer()) {
  4121. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  4122. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  4123. }
  4124. safe_delete(ids);
  4125. }
  4126. lua_interface->ResetFunctionStack(state);
  4127. return 0;
  4128. }
  4129. int EQ2Emu_lua_SetQuestCompleteAction(lua_State* state) {
  4130. if (!lua_interface)
  4131. return 0;
  4132. Quest* quest = lua_interface->GetQuest(state);
  4133. string action = lua_interface->GetStringValue(state, 2);
  4134. lua_interface->ResetFunctionStack(state);
  4135. if (quest) {
  4136. if (action.length() > 0)
  4137. quest->SetCompleteAction(action);
  4138. }
  4139. return 0;
  4140. }
  4141. int EQ2Emu_lua_AddQuestStepCompleteAction(lua_State* state) {
  4142. if (!lua_interface)
  4143. return 0;
  4144. Quest* quest = lua_interface->GetQuest(state);
  4145. int32 step = lua_interface->GetInt32Value(state, 2);
  4146. string action = lua_interface->GetStringValue(state, 3);
  4147. lua_interface->ResetFunctionStack(state);
  4148. if (quest) {
  4149. if (step > 0 && action.length() > 0)
  4150. quest->AddCompleteAction(step, action);
  4151. }
  4152. return 0;
  4153. }
  4154. int EQ2Emu_lua_AddQuestStepProgressAction(lua_State* state) {
  4155. if (!lua_interface)
  4156. return 0;
  4157. Quest* quest = lua_interface->GetQuest(state);
  4158. int32 step = lua_interface->GetInt32Value(state, 2);
  4159. string action = lua_interface->GetStringValue(state, 3);
  4160. lua_interface->ResetFunctionStack(state);
  4161. if (quest) {
  4162. if (step > 0 && action.length() > 0)
  4163. quest->AddProgressAction(step, action);
  4164. }
  4165. return 0;
  4166. }
  4167. int EQ2Emu_lua_UpdateQuestDescription(lua_State* state) {
  4168. if (!lua_interface)
  4169. return 0;
  4170. Quest* quest = lua_interface->GetQuest(state);
  4171. string description = lua_interface->GetStringValue(state, 2);
  4172. lua_interface->ResetFunctionStack(state);
  4173. if (quest && description.length() > 0)
  4174. quest->SetDescription(description);
  4175. return 0;
  4176. }
  4177. int EQ2Emu_lua_SetCompletedDescription(lua_State* state) {
  4178. if (!lua_interface)
  4179. return 0;
  4180. Quest* quest = lua_interface->GetQuest(state);
  4181. string description = lua_interface->GetStringValue(state, 2);
  4182. lua_interface->ResetFunctionStack(state);
  4183. if (quest && description.length() > 0)
  4184. quest->SetCompletedDescription(description);
  4185. return 0;
  4186. }
  4187. int EQ2Emu_lua_UpdateQuestTaskGroupDescription(lua_State* state) {
  4188. if (!lua_interface)
  4189. return 0;
  4190. Quest* quest = lua_interface->GetQuest(state);
  4191. int32 step = lua_interface->GetInt32Value(state, 2);
  4192. string description = lua_interface->GetStringValue(state, 3);
  4193. bool display_bullets = (lua_interface->GetInt8Value(state, 4) == 1);
  4194. lua_interface->ResetFunctionStack(state);
  4195. if (quest && step > 0 && description.length() > 0) {
  4196. quest->SetTaskGroupDescription(step, description, display_bullets);
  4197. /* if (quest->GetPlayer()) {
  4198. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  4199. if (client)
  4200. client->SendQuestUpdateStep(quest, step, false);
  4201. }*/
  4202. }
  4203. return 0;
  4204. }
  4205. int EQ2Emu_lua_UpdateQuestStepDescription(lua_State* state) {
  4206. if (!lua_interface)
  4207. return 0;
  4208. Quest* quest = lua_interface->GetQuest(state);
  4209. int32 step = lua_interface->GetInt32Value(state, 2);
  4210. string description = lua_interface->GetStringValue(state, 3);
  4211. lua_interface->ResetFunctionStack(state);
  4212. if (quest && step > 0 && description.length() > 0) {
  4213. quest->SetStepDescription(step, description);
  4214. /*if (quest->GetPlayer()) {
  4215. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  4216. if (client)
  4217. client->SendQuestUpdateStepImmediately(quest, step);
  4218. }*/
  4219. }
  4220. return 0;
  4221. }
  4222. int EQ2Emu_lua_UpdateQuestZone(lua_State* state) {
  4223. Quest* quest = lua_interface->GetQuest(state);
  4224. string zone = lua_interface->GetStringValue(state, 2);
  4225. lua_interface->ResetFunctionStack(state);
  4226. if (quest && zone.length() > 0)
  4227. quest->SetZone(zone);
  4228. return 0;
  4229. }
  4230. int EQ2Emu_lua_GiveQuestReward(lua_State* state) {
  4231. if (!lua_interface)
  4232. return 0;
  4233. Quest* quest = lua_interface->GetQuest(state);
  4234. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  4235. lua_interface->ResetFunctionStack(state);
  4236. if (quest && spawn) {
  4237. if (spawn->IsPlayer()) {
  4238. Client* client = ((Player*)spawn)->GetClient();
  4239. if (client) {
  4240. client->AddPendingQuestReward(quest);
  4241. }
  4242. }
  4243. }
  4244. return 0;
  4245. }
  4246. int EQ2Emu_lua_Harvest(lua_State* state) {
  4247. if (!lua_interface)
  4248. return 0;
  4249. Spawn* player = lua_interface->GetSpawn(state);
  4250. Spawn* node = lua_interface->GetSpawn(state, 2);
  4251. if (player && node && player->IsPlayer() && node->IsGroundSpawn()) {
  4252. Client* client = ((Player*)player)->GetClient();
  4253. if (client) {
  4254. ((GroundSpawn*)node)->ProcessHarvest(client);
  4255. if (((GroundSpawn*)node)->GetNumberHarvests() == 0) {
  4256. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  4257. player->GetZone()->RemoveSpawn(node, true, true, true, true, (spell != nullptr) ? false : true);
  4258. }
  4259. }
  4260. }
  4261. else if (player && player->IsPlayer()) {
  4262. Client* client = ((Player*)player)->GetClient();
  4263. if (client)
  4264. client->Message(CHANNEL_COLOR_RED, "Invalid target for this spell.");
  4265. }
  4266. lua_interface->ResetFunctionStack(state);
  4267. return 0;
  4268. }
  4269. int EQ2Emu_lua_Bind(lua_State* state) {
  4270. if (!lua_interface)
  4271. return 0;
  4272. Spawn* spawn = lua_interface->GetSpawn(state);
  4273. int32 zone_id = lua_interface->GetInt32Value(state, 2);
  4274. float x = lua_interface->GetFloatValue(state, 3);
  4275. float y = lua_interface->GetFloatValue(state, 4);
  4276. float z = lua_interface->GetFloatValue(state, 5);
  4277. float h = lua_interface->GetFloatValue(state, 6);
  4278. lua_interface->ResetFunctionStack(state);
  4279. if (!spawn) {
  4280. lua_interface->LogError("%s: LUA Bind command error: spawn is not valid", lua_interface->GetScriptName(state));
  4281. return 0;
  4282. }
  4283. if (!spawn->IsPlayer()) {
  4284. lua_interface->LogError("%s: LUA Bind command error: spawn is not a player", lua_interface->GetScriptName(state));
  4285. return 0;
  4286. }
  4287. if (zone_id == 0) {
  4288. Client* client = ((Player*)spawn)->GetClient();
  4289. if (!client) {
  4290. lua_interface->LogError("%s: LUA Bind command error: unable to get client from spawn", lua_interface->GetScriptName(state));
  4291. return 0;
  4292. }
  4293. if (!client->Bind())
  4294. client->SimpleMessage(CHANNEL_COLOR_RED, "Unable to set bind point.");
  4295. }
  4296. else {
  4297. Player* player = (Player*)spawn;
  4298. player->GetPlayerInfo()->SetBindZone(zone_id);
  4299. player->GetPlayerInfo()->SetBindX(x);
  4300. player->GetPlayerInfo()->SetBindY(y);
  4301. player->GetPlayerInfo()->SetBindZ(z);
  4302. player->GetPlayerInfo()->SetBindHeading(h);
  4303. }
  4304. return 0;
  4305. }
  4306. int EQ2Emu_lua_Gate(lua_State* state) {
  4307. if (!lua_interface)
  4308. return 0;
  4309. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  4310. Spawn* spawn = lua_interface->GetSpawn(state);
  4311. lua_interface->ResetFunctionStack(state);
  4312. if (spawn) {
  4313. if (spawn->IsPlayer()) {
  4314. Client* client = ((Player*)spawn)->GetClient();
  4315. if (client) {
  4316. if (!client->Gate((spell != nullptr) ? true : false))
  4317. client->SimpleMessage(CHANNEL_COLOR_RED, "Unable to gate.");
  4318. }
  4319. }
  4320. }
  4321. return 0;
  4322. }
  4323. int EQ2Emu_lua_IsBindAllowed(lua_State* state) {
  4324. if (!lua_interface)
  4325. return 0;
  4326. bool ret = false;
  4327. Spawn* spawn = lua_interface->GetSpawn(state);
  4328. lua_interface->ResetFunctionStack(state);
  4329. if (spawn) {
  4330. if (spawn->IsPlayer()) {
  4331. Client* client = ((Player*)spawn)->GetClient();
  4332. if (client)
  4333. ret = client->BindAllowed();
  4334. }
  4335. }
  4336. lua_interface->SetBooleanValue(state, ret);
  4337. return 1;
  4338. }
  4339. int EQ2Emu_lua_IsGateAllowed(lua_State* state) {
  4340. if (!lua_interface)
  4341. return 0;
  4342. bool ret = false;
  4343. Spawn* spawn = lua_interface->GetSpawn(state);
  4344. lua_interface->ResetFunctionStack(state);
  4345. if (spawn) {
  4346. if (spawn->IsPlayer()) {
  4347. Client* client = ((Player*)spawn)->GetClient();
  4348. ZoneServer* zone = lua_interface->GetZone(state);
  4349. if (client && zone){
  4350. ret = zone->GetCanGate();
  4351. }
  4352. }
  4353. }
  4354. lua_interface->SetBooleanValue(state, ret);
  4355. return 1;
  4356. }
  4357. int EQ2Emu_lua_IsAlive(lua_State* state) {
  4358. Spawn* spawn = lua_interface->GetSpawn(state);
  4359. lua_interface->ResetFunctionStack(state);
  4360. if (spawn) {
  4361. lua_interface->SetBooleanValue(state, spawn->Alive());
  4362. return 1;
  4363. }
  4364. return 0;
  4365. }
  4366. int EQ2Emu_lua_IsInCombat(lua_State* state) {
  4367. if (!lua_interface)
  4368. return 0;
  4369. Spawn* spawn = lua_interface->GetSpawn(state);
  4370. lua_interface->ResetFunctionStack(state);
  4371. if (spawn && spawn->IsEntity()) {
  4372. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->EngagedInCombat());
  4373. return 1;
  4374. }
  4375. return 0;
  4376. }
  4377. int EQ2Emu_lua_SendMessage(lua_State* state) {
  4378. Spawn* spawn = lua_interface->GetSpawn(state);
  4379. string message = lua_interface->GetStringValue(state, 2);
  4380. string color_str = lua_interface->GetStringValue(state, 3);
  4381. lua_interface->ResetFunctionStack(state);
  4382. int8 color = CHANNEL_NARRATIVE;
  4383. if (spawn && spawn->IsPlayer() && message.length() > 0) {
  4384. Client* client = ((Player*)spawn)->GetClient();
  4385. if (client) {
  4386. if (color_str.length() > 0) {
  4387. // leave for backwards compat, but all future should just use the number
  4388. if (strncasecmp(color_str.c_str(), "red", 3) == 0)
  4389. color = CHANNEL_COLOR_RED;
  4390. else if (strncasecmp(color_str.c_str(), "yellow", 6) == 0)
  4391. color = CHANNEL_COLOR_YELLOW;
  4392. else
  4393. {
  4394. // use a number to specify the channel as per Commands/Commands.h defines
  4395. color = (int8)atoul(color_str.c_str());
  4396. }
  4397. }
  4398. client->SimpleMessage(color, message.c_str());
  4399. }
  4400. }
  4401. return 0;
  4402. }
  4403. int EQ2Emu_lua_SendPopUpMessage(lua_State* state) {
  4404. Spawn* spawn = lua_interface->GetSpawn(state);
  4405. string message = lua_interface->GetStringValue(state, 2);
  4406. int8 red = lua_interface->GetInt8Value(state, 3);
  4407. int8 green = lua_interface->GetInt8Value(state, 4);
  4408. int8 blue = lua_interface->GetInt8Value(state, 5);
  4409. lua_interface->ResetFunctionStack(state);
  4410. if (!spawn) {
  4411. lua_interface->LogError("%s: LUA SendPopUpMessage command error: Spawn is not valid.", lua_interface->GetScriptName(state));
  4412. return 0;
  4413. }
  4414. if (!spawn->IsPlayer()) {
  4415. lua_interface->LogError("%s: LUA SendPopUpMessage command error: Spawn is not a player.", lua_interface->GetScriptName(state));
  4416. return 0;
  4417. }
  4418. int32 words = ::CountWordsInString(message.c_str());
  4419. if (words < 5)
  4420. words = 5;
  4421. Client* client = ((Player*)spawn)->GetClient();
  4422. if (client)
  4423. client->SendPopupMessage(10, message.c_str(), "ui_harvested_normal", words, red, green, blue);
  4424. return 0;
  4425. }
  4426. int EQ2Emu_lua_SetServerControlFlag(lua_State* state) {
  4427. Spawn* spawn = lua_interface->GetSpawn(state);
  4428. int8 param = lua_interface->GetInt8Value(state, 2);
  4429. int8 param_value = lua_interface->GetInt8Value(state, 3);
  4430. int8 value = lua_interface->GetInt8Value(state, 4);
  4431. lua_interface->ResetFunctionStack(state);
  4432. if (spawn && spawn->IsPlayer() && (param >= 1 && param <= 5)) {
  4433. Client* client = ((Player*)spawn)->GetClient();
  4434. if (client) {
  4435. PacketStruct* packet = configReader.getStruct("WS_ServerControlFlags", client->GetVersion());
  4436. switch (param) {
  4437. case 1: {
  4438. packet->setDataByName("parameter1", param_value);
  4439. break;
  4440. }
  4441. case 2: {
  4442. packet->setDataByName("parameter2", param_value);
  4443. break;
  4444. }
  4445. case 3: {
  4446. packet->setDataByName("parameter3", param_value);
  4447. break;
  4448. }
  4449. case 4: {
  4450. packet->setDataByName("parameter4", param_value);
  4451. break;
  4452. }
  4453. case 5: {
  4454. packet->setDataByName("parameter5", param_value);
  4455. break;
  4456. }
  4457. }
  4458. packet->setDataByName("value", value);
  4459. client->QueuePacket(packet->serialize());
  4460. safe_delete(packet);
  4461. }
  4462. }
  4463. return 0;
  4464. }
  4465. int EQ2Emu_lua_ToggleTracking(lua_State* state) {
  4466. Spawn* spawn = lua_interface->GetSpawn(state);
  4467. lua_interface->ResetFunctionStack(state);
  4468. if (spawn && spawn->IsPlayer()) {
  4469. if (((Player*)spawn)->GetIsTracking())
  4470. spawn->GetZone()->AddPlayerTracking((Player*)spawn);
  4471. else
  4472. spawn->GetZone()->RemovePlayerTracking((Player*)spawn, TRACKING_STOP);
  4473. }
  4474. return 0;
  4475. }
  4476. int EQ2Emu_lua_AddPrimaryEntityCommand(lua_State* state) {
  4477. Spawn* player = lua_interface->GetSpawn(state);
  4478. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  4479. string name = lua_interface->GetStringValue(state, 3);
  4480. float distance = lua_interface->GetFloatValue(state, 4);
  4481. string command = lua_interface->GetStringValue(state, 5);
  4482. string error_text = lua_interface->GetStringValue(state, 6);
  4483. int16 cast_time = lua_interface->GetInt16Value(state, 7);
  4484. int32 spell_visual = lua_interface->GetInt32Value(state, 8);
  4485. bool denyListDefault = (lua_interface->GetInt8Value(state, 9) == 1);
  4486. lua_interface->ResetFunctionStack(state);
  4487. if (spawn) {
  4488. if (distance == 0)
  4489. distance = 10.0f;
  4490. if (command.length() == 0)
  4491. command = name;
  4492. if (command.length() < 1 && name.length() < 1)
  4493. {
  4494. // have to run this first to send a 'blank' default command, then remove all commands from the list
  4495. spawn->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance);
  4496. spawn->RemovePrimaryCommands();
  4497. }
  4498. else
  4499. {
  4500. spawn->AddPrimaryEntityCommand(name.c_str(), distance, command.c_str(), error_text.c_str(), cast_time, spell_visual, denyListDefault, (player && player->IsPlayer()) ? (Player*)player : NULL);
  4501. }
  4502. }
  4503. return 0;
  4504. }
  4505. int EQ2Emu_lua_HasSpell(lua_State* state) {
  4506. if (!lua_interface)
  4507. return 0;
  4508. Spawn* player = lua_interface->GetSpawn(state);
  4509. int32 spellid = lua_interface->GetInt32Value(state, 2);
  4510. int16 tier = lua_interface->GetInt16Value(state, 3);
  4511. lua_interface->ResetFunctionStack(state);
  4512. if (player && player->IsPlayer()) {
  4513. lua_interface->SetBooleanValue(state, ((Player*)player)->HasSpell(spellid, tier, true));
  4514. return 1;
  4515. }
  4516. return 0;
  4517. }
  4518. int EQ2Emu_lua_AddSpellBookEntry(lua_State* state) {
  4519. if (!lua_interface)
  4520. return 0;
  4521. Spawn* player = lua_interface->GetSpawn(state);
  4522. int32 spellid = lua_interface->GetInt32Value(state, 2);
  4523. int16 tier = lua_interface->GetInt16Value(state, 3);
  4524. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  4525. bool add_silently = lua_interface->GetBooleanValue(state, 4);
  4526. bool add_to_hotbar = true;
  4527. if (num_args > 4) {
  4528. add_to_hotbar = lua_interface->GetBooleanValue(state, 5);
  4529. }
  4530. lua_interface->ResetFunctionStack(state);
  4531. Spell* spell = master_spell_list.GetSpell(spellid, tier);
  4532. if (player && spell && player->IsPlayer()) {
  4533. Client* client = player->GetClient();
  4534. if (client) {
  4535. if (!client->GetPlayer()->HasSpell(spellid, tier - 1, true))
  4536. {
  4537. Spell* spell = master_spell_list.GetSpell(spellid, tier);
  4538. client->GetPlayer()->AddSpellBookEntry(spellid, 1, client->GetPlayer()->GetFreeSpellBookSlot(spell->GetSpellData()->spell_book_type), spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true);
  4539. client->GetPlayer()->UnlockSpell(spell);
  4540. client->SendSpellUpdate(spell, add_silently, add_to_hotbar);
  4541. }
  4542. else
  4543. {
  4544. Spell* spell = master_spell_list.GetSpell(spellid, tier);
  4545. int8 old_slot = client->GetPlayer()->GetSpellSlot(spell->GetSpellID());
  4546. client->GetPlayer()->RemoveSpellBookEntry(spell->GetSpellID());
  4547. client->GetPlayer()->AddSpellBookEntry(spell->GetSpellID(), spell->GetSpellTier(), old_slot, spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true);
  4548. client->GetPlayer()->UnlockSpell(spell);
  4549. client->SendSpellUpdate(spell, add_silently, add_to_hotbar);
  4550. }
  4551. //if (client ) {
  4552. // ((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);
  4553. EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
  4554. if (outapp)
  4555. client->QueuePacket(outapp);
  4556. }
  4557. }
  4558. return 0;
  4559. }
  4560. int EQ2Emu_lua_DeleteSpellBook(lua_State* state) {
  4561. if (!lua_interface)
  4562. return 0;
  4563. Spawn* player = lua_interface->GetSpawn(state);
  4564. int8 type_selection = lua_interface->GetInt8Value(state, 2);
  4565. lua_interface->ResetFunctionStack(state);
  4566. if (player && player->IsPlayer()) {
  4567. Client* client = player->GetClient();
  4568. if (client) {
  4569. ((Player*)player)->DeleteSpellBook(type_selection);
  4570. EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
  4571. if (outapp)
  4572. client->QueuePacket(outapp);
  4573. }
  4574. }
  4575. return 0;
  4576. }
  4577. int EQ2Emu_lua_SendNewAdventureSpells(lua_State* state) {
  4578. if (!lua_interface)
  4579. return 0;
  4580. Spawn* player = lua_interface->GetSpawn(state);
  4581. lua_interface->ResetFunctionStack(state);
  4582. if (player && player->IsPlayer()) {
  4583. Client* client = player->GetClient();
  4584. if (client) {
  4585. client->SendNewAdventureSpells();
  4586. }
  4587. }
  4588. return 0;
  4589. }
  4590. int EQ2Emu_lua_SendNewTradeskillSpells(lua_State* state) {
  4591. if (!lua_interface)
  4592. return 0;
  4593. Spawn* player = lua_interface->GetSpawn(state);
  4594. lua_interface->ResetFunctionStack(state);
  4595. if (player && player->IsPlayer()) {
  4596. Client* client = player->GetClient();
  4597. if (client) {
  4598. client->SendNewTradeskillSpells();
  4599. }
  4600. }
  4601. return 0;
  4602. }
  4603. int EQ2Emu_lua_RemoveSpellBookEntry(lua_State* state) {
  4604. if (!lua_interface)
  4605. return 0;
  4606. Spawn* player = lua_interface->GetSpawn(state);
  4607. int32 spellid = lua_interface->GetInt32Value(state, 2);
  4608. lua_interface->ResetFunctionStack(state);
  4609. if (player && player->IsPlayer()) {
  4610. SpellBookEntry* sbe = ((Player*)player)->GetSpellBookSpell(spellid);
  4611. Client* client = player->GetClient();
  4612. if (sbe && client) {
  4613. ((Player*)player)->RemoveSpellBookEntry(spellid);
  4614. EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
  4615. if (outapp)
  4616. client->QueuePacket(outapp);
  4617. }
  4618. }
  4619. return 0;
  4620. }
  4621. int EQ2Emu_lua_HasFreeSlot(lua_State* state) {
  4622. if (!lua_interface)
  4623. return 0;
  4624. Spawn* player = lua_interface->GetSpawn(state);
  4625. lua_interface->ResetFunctionStack(state);
  4626. if (player && player->IsPlayer()) {
  4627. lua_interface->SetBooleanValue(state, ((Player*)player)->item_list.HasFreeSlot());
  4628. return 1;
  4629. }
  4630. return 0;
  4631. }
  4632. int EQ2Emu_lua_Attack(lua_State* state) {
  4633. if (lua_interface) {
  4634. Spawn* npc = lua_interface->GetSpawn(state);
  4635. Spawn* player = lua_interface->GetSpawn(state, 2);
  4636. lua_interface->ResetFunctionStack(state);
  4637. if (npc && player && npc->IsNPC() && player->IsEntity())
  4638. ((NPC*)npc)->AddHate((Entity*)player, 100);
  4639. }
  4640. return 0;
  4641. }
  4642. int EQ2Emu_lua_ApplySpellVisual(lua_State* state) {
  4643. if (lua_interface) {
  4644. Spawn* target = lua_interface->GetSpawn(state);
  4645. int32 spell_visual = lua_interface->GetInt32Value(state, 2);
  4646. lua_interface->ResetFunctionStack(state);
  4647. if (target && target->GetZone())
  4648. target->GetZone()->SendCastSpellPacket(spell_visual, target);
  4649. }
  4650. return 0;
  4651. }
  4652. int EQ2Emu_lua_HasCollectionsToHandIn(lua_State* state) {
  4653. Spawn* player;
  4654. if (lua_interface) {
  4655. player = lua_interface->GetSpawn(state);
  4656. lua_interface->ResetFunctionStack(state);
  4657. if (player && player->IsPlayer()) {
  4658. lua_interface->SetBooleanValue(state, ((Player*)player)->GetCollectionList()->HasCollectionsToHandIn());
  4659. return 1;
  4660. }
  4661. }
  4662. return 0;
  4663. }
  4664. int EQ2Emu_lua_HandInCollections(lua_State* state) {
  4665. Spawn* player;
  4666. Client* client;
  4667. if (lua_interface) {
  4668. player = lua_interface->GetSpawn(state);
  4669. lua_interface->ResetFunctionStack(state);
  4670. if (player && ((Player*)player)->IsPlayer() && ((Player*)player)->GetCollectionList()->HasCollectionsToHandIn())
  4671. if ((client = ((Player*)player)->GetClient()))
  4672. client->HandInCollections();
  4673. }
  4674. return 0;
  4675. }
  4676. int EQ2Emu_lua_UseWidget(lua_State* state) {
  4677. Spawn* widget;
  4678. if (lua_interface) {
  4679. widget = lua_interface->GetSpawn(state);
  4680. lua_interface->ResetFunctionStack(state);
  4681. if (widget && widget->IsWidget())
  4682. ((Widget*)widget)->HandleUse(nullptr, "");
  4683. }
  4684. return 0;
  4685. }
  4686. int EQ2Emu_lua_SetSpellList(lua_State* state) {
  4687. Spawn* spawn = 0;
  4688. int32 primary_list = 0;
  4689. int32 secondary_list = 0;
  4690. if (lua_interface) {
  4691. spawn = lua_interface->GetSpawn(state);
  4692. primary_list = lua_interface->GetInt32Value(state, 2);
  4693. secondary_list = lua_interface->GetInt32Value(state, 3);
  4694. lua_interface->ResetFunctionStack(state);
  4695. if (!spawn->IsNPC()) {
  4696. lua_interface->LogError("%s: LUA SetSpellList command error: Spawn was not a valid NPC", lua_interface->GetScriptName(state));
  4697. return 0;
  4698. }
  4699. NPC* npc = (NPC*)spawn;
  4700. npc->SetPrimarySpellList(primary_list);
  4701. npc->SetSecondarySpellList(secondary_list);
  4702. npc->SetSpells(world.GetNPCSpells(npc->GetPrimarySpellList(), npc->GetSecondarySpellList()));
  4703. }
  4704. return 0;
  4705. }
  4706. int EQ2Emu_lua_GetPet(lua_State* state) {
  4707. if (!lua_interface)
  4708. return 0;
  4709. Spawn* spawn = lua_interface->GetSpawn(state);
  4710. lua_interface->ResetFunctionStack(state);
  4711. if (spawn) {
  4712. if (spawn->IsEntity() && ((Entity*)spawn)->GetPet()) {
  4713. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetPet());
  4714. return 1;
  4715. }
  4716. }
  4717. return 0;
  4718. }
  4719. int EQ2Emu_lua_GetCharmedPet(lua_State* state) {
  4720. if (!lua_interface)
  4721. return 0;
  4722. Spawn* spawn = lua_interface->GetSpawn(state);
  4723. lua_interface->ResetFunctionStack(state);
  4724. if (spawn) {
  4725. if (spawn->IsEntity() && ((Entity*)spawn)->GetCharmedPet()) {
  4726. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetCharmedPet());
  4727. return 1;
  4728. }
  4729. }
  4730. return 0;
  4731. }
  4732. int EQ2Emu_lua_GetDeityPet(lua_State* state) {
  4733. if (!lua_interface)
  4734. return 0;
  4735. Spawn* spawn = lua_interface->GetSpawn(state);
  4736. lua_interface->ResetFunctionStack(state);
  4737. if (spawn) {
  4738. if (spawn->IsEntity() && ((Entity*)spawn)->GetDeityPet()) {
  4739. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetDeityPet());
  4740. return 1;
  4741. }
  4742. }
  4743. return 0;
  4744. }
  4745. int EQ2Emu_lua_GetCosmeticPet(lua_State* state) {
  4746. if (!lua_interface)
  4747. return 0;
  4748. Spawn* spawn = lua_interface->GetSpawn(state);
  4749. lua_interface->ResetFunctionStack(state);
  4750. if (spawn) {
  4751. if (spawn->IsEntity() && ((Entity*)spawn)->GetCosmeticPet()) {
  4752. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetCosmeticPet());
  4753. return 1;
  4754. }
  4755. }
  4756. return 0;
  4757. }
  4758. int EQ2Emu_lua_Charm(lua_State* state) {
  4759. if (!lua_interface)
  4760. return 0;
  4761. Spawn* owner = lua_interface->GetSpawn(state);
  4762. Spawn* pet = lua_interface->GetSpawn(state, 2);
  4763. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  4764. lua_interface->ResetFunctionStack(state);
  4765. if (!luaspell) {
  4766. lua_interface->LogError("%s: LUA Charm command error: Spell is not valid, charm can only be used in spell scripts.", lua_interface->GetScriptName(state));
  4767. return 0;
  4768. }
  4769. if(luaspell->resisted) {
  4770. return 0;
  4771. }
  4772. if (owner && pet && owner->IsEntity() && pet->IsNPC()) {
  4773. ((Entity*)owner)->SetCharmedPet((Entity*)pet);
  4774. pet->SetPet(true);
  4775. ((NPC*)pet)->SetPetType(PET_TYPE_CHARMED);
  4776. ((NPC*)pet)->SetOwner((Entity*)owner);
  4777. // If owner is player and player does not have a summoned pet set the players charsheet
  4778. if (owner->IsPlayer() && !((Entity*)owner)->GetPet()) {
  4779. Player* player = (Player*)owner;
  4780. player->GetInfoStruct()->set_pet_id(player->GetIDWithPlayerSpawn(pet));
  4781. player->GetInfoStruct()->set_pet_name(std::string(pet->GetName()));
  4782. player->GetInfoStruct()->set_pet_movement(2);
  4783. player->GetInfoStruct()->set_pet_behavior(3);
  4784. player->GetInfoStruct()->set_pet_health_pct(1.0f);
  4785. player->GetInfoStruct()->set_pet_power_pct(1.0f);
  4786. // Make sure the values get sent to the client
  4787. player->SetCharSheetChanged(true);
  4788. }
  4789. // Clear the spawns script so the charmed mob doesn't try to do anything like random walks
  4790. pet->SetSpawnScript("");
  4791. // Set faction to the same as the owner
  4792. pet->SetFactionID(owner->GetFactionID());
  4793. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  4794. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  4795. // Clear hate list
  4796. ((NPC*)pet)->Brain()->ClearHate();
  4797. // Set the brain to a pet brain
  4798. ((NPC*)pet)->SetBrain(new CombatPetBrain((NPC*)pet));
  4799. }
  4800. return 0;
  4801. }
  4802. int EQ2Emu_lua_GetGroup(lua_State* state) {
  4803. if (!lua_interface)
  4804. return 0;
  4805. Spawn* spawn = lua_interface->GetSpawn(state);
  4806. lua_interface->ResetFunctionStack(state);
  4807. if (!spawn) {
  4808. lua_interface->LogError("%s: LUA GetGroup command error: spawn is not valid", lua_interface->GetScriptName(state));
  4809. return 0;
  4810. }
  4811. vector<Spawn*> groupMembers;
  4812. if (!spawn->IsPlayer() && spawn->HasSpawnGroup()) {
  4813. groupMembers = *spawn->GetSpawnGroup();
  4814. }
  4815. else if (spawn->IsPlayer() && ((Player*)spawn)->GetGroupMemberInfo()) {
  4816. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  4817. deque<GroupMemberInfo*>::iterator itr;
  4818. PlayerGroup* group = world.GetGroupManager()->GetGroup(((Player*)spawn)->GetGroupMemberInfo()->group_id);
  4819. if (group)
  4820. {
  4821. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  4822. deque<GroupMemberInfo*>* members = group->GetMembers();
  4823. GroupMemberInfo* info = 0;
  4824. for (itr = members->begin(); itr != members->end(); itr++) {
  4825. info = *itr;
  4826. if (info->client)
  4827. groupMembers.push_back(info->client->GetPlayer());
  4828. }
  4829. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  4830. }
  4831. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  4832. }
  4833. else
  4834. return 0;
  4835. lua_createtable(state, groupMembers.size(), 0);
  4836. int newTable = lua_gettop(state);
  4837. for (int32 i = 0; i < groupMembers.size(); i++) {
  4838. lua_interface->SetSpawnValue(state, groupMembers.at(i));
  4839. lua_rawseti(state, newTable, i + 1);
  4840. }
  4841. return 1;
  4842. }
  4843. int EQ2Emu_lua_CreateOptionWindow(lua_State* state) {
  4844. if (!lua_interface)
  4845. return 0;
  4846. lua_interface->ResetFunctionStack(state);
  4847. vector<OptionWindowOption>* option_window = new vector<OptionWindowOption>();
  4848. lua_interface->SetOptionWindowValue(state, option_window);
  4849. return 1;
  4850. }
  4851. int EQ2Emu_lua_AddOptionWindowOption(lua_State* state) {
  4852. if (!lua_interface)
  4853. return 0;
  4854. vector<OptionWindowOption>* option_window = lua_interface->GetOptionWindow(state);
  4855. if (option_window) {
  4856. OptionWindowOption option_window_option;
  4857. option_window_option.optionName = lua_interface->GetStringValue(state, 2);
  4858. option_window_option.optionDescription = lua_interface->GetStringValue(state, 3);
  4859. option_window_option.optionIconSheet = lua_interface->GetInt32Value(state, 4);
  4860. option_window_option.optionIconID = lua_interface->GetInt16Value(state, 5);
  4861. option_window_option.optionCommand = lua_interface->GetStringValue(state, 6);
  4862. option_window_option.optionConfirmTitle = lua_interface->GetStringValue(state, 7);
  4863. if (option_window_option.optionName.length() > 0 && option_window_option.optionDescription.length() > 0)
  4864. option_window->push_back(option_window_option);
  4865. }
  4866. lua_interface->ResetFunctionStack(state);
  4867. return 0;
  4868. }
  4869. int EQ2Emu_lua_SendOptionWindow(lua_State* state) {
  4870. if (!lua_interface)
  4871. return 0;
  4872. vector<OptionWindowOption>* option_window = lua_interface->GetOptionWindow(state);
  4873. Spawn* player = lua_interface->GetSpawn(state, 2);
  4874. string window_title = lua_interface->GetStringValue(state, 3);
  4875. string cancel_command = lua_interface->GetStringValue(state, 4);
  4876. lua_interface->ResetFunctionStack(state);
  4877. if (!player->IsPlayer()) {
  4878. lua_interface->LogError("%s: LUA SendOptionWindow command error: spawn is not a player", lua_interface->GetScriptName(state));
  4879. return 0;
  4880. }
  4881. Client* client = ((Player*)player)->GetClient();
  4882. if (option_window && window_title.length() > 0 && client) {
  4883. PacketStruct* packet = configReader.getStruct("WS_SelectTradeskill", client->GetVersion());
  4884. if (!packet)
  4885. return 0;
  4886. packet->setDataByName("title_text", window_title.c_str());
  4887. if (cancel_command.length() > 0)
  4888. packet->setDataByName("command_text_cancel", cancel_command.c_str());
  4889. packet->setArrayLengthByName("num_selections", option_window->size());
  4890. vector<OptionWindowOption>::iterator itr;
  4891. int8 i = 0;
  4892. for (itr = option_window->begin(); itr != option_window->end(); itr++) {
  4893. OptionWindowOption opt = *itr;
  4894. packet->setArrayDataByName("tradeskill_name", opt.optionName.c_str(), i);
  4895. packet->setArrayDataByName("tradeskill_description", opt.optionDescription.c_str(), i);
  4896. packet->setArrayDataByName("icon_sheet", opt.optionIconSheet, i);
  4897. packet->setArrayDataByName("icon_id", opt.optionIconID, i);
  4898. if (opt.optionCommand.length() > 0)
  4899. packet->setArrayDataByName("command_text", opt.optionCommand.c_str(), i);
  4900. if (opt.optionConfirmTitle.length() > 0)
  4901. packet->setArrayDataByName("confirm_window_title", opt.optionConfirmTitle.c_str(), i);
  4902. i++;
  4903. }
  4904. client->QueuePacket(packet->serialize());
  4905. lua_interface->SetLuaUserDataStale(option_window);
  4906. safe_delete(option_window);
  4907. safe_delete(packet);
  4908. }
  4909. return 0;
  4910. }
  4911. int EQ2Emu_lua_GetTradeskillClass(lua_State* state) {
  4912. if (!lua_interface)
  4913. return 0;
  4914. Spawn* spawn = lua_interface->GetSpawn(state);
  4915. lua_interface->ResetFunctionStack(state);
  4916. if (spawn) {
  4917. lua_interface->SetInt32Value(state, spawn->GetTradeskillClass());
  4918. return 1;
  4919. }
  4920. else
  4921. lua_interface->LogError("%s: LUA GetTradeskillClass command error: Spawn was not valid", lua_interface->GetScriptName(state));
  4922. return 0;
  4923. }
  4924. int EQ2Emu_lua_GetTradeskillLevel(lua_State* state) {
  4925. if (!lua_interface)
  4926. return 0;
  4927. Spawn* spawn = lua_interface->GetSpawn(state);
  4928. lua_interface->ResetFunctionStack(state);
  4929. if (spawn) {
  4930. lua_interface->SetInt32Value(state, spawn->GetTSLevel());
  4931. return 1;
  4932. }
  4933. else
  4934. lua_interface->LogError("%s: LUA GetTradeskillLevel command error: Spawns was not valid", lua_interface->GetScriptName(state));
  4935. return 0;
  4936. }
  4937. int EQ2Emu_lua_GetTradeskillClassName(lua_State* state) {
  4938. if (!lua_interface)
  4939. return 0;
  4940. Spawn* spawn = lua_interface->GetSpawn(state);
  4941. lua_interface->ResetFunctionStack(state);
  4942. if (spawn) {
  4943. int8 class_id = spawn->GetTradeskillClass();
  4944. // Need to add 42 for the offset in the array
  4945. class_id += 44;
  4946. lua_interface->SetStringValue(state, classes.GetClassNameCase(class_id).c_str());
  4947. return 1;
  4948. }
  4949. else
  4950. lua_interface->LogError("%s: LUA GetTradeskillClassName command error: Spawn was not valid", lua_interface->GetScriptName(state));
  4951. return 0;
  4952. }
  4953. int EQ2Emu_lua_SetTradeskillLevel(lua_State* state) {
  4954. if (!lua_interface)
  4955. return 0;
  4956. Spawn* spawn = lua_interface->GetSpawn(state);
  4957. int16 level = lua_interface->GetInt8Value(state, 2);
  4958. lua_interface->ResetFunctionStack(state);
  4959. if (spawn) {
  4960. if (spawn->IsPlayer() && ((Player*)spawn)->GetClient())
  4961. ((Player*)spawn)->GetClient()->ChangeTSLevel(spawn->GetTSLevel(), level);
  4962. else
  4963. spawn->SetTSLevel(level);
  4964. }
  4965. else
  4966. lua_interface->LogError("%s: LUA SetTradeskillLevel command error: Spawn was not valid", lua_interface->GetScriptName(state));
  4967. return 0;
  4968. }
  4969. int EQ2Emu_lua_SetAttackable(lua_State* state) {
  4970. if (!lua_interface)
  4971. return 0;
  4972. Spawn* spawn = lua_interface->GetSpawn(state);
  4973. int8 attackable = lua_interface->GetInt8Value(state, 2);
  4974. lua_interface->ResetFunctionStack(state);
  4975. if (spawn) {
  4976. spawn->SetAttackable(attackable);
  4977. spawn->vis_changed = true; //some clients store this in vis instead of info, need to make sense both are updated
  4978. }
  4979. return 0;
  4980. }
  4981. int EQ2Emu_lua_SummonPet(lua_State* state) {
  4982. // Check to see if we have a valid lua_interface
  4983. if (!lua_interface)
  4984. return 0;
  4985. // Get the spawn that is getting the pet
  4986. Spawn* spawn = lua_interface->GetSpawn(state);
  4987. // Get the DB ID of the pet
  4988. int32 pet_id = lua_interface->GetInt32Value(state, 2);
  4989. // The max level the pet can gain
  4990. int8 max_level = lua_interface->GetInt8Value(state, 3);
  4991. // Get the spell that this command was called from
  4992. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  4993. lua_interface->ResetFunctionStack(state);
  4994. // Check to make sure the spawn pointer is valid
  4995. if (!spawn) {
  4996. lua_interface->LogError("%s: LUA SummonPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  4997. return 0;
  4998. }
  4999. // Check to make sure the spawn is an entity
  5000. if (!spawn->IsEntity()) {
  5001. lua_interface->LogError("%s: LUA SummonPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  5002. return 0;
  5003. }
  5004. // Check to make sure the spawn doesn't already have a pet of this type
  5005. if (((Entity*)spawn)->GetPet()) {
  5006. if (spawn->IsPlayer()) {
  5007. Client* client = ((Player*)spawn)->GetClient();
  5008. if (client)
  5009. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a pet.");
  5010. }
  5011. lua_interface->LogError("%s: LUA SummonPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
  5012. return 0;
  5013. }
  5014. // Check to see if the DB ID for the pet is set
  5015. if (pet_id == 0) {
  5016. lua_interface->LogError("%s: LUA SummonPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  5017. return 0;
  5018. }
  5019. // Check to see if the pointer to the spell is valid
  5020. if (!luaspell) {
  5021. lua_interface->LogError("%s: LUA SummonPet command error: valid spell not found, SummonPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  5022. return 0;
  5023. }
  5024. if(luaspell->resisted) {
  5025. return 0;
  5026. }
  5027. // Get a pointer to a spawn with the given DB ID and check if the pointer is valid
  5028. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  5029. if (!pet) {
  5030. lua_interface->LogError("%s: LUA SummonPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
  5031. return 0;
  5032. }
  5033. // Check to make sure the pet is an npc
  5034. if (!pet->IsNPC()) {
  5035. lua_interface->LogError("%s: LUA SummonPet command error: id (%u) did not point to a npc", lua_interface->GetScriptName(state), pet_id);
  5036. return 0;
  5037. }
  5038. // Spawn the pet at the same location as the owner
  5039. pet->SetX(spawn->GetX());
  5040. pet->SetY(spawn->GetY());
  5041. pet->SetZ(spawn->GetZ());
  5042. pet->SetLocation(spawn->GetLocation());
  5043. pet->SetHeading(spawn->GetHeading());
  5044. std::string petName = std::string("");
  5045. if(spawn->IsEntity()) {
  5046. petName = ((Entity*)spawn)->GetInfoStruct()->get_pet_name();
  5047. }
  5048. if(petName.size() < 1) {
  5049. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  5050. petName = spawn->GetZone()->pet_names.at(rand_index);
  5051. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", petName.c_str(), rand_index);
  5052. }
  5053. // If player set various values for the char sheet (pet window)
  5054. if (spawn->IsPlayer()) {
  5055. Player* player = (Player*)spawn;
  5056. player->GetInfoStruct()->set_pet_id(player->GetIDWithPlayerSpawn(pet));
  5057. player->GetInfoStruct()->set_pet_name(petName);
  5058. player->GetInfoStruct()->set_pet_movement(2);
  5059. player->GetInfoStruct()->set_pet_behavior(3);
  5060. player->GetInfoStruct()->set_pet_health_pct(1.0f);
  5061. player->GetInfoStruct()->set_pet_power_pct(1.0f);
  5062. // Make sure the values get sent to the client
  5063. player->SetCharSheetChanged(true);
  5064. }
  5065. // Set the pets name
  5066. pet->SetName(petName.c_str());
  5067. // Set the level of the pet to the owners level or max level(if set) if owners level is greater
  5068. if (max_level > 0)
  5069. pet->SetLevel(spawn->GetLevel() >= max_level ? max_level : spawn->GetLevel());
  5070. else
  5071. pet->SetLevel(spawn->GetLevel());
  5072. // Set the max level this pet can reach
  5073. ((NPC*)pet)->SetMaxPetLevel(max_level);
  5074. ((NPC*)pet)->UpdateWeapons();
  5075. // Set the faction of the pet to the same faction as the owner
  5076. pet->SetFactionID(spawn->GetFactionID());
  5077. // Set the spawn as a pet
  5078. pet->SetPet(true);
  5079. // Give a pointer of the owner to the pet
  5080. ((NPC*)pet)->SetOwner((Entity*)spawn);
  5081. // Give a pointer of the pet to the owner
  5082. ((Entity*)spawn)->SetCombatPet((Entity*)pet);
  5083. // Set the pet type
  5084. ((NPC*)pet)->SetPetType(PET_TYPE_COMBAT);
  5085. // Set the spell id used to create this pet
  5086. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  5087. // Set the spell tier used to create this pet
  5088. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  5089. // Set the pets spawn type to 6
  5090. pet->SetSpawnType(6);
  5091. // Set the pets brain
  5092. ((NPC*)pet)->SetBrain(new CombatPetBrain((NPC*)pet));
  5093. // Check to see if the pet has a subtitle
  5094. if (strlen(pet->GetSubTitle()) > 0) {
  5095. // Add the players name to the front of the sub title
  5096. string pet_subtitle;
  5097. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  5098. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  5099. // Set the pets subtitle to the new one
  5100. pet->SetSubTitle(pet_subtitle.c_str());
  5101. }
  5102. // Add the "Pet Options" entity command to the pet
  5103. pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
  5104. const char* spawn_script = world.GetSpawnScript(pet_id);
  5105. bool runScript = false;
  5106. if(spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0){
  5107. runScript = true;
  5108. pet->SetSpawnScript(string(spawn_script));
  5109. spawn->GetZone()->CallSpawnScript(pet, SPAWN_SCRIPT_PRESPAWN);
  5110. }
  5111. spawn->GetZone()->AddSpawn(pet);
  5112. if(runScript){
  5113. spawn->GetZone()->CallSpawnScript(pet, SPAWN_SCRIPT_SPAWN);
  5114. }
  5115. // Set the pet as the return value for this function
  5116. lua_interface->SetSpawnValue(state, pet);
  5117. return 1;
  5118. }
  5119. int EQ2Emu_lua_SummonDeityPet(lua_State* state) {
  5120. if (!lua_interface)
  5121. return 0;
  5122. Spawn* spawn = lua_interface->GetSpawn(state);
  5123. int32 pet_id = lua_interface->GetInt32Value(state, 2);
  5124. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  5125. lua_interface->ResetFunctionStack(state);
  5126. if (!spawn) {
  5127. lua_interface->LogError("%s: LUA SummonDeityPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  5128. return 0;
  5129. }
  5130. if (!spawn->IsEntity()) {
  5131. lua_interface->LogError("%s: LUA SummonDeityPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  5132. return 0;
  5133. }
  5134. if (((Entity*)spawn)->GetDeityPet()) {
  5135. if (spawn->IsPlayer()) {
  5136. Client* client = ((Player*)spawn)->GetClient();
  5137. if (client)
  5138. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a deity pet.");
  5139. }
  5140. lua_interface->LogError("%s: LUA SummonDeityPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
  5141. return 0;
  5142. }
  5143. if (pet_id == 0) {
  5144. lua_interface->LogError("%s: LUA SummonDeityPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  5145. return 0;
  5146. }
  5147. if (!luaspell) {
  5148. lua_interface->LogError("%s: LUA SummonDeityPet command error: valid spell not found, SummonDeityPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  5149. return 0;
  5150. }
  5151. if(luaspell->resisted) {
  5152. return 0;
  5153. }
  5154. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  5155. if (!pet) {
  5156. lua_interface->LogError("%s: LUA SummonDeityPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
  5157. return 0;
  5158. }
  5159. if (!pet->IsNPC()) {
  5160. lua_interface->LogError("%s: LUA SummonDeityPet command error: spawn with id of %u is not a npc", lua_interface->GetScriptName(state), pet_id);
  5161. return 0;
  5162. }
  5163. pet->SetX(spawn->GetX());
  5164. pet->SetY(spawn->GetY());
  5165. pet->SetZ(spawn->GetZ());
  5166. pet->SetLocation(spawn->GetLocation());
  5167. pet->SetHeading(spawn->GetHeading());
  5168. spawn->GetZone()->AddSpawn(pet);
  5169. string random_pet_name;
  5170. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  5171. random_pet_name = spawn->GetZone()->pet_names.at(rand_index);
  5172. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index);
  5173. pet->SetName(random_pet_name.c_str());
  5174. pet->SetLevel(spawn->GetLevel());
  5175. pet->SetFactionID(spawn->GetFactionID());
  5176. pet->SetPet(true);
  5177. ((NPC*)pet)->SetPetType(PET_TYPE_DEITY);
  5178. ((NPC*)pet)->SetOwner((Entity*)spawn);
  5179. ((Entity*)spawn)->SetDeityPet((Entity*)pet);
  5180. pet->SetSpawnType(6);
  5181. ((NPC*)pet)->SetBrain(new NonCombatPetBrain((NPC*)pet));
  5182. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  5183. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  5184. if (strlen(pet->GetSubTitle()) > 0) {
  5185. string pet_subtitle;
  5186. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  5187. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  5188. pet->SetSubTitle(pet_subtitle.c_str());
  5189. }
  5190. // deity and cosmetic pets are not attackable
  5191. pet->SetAttackable(false);
  5192. pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
  5193. lua_interface->SetSpawnValue(state, pet);
  5194. return 1;
  5195. }
  5196. int EQ2Emu_lua_SummonCosmeticPet(lua_State* state) {
  5197. if (!lua_interface)
  5198. return 0;
  5199. Spawn* spawn = lua_interface->GetSpawn(state);
  5200. int32 pet_id = lua_interface->GetInt32Value(state, 2);
  5201. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  5202. lua_interface->ResetFunctionStack(state);
  5203. if (!spawn) {
  5204. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  5205. return 0;
  5206. }
  5207. if (!spawn->IsEntity()) {
  5208. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  5209. return 0;
  5210. }
  5211. if (((Entity*)spawn)->GetCosmeticPet()) {
  5212. if (spawn->IsPlayer()) {
  5213. Client* client = ((Player*)spawn)->GetClient();
  5214. if (client)
  5215. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a cosmetic pet.");
  5216. }
  5217. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
  5218. return 0;
  5219. }
  5220. if (pet_id == 0) {
  5221. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  5222. return 0;
  5223. }
  5224. if (!luaspell) {
  5225. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: valid spell not found, SummonCosmeticPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  5226. return 0;
  5227. }
  5228. if(luaspell->resisted) {
  5229. return 0;
  5230. }
  5231. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  5232. if (!pet) {
  5233. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
  5234. return 0;
  5235. }
  5236. if (!pet->IsNPC()) {
  5237. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: spawn with id of %u is not a npc", lua_interface->GetScriptName(state), pet_id);
  5238. return 0;
  5239. }
  5240. pet->SetX(spawn->GetX());
  5241. pet->SetY(spawn->GetY());
  5242. pet->SetZ(spawn->GetZ());
  5243. pet->SetLocation(spawn->GetLocation());
  5244. pet->SetHeading(spawn->GetHeading());
  5245. spawn->GetZone()->AddSpawn(pet);
  5246. string random_pet_name;
  5247. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  5248. random_pet_name = spawn->GetZone()->pet_names.at(rand_index);
  5249. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index);
  5250. pet->SetName(random_pet_name.c_str());
  5251. pet->SetLevel(spawn->GetLevel());
  5252. pet->SetFactionID(spawn->GetFactionID());
  5253. pet->SetPet(true);
  5254. ((NPC*)pet)->SetPetType(PET_TYPE_COSMETIC);
  5255. ((NPC*)pet)->SetOwner((Entity*)spawn);
  5256. ((Entity*)spawn)->SetCosmeticPet((Entity*)pet);
  5257. pet->SetSpawnType(6);
  5258. ((NPC*)pet)->SetBrain(new NonCombatPetBrain((NPC*)pet));
  5259. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  5260. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  5261. if (strlen(pet->GetSubTitle()) > 0) {
  5262. string pet_subtitle;
  5263. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  5264. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  5265. pet->SetSubTitle(pet_subtitle.c_str());
  5266. }
  5267. pet->SetAttackable(false);
  5268. pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
  5269. lua_interface->SetSpawnValue(state, pet);
  5270. return 1;
  5271. }
  5272. int EQ2Emu_lua_DismissPet(lua_State* state) {
  5273. if (!lua_interface)
  5274. return 0;
  5275. Spawn* spawn = lua_interface->GetSpawn(state);
  5276. lua_interface->ResetFunctionStack(state);
  5277. if (!spawn) {
  5278. lua_interface->LogError("%s: LUA DismissPet command error: spawn is not valid", lua_interface->GetScriptName(state));
  5279. return 0;
  5280. }
  5281. if (!spawn->IsPet()) {
  5282. lua_interface->LogError("%s: LUA DismissPet command error: spawn is not a pet", lua_interface->GetScriptName(state));
  5283. return 0;
  5284. }
  5285. if (!((NPC*)spawn)->IsDismissing() && ((NPC*)spawn)->GetOwner())
  5286. ((NPC*)spawn)->GetOwner()->DismissPet((NPC*)spawn, false, true);
  5287. return 0;
  5288. }
  5289. int EQ2Emu_lua_SetQuestFeatherColor(lua_State* state) {
  5290. if (!lua_interface)
  5291. return 0;
  5292. Quest* quest = lua_interface->GetQuest(state);
  5293. if (!quest) {
  5294. 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));
  5295. lua_interface->ResetFunctionStack(state);
  5296. return 0;
  5297. }
  5298. int8 feather_color = lua_interface->GetInt8Value(state, 2);
  5299. lua_interface->ResetFunctionStack(state);
  5300. if (feather_color > 0)
  5301. quest->SetFeatherColor(feather_color);
  5302. return 0;
  5303. }
  5304. int EQ2Emu_lua_RemoveSpawnAccess(lua_State* state) {
  5305. if (!lua_interface)
  5306. return 0;
  5307. Spawn* spawn = lua_interface->GetSpawn(state);
  5308. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  5309. lua_interface->ResetFunctionStack(state);
  5310. if (!spawn) {
  5311. lua_interface->LogError("%s: LUA RemoveSpawnAccess command error: first spawn is not valid", lua_interface->GetScriptName(state));
  5312. return 0;
  5313. }
  5314. if (!spawn2) {
  5315. lua_interface->LogError("%s: LUA RemoveSpawnAccess command error: second spawn is not valid", lua_interface->GetScriptName(state));
  5316. return 0;
  5317. }
  5318. spawn->RemoveSpawnAccess(spawn2);
  5319. return 0;
  5320. }
  5321. int EQ2Emu_lua_SpawnByLocationID(lua_State* state) {
  5322. if (!lua_interface)
  5323. return 0;
  5324. ZoneServer* zone = lua_interface->GetZone(state);
  5325. int32 location_id = lua_interface->GetInt32Value(state, 2);
  5326. lua_interface->ResetFunctionStack(state);
  5327. if (!zone) {
  5328. lua_interface->LogError("%s: LUA SpawnByLocationID command error: zone is not valid", lua_interface->GetScriptName(state));
  5329. return 0;
  5330. }
  5331. if (location_id == 0) {
  5332. lua_interface->LogError("%s: LUA SpawnByLocationID command error: location id can not be 0", lua_interface->GetScriptName(state));
  5333. return 0;
  5334. }
  5335. SpawnLocation* location = zone->GetSpawnLocation(location_id);
  5336. if (!location) {
  5337. lua_interface->LogError("%s: LUA SpawnByLocationID command error: no location found for the given ID (%u)", lua_interface->GetScriptName(state), location_id);
  5338. return 0;
  5339. }
  5340. Spawn* spawn = 0;
  5341. if (location->entities[0]) {
  5342. if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  5343. spawn = zone->AddNPCSpawn(location, location->entities[0]);
  5344. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  5345. spawn = zone->AddGroundSpawn(location, location->entities[0]);
  5346. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  5347. spawn = zone->AddObjectSpawn(location, location->entities[0]);
  5348. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  5349. spawn = zone->AddWidgetSpawn(location, location->entities[0]);
  5350. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  5351. spawn = zone->AddSignSpawn(location, location->entities[0]);
  5352. if(spawn && spawn->IsOmittedByDBFlag())
  5353. {
  5354. LogWrite(SPAWN__WARNING, 0, "Spawn", "Spawn (%u) was skipped due to a missing expansion / holiday flag being met.", location->entities[0]->spawn_id);
  5355. safe_delete(spawn);
  5356. spawn = 0;
  5357. return 0;
  5358. }
  5359. if (spawn) {
  5360. const char* script = 0;
  5361. for (int x = 0; x < 3; x++) {
  5362. switch (x) {
  5363. case 0:
  5364. script = world.GetSpawnEntryScript(location->entities[0]->spawn_entry_id);
  5365. break;
  5366. case 1:
  5367. script = world.GetSpawnLocationScript(location->entities[0]->spawn_location_id);
  5368. break;
  5369. case 2:
  5370. script = world.GetSpawnScript(location->entities[0]->spawn_id);
  5371. break;
  5372. }
  5373. if (script && lua_interface->GetSpawnScript(script) != 0) {
  5374. spawn->SetSpawnScript(string(script));
  5375. break;
  5376. }
  5377. }
  5378. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  5379. lua_interface->SetSpawnValue(state, spawn);
  5380. return 1;
  5381. }
  5382. else {
  5383. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn by location id to zone %s with location id %u.", zone->GetZoneName(), location_id);
  5384. safe_delete(spawn);
  5385. }
  5386. }
  5387. return 0;
  5388. }
  5389. int EQ2Emu_lua_CastEntityCommand(lua_State* state) {
  5390. if (!lua_interface)
  5391. return 0;
  5392. Spawn* caster = lua_interface->GetSpawn(state);
  5393. Spawn* target = lua_interface->GetSpawn(state, 2);
  5394. int32 id = lua_interface->GetInt32Value(state, 3);
  5395. string command = lua_interface->GetStringValue(state, 4);
  5396. lua_interface->ResetFunctionStack(state);
  5397. if (!caster) {
  5398. lua_interface->LogError("%s: LUA CastEntityCommand command error: caster is not valid", lua_interface->GetScriptName(state));
  5399. return 0;
  5400. }
  5401. if (!target) {
  5402. lua_interface->LogError("%s: LUA CastEntityCommand command error: target is not valid", lua_interface->GetScriptName(state));
  5403. return 0;
  5404. }
  5405. if (!caster->IsPlayer()) {
  5406. lua_interface->LogError("%s: LUA CastEntityCommand command error: caster is not a player", lua_interface->GetScriptName(state));
  5407. return 0;
  5408. }
  5409. EntityCommand* entity_command = caster->GetZone()->GetEntityCommand(id, command);
  5410. if (!entity_command) {
  5411. 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());
  5412. return 0;
  5413. }
  5414. Client* client = ((Player*)caster)->GetClient();
  5415. if (!client) {
  5416. lua_interface->LogError("%s: LUA CastEntityCommand command error: unable to get a valid client for the given caster", lua_interface->GetScriptName(state));
  5417. return 0;
  5418. }
  5419. client->GetCurrentZone()->ProcessEntityCommand(entity_command, (Player*)caster, target);
  5420. return 0;
  5421. }
  5422. int EQ2Emu_lua_SetLuaBrain(lua_State* state) {
  5423. if (!lua_interface)
  5424. return 0;
  5425. Spawn* spawn = lua_interface->GetSpawn(state);
  5426. lua_interface->ResetFunctionStack(state);
  5427. if (!spawn) {
  5428. lua_interface->LogError("%s: LUA SetLuaBrain command error: spawn is not valid", lua_interface->GetScriptName(state));
  5429. return 0;
  5430. }
  5431. if (!spawn->IsNPC()) {
  5432. lua_interface->LogError("%s: LUA SetLuaBrain command error: spawn is not a npc", lua_interface->GetScriptName(state));
  5433. return 0;
  5434. }
  5435. ((NPC*)spawn)->SetBrain(new LuaBrain((NPC*)spawn));
  5436. return 0;
  5437. }
  5438. int EQ2Emu_lua_SetBrainTick(lua_State* state) {
  5439. if (!lua_interface)
  5440. return 0;
  5441. Spawn* spawn = lua_interface->GetSpawn(state);
  5442. int16 tick = lua_interface->GetInt16Value(state, 2);
  5443. lua_interface->ResetFunctionStack(state);
  5444. if (!spawn) {
  5445. lua_interface->LogError("%s: LUA SetBrainTick command error: spawn is not valid", lua_interface->GetScriptName(state));
  5446. return 0;
  5447. }
  5448. if (!spawn->IsNPC()) {
  5449. lua_interface->LogError("%s: LUA SetBrainTick command error: spawn is not a valid npc", lua_interface->GetScriptName(state));
  5450. return 0;
  5451. }
  5452. if (tick < 20) {
  5453. lua_interface->LogError("%s: LUA SetBrainTick command error: tick can not be set below 20 milliseconds", lua_interface->GetScriptName(state));
  5454. return 0;
  5455. }
  5456. ((NPC*)spawn)->Brain()->SetTick(tick);
  5457. return 0;
  5458. }
  5459. int EQ2Emu_lua_SetFollowTarget(lua_State* state) {
  5460. if (!lua_interface)
  5461. return 0;
  5462. Spawn* spawn = lua_interface->GetSpawn(state);
  5463. Spawn* target = lua_interface->GetSpawn(state, 2);
  5464. int32 follow_distance = lua_interface->GetInt32Value(state, 3);
  5465. lua_interface->ResetFunctionStack(state);
  5466. if (!spawn) {
  5467. lua_interface->LogError("%s: LUA SetFollowTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
  5468. return 0;
  5469. }
  5470. // Target can be null, setting follow target to 0 clears it and will cancel follow, so no need to check it
  5471. spawn->SetFollowTarget(target, follow_distance);
  5472. return 0;
  5473. }
  5474. int EQ2Emu_lua_GetFollowTarget(lua_State* state) {
  5475. if (!lua_interface)
  5476. return 0;
  5477. Spawn* spawn = lua_interface->GetSpawn(state);
  5478. lua_interface->ResetFunctionStack(state);
  5479. if (!spawn) {
  5480. lua_interface->LogError("%s: LUA GetFollowTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
  5481. return 0;
  5482. }
  5483. Spawn* target = spawn->GetFollowTarget();
  5484. if (target) {
  5485. lua_interface->SetSpawnValue(state, target);
  5486. return 1;
  5487. }
  5488. return 0;
  5489. }
  5490. int EQ2Emu_lua_ToggleFollow(lua_State* state) {
  5491. if (!lua_interface)
  5492. return 0;
  5493. Spawn* spawn = lua_interface->GetSpawn(state);
  5494. lua_interface->ResetFunctionStack(state);
  5495. if (!spawn) {
  5496. lua_interface->LogError("%s: LUA ToggleFollow command error: spawn is not valid", lua_interface->GetScriptName(state));
  5497. return 0;
  5498. }
  5499. if (spawn->following)
  5500. spawn->following = false;
  5501. else
  5502. spawn->following = true;
  5503. return 0;
  5504. }
  5505. int EQ2Emu_lua_IsFollowing(lua_State* state) {
  5506. if (!lua_interface)
  5507. return 0;
  5508. Spawn* spawn = lua_interface->GetSpawn(state);
  5509. lua_interface->ResetFunctionStack(state);
  5510. if (!spawn) {
  5511. lua_interface->LogError("%s: LUA IsFollowing command error: spawn is not valid", lua_interface->GetScriptName(state));
  5512. return 0;
  5513. }
  5514. lua_interface->SetBooleanValue(state, spawn->following);
  5515. return 1;
  5516. }
  5517. int EQ2Emu_lua_SetTempVariable(lua_State* state) {
  5518. // As this is unique among the rest of our lua functions as the 3rd param can be of multiple types
  5519. // I will attempt to explain how this function works for future refrence
  5520. // Fist lets make sure lua_interface is valid, if not return out
  5521. if (!lua_interface)
  5522. return 0;
  5523. // Next we grab the first 2 params same as we usually would
  5524. Spawn* spawn = lua_interface->GetSpawn(state);
  5525. string var = lua_interface->GetStringValue(state, 2);
  5526. // 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
  5527. // 1 = Spawn
  5528. // 2 = Zone
  5529. // 3 = Item
  5530. // 4 = Quest
  5531. // 5 = String
  5532. // 6 = nil (null)
  5533. int8 dataType = 0;
  5534. // Define pointers for each potential type
  5535. Spawn* spawnVal = 0;
  5536. ZoneServer* zone = 0;
  5537. Item* item = 0;
  5538. Quest* quest = 0;
  5539. string val;
  5540. // Finally we get to grabbing the third param, we will first check to see if it is light user data
  5541. // which is custom data types, in this case it can be Spawn, Zone, Item, or Quest. Conversation and
  5542. // options window are also light user data be we do not handle those.
  5543. // We check with lua_islightuserdata(lua_State*, index)
  5544. if (lua_islightuserdata(state, 3)) {
  5545. // It is light user data so we will grab the param with lua_touserdata(lua_State*, index)
  5546. // and convert it to LUAUserData*
  5547. LUAUserData* data = (LUAUserData*)lua_touserdata(state, 3);
  5548. // Check to make sure the data we got is valid, if not give an error
  5549. if (!data || !data->IsCorrectlyInitialized()) {
  5550. lua_interface->LogError("%s: LUA SetTempVariable command error while processing %s", lua_interface->GetScriptName(state), lua_tostring(state, -1));
  5551. }
  5552. // Check if data is a Spawn, if so set our Spawn pointer and the dataType variable
  5553. else if (data->IsSpawn()) {
  5554. spawnVal = data->spawn;
  5555. dataType = 1;
  5556. }
  5557. // Check if data is a Zone, if so set our Zone pointer and the dataType variable
  5558. else if (data->IsZone()) {
  5559. zone = data->zone;
  5560. dataType = 2;
  5561. }
  5562. // Check if data is a Item, if so set our Item pointer and the dataType variable
  5563. else if (data->IsItem()) {
  5564. item = data->item;
  5565. dataType = 3;
  5566. }
  5567. // Check if data is a Ques, if so set our Quest pointer and the dataType variable
  5568. else if (data->IsQuest()) {
  5569. quest = data->quest;
  5570. dataType = 4;
  5571. }
  5572. }
  5573. // Wasn't light user data, check if it is nil(null)
  5574. else if (lua_isnil(state, 3)) {
  5575. // It is nil (null) set the dataType variable, no need to set a pointer in this case
  5576. dataType = 6;
  5577. }
  5578. // Wasn't light user data or nil (null), must be a string
  5579. else {
  5580. // Set the string and dataType variable
  5581. val = lua_interface->GetStringValue(state, 3);
  5582. dataType = 5;
  5583. }
  5584. lua_interface->ResetFunctionStack(state);
  5585. // We now have all the params, lets check to make sure they are valid
  5586. if (!spawn) {
  5587. lua_interface->LogError("%s: LUA SetTempVariable command error: spawn is not valid", lua_interface->GetScriptName(state));
  5588. return 0;
  5589. }
  5590. if (var.length() == 0) {
  5591. lua_interface->LogError("%s: LUA SetTempVariable command error: var must be set", lua_interface->GetScriptName(state));
  5592. return 0;
  5593. }
  5594. if (dataType == 0) {
  5595. lua_interface->LogError("%s: LUA SetTempVariable command error: unknown data type", lua_interface->GetScriptName(state));
  5596. return 0;
  5597. }
  5598. // All params are valid, lets set the spawns temp variable, this is where dataType variable comes in.
  5599. // AddTempVariable has overloads for all the types of data we support, we need to make sure the third
  5600. // param gets sent to the correct list so we check the value of dataType to know where it should go.
  5601. switch (dataType) {
  5602. case 1:
  5603. // 1 = Spawn
  5604. spawn->AddTempVariable(var, spawnVal);
  5605. break;
  5606. case 2:
  5607. // 2 = Zone
  5608. spawn->AddTempVariable(var, zone);
  5609. break;
  5610. case 3:
  5611. // 3 = Item
  5612. spawn->AddTempVariable(var, item);
  5613. break;
  5614. case 4:
  5615. // 4 = Quest
  5616. spawn->AddTempVariable(var, quest);
  5617. break;
  5618. case 5:
  5619. // 5 = String
  5620. spawn->AddTempVariable(var, val);
  5621. break;
  5622. case 6:
  5623. // 6 = nil (null) so the variable is no longer set, lets remove it from the spawn
  5624. spawn->DeleteTempVariable(var);
  5625. break;
  5626. }
  5627. // And we are done so return out
  5628. return 0;
  5629. }
  5630. int EQ2Emu_lua_GetTempVariable(lua_State* state) {
  5631. if (!lua_interface)
  5632. return 0;
  5633. Spawn* spawn = lua_interface->GetSpawn(state);
  5634. string var = lua_interface->GetStringValue(state, 2);
  5635. lua_interface->ResetFunctionStack(state);
  5636. if (!spawn) {
  5637. lua_interface->LogError("%s: LUA GetTempVariable command error: spawn is not valid", lua_interface->GetScriptName(state));
  5638. return 0;
  5639. }
  5640. if (var.length() == 0) {
  5641. lua_interface->LogError("%s: LUA GetTempVariable command error: var must be set", lua_interface->GetScriptName(state));
  5642. return 0;
  5643. }
  5644. // This will tell us the type of data this variable contains, uses the same values as the previous function
  5645. int8 type = spawn->GetTempVariableType(var);
  5646. Spawn* spawn2 = 0;
  5647. ZoneServer* zone = 0;
  5648. Item* item = 0;
  5649. Quest* quest = 0;
  5650. // Set the lua function return value based on the type of data the variable contains
  5651. switch (type) {
  5652. case 1:
  5653. spawn2 = spawn->GetTempVariableSpawn(var);
  5654. if (!spawn2)
  5655. return 0;
  5656. lua_interface->SetSpawnValue(state, spawn2);
  5657. break;
  5658. case 2:
  5659. zone = spawn->GetTempVariableZone(var);
  5660. if (!zone)
  5661. return 0;
  5662. lua_interface->SetZoneValue(state, zone);
  5663. break;
  5664. case 3:
  5665. item = spawn->GetTempVariableItem(var);
  5666. if (!item)
  5667. return 0;
  5668. lua_interface->SetItemValue(state, item);
  5669. break;
  5670. case 4:
  5671. quest = spawn->GetTempVariableQuest(var);
  5672. if (!quest)
  5673. return 0;
  5674. lua_interface->SetQuestValue(state, quest);
  5675. break;
  5676. case 5:
  5677. lua_interface->SetStringValue(state, spawn->GetTempVariable(var).c_str());
  5678. break;
  5679. default:
  5680. // Not a valid type then the variable was not set so return out
  5681. return 0;
  5682. }
  5683. // Return value was set so return out
  5684. return 1;
  5685. }
  5686. int EQ2Emu_lua_GiveQuestItem(lua_State* state)
  5687. {
  5688. if (!lua_interface)
  5689. return 0;
  5690. Quest* quest = lua_interface->GetQuest(state);
  5691. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  5692. string description = lua_interface->GetStringValue(state, 3);
  5693. int32 item_id = lua_interface->GetInt32Value(state, 4);
  5694. if (!quest) {
  5695. lua_interface->LogError("%s: LUA GiveQuestItem command error: quest is not valid", lua_interface->GetScriptName(state));
  5696. lua_interface->ResetFunctionStack(state);
  5697. lua_interface->SetBooleanValue(state, false);
  5698. return 1;
  5699. }
  5700. if (!spawn) {
  5701. lua_interface->LogError("%s: LUA GiveQuestItem command error: spawn is not valid", lua_interface->GetScriptName(state));
  5702. lua_interface->ResetFunctionStack(state);
  5703. lua_interface->SetBooleanValue(state, false);
  5704. return 1;
  5705. }
  5706. if (!spawn->IsPlayer()) {
  5707. lua_interface->LogError("%s: LUA GiveQuestItem command error: spawn must be a player", lua_interface->GetScriptName(state));
  5708. lua_interface->ResetFunctionStack(state);
  5709. lua_interface->SetBooleanValue(state, false);
  5710. return 1;
  5711. }
  5712. if (item_id == 0) {
  5713. lua_interface->LogError("%s: LUA GiveQuestItem command error: item_id is not valid", lua_interface->GetScriptName(state));
  5714. lua_interface->ResetFunctionStack(state);
  5715. lua_interface->SetBooleanValue(state, false);
  5716. return 1;
  5717. }
  5718. Client* client = ((Player*)spawn)->GetClient();
  5719. if (!client) {
  5720. lua_interface->LogError("%s: LUA GiveQuestItem command error: unable to get a valid client from the given player spawn", lua_interface->GetScriptName(state));
  5721. lua_interface->ResetFunctionStack(state);
  5722. lua_interface->SetBooleanValue(state, false);
  5723. return 1;
  5724. }
  5725. Item* item = master_item_list.GetItem(item_id);
  5726. if (!item) {
  5727. lua_interface->LogError("%s: LUA GiveQuestItem command error: unable to get an item from the given id (%u)", lua_interface->GetScriptName(state), item_id);
  5728. lua_interface->ResetFunctionStack(state);
  5729. lua_interface->SetBooleanValue(state, false);
  5730. return 1;
  5731. }
  5732. Item* firstItem = new Item(item);
  5733. quest->AddTmpRewardItem(firstItem);
  5734. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  5735. bool itemsAddedSuccessfully = true;
  5736. if(num_args > 4)
  5737. {
  5738. for(int8 n=5;n<num_args+1;n++)
  5739. {
  5740. int32 new_item = lua_interface->GetInt32Value(state, n);
  5741. Item* tmpItem = master_item_list.GetItem(new_item);
  5742. if(tmpItem)
  5743. {
  5744. Item* newTmpItem = new Item(tmpItem);
  5745. quest->AddTmpRewardItem(newTmpItem);
  5746. }
  5747. else
  5748. itemsAddedSuccessfully = false;
  5749. }
  5750. }
  5751. client->AddPendingQuestReward(quest, true, true, description); // queue for display
  5752. lua_interface->ResetFunctionStack(state);
  5753. lua_interface->SetBooleanValue(state, itemsAddedSuccessfully);
  5754. return 1;
  5755. }
  5756. int EQ2Emu_lua_SetQuestRepeatable(lua_State* state) {
  5757. if (!lua_interface)
  5758. return 0;
  5759. Quest* quest = lua_interface->GetQuest(state);
  5760. lua_interface->ResetFunctionStack(state);
  5761. if (!quest) {
  5762. lua_interface->LogError("%s: LUA SetQuestRepeatable command error: quest is not valid", lua_interface->GetScriptName(state));
  5763. return 0;
  5764. }
  5765. quest->SetRepeatable(true);
  5766. return 0;
  5767. }
  5768. int EQ2Emu_lua_GetArchetypeName(lua_State* state) {
  5769. if (!lua_interface)
  5770. return 0;
  5771. Spawn* spawn = lua_interface->GetSpawn(state);
  5772. lua_interface->ResetFunctionStack(state);
  5773. if (!spawn) {
  5774. lua_interface->LogError("%s: LUA GetArchetypeName command error: spawn is not valid", lua_interface->GetScriptName(state));
  5775. return 0;
  5776. }
  5777. int8 base_class = classes.GetBaseClass(spawn->GetAdventureClass());
  5778. string ret = classes.GetClassNameCase(base_class);
  5779. if (ret.length() > 0) {
  5780. lua_interface->SetStringValue(state, ret.c_str());
  5781. return 1;
  5782. }
  5783. return 0;
  5784. }
  5785. int EQ2Emu_lua_SendWaypoints(lua_State* state) {
  5786. if (!lua_interface)
  5787. return 0;
  5788. Spawn* player = lua_interface->GetSpawn(state);
  5789. lua_interface->ResetFunctionStack(state);
  5790. if (player && player->IsPlayer()) {
  5791. Client* client = player->GetClient();
  5792. if (client)
  5793. client->SendWaypoints();
  5794. }
  5795. return 0;
  5796. }
  5797. int EQ2Emu_lua_AddWaypoint(lua_State* state) {
  5798. if (!lua_interface)
  5799. return 0;
  5800. Spawn* player = lua_interface->GetSpawn(state);
  5801. string name = lua_interface->GetStringValue(state, 2);
  5802. int32 type = lua_interface->GetInt32Value(state, 3);
  5803. lua_interface->ResetFunctionStack(state);
  5804. if (type == 0)
  5805. type = 2;
  5806. if (name.length() > 0) {
  5807. if (player && player->IsPlayer()) {
  5808. Client* client = player->GetClient();
  5809. if (client)
  5810. client->AddWaypoint(name, type);
  5811. }
  5812. }
  5813. return 0;
  5814. }
  5815. int EQ2Emu_lua_RemoveWaypoint(lua_State* state) {
  5816. if (!lua_interface)
  5817. return 0;
  5818. Spawn* player = lua_interface->GetSpawn(state);
  5819. string name = lua_interface->GetStringValue(state, 2);
  5820. lua_interface->ResetFunctionStack(state);
  5821. if (name.length() > 0) {
  5822. if (player && player->IsPlayer()) {
  5823. Client* client = player->GetClient();
  5824. if (client)
  5825. client->RemoveWaypoint(name);
  5826. }
  5827. }
  5828. return 0;
  5829. }
  5830. int EQ2Emu_lua_AddWard(lua_State* state) {
  5831. if (!lua_interface)
  5832. return 0;
  5833. int32 damage = lua_interface->GetInt32Value(state);
  5834. bool keepWard = (lua_interface->GetInt8Value(state, 2) == 1);
  5835. int8 wardType = lua_interface->GetInt8Value(state, 3);
  5836. int8 damageTypes = lua_interface->GetInt8Value(state, 4);
  5837. int32 damageAbsorptionPercent = lua_interface->GetInt32Value(state, 5);
  5838. int32 damageAbsorptionMaxHealthPercent = lua_interface->GetInt32Value(state, 6);
  5839. int32 redirectDamagePercent = lua_interface->GetInt32Value(state, 7);
  5840. int32 maxHitCount = lua_interface->GetInt32Value(state, 8);
  5841. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5842. lua_interface->ResetFunctionStack(state);
  5843. if(!spell || spell->resisted) {
  5844. return 0;
  5845. }
  5846. bool ward_was_added = false;
  5847. ZoneServer* zone = spell->caster->GetZone();
  5848. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5849. for (int32 i = 0; i < spell->targets.size(); i++) {
  5850. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  5851. if (!target)
  5852. continue;
  5853. if (target->IsEntity()) {
  5854. // If the ward is already active remove it
  5855. if (((Entity*)target)->GetWard(spell->spell->GetSpellID()))
  5856. ((Entity*)target)->RemoveWard(spell->spell->GetSpellID());
  5857. // Create new ward info
  5858. WardInfo* ward = new WardInfo;
  5859. ward->Spell = spell;
  5860. ward->BaseDamage = damage;
  5861. ward->DamageLeft = damage;
  5862. ward->AbsorbAllDamage = (damage == 0) ? true : false;
  5863. ward->keepWard = keepWard;
  5864. ward->WardType = wardType;
  5865. if (damageAbsorptionPercent > 100)
  5866. damageAbsorptionPercent = 100;
  5867. ward->DamageAbsorptionPercentage = damageAbsorptionPercent;
  5868. if (damageAbsorptionMaxHealthPercent > 100)
  5869. damageAbsorptionMaxHealthPercent = 100;
  5870. ward->DamageAbsorptionMaxHealthPercent = damageAbsorptionMaxHealthPercent;
  5871. ward->RedirectDamagePercent = redirectDamagePercent;
  5872. ward->LastRedirectDamage = 0;
  5873. ward->LastAbsorbedDamage = 0;
  5874. ward->HitCount = 0;
  5875. spell->num_triggers = maxHitCount;
  5876. spell->had_triggers = true;
  5877. spell->cancel_after_all_triggers = false;
  5878. ward->MaxHitCount = maxHitCount;
  5879. ward->RoundTriggered = false;
  5880. if (wardType == WARD_TYPE_MAGICAL)
  5881. ward->DamageType = damageTypes;
  5882. // Add the ward to the entity
  5883. ((Entity*)target)->AddWard(spell->spell->GetSpellID(), ward);
  5884. ward_was_added = true;
  5885. }
  5886. }
  5887. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5888. if (ward_was_added && spell->caster->IsPlayer()) {
  5889. spell->had_dmg_remaining = true;
  5890. ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, damage, 1);
  5891. }
  5892. return 0;
  5893. }
  5894. int EQ2Emu_lua_AddToWard(lua_State* state) {
  5895. if (!lua_interface)
  5896. return 0;
  5897. int32 amount = lua_interface->GetInt32Value(state);
  5898. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5899. lua_interface->ResetFunctionStack(state);
  5900. WardInfo* ward = 0;
  5901. if(!spell || spell->resisted) {
  5902. return 0;
  5903. }
  5904. ZoneServer* zone = spell->caster->GetZone();
  5905. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5906. if (spell->targets.size() > 0 && zone->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
  5907. Entity* target = (Entity*)zone->GetSpawnByID(spell->targets.at(0));
  5908. ward = target->GetWard(spell->spell->GetSpellID());
  5909. if (target && ward) {
  5910. ward->DamageLeft += amount;
  5911. if (ward->DamageLeft > ward->BaseDamage)
  5912. ward->DamageLeft = ward->BaseDamage;
  5913. for (int32 i = 0; i < spell->targets.size(); i++) {
  5914. if (Spawn* spawn = zone->GetSpawnByID(spell->targets.at(i)))
  5915. zone->SendHealPacket(ward->Spell->caster, spawn, HEAL_PACKET_TYPE_REGEN_ABSORB, amount, ward->Spell->spell->GetName());
  5916. }
  5917. }
  5918. }
  5919. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5920. if (ward && spell->caster->IsPlayer())
  5921. ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, ward->DamageLeft, 1);
  5922. return 0;
  5923. }
  5924. int EQ2Emu_lua_GetWardAmountLeft(lua_State* state) {
  5925. if (!lua_interface)
  5926. return 0;
  5927. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5928. lua_interface->ResetFunctionStack(state);
  5929. if (!spell) {
  5930. lua_interface->LogError("%s: LUA GetWardAmountLeft command error: this command can only be used in a spell script", lua_interface->GetScriptName(state));
  5931. return 0;
  5932. }
  5933. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5934. if (spell->caster && spell->caster->GetZone() && spell->targets.size() > 0 && spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
  5935. Entity* target = (Entity*)spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0));
  5936. WardInfo* ward = target->GetWard(spell->spell->GetSpellID());
  5937. if (ward) {
  5938. lua_interface->SetInt32Value(state, ward->DamageLeft);
  5939. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5940. return 1;
  5941. }
  5942. }
  5943. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5944. return 0;
  5945. }
  5946. int EQ2Emu_lua_GetWardValue(lua_State* state) {
  5947. if (!lua_interface)
  5948. return 0;
  5949. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5950. if (!spell) {
  5951. lua_interface->LogError("%s: LUA GetWardValue command error: this command can only be used in a spell script", lua_interface->GetScriptName(state));
  5952. lua_interface->ResetFunctionStack(state);
  5953. return 0;
  5954. }
  5955. string type = lua_interface->GetStringValue(state, 2);
  5956. lua_interface->ResetFunctionStack(state);
  5957. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5958. if (spell->caster && spell->caster->GetZone() && spell->targets.size() > 0 && spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
  5959. Entity* target = (Entity*)spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0));
  5960. WardInfo* ward = target->GetWard(spell->spell->GetSpellID());
  5961. if (ward) {
  5962. if (boost::iequals(type, "damageleft"))
  5963. lua_interface->SetInt32Value(state, ward->DamageLeft);
  5964. else if (boost::iequals(type, "basedamage"))
  5965. lua_interface->SetInt32Value(state, ward->BaseDamage);
  5966. else if (boost::iequals(type, "keepward"))
  5967. lua_interface->SetBooleanValue(state, ward->keepWard);
  5968. else if (boost::iequals(type, "wardtype"))
  5969. lua_interface->SetInt32Value(state, ward->WardType);
  5970. else if (boost::iequals(type, "dmgabsorptionpct"))
  5971. lua_interface->SetInt32Value(state, ward->DamageAbsorptionPercentage);
  5972. else if (boost::iequals(type, "dmgabsorptionmaxhealthpct"))
  5973. lua_interface->SetInt32Value(state, ward->DamageAbsorptionMaxHealthPercent);
  5974. else if (boost::iequals(type, "redirectdamagepercent"))
  5975. lua_interface->SetInt32Value(state, ward->RedirectDamagePercent);
  5976. else if (boost::iequals(type, "lastredirectdamage"))
  5977. lua_interface->SetInt32Value(state, ward->LastRedirectDamage);
  5978. else if (boost::iequals(type, "lastabsorbeddamage"))
  5979. lua_interface->SetInt32Value(state, ward->LastAbsorbedDamage);
  5980. else if (boost::iequals(type, "hitcount"))
  5981. lua_interface->SetInt32Value(state, ward->HitCount);
  5982. else if (boost::iequals(type, "maxhitcount"))
  5983. lua_interface->SetInt32Value(state, ward->MaxHitCount);
  5984. else
  5985. lua_interface->LogError("%s: LUA GetWardValue command argument type '%s' did not match any options", lua_interface->GetScriptName(state), type);
  5986. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5987. return 1;
  5988. }
  5989. }
  5990. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5991. return 0;
  5992. }
  5993. int EQ2Emu_lua_RemoveWard(lua_State* state) {
  5994. if (!lua_interface)
  5995. return 0;
  5996. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5997. lua_interface->ResetFunctionStack(state);
  5998. if(!spell) {
  5999. return 0;
  6000. }
  6001. ZoneServer* zone = spell->caster->GetZone();
  6002. Spawn* target = 0;
  6003. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  6004. for (int32 i = 0; i < spell->targets.size(); i++) {
  6005. target = zone->GetSpawnByID(spell->targets.at(i));
  6006. if (target && target->IsEntity()) {
  6007. ((Entity*)target)->RemoveWard(spell->spell->GetSpellID());
  6008. }
  6009. }
  6010. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  6011. return 0;
  6012. }
  6013. int EQ2Emu_lua_Interrupt(lua_State* state)
  6014. {
  6015. if (!lua_interface)
  6016. return 0;
  6017. Spawn* caster = lua_interface->GetSpawn(state); // Second param in lua_interface->get functions defaults to 1
  6018. Spawn* target = lua_interface->GetSpawn(state, 2);
  6019. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  6020. lua_interface->ResetFunctionStack(state);
  6021. if (!caster)
  6022. {
  6023. lua_interface->LogError("%s: LUA Interrupt command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  6024. return 0;
  6025. }
  6026. if (!target)
  6027. {
  6028. lua_interface->LogError("%s: LUA Interrupt command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  6029. return 0;
  6030. }
  6031. if (!spell) {
  6032. lua_interface->LogError("%s: LUA Interrupt command error: spell is not a valid spawn", lua_interface->GetScriptName(state));
  6033. return 0;
  6034. }
  6035. if (!target->IsEntity() && !spell)
  6036. {
  6037. lua_interface->LogError("%s: LUA Interrupt command error: Target is not an entity", lua_interface->GetScriptName(state));
  6038. return 0;
  6039. }
  6040. if (!target && spell) {
  6041. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  6042. for (int8 i = 0; i < spell->targets.size(); i++) {
  6043. target = caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  6044. if (!target || !target->IsEntity())
  6045. continue;
  6046. ((Entity*)target)->GetZone()->GetSpellProcess()->Interrupted((Entity*)target, caster, SPELL_ERROR_INTERRUPTED);
  6047. }
  6048. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  6049. }
  6050. else
  6051. caster->GetZone()->GetSpellProcess()->Interrupted((Entity*)target, caster, SPELL_ERROR_INTERRUPTED);
  6052. return 0;
  6053. }
  6054. int EQ2Emu_lua_Stealth(lua_State* state) {
  6055. if (!lua_interface)
  6056. return 0;
  6057. int8 type = lua_interface->GetInt8Value(state);
  6058. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  6059. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  6060. lua_interface->ResetFunctionStack(state);
  6061. if (!spell) {
  6062. lua_interface->LogError("%s: LUA Stealth command error: must be used from spell script", lua_interface->GetScriptName(state));
  6063. return 0;
  6064. }
  6065. ZoneServer* zone = spell->caster->GetZone();
  6066. if (spawn) {
  6067. if (spawn->IsEntity()) {
  6068. if (type == 1) {
  6069. ((Entity*)spawn)->AddStealthSpell(spell);
  6070. if (!(spell->effect_bitmask & EFFECT_FLAG_STEALTH))
  6071. spell->effect_bitmask += EFFECT_FLAG_STEALTH;
  6072. }
  6073. else if (type == 2) {
  6074. ((Entity*)spawn)->AddInvisSpell(spell);
  6075. if (!(spell->effect_bitmask & EFFECT_FLAG_INVIS))
  6076. spell->effect_bitmask += EFFECT_FLAG_INVIS;
  6077. }
  6078. return 0;
  6079. }
  6080. else {
  6081. lua_interface->LogError("%s: LUA Stealth command error: target override is not Entity", lua_interface->GetScriptName(state));
  6082. return 0;
  6083. }
  6084. }
  6085. else {
  6086. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  6087. for (int32 i = 0; i < spell->targets.size(); i++) {
  6088. spawn = zone->GetSpawnByID(spell->targets.at(i));
  6089. if (!spawn || !spawn->IsEntity())
  6090. continue;
  6091. if (type == 1) {
  6092. ((Entity*)spawn)->AddStealthSpell(spell);
  6093. if (!(spell->effect_bitmask & EFFECT_FLAG_STEALTH))
  6094. spell->effect_bitmask += EFFECT_FLAG_STEALTH;
  6095. }
  6096. else if (type == 2) {
  6097. ((Entity*)spawn)->AddInvisSpell(spell);
  6098. if (!(spell->effect_bitmask & EFFECT_FLAG_INVIS))
  6099. spell->effect_bitmask += EFFECT_FLAG_INVIS;
  6100. }
  6101. else {
  6102. lua_interface->LogError("%s: LUA Stealth command error: invalid stealth type given", lua_interface->GetScriptName(state));
  6103. break;
  6104. }
  6105. }
  6106. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  6107. }
  6108. return 0;
  6109. }
  6110. int EQ2Emu_lua_IsStealthed(lua_State* state) {
  6111. if (!lua_interface)
  6112. return 0;
  6113. Spawn* spawn = lua_interface->GetSpawn(state);
  6114. lua_interface->ResetFunctionStack(state);
  6115. if (!spawn) {
  6116. lua_interface->LogError("%s: LUA IsStealthed command error: spawn is not valid", lua_interface->GetScriptName(state));
  6117. return 0;
  6118. }
  6119. if (spawn->IsEntity()) {
  6120. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsStealthed());
  6121. return 1;
  6122. }
  6123. else
  6124. lua_interface->LogError("%s: LUA IsStealthed command error: spawn is not entity", lua_interface->GetScriptName(state));
  6125. return 0;
  6126. }
  6127. int EQ2Emu_lua_IsInvis(lua_State* state) {
  6128. if (!lua_interface)
  6129. return 0;
  6130. Spawn* spawn = lua_interface->GetSpawn(state);
  6131. lua_interface->ResetFunctionStack(state);
  6132. if (!spawn) {
  6133. lua_interface->LogError("%s: LUA IsInvis command error: spawn is not valid", lua_interface->GetScriptName(state));
  6134. return 0;
  6135. }
  6136. if (spawn->IsEntity()) {
  6137. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsInvis());
  6138. return 1;
  6139. }
  6140. else
  6141. lua_interface->LogError("%s: LUA IsInvis command error: spawn is not entity", lua_interface->GetScriptName(state));
  6142. return 0;
  6143. }
  6144. int EQ2Emu_lua_HasItemEquipped(lua_State* state) {
  6145. if (!lua_interface)
  6146. return 0;
  6147. Spawn* player = lua_interface->GetSpawn(state);
  6148. int32 item_id = lua_interface->GetInt32Value(state, 2);
  6149. lua_interface->ResetFunctionStack(state);
  6150. if (!player->IsPlayer()) {
  6151. lua_interface->LogError("%s: LUA HasItemEquipped command error: spawn is not player", lua_interface->GetScriptName(state));
  6152. return 0;
  6153. }
  6154. lua_interface->SetBooleanValue(state, ((Player*)player)->GetEquipmentList()->HasItem(item_id));
  6155. return 1;
  6156. }
  6157. int EQ2Emu_lua_GetEquippedItemBySlot(lua_State* state) {
  6158. if (!lua_interface)
  6159. return 0;
  6160. Spawn* spawn = lua_interface->GetSpawn(state);
  6161. int8 slot = lua_interface->GetInt8Value(state, 2);
  6162. lua_interface->ResetFunctionStack(state);
  6163. if (!spawn) {
  6164. lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: spawn is not valid", lua_interface->GetScriptName(state));
  6165. return 0;
  6166. }
  6167. if (!spawn->IsEntity()) {
  6168. lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6169. return 0;
  6170. }
  6171. Item* item = ((Entity*)spawn)->GetEquipmentList()->GetItem(slot);
  6172. if (!item) {
  6173. lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: item was not found in slot", lua_interface->GetScriptName(state));
  6174. return 0;
  6175. }
  6176. lua_interface->SetItemValue(state, item);
  6177. return 1;
  6178. }
  6179. int EQ2Emu_lua_GetEquippedItemByID(lua_State* state) {
  6180. if (!lua_interface)
  6181. return 0;
  6182. Spawn* player = lua_interface->GetSpawn(state);
  6183. int32 id = lua_interface->GetInt32Value(state, 2);
  6184. lua_interface->ResetFunctionStack(state);
  6185. if (!player) {
  6186. lua_interface->LogError("%s: LUA GetEquippedItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
  6187. return 0;
  6188. }
  6189. if (!player->IsPlayer()) {
  6190. lua_interface->LogError("%s: LUA GetEquippedItemByID command error: spawn is not player", lua_interface->GetScriptName(state));
  6191. return 0;
  6192. }
  6193. Item* item = ((Player*)player)->GetEquipmentList()->GetItemFromItemID(id);
  6194. if (!item) {
  6195. lua_interface->LogError("%s: LUA GetEquippedItemByID command error: equipped item with used id not found", lua_interface->GetScriptName(state));
  6196. return 0;
  6197. }
  6198. lua_interface->SetItemValue(state, item);
  6199. return 1;
  6200. }
  6201. int EQ2Emu_lua_SetEquippedItemByID(lua_State* state) {
  6202. if (!lua_interface)
  6203. return 0;
  6204. Spawn* spawn = lua_interface->GetSpawn(state);
  6205. int8 slot = lua_interface->GetInt8Value(state, 2);
  6206. int32 item_id = lua_interface->GetInt32Value(state, 3);
  6207. lua_interface->ResetFunctionStack(state);
  6208. if (!spawn) {
  6209. lua_interface->LogError("%s: LUA SetEquippedItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
  6210. return 0;
  6211. }
  6212. if (!spawn->IsEntity()) {
  6213. lua_interface->LogError("%s: LUA SetEquippedItemByID command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6214. return 0;
  6215. }
  6216. Item* item = master_item_list.GetItem(item_id);
  6217. if (!item) {
  6218. lua_interface->LogError("%s: LUA SetEquippedItemByID command error: equipped item with used id %u not found", item_id, lua_interface->GetScriptName(state));
  6219. return 0;
  6220. }
  6221. Item* copy = new Item(item);
  6222. bool result = ((Entity*)spawn)->GetEquipmentList()->AddItem(slot, copy);
  6223. if(result)
  6224. {
  6225. ((Entity*)spawn)->SetEquipment(copy, slot);
  6226. spawn->vis_changed = true;
  6227. if(spawn->IsPlayer())
  6228. ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
  6229. }
  6230. else
  6231. {
  6232. safe_delete(copy);
  6233. }
  6234. lua_interface->SetBooleanValue(state, result);
  6235. return 1;
  6236. }
  6237. int EQ2Emu_lua_SetEquippedItem(lua_State* state) {
  6238. if (!lua_interface)
  6239. return 0;
  6240. Spawn* spawn = lua_interface->GetSpawn(state);
  6241. int8 slot = lua_interface->GetInt8Value(state, 2);
  6242. Item* item = lua_interface->GetItem(state, 3);
  6243. lua_interface->ResetFunctionStack(state);
  6244. if (!spawn) {
  6245. lua_interface->LogError("%s: LUA SetEquippedItem command error: spawn is not valid", lua_interface->GetScriptName(state));
  6246. return 0;
  6247. }
  6248. if (!spawn->IsEntity()) {
  6249. lua_interface->LogError("%s: LUA SetEquippedItem command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6250. return 0;
  6251. }
  6252. if (!item) {
  6253. lua_interface->LogError("%s: LUA SetEquippedItem command error: passed item not found", lua_interface->GetScriptName(state));
  6254. return 0;
  6255. }
  6256. bool result = ((Entity*)spawn)->GetEquipmentList()->AddItem(slot, item);
  6257. if(result)
  6258. {
  6259. ((Entity*)spawn)->SetEquipment(item, slot);
  6260. spawn->vis_changed = true;
  6261. if(spawn->IsPlayer())
  6262. ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
  6263. }
  6264. lua_interface->SetBooleanValue(state, result);
  6265. return 1;
  6266. }
  6267. int EQ2Emu_lua_UnequipSlot(lua_State* state) {
  6268. if (!lua_interface)
  6269. return 0;
  6270. Spawn* spawn = lua_interface->GetSpawn(state);
  6271. int8 slot = lua_interface->GetInt8Value(state, 2);
  6272. 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
  6273. lua_interface->ResetFunctionStack(state);
  6274. if (!spawn) {
  6275. lua_interface->LogError("%s: LUA UnequipSlot command error: spawn is not valid", lua_interface->GetScriptName(state));
  6276. return 0;
  6277. }
  6278. if (!spawn->IsEntity()) {
  6279. lua_interface->LogError("%s: LUA UnequipSlot command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6280. return 0;
  6281. }
  6282. if(slot >= NUM_SLOTS) {
  6283. lua_interface->LogError("%s: LUA UnequipSlot command error: wrong slot id given %u, max %u", lua_interface->GetScriptName(state), slot, NUM_SLOTS);
  6284. return 0;
  6285. }
  6286. if(spawn->IsPlayer() && ((Player*)spawn)->GetClient()) {
  6287. Item* item = ((Player*)spawn)->GetEquipmentList()->GetItem(slot);
  6288. if(item) {
  6289. item->save_needed = true;
  6290. if(no_delete_item) {
  6291. database.DeleteItem(((Player*)spawn)->GetClient()->GetCharacterID(), item, 0);
  6292. ((Player*)spawn)->GetEquipmentList()->RemoveItem(slot, no_delete_item);
  6293. }
  6294. else{
  6295. Client* client = ((Player*)spawn)->GetClient();
  6296. client->UnequipItem(item->details.index);
  6297. }
  6298. }
  6299. }
  6300. else
  6301. ((Entity*)spawn)->GetEquipmentList()->RemoveItem(slot, no_delete_item);
  6302. ((Entity*)spawn)->SetEquipment(nullptr, slot);
  6303. spawn->vis_changed = true;
  6304. if(spawn->IsPlayer())
  6305. ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
  6306. lua_interface->SetBooleanValue(state, true);
  6307. return 1;
  6308. }
  6309. int EQ2Emu_lua_SetEquipment(lua_State* state) {
  6310. if (!lua_interface)
  6311. return 0;
  6312. Spawn* spawn = lua_interface->GetSpawn(state);
  6313. int8 slot = lua_interface->GetInt8Value(state, 2);
  6314. int16 type = lua_interface->GetInt16Value(state, 3);
  6315. int8 r = lua_interface->GetInt8Value(state, 4);
  6316. int8 g = lua_interface->GetInt8Value(state, 5);
  6317. int8 b = lua_interface->GetInt8Value(state, 6);
  6318. int8 h_r = lua_interface->GetInt8Value(state, 7);
  6319. int8 h_g = lua_interface->GetInt8Value(state, 8);
  6320. int8 h_b = lua_interface->GetInt8Value(state, 9);
  6321. lua_interface->ResetFunctionStack(state);
  6322. if (!spawn) {
  6323. lua_interface->LogError("%s: LUA SetEquipment command error: spawn is not valid", lua_interface->GetScriptName(state));
  6324. return 0;
  6325. }
  6326. if (!spawn->IsEntity()) {
  6327. lua_interface->LogError("%s: LUA SetEquipment command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6328. return 0;
  6329. }
  6330. ((Entity*)spawn)->SetEquipment(slot, type, r, g, b, h_r, h_g, h_b);
  6331. spawn->vis_changed = true;
  6332. lua_interface->SetBooleanValue(state, true);
  6333. return 1;
  6334. }
  6335. int EQ2Emu_lua_GetItemByID(lua_State* state) {
  6336. if (!lua_interface)
  6337. return 0;
  6338. Spawn* player = lua_interface->GetSpawn(state);
  6339. int32 id = lua_interface->GetInt32Value(state, 2);
  6340. int8 count = lua_interface->GetInt8Value(state, 3);
  6341. bool include_bank = lua_interface->GetInt8Value(state, 4);
  6342. lua_interface->ResetFunctionStack(state);
  6343. if (!player) {
  6344. lua_interface->LogError("%s: LUA GetItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
  6345. return 0;
  6346. }
  6347. if (!player->IsPlayer()) {
  6348. lua_interface->LogError("%s: LUA GetItemByID command error: spawn is not player", lua_interface->GetScriptName(state));
  6349. return 0;
  6350. }
  6351. if (!count)
  6352. count = 1;
  6353. Item* item = ((Player*)player)->GetPlayerItemList()->GetItemFromID(id, count, include_bank);
  6354. if (!item) {
  6355. lua_interface->LogError("%s: LUA GetItemByID command error: item with used id not found", lua_interface->GetScriptName(state));
  6356. return 0;
  6357. }
  6358. lua_interface->SetItemValue(state, item);
  6359. return 1;
  6360. }
  6361. int EQ2Emu_lua_PlayAnimation(lua_State* state) {
  6362. if (!lua_interface)
  6363. return 0;
  6364. Spawn* spawn = lua_interface->GetSpawn(state);
  6365. int32 anim = lua_interface->GetInt32Value(state, 2);
  6366. Spawn* spawn2 = lua_interface->GetSpawn(state, 3);
  6367. int8 type = lua_interface->GetInt8Value(state, 4);
  6368. lua_interface->ResetFunctionStack(state);
  6369. if (!spawn) {
  6370. lua_interface->LogError("%s: LUA PlayAnimation command error: spawn is not valid", lua_interface->GetScriptName(state));
  6371. return 0;
  6372. }
  6373. if (spawn2) {
  6374. if (spawn2->IsPlayer()) {
  6375. if (type != 1 && type != 2)
  6376. spawn->GetZone()->PlayAnimation(spawn, anim, spawn2);
  6377. else
  6378. spawn->GetZone()->PlayAnimation(spawn, anim, spawn2, type);
  6379. return 0;
  6380. }
  6381. else {
  6382. lua_interface->LogError("%s: LUA PlayAnimation command error: second spawn not a player", lua_interface->GetScriptName(state));
  6383. return 0;
  6384. }
  6385. }
  6386. else
  6387. spawn->GetZone()->PlayAnimation(spawn, anim);
  6388. return 0;
  6389. }
  6390. int EQ2Emu_lua_IsPet(lua_State* state) {
  6391. if (!lua_interface)
  6392. return 0;
  6393. Spawn* spawn = lua_interface->GetSpawn(state);
  6394. lua_interface->ResetFunctionStack(state);
  6395. if (!spawn) {
  6396. lua_interface->LogError("%s: LUA IsPet command error: spawn is not valid", lua_interface->GetScriptName(state));
  6397. return 0;
  6398. }
  6399. lua_interface->SetBooleanValue(state, spawn->IsPet());
  6400. return 1;
  6401. }
  6402. int EQ2Emu_lua_GetOwner(lua_State* state) {
  6403. if (!lua_interface)
  6404. return 0;
  6405. Spawn* spawn = lua_interface->GetSpawn(state);
  6406. lua_interface->ResetFunctionStack(state);
  6407. if (!spawn) {
  6408. lua_interface->LogError("%s: LUA GetOwner command error: spawn is not valid", lua_interface->GetScriptName(state));
  6409. return 0;
  6410. }
  6411. if (!spawn->IsNPC()) {
  6412. lua_interface->LogError("%s: LUA GetOwner command error: spawn is not a NPC", lua_interface->GetScriptName(state));
  6413. return 0;
  6414. }
  6415. if (((NPC*)spawn)->GetOwner()) {
  6416. lua_interface->SetSpawnValue(state, ((NPC*)spawn)->GetOwner());
  6417. return 1;
  6418. }
  6419. return 0;
  6420. }
  6421. int EQ2Emu_lua_SetTarget(lua_State* state) {
  6422. if (!lua_interface)
  6423. return 0;
  6424. Spawn* spawn = lua_interface->GetSpawn(state);
  6425. Spawn* target = lua_interface->GetSpawn(state, 2);
  6426. lua_interface->ResetFunctionStack(state);
  6427. if (!spawn) {
  6428. lua_interface->LogError("%s: LUA SetTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
  6429. return 0;
  6430. }
  6431. if (!spawn) {
  6432. lua_interface->LogError("%s: LUA SetTarget command error: target is not valid", lua_interface->GetScriptName(state));
  6433. return 0;
  6434. }
  6435. spawn->SetTarget(target);
  6436. return 0;
  6437. }
  6438. int EQ2Emu_lua_SetInCombat(lua_State* state) {
  6439. if (!lua_interface)
  6440. return 0;
  6441. Spawn* spawn = lua_interface->GetSpawn(state);
  6442. bool val = lua_interface->GetBooleanValue(state, 2);
  6443. lua_interface->ResetFunctionStack(state);
  6444. if (!spawn) {
  6445. lua_interface->LogError("%s: LUA SetInCombat command error: spawn is not valid", lua_interface->GetScriptName(state));
  6446. return 0;
  6447. }
  6448. if (!spawn->IsEntity()) {
  6449. lua_interface->LogError("%s: LUA SetInCombat command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6450. return 0;
  6451. }
  6452. ((Entity*)spawn)->InCombat(val);
  6453. if (val) {
  6454. spawn->ClearRunningLocations();
  6455. spawn->CalculateRunningLocation(true);
  6456. }
  6457. return 0;
  6458. }
  6459. int EQ2Emu_lua_CompareSpawns(lua_State* state) {
  6460. if (!lua_interface)
  6461. return 0;
  6462. Spawn* spawn1 = lua_interface->GetSpawn(state);
  6463. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  6464. lua_interface->ResetFunctionStack(state);
  6465. if (!spawn1) {
  6466. lua_interface->LogError("%s: LUA CompareSpawns command error: first spawn is not valid", lua_interface->GetScriptName(state));
  6467. return 0;
  6468. }
  6469. if (!spawn2) {
  6470. lua_interface->LogError("%s: LUA CompareSpawns command error: second spawn is not valid", lua_interface->GetScriptName(state));
  6471. return 0;
  6472. }
  6473. lua_interface->SetBooleanValue(state, (spawn1 == spawn2));
  6474. return 1;
  6475. }
  6476. int EQ2Emu_lua_ClearRunback(lua_State* state){
  6477. if (!lua_interface)
  6478. return 0;
  6479. Spawn* spawn = lua_interface->GetSpawn(state);
  6480. lua_interface->ResetFunctionStack(state);
  6481. if (!spawn) {
  6482. lua_interface->LogError("%s: LUA ClearRunback command error: spawn is not valid", lua_interface->GetScriptName(state));
  6483. return 0;
  6484. }
  6485. if (!spawn->IsNPC()) {
  6486. lua_interface->LogError("%s: LUA ClearRunback command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6487. return 0;
  6488. }
  6489. ((NPC*)spawn)->ClearRunback();
  6490. return 0;
  6491. }
  6492. int EQ2Emu_lua_Runback(lua_State* state) {
  6493. if (!lua_interface)
  6494. return 0;
  6495. Spawn* spawn = lua_interface->GetSpawn(state);
  6496. lua_interface->ResetFunctionStack(state);
  6497. if (!spawn) {
  6498. lua_interface->LogError("%s: LUA Runback command error: spawn is not valid", lua_interface->GetScriptName(state));
  6499. return 0;
  6500. }
  6501. if (!spawn->IsNPC()) {
  6502. lua_interface->LogError("%s: LUA Runback command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6503. return 0;
  6504. }
  6505. ((NPC*)spawn)->Runback();
  6506. return 0;
  6507. }
  6508. int EQ2Emu_lua_GetRunbackDistance(lua_State* state) {
  6509. if (!lua_interface)
  6510. return 0;
  6511. Spawn* spawn = lua_interface->GetSpawn(state);
  6512. lua_interface->ResetFunctionStack(state);
  6513. if (!spawn) {
  6514. lua_interface->LogError("%s: LUA GetRunbackDistance command error: spawn is not valid", lua_interface->GetScriptName(state));
  6515. return 0;
  6516. }
  6517. if (!spawn->IsNPC()) {
  6518. lua_interface->LogError("%s: LUA GetRunbackDistance command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6519. return 0;
  6520. }
  6521. lua_interface->SetFloatValue(state, ((NPC*)spawn)->GetRunbackDistance());
  6522. return 1;
  6523. }
  6524. int EQ2Emu_lua_IsCasting(lua_State* state) {
  6525. if (!lua_interface)
  6526. return 0;
  6527. Spawn* spawn = lua_interface->GetSpawn(state);
  6528. lua_interface->ResetFunctionStack(state);
  6529. if (!spawn) {
  6530. lua_interface->LogError("%s: LUA IsCasting command error: spawn is not valid", lua_interface->GetScriptName(state));
  6531. return 0;
  6532. }
  6533. if (!spawn->IsEntity()) {
  6534. lua_interface->LogError("%s: LUA IsCasting command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6535. return 0;
  6536. }
  6537. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsCasting());
  6538. return 1;
  6539. }
  6540. int EQ2Emu_lua_IsMezzed(lua_State* state) {
  6541. if (!lua_interface)
  6542. return 0;
  6543. Spawn* spawn = lua_interface->GetSpawn(state);
  6544. lua_interface->ResetFunctionStack(state);
  6545. if (!spawn) {
  6546. lua_interface->LogError("%s: LUA IsMezzed command error: spawn is not valid", lua_interface->GetScriptName(state));
  6547. return 0;
  6548. }
  6549. if (!spawn->IsEntity()) {
  6550. lua_interface->LogError("%s: LUA IsMezzed command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6551. return 0;
  6552. }
  6553. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsMezzed());
  6554. return 1;
  6555. }
  6556. int EQ2Emu_lua_IsStunned(lua_State* state) {
  6557. if (!lua_interface)
  6558. return 0;
  6559. Spawn* spawn = lua_interface->GetSpawn(state);
  6560. lua_interface->ResetFunctionStack(state);
  6561. if (!spawn) {
  6562. lua_interface->LogError("%s: LUA IsStunned command error: spawn is not valid", lua_interface->GetScriptName(state));
  6563. return 0;
  6564. }
  6565. if (!spawn->IsEntity()) {
  6566. lua_interface->LogError("%s: LUA IsStunned command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6567. return 0;
  6568. }
  6569. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsStunned());
  6570. return 1;
  6571. }
  6572. int EQ2Emu_lua_IsMezzedOrStunned(lua_State* state) {
  6573. if (!lua_interface)
  6574. return 0;
  6575. Spawn* spawn = lua_interface->GetSpawn(state);
  6576. lua_interface->ResetFunctionStack(state);
  6577. if (!spawn) {
  6578. lua_interface->LogError("%s: LUA IsMezzedOrStunned command error: spawn is not valid", lua_interface->GetScriptName(state));
  6579. return 0;
  6580. }
  6581. if (!spawn->IsEntity()) {
  6582. lua_interface->LogError("%s: LUA IsMezzedOrStunned command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6583. return 0;
  6584. }
  6585. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsMezzedOrStunned());
  6586. return 1;
  6587. }
  6588. int EQ2Emu_lua_ProcessSpell(lua_State* state) {
  6589. if (!lua_interface)
  6590. return 0;
  6591. Spawn* spawn = lua_interface->GetSpawn(state);
  6592. Spawn* target = lua_interface->GetSpawn(state, 2);
  6593. float distance = lua_interface->GetFloatValue(state, 3);
  6594. lua_interface->ResetFunctionStack(state);
  6595. if (!spawn) {
  6596. lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not valid", lua_interface->GetScriptName(state));
  6597. return 0;
  6598. }
  6599. if (!target) {
  6600. lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6601. return 0;
  6602. }
  6603. if (!spawn->IsNPC()) {
  6604. lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6605. return 0;
  6606. }
  6607. if (!target->IsEntity()) {
  6608. lua_interface->LogError("%s: LUA ProcessSpell command error: target is not an entity", lua_interface->GetScriptName(state));
  6609. return 0;
  6610. }
  6611. lua_interface->SetBooleanValue(state, ((NPC*)spawn)->Brain()->ProcessSpell(((Entity*)target), distance));
  6612. return 1;
  6613. }
  6614. int EQ2Emu_lua_ProcessMelee(lua_State* state) {
  6615. if (!lua_interface)
  6616. return 0;
  6617. Spawn* spawn = lua_interface->GetSpawn(state);
  6618. Spawn* target = lua_interface->GetSpawn(state, 2);
  6619. float distance = lua_interface->GetFloatValue(state, 3);
  6620. lua_interface->ResetFunctionStack(state);
  6621. if (!spawn) {
  6622. lua_interface->LogError("%s: LUA ProcessMelee command error: spawn is not valid", lua_interface->GetScriptName(state));
  6623. return 0;
  6624. }
  6625. if (!target) {
  6626. lua_interface->LogError("%s: LUA ProcessMelee command error: target is not valid", lua_interface->GetScriptName(state));
  6627. return 0;
  6628. }
  6629. if (!spawn->IsNPC()) {
  6630. lua_interface->LogError("%s: LUA ProcessMelee command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6631. return 0;
  6632. }
  6633. if (!target->IsEntity()) {
  6634. lua_interface->LogError("%s: LUA ProcessMelee command error: target is not an entity", lua_interface->GetScriptName(state));
  6635. return 0;
  6636. }
  6637. ((NPC*)spawn)->Brain()->ProcessMelee(((Entity*)target), distance);
  6638. return 0;
  6639. }
  6640. int EQ2Emu_lua_HasRecovered(lua_State* state) {
  6641. if (!lua_interface)
  6642. return 0;
  6643. Spawn* spawn = lua_interface->GetSpawn(state);
  6644. lua_interface->ResetFunctionStack(state);
  6645. if (!spawn) {
  6646. lua_interface->LogError("%s: LUA HasRecovered command error: spawn is not valid", lua_interface->GetScriptName(state));
  6647. return 0;
  6648. }
  6649. if (!spawn->IsNPC()) {
  6650. lua_interface->LogError("%s: LUA HasRecovered command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6651. return 0;
  6652. }
  6653. lua_interface->SetBooleanValue(state, ((NPC*)spawn)->Brain()->HasRecovered());
  6654. return 1;
  6655. }
  6656. int EQ2Emu_lua_GetEncounterSize(lua_State* state) {
  6657. if (!lua_interface)
  6658. return 0;
  6659. Spawn* spawn = lua_interface->GetSpawn(state);
  6660. lua_interface->ResetFunctionStack(state);
  6661. if (!spawn) {
  6662. lua_interface->LogError("%s: LUA GetEncounterSize command error: spawn is not valid", lua_interface->GetScriptName(state));
  6663. return 0;
  6664. }
  6665. if (!spawn->IsNPC()) {
  6666. lua_interface->LogError("%s: LUA GetEncounterSize command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6667. return 0;
  6668. }
  6669. lua_interface->SetInt32Value(state, ((NPC*)spawn)->Brain()->GetEncounterSize());
  6670. return 1;
  6671. }
  6672. int EQ2Emu_lua_GetMostHated(lua_State* state) {
  6673. if (!lua_interface)
  6674. return 0;
  6675. Spawn* spawn = lua_interface->GetSpawn(state);
  6676. lua_interface->ResetFunctionStack(state);
  6677. if (!spawn) {
  6678. lua_interface->LogError("%s: LUA GetMostHated command error: spawn is not valid", lua_interface->GetScriptName(state));
  6679. return 0;
  6680. }
  6681. if (!spawn->IsNPC()) {
  6682. lua_interface->LogError("%s: LUA GetMostHated command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6683. return 0;
  6684. }
  6685. Entity* hated = ((NPC*)spawn)->Brain()->GetMostHated();
  6686. if (hated) {
  6687. lua_interface->SetSpawnValue(state, hated);
  6688. return 1;
  6689. }
  6690. return 0;
  6691. }
  6692. int EQ2Emu_lua_ClearHate(lua_State* state) {
  6693. if (!lua_interface)
  6694. return 0;
  6695. Spawn* spawn = lua_interface->GetSpawn(state);
  6696. Spawn* hated = lua_interface->GetSpawn(state, 2);
  6697. lua_interface->ResetFunctionStack(state);
  6698. if (!spawn) {
  6699. lua_interface->LogError("%s: LUA ClearHate command error: spawn is not valid", lua_interface->GetScriptName(state));
  6700. return 0;
  6701. }
  6702. if (!spawn->IsNPC()) {
  6703. lua_interface->LogError("%s: LUA ClearHate command error: spawn is not NPC", lua_interface->GetScriptName(state));
  6704. return 0;
  6705. }
  6706. if (!hated) {
  6707. ((NPC*)spawn)->Brain()->ClearHate();
  6708. return 0;
  6709. }
  6710. else
  6711. {
  6712. if (!hated->IsEntity()) {
  6713. lua_interface->LogError("%s: LUA ClearHate command error: second param is not entity", lua_interface->GetScriptName(state));
  6714. return 0;
  6715. }
  6716. ((NPC*)spawn)->Brain()->ClearHate(((Entity*)hated));
  6717. return 0;
  6718. }
  6719. return 0;
  6720. }
  6721. int EQ2Emu_lua_ClearEncounter(lua_State* state) {
  6722. if (!lua_interface)
  6723. return 0;
  6724. Spawn* spawn = lua_interface->GetSpawn(state);
  6725. lua_interface->ResetFunctionStack(state);
  6726. if (!spawn) {
  6727. lua_interface->LogError("%s: LUA ClearEncounter command error: spawn is not valid", lua_interface->GetScriptName(state));
  6728. return 0;
  6729. }
  6730. if (!spawn->IsNPC()) {
  6731. lua_interface->LogError("%s: LUA ClearEncounter command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6732. return 0;
  6733. }
  6734. ((NPC*)spawn)->Brain()->ClearEncounter();
  6735. return 0;
  6736. }
  6737. int EQ2Emu_lua_GetEncounter(lua_State* state) {
  6738. if (!lua_interface)
  6739. return 0;
  6740. Spawn* spawn = lua_interface->GetSpawn(state);
  6741. lua_interface->ResetFunctionStack(state);
  6742. if (!spawn) {
  6743. lua_interface->LogError("%s: LUA GetEncounter command error: Spawn is not valid", lua_interface->GetScriptName(state));
  6744. return 0;
  6745. }
  6746. if (!spawn->IsNPC()) {
  6747. lua_interface->LogError("%s: LUA GetEncounter command error: spawn is not a NPC", lua_interface->GetScriptName(state));
  6748. return 0;
  6749. }
  6750. // Temp list to store hate list
  6751. vector<int32>* encounterList = ((NPC*)spawn)->Brain()->GetEncounter();
  6752. if (encounterList->size() == 0) {
  6753. safe_delete(encounterList);
  6754. return 0;
  6755. }
  6756. lua_createtable(state, encounterList->size(), 0);
  6757. int newTable = lua_gettop(state);
  6758. for (int32 i = 0; i < encounterList->size(); i++) {
  6759. Spawn* temp = spawn->GetZone()->GetSpawnByID(encounterList->at(i));
  6760. if (temp)
  6761. lua_interface->SetSpawnValue(state, temp);
  6762. lua_rawseti(state, newTable, i + 1);
  6763. }
  6764. safe_delete(encounterList);
  6765. return 1;
  6766. }
  6767. int EQ2Emu_lua_GetHateList(lua_State* state) {
  6768. if (!lua_interface)
  6769. return 0;
  6770. Spawn* spawn = lua_interface->GetSpawn(state);
  6771. lua_interface->ResetFunctionStack(state);
  6772. if (!spawn) {
  6773. lua_interface->LogError("%s: LUA GetHateList command error: spawn is not valid", lua_interface->GetScriptName(state));
  6774. return 0;
  6775. }
  6776. if (!spawn->IsNPC()) {
  6777. lua_interface->LogError("%s: LUA GetHateList command error: spawn is not a NPC", lua_interface->GetScriptName(state));
  6778. return 0;
  6779. }
  6780. // Temp list to store hate list
  6781. vector<Entity*>* hateList = ((NPC*)spawn)->Brain()->GetHateList();
  6782. if (hateList->size() == 0) {
  6783. safe_delete(hateList);
  6784. return 0;
  6785. }
  6786. lua_createtable(state, hateList->size(), 0);
  6787. int newTable = lua_gettop(state);
  6788. for (int32 i = 0; i < hateList->size(); i++) {
  6789. lua_interface->SetSpawnValue(state, hateList->at(i));
  6790. lua_rawseti(state, newTable, i + 1);
  6791. }
  6792. safe_delete(hateList);
  6793. return 1;
  6794. }
  6795. int EQ2Emu_lua_HasGroup(lua_State* state) {
  6796. if (!lua_interface)
  6797. return 0;
  6798. Spawn* spawn = lua_interface->GetSpawn(state);
  6799. lua_interface->ResetFunctionStack(state);
  6800. if (!spawn) {
  6801. lua_interface->LogError("%s: LUA HasGroup command error: spawn is not valid", lua_interface->GetScriptName(state));
  6802. return 0;
  6803. }
  6804. if (spawn->IsPlayer()) {
  6805. if (((Player*)spawn)->GetGroupMemberInfo() && world.GetGroupManager()->GetGroupSize(((Player*)spawn)->GetGroupMemberInfo()->group_id) > 1)
  6806. lua_interface->SetBooleanValue(state, true);
  6807. else
  6808. lua_interface->SetBooleanValue(state, false);
  6809. return 1;
  6810. }
  6811. else {
  6812. lua_interface->SetBooleanValue(state, spawn->HasSpawnGroup());
  6813. return 1;
  6814. }
  6815. }
  6816. int EQ2Emu_lua_SetCompleteFlag(lua_State* state) {
  6817. if (!lua_interface)
  6818. return 0;
  6819. Quest* quest = lua_interface->GetQuest(state);
  6820. lua_interface->ResetFunctionStack(state);
  6821. if (!quest) {
  6822. lua_interface->LogError("%s: LUA SetCompleteFlag command error: quest is not valid", lua_interface->GetScriptName(state));
  6823. return 0;
  6824. }
  6825. quest->SetCompletedFlag(true);
  6826. return 0;
  6827. }
  6828. int EQ2Emu_lua_HasSpellEffect(lua_State* state) {
  6829. if (!lua_interface)
  6830. return 0;
  6831. Spawn* spawn = lua_interface->GetSpawn(state);
  6832. int32 spellID = lua_interface->GetInt32Value(state, 2);
  6833. int8 tier = lua_interface->GetInt8Value(state, 3);
  6834. lua_interface->ResetFunctionStack(state);
  6835. if (!spawn) {
  6836. lua_interface->LogError("%s: LUA HasSpellEffect command error: spawn is not valid", lua_interface->GetScriptName(state));
  6837. return 0;
  6838. }
  6839. if (!spawn->IsEntity()) {
  6840. lua_interface->LogError("%s: LUA HasSpellEffect command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6841. return 0;
  6842. }
  6843. if (spellID == 0) {
  6844. lua_interface->LogError("%s: LUA HasSpellEffect command error: spell id is not valid", lua_interface->GetScriptName(state));
  6845. return 0;
  6846. }
  6847. SpellEffects* effect = ((Entity*)spawn)->GetSpellEffect(spellID);
  6848. if (effect) {
  6849. if (tier > 0) {
  6850. // If a tier was passed chec to see if it is the same as the effect
  6851. if (tier == effect->tier)
  6852. lua_interface->SetBooleanValue(state, true);
  6853. else
  6854. lua_interface->SetBooleanValue(state, false);
  6855. return 1;
  6856. }
  6857. else {
  6858. // Have an effect but no tier was passed so return true
  6859. lua_interface->SetBooleanValue(state, true);
  6860. }
  6861. return 1;
  6862. }
  6863. // no effect so return false
  6864. lua_interface->SetBooleanValue(state, false);
  6865. return 1;
  6866. }
  6867. int EQ2Emu_lua_AddSpawnIDAccess(lua_State* state) {
  6868. if (!lua_interface)
  6869. return 0;
  6870. Spawn* spawn = lua_interface->GetSpawn(state);
  6871. int32 id = lua_interface->GetInt32Value(state, 2);
  6872. ZoneServer* zone = lua_interface->GetZone(state, 3);
  6873. lua_interface->ResetFunctionStack(state);
  6874. Spawn* spawn2 = 0;
  6875. vector<Spawn*> list;
  6876. if (!spawn) {
  6877. lua_interface->LogError("%s: LUA AddSpawnIDAccess command error: spawn is not valid", lua_interface->GetScriptName(state));
  6878. return 0;
  6879. }
  6880. //If zone not provided, use spawn's zone
  6881. if (!zone)
  6882. zone = spawn->GetZone();
  6883. list = zone->GetSpawnsByID(id);
  6884. if (list.size() == 0) {
  6885. lua_interface->LogError("%s: LUA AddSpawnIDAccess command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  6886. return 0;
  6887. }
  6888. vector<Spawn*>::iterator itr = list.begin();
  6889. for (int8 i = 0; i < list.size(); i++) {
  6890. spawn2 = itr[i];
  6891. if (spawn2)
  6892. spawn2->AddAllowAccessSpawn(spawn);
  6893. }
  6894. return 0;
  6895. }
  6896. int EQ2Emu_lua_RemoveSpawnIDAccess(lua_State* state) {
  6897. if (!lua_interface)
  6898. return 0;
  6899. Spawn* spawn = lua_interface->GetSpawn(state);
  6900. int32 id = lua_interface->GetInt32Value(state, 2);
  6901. ZoneServer* zone = lua_interface->GetZone(state, 3);
  6902. lua_interface->ResetFunctionStack(state);
  6903. Spawn* spawn2 = 0;
  6904. if (!spawn) {
  6905. lua_interface->LogError("%s: LUA RemoveSpawnIDAccess command error: spawn is not valid", lua_interface->GetScriptName(state));
  6906. return 0;
  6907. }
  6908. //If zone not provided, use spawn's zone
  6909. if (!zone)
  6910. zone = spawn->GetZone();
  6911. vector<Spawn*> list = zone->GetSpawnsByID(id);
  6912. vector<Spawn*>::iterator itr = list.begin();
  6913. if (list.size() == 0) {
  6914. lua_interface->LogError("%s: LUA RemoveSpawnIDAccess command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  6915. return 0;
  6916. }
  6917. for (int8 i = 0; i < list.size(); i++) {
  6918. spawn2 = itr[i];
  6919. if (spawn2)
  6920. spawn2->RemoveSpawnAccess(spawn);
  6921. }
  6922. return 0;
  6923. }
  6924. int EQ2Emu_lua_SetQuestYellow(lua_State* state) {
  6925. if (!lua_interface)
  6926. return 0;
  6927. Quest* quest = lua_interface->GetQuest(state);
  6928. lua_interface->ResetFunctionStack(state);
  6929. if (!quest) {
  6930. lua_interface->LogError("%s: LUA SetQuestYellow command error: quest is not valid", lua_interface->GetScriptName(state));
  6931. return 0;
  6932. }
  6933. quest->SetYellowName(true);
  6934. return 0;
  6935. }
  6936. int EQ2Emu_lua_CanReceiveQuest(lua_State* state) {
  6937. if (!lua_interface)
  6938. return 0;
  6939. Spawn* spawn = lua_interface->GetSpawn(state);
  6940. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  6941. lua_interface->ResetFunctionStack(state);
  6942. if (!spawn) {
  6943. lua_interface->LogError("%s: LUA CanReceieveQuest command error: spawn is not valid", lua_interface->GetScriptName(state));
  6944. return 0;
  6945. }
  6946. if (!spawn->IsPlayer()) {
  6947. lua_interface->LogError("%s: LUA CanReceieveQuest command error: spawn is not player", lua_interface->GetScriptName(state));
  6948. return 0;
  6949. }
  6950. lua_interface->SetBooleanValue(state, ((Player*)spawn)->CanReceiveQuest(quest_id));
  6951. return 1;
  6952. }
  6953. int EQ2Emu_lua_SetSuccessTimer(lua_State* state) {
  6954. if (!lua_interface)
  6955. return 0;
  6956. Spawn* spawn = lua_interface->GetSpawn(state);
  6957. lua_interface->ResetFunctionStack(state);
  6958. if (!spawn) {
  6959. lua_interface->LogError("%s: LUA SetSuccessTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  6960. return 0;
  6961. }
  6962. if (!spawn->IsPlayer()) {
  6963. lua_interface->LogError("%s: LUA SetSuccessTimer command error: spawn is not a player", lua_interface->GetScriptName(state));
  6964. return 0;
  6965. }
  6966. ZoneServer* zone = spawn->GetZone();
  6967. if (!zone) {
  6968. lua_interface->LogError("%s: LUA SetSuccessTimer command error: unable to get a valid zone for the given spawn", lua_interface->GetScriptName(state));
  6969. return 0;
  6970. }
  6971. Instance_Type iType = zone->GetInstanceType();
  6972. if (iType == SOLO_LOCKOUT_INSTANCE ||
  6973. iType == GROUP_LOCKOUT_INSTANCE ||
  6974. iType == RAID_LOCKOUT_INSTANCE ||
  6975. iType == SOLO_PERSIST_INSTANCE ||
  6976. iType == GROUP_PERSIST_INSTANCE ||
  6977. iType == RAID_PERSIST_INSTANCE) {
  6978. InstanceData* data = ((Player*)spawn)->GetCharacterInstances()->FindInstanceByZoneID(spawn->GetZone()->GetZoneID());
  6979. if (data) {
  6980. // Check to see if the timer has already been set, if it has return out.
  6981. if (Timer::GetUnixTimeStamp() <= data->last_success_timestamp + data->success_lockout_time)
  6982. return 0;
  6983. database.UpdateCharacterInstance(((Player*)spawn)->GetCharacterID(), string(spawn->GetZone()->GetZoneName()), spawn->GetZone()->GetInstanceID(), 1, Timer::GetUnixTimeStamp());
  6984. data->last_success_timestamp = Timer::GetUnixTimeStamp();
  6985. if(spawn->IsPlayer()) {
  6986. Client* client = ((Player*)spawn)->GetClient();
  6987. if (client) {
  6988. string time_msg = "";
  6989. int32 time = data->success_lockout_time;
  6990. int16 hour;
  6991. int8 min;
  6992. int8 sec;
  6993. hour = time / 3600;
  6994. time = time % 3600;
  6995. min = time / 60;
  6996. time = time % 60;
  6997. sec = time;
  6998. if (hour > 0) {
  6999. char temp[10];
  7000. sprintf(temp, " %i", hour);
  7001. time_msg.append(temp);
  7002. time_msg.append(" hour");
  7003. time_msg.append((hour > 1) ? "s" : "");
  7004. }
  7005. if (min > 0) {
  7006. char temp[5];
  7007. sprintf(temp, " %i", min);
  7008. time_msg.append(temp);
  7009. time_msg.append(" minute");
  7010. time_msg.append((min > 1) ? "s" : "");
  7011. }
  7012. // Only add seconds if minutes and hours are 0
  7013. if (hour == 0 && min == 0 && sec > 0) {
  7014. char temp[5];
  7015. sprintf(temp, " %i", sec);
  7016. time_msg.append(temp);
  7017. time_msg.append(" second");
  7018. time_msg.append((sec > 1) ? "s" : "");
  7019. }
  7020. 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());
  7021. }
  7022. else {
  7023. lua_interface->LogError("LUA SetSuccessTimer command error: instance id %u client missing for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  7024. }
  7025. }
  7026. }
  7027. else
  7028. lua_interface->LogError("LUA SetSuccessTimer command error: unable to get instance data for instance %u for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  7029. }
  7030. else
  7031. lua_interface->LogError("%s: LUA SetSuccessTimer command error: current zone for given spawn is not a lockout or persistent instance", lua_interface->GetScriptName(state));
  7032. return 0;
  7033. }
  7034. int EQ2Emu_lua_SetFailureTimer(lua_State* state) {
  7035. if (!lua_interface)
  7036. return 0;
  7037. Spawn* spawn = lua_interface->GetSpawn(state);
  7038. lua_interface->ResetFunctionStack(state);
  7039. if (!spawn) {
  7040. lua_interface->LogError("%s: LUA SetFailureTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  7041. return 0;
  7042. }
  7043. if (!spawn->IsPlayer()) {
  7044. lua_interface->LogError("%s: LUA SetFailureTimer command error: spawn is not a player", lua_interface->GetScriptName(state));
  7045. return 0;
  7046. }
  7047. ZoneServer* zone = spawn->GetZone();
  7048. if (!zone) {
  7049. lua_interface->LogError("%s: LUA SetFailureTimer command error: unable to get a valid zone for the given spawn", lua_interface->GetScriptName(state));
  7050. return 0;
  7051. }
  7052. Instance_Type iType = zone->GetInstanceType();
  7053. if (iType == SOLO_LOCKOUT_INSTANCE ||
  7054. iType == GROUP_LOCKOUT_INSTANCE ||
  7055. iType == RAID_LOCKOUT_INSTANCE ||
  7056. iType == SOLO_PERSIST_INSTANCE ||
  7057. iType == GROUP_PERSIST_INSTANCE ||
  7058. iType == RAID_PERSIST_INSTANCE) {
  7059. InstanceData* data = ((Player*)spawn)->GetCharacterInstances()->FindInstanceByZoneID(spawn->GetZone()->GetZoneID());
  7060. if (data) {
  7061. // Check to see if the timer has already been set, if it has return out.
  7062. if (Timer::GetUnixTimeStamp() <= data->last_failure_timestamp + data->failure_lockout_time)
  7063. return 0;
  7064. database.UpdateCharacterInstance(((Player*)spawn)->GetCharacterID(), string(spawn->GetZone()->GetZoneName()), spawn->GetZone()->GetInstanceID(), 2, Timer::GetUnixTimeStamp());
  7065. data->last_failure_timestamp = Timer::GetUnixTimeStamp();
  7066. if(spawn->IsPlayer()) {
  7067. Client* client = ((Player*)spawn)->GetClient();
  7068. if (client) {
  7069. string time_msg = "";
  7070. int32 time = data->failure_lockout_time;
  7071. int16 hour;
  7072. int8 min;
  7073. int8 sec;
  7074. hour = time / 3600;
  7075. time = time % 3600;
  7076. min = time / 60;
  7077. time = time % 60;
  7078. sec = time;
  7079. if (hour > 0) {
  7080. char temp[10];
  7081. sprintf(temp, " %i", hour);
  7082. time_msg.append(temp);
  7083. time_msg.append(" hour");
  7084. time_msg.append((hour > 1) ? "s" : "");
  7085. }
  7086. if (min > 0) {
  7087. char temp[5];
  7088. sprintf(temp, " %i", min);
  7089. time_msg.append(temp);
  7090. time_msg.append(" minute");
  7091. time_msg.append((min > 1) ? "s" : "");
  7092. }
  7093. // Only add seconds if minutes and hours are 0
  7094. if (hour == 0 && min == 0 && sec > 0) {
  7095. char temp[5];
  7096. sprintf(temp, " %i", sec);
  7097. time_msg.append(temp);
  7098. time_msg.append(" second");
  7099. time_msg.append((sec > 1) ? "s" : "");
  7100. }
  7101. 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());
  7102. }
  7103. }
  7104. else {
  7105. lua_interface->LogError("LUA SetFailureTimer command error: instance id %u client missing for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  7106. }
  7107. }
  7108. else
  7109. lua_interface->LogError("LUA SetFailureTimer command error: unable to get instance data for instance %u for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  7110. }
  7111. else
  7112. lua_interface->LogError("%s: LUA SetFailureTimer command error: current zone for given spawn is not a lockout or persistent instance", lua_interface->GetScriptName(state));
  7113. return 0;
  7114. }
  7115. int EQ2Emu_lua_IsGroundSpawn(lua_State* state) {
  7116. if (!lua_interface)
  7117. return 0;
  7118. Spawn* spawn = lua_interface->GetSpawn(state);
  7119. lua_interface->ResetFunctionStack(state);
  7120. if (!spawn) {
  7121. lua_interface->LogError("%s: LUA IsGroundSpawn command error: not a valid spawn", lua_interface->GetScriptName(state));
  7122. return 0;
  7123. }
  7124. lua_interface->SetBooleanValue(state, spawn->IsGroundSpawn());
  7125. return 1;
  7126. }
  7127. int EQ2Emu_lua_CanHarvest(lua_State* state) {
  7128. if (!lua_interface)
  7129. return 0;
  7130. Spawn* player = lua_interface->GetSpawn(state);
  7131. Spawn* ground = lua_interface->GetSpawn(state, 2);
  7132. if (!player) {
  7133. lua_interface->LogError("%s: LUA CanHarvest command error: not a valid spawn", lua_interface->GetScriptName(state));
  7134. lua_interface->ResetFunctionStack(state);
  7135. return 0;
  7136. }
  7137. if (!player->IsPlayer()) {
  7138. lua_interface->LogError("%s: LUA CanHarvest command error: spawn is not a player", lua_interface->GetScriptName(state));
  7139. lua_interface->ResetFunctionStack(state);
  7140. return 0;
  7141. }
  7142. if (!ground) {
  7143. lua_interface->LogError("%s: LUA CanHarvest command error: not a valid spawn", lua_interface->GetScriptName(state));
  7144. lua_interface->ResetFunctionStack(state);
  7145. return 0;
  7146. }
  7147. if (!ground->IsGroundSpawn()) {
  7148. lua_interface->LogError("%s: LUA CanHarvest command error: spawn is not a ground spawn", lua_interface->GetScriptName(state));
  7149. lua_interface->ResetFunctionStack(state);
  7150. return 0;
  7151. }
  7152. vector<GroundSpawnEntry*>* groundspawn_entries = player->GetZone()->GetGroundSpawnEntries(((GroundSpawn*)ground)->GetGroundSpawnEntryID());
  7153. if (!groundspawn_entries) {
  7154. lua_interface->LogError("LUA CanHarvest command error: No groundspawn entries assigned to groundspawn id: %u", ((GroundSpawn*)ground)->GetGroundSpawnEntryID());
  7155. lua_interface->ResetFunctionStack(state);
  7156. return 0;
  7157. }
  7158. Skill* skill = 0;
  7159. string collection_skill = string(((GroundSpawn*)ground)->GetCollectionSkill());
  7160. if (collection_skill == "Collecting")
  7161. skill = ((Player*)player)->GetSkillByName("Gathering");
  7162. else
  7163. skill = ((Player*)player)->GetSkillByName(collection_skill.c_str());
  7164. if (!skill) {
  7165. lua_interface->LogError("LUA CanHarvest command error: Player '%s' lacks the skill: '%s'", player->GetName(), collection_skill.c_str());
  7166. lua_interface->ResetFunctionStack(state);
  7167. return 0;
  7168. }
  7169. vector<GroundSpawnEntry*>::iterator itr;
  7170. GroundSpawnEntry* entry = 0;
  7171. bool can_harvest = false;
  7172. sint32 min_skill = -1;
  7173. int16 totalSkill = skill->current_val;
  7174. int32 skillID = master_item_list.GetItemStatIDByName(collection_skill);
  7175. if(skillID != 0xFFFFFFFF)
  7176. {
  7177. ((Entity*)player)->MStats.lock();
  7178. totalSkill += ((Entity*)player)->stats[skillID];
  7179. ((Entity*)player)->MStats.unlock();
  7180. }
  7181. // first, iterate through groundspawn_entries, discard tables player cannot use
  7182. for (itr = groundspawn_entries->begin(); itr != groundspawn_entries->end(); itr++)
  7183. {
  7184. entry = *itr;
  7185. if (min_skill == -1 || entry->min_skill_level < min_skill)
  7186. min_skill = entry->min_skill_level;
  7187. // if player lacks skill, skip table
  7188. if (entry->min_skill_level > totalSkill)
  7189. continue;
  7190. // if bonus, but player lacks level, skip table
  7191. if (entry->bonus_table && (player->GetLevel() < entry->min_adventure_level))
  7192. continue;
  7193. can_harvest = true;
  7194. break;
  7195. }
  7196. lua_interface->SetBooleanValue(state, can_harvest);
  7197. // If false, send the message to the client
  7198. if (!can_harvest) {
  7199. Client* client = ((Player*)player)->GetClient();
  7200. if (client) {
  7201. string msg = "You do not have enough skill to ";
  7202. if (collection_skill == "Gathering" || collection_skill == "Collecting")
  7203. msg.append("gather");
  7204. else if (collection_skill == "Mining")
  7205. msg.append("mine");
  7206. else if (collection_skill == "Trapping")
  7207. msg.append("trap");
  7208. else if (collection_skill == "Foresting")
  7209. msg.append("forest");
  7210. else if (collection_skill == "Fishing")
  7211. msg.append("catch");
  7212. msg.append(" the %s. It requires %i %s skill, and your skill is %i.");
  7213. client->Message(CHANNEL_HARVESTING_WARNINGS, msg.c_str(), ground->GetName(), min_skill, skill->name.data.c_str(), totalSkill);
  7214. // You do not have enough skill to catch the band of fish. It requires 20 Fishing skill, and your skill is 12.
  7215. }
  7216. }
  7217. lua_interface->ResetFunctionStack(state);
  7218. return 1;
  7219. }
  7220. int EQ2Emu_lua_HasRecipeBook(lua_State* state) {
  7221. if (!lua_interface)
  7222. return 0;
  7223. Spawn* player = lua_interface->GetSpawn(state);
  7224. int32 recipe_id = lua_interface->GetInt32Value(state, 2);
  7225. lua_interface->ResetFunctionStack(state);
  7226. if (!player) {
  7227. lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not valid", lua_interface->GetScriptName(state));
  7228. return 0;
  7229. }
  7230. if (!player->IsPlayer()) {
  7231. lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not a player", lua_interface->GetScriptName(state));
  7232. return 0;
  7233. }
  7234. bool ret = ((Player*)player)->HasRecipeBook(recipe_id);
  7235. lua_interface->SetBooleanValue(state, ret);
  7236. return 1;
  7237. }
  7238. int EQ2Emu_lua_SummonDumbFirePet(lua_State* state) {
  7239. // Check to see if we have a valid lua_interface
  7240. if (!lua_interface)
  7241. return 0;
  7242. // Get the spawn that is getting the pet
  7243. Spawn* spawn = lua_interface->GetSpawn(state);
  7244. Spawn* target = lua_interface->GetSpawn(state, 2);
  7245. // Get the DB ID of the pet
  7246. int32 pet_id = lua_interface->GetInt32Value(state, 3);
  7247. float x = lua_interface->GetFloatValue(state, 4);
  7248. float y = lua_interface->GetFloatValue(state, 5);
  7249. float z = lua_interface->GetFloatValue(state, 6);
  7250. // Get the spell that this command was called from
  7251. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  7252. lua_interface->ResetFunctionStack(state);
  7253. // Check to make sure the spawn pointer is valid
  7254. if (!spawn) {
  7255. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  7256. return 0;
  7257. }
  7258. // Check to make sure the spawn is an entity
  7259. if (!spawn->IsEntity()) {
  7260. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  7261. return 0;
  7262. }
  7263. if (!target) {
  7264. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: target is not valid", lua_interface->GetScriptName(state));
  7265. return 0;
  7266. }
  7267. if (!target->IsEntity()) {
  7268. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: target is not an entity", lua_interface->GetScriptName(state));
  7269. return 0;
  7270. }
  7271. // Check to see if the DB ID for the pet is set
  7272. if (pet_id == 0) {
  7273. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  7274. return 0;
  7275. }
  7276. // Check to see if the pointer to the spell is valid
  7277. if (!luaspell) {
  7278. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: valid spell not found, SummonPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  7279. return 0;
  7280. }
  7281. if(luaspell->resisted) {
  7282. return 0;
  7283. }
  7284. // Get a pointer to a spawn with the given DB ID and check if the pointer is valid
  7285. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  7286. if (!pet) {
  7287. lua_interface->LogError("LUA SummonDumbFirePet command error: Could not find spawn with id of %u.", pet_id);
  7288. return 0;
  7289. }
  7290. // Check to make sure the pet is an npc
  7291. if (!pet->IsNPC()) {
  7292. lua_interface->LogError("LUA SummonDumbFirePet command error: id (%u) did not point to a npc", pet_id);
  7293. return 0;
  7294. }
  7295. if (x == 0)
  7296. x = spawn->GetX();
  7297. if (y == 0)
  7298. y = spawn->GetY();
  7299. if (z == 0)
  7300. z = spawn->GetZ();
  7301. // Spawn the pet at the same location as the owner
  7302. pet->SetX(x);
  7303. pet->SetY(y);
  7304. pet->SetZ(z);
  7305. pet->SetLocation(spawn->GetLocation());
  7306. pet->SetHeading(spawn->GetHeading());
  7307. spawn->GetZone()->AddSpawn(pet);
  7308. const char* spawn_script = world.GetSpawnScript(pet_id);
  7309. if(spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0){
  7310. spawn->SetSpawnScript(string(spawn_script));
  7311. spawn->GetZone()->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  7312. }
  7313. std::string petName = std::string("");
  7314. if(spawn->IsEntity()) {
  7315. petName = ((Entity*)spawn)->GetInfoStruct()->get_pet_name();
  7316. }
  7317. if(petName.size() < 1) {
  7318. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  7319. petName = spawn->GetZone()->pet_names.at(rand_index);
  7320. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", petName.c_str(), rand_index);
  7321. }
  7322. // Set the pets name
  7323. pet->SetName(petName.c_str());
  7324. // Set the level of the pet to the owners level
  7325. pet->SetLevel(spawn->GetLevel());
  7326. // Set the faction of the pet to the same faction as the owner
  7327. pet->SetFactionID(spawn->GetFactionID());
  7328. // Set the spawn as a pet
  7329. pet->SetPet(true);
  7330. // Give a pointer of the owner to the pet
  7331. ((NPC*)pet)->SetOwner((Entity*)spawn);
  7332. // Set the pet type
  7333. ((NPC*)pet)->SetPetType(PET_TYPE_DUMBFIRE);
  7334. // Set the spell id used to create this pet
  7335. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  7336. // Set the spell tier used to create this pet
  7337. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  7338. // Set the pets spawn type to 6
  7339. pet->SetSpawnType(6);
  7340. // Set the pets brain
  7341. ((NPC*)pet)->SetBrain(new DumbFirePetBrain((NPC*)pet, (Entity*)target, luaspell->spell->GetSpellDuration() * 100));
  7342. // Check to see if the pet has a subtitle
  7343. if (strlen(pet->GetSubTitle()) > 0) {
  7344. // Add the players name to the front of the sub title
  7345. string pet_subtitle;
  7346. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  7347. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  7348. // Set the pets subtitle to the new one
  7349. pet->SetSubTitle(pet_subtitle.c_str());
  7350. }
  7351. // Set the pet as the return value for this function
  7352. lua_interface->SetSpawnValue(state, pet);
  7353. return 1;
  7354. }
  7355. int EQ2Emu_lua_SpawnMove(lua_State* state) {
  7356. if (!lua_interface)
  7357. return 0;
  7358. Spawn* spawn = lua_interface->GetSpawn(state);
  7359. Spawn* player = lua_interface->GetSpawn(state, 2);
  7360. float max_distance = lua_interface->GetFloatValue(state, 3);
  7361. string type = lua_interface->GetStringValue(state, 4);
  7362. lua_interface->ResetFunctionStack(state);
  7363. if (!spawn || (spawn && spawn->IsPlayer())) {
  7364. lua_interface->LogError("%s: LUA SpawnMove command error: first param spawn is not valid or is player", lua_interface->GetScriptName(state));
  7365. return 0;
  7366. }
  7367. if (!player || !player->IsPlayer()) {
  7368. lua_interface->LogError("%s: LUA SpawnMove command error: second param is not player", lua_interface->GetScriptName(state));
  7369. return 0;
  7370. }
  7371. Client* client = ((Player*)player)->GetClient();
  7372. if (!client) {
  7373. lua_interface->LogError("%s: LUA SpawnMove command error: could not find client", lua_interface->GetScriptName(state));
  7374. return 0;
  7375. }
  7376. //Set max_distance to default if not set or not proper value
  7377. if (max_distance <= 0)
  7378. max_distance = 500;
  7379. PacketStruct* packet = configReader.getStruct("WS_MoveObjectMode", client->GetVersion());
  7380. if (packet) {
  7381. float unknown2_3 = 0;
  7382. int8 placement_mode = 0;
  7383. if (type == "wall") {
  7384. placement_mode = 2;
  7385. unknown2_3 = 150;
  7386. }
  7387. else if (type == "ceiling")
  7388. placement_mode = 1;
  7389. packet->setDataByName("placement_mode", placement_mode);
  7390. packet->setDataByName("spawn_id", ((Player*)player)->GetIDWithPlayerSpawn(spawn));
  7391. packet->setDataByName("model_type", spawn->GetModelType());
  7392. packet->setDataByName("unknown", 1); //size
  7393. packet->setDataByName("unknown2", 1); //size 2
  7394. packet->setDataByName("unknown2", .5, 1); //size 3
  7395. packet->setDataByName("unknown2", 3, 2);
  7396. packet->setDataByName("unknown2", unknown2_3, 3);
  7397. packet->setDataByName("max_distance", max_distance);
  7398. packet->setDataByName("CoEunknown", 0xFFFFFFFF);
  7399. client->QueuePacket(packet->serialize());
  7400. safe_delete(packet);
  7401. }
  7402. return 0;
  7403. }
  7404. int EQ2Emu_lua_GetItemType(lua_State* state) {
  7405. if (!lua_interface)
  7406. return 0;
  7407. Item* item = lua_interface->GetItem(state);
  7408. lua_interface->ResetFunctionStack(state);
  7409. if (!item) {
  7410. lua_interface->LogError("%s: LUA GetItemType command error: item pointer is not valid", lua_interface->GetScriptName(state));
  7411. return 0;
  7412. }
  7413. lua_interface->SetInt32Value(state, item->generic_info.item_type);
  7414. return 1;
  7415. }
  7416. int EQ2Emu_lua_GetItemEffectType(lua_State* state) {
  7417. if (!lua_interface)
  7418. return 0;
  7419. Item* item = lua_interface->GetItem(state);
  7420. lua_interface->ResetFunctionStack(state);
  7421. if (!item) {
  7422. lua_interface->LogError("%s: LUA GetItemEffectType command error: item pointer is not valid", lua_interface->GetScriptName(state));
  7423. return 0;
  7424. }
  7425. lua_interface->SetInt32Value(state, item->effect_type);
  7426. return 1;
  7427. }
  7428. int EQ2Emu_lua_AddTransportSpawn(lua_State* state) {
  7429. if (!lua_interface)
  7430. return 0;
  7431. Spawn* spawn = lua_interface->GetSpawn(state);
  7432. lua_interface->ResetFunctionStack(state);
  7433. if (!spawn) {
  7434. lua_interface->LogError("%s: LUA AddTransportSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
  7435. return 0;
  7436. }
  7437. if (spawn->GetZone())
  7438. spawn->GetZone()->AddTransportSpawn(spawn);
  7439. return 0;
  7440. }
  7441. int EQ2Emu_lua_IsTransportSpawn(lua_State* state) {
  7442. if (!lua_interface)
  7443. return 0;
  7444. Spawn* spawn = lua_interface->GetSpawn(state);
  7445. lua_interface->ResetFunctionStack(state);
  7446. if (!spawn) {
  7447. lua_interface->LogError("%s: LUA AddTransportSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
  7448. return 0;
  7449. }
  7450. lua_interface->SetBooleanValue(state, spawn->IsTransportSpawn());
  7451. return 1;
  7452. }
  7453. int EQ2Emu_lua_GetSkillValue(lua_State* state) {
  7454. if (!lua_interface)
  7455. return 0;
  7456. Skill* skill = lua_interface->GetSkill(state);
  7457. lua_interface->ResetFunctionStack(state);
  7458. if (!skill) {
  7459. lua_interface->LogError("%s: LUA GetSkillValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7460. return 0;
  7461. }
  7462. lua_interface->SetInt32Value(state, skill->current_val);
  7463. return 1;
  7464. }
  7465. int EQ2Emu_lua_GetSkillMaxValue(lua_State* state) {
  7466. if (!lua_interface)
  7467. return 0;
  7468. Skill* skill = lua_interface->GetSkill(state);
  7469. lua_interface->ResetFunctionStack(state);
  7470. if (!skill) {
  7471. lua_interface->LogError("%s: LUA GetSkillMaxValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7472. return 0;
  7473. }
  7474. lua_interface->SetInt32Value(state, skill->max_val);
  7475. return 1;
  7476. }
  7477. int EQ2Emu_lua_GetSkillName(lua_State* state) {
  7478. if (!lua_interface)
  7479. return 0;
  7480. Skill* skill = lua_interface->GetSkill(state);
  7481. lua_interface->ResetFunctionStack(state);
  7482. if (!skill) {
  7483. lua_interface->LogError("%s: LUA GetSkillName command error: skill is not valid", lua_interface->GetScriptName(state));
  7484. return 0;
  7485. }
  7486. lua_interface->SetStringValue(state, skill->name.data.c_str());
  7487. return 1;
  7488. }
  7489. int EQ2Emu_lua_SetSkillMaxValue(lua_State* state) {
  7490. if (!lua_interface)
  7491. return 0;
  7492. Skill* skill = lua_interface->GetSkill(state);
  7493. int16 value = lua_interface->GetInt16Value(state, 2);
  7494. lua_interface->ResetFunctionStack(state);
  7495. if (!skill) {
  7496. lua_interface->LogError("%s: LUA SetSkillMaxValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7497. return 0;
  7498. }
  7499. skill->max_val = value;
  7500. if (skill->max_val < skill->current_val)
  7501. skill->current_val = skill->max_val;
  7502. return 0;
  7503. }
  7504. int EQ2Emu_lua_SetSkillValue(lua_State* state) {
  7505. if (!lua_interface)
  7506. return 0;
  7507. Skill* skill = lua_interface->GetSkill(state);
  7508. int16 value = lua_interface->GetInt16Value(state, 2);
  7509. lua_interface->ResetFunctionStack(state);
  7510. if (!skill) {
  7511. lua_interface->LogError("%s: LUA SetSkillValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7512. return 0;
  7513. }
  7514. if (value > skill->max_val)
  7515. skill->current_val = skill->max_val;
  7516. else
  7517. skill->current_val = value;
  7518. return 0;
  7519. }
  7520. int EQ2Emu_lua_HasSkill(lua_State* state) {
  7521. if (!lua_interface)
  7522. return 0;
  7523. Spawn* player = lua_interface->GetSpawn(state);
  7524. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  7525. lua_interface->ResetFunctionStack(state);
  7526. if (skill_id > 0 && player && player->IsPlayer()) {
  7527. lua_interface->SetBooleanValue(state, ((Player*)player)->skill_list.HasSkill(skill_id));
  7528. return 1;
  7529. }
  7530. return 0;
  7531. }
  7532. int EQ2Emu_lua_AddSkill(lua_State* state) {
  7533. if (!lua_interface)
  7534. return 0;
  7535. Spawn* player_spawn = lua_interface->GetSpawn(state);
  7536. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  7537. int16 current_val = lua_interface->GetInt16Value(state, 3);
  7538. int16 max_val = lua_interface->GetInt16Value(state, 4);
  7539. bool more_to_add = lua_interface->GetBooleanValue(state, 5);
  7540. lua_interface->ResetFunctionStack(state);
  7541. if (skill_id > 0 && current_val > 0 && max_val > 0) {
  7542. if (player_spawn && player_spawn->IsPlayer()) {
  7543. Player* player = (Player*)player_spawn;
  7544. bool added = false;
  7545. if (!player->skill_list.HasSkill(skill_id)) {
  7546. player->AddSkill(skill_id, current_val, max_val, true);
  7547. added = true;
  7548. }
  7549. 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
  7550. Client* client = player->GetClient();
  7551. if (client) {
  7552. EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
  7553. if (packet)
  7554. client->QueuePacket(packet);
  7555. }
  7556. }
  7557. if (added) {
  7558. lua_interface->SetBooleanValue(state, true);
  7559. return 1;
  7560. }
  7561. }
  7562. else {
  7563. lua_interface->LogError("%s: LUA AddSkill command error: Given spawn is not a player", lua_interface->GetScriptName(state));
  7564. }
  7565. }
  7566. else {
  7567. lua_interface->LogError("%s: LUA AddSkill command error: Required parameters not set", lua_interface->GetScriptName(state));
  7568. }
  7569. lua_interface->SetBooleanValue(state, false);
  7570. return 1;
  7571. }
  7572. int EQ2Emu_lua_RemoveSkill(lua_State* state) {
  7573. if (!lua_interface)
  7574. return 0;
  7575. Spawn* player_spawn = lua_interface->GetSpawn(state);
  7576. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  7577. bool more_to_remove = lua_interface->GetBooleanValue(state, 3);
  7578. lua_interface->ResetFunctionStack(state);
  7579. if (skill_id > 0) {
  7580. if (player_spawn && player_spawn->IsPlayer()) {
  7581. Player* player = (Player*)player_spawn;
  7582. if (player->skill_list.HasSkill(skill_id)) {
  7583. player->RemovePlayerSkill(skill_id, true);
  7584. if (!more_to_remove) {
  7585. Client* client = player->GetClient();
  7586. if (client) {
  7587. EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
  7588. if (packet)
  7589. client->QueuePacket(packet);
  7590. }
  7591. }
  7592. }
  7593. }
  7594. else {
  7595. lua_interface->LogError("%s: LUA RemoveSkill command error: Given spawn is not a player", lua_interface->GetScriptName(state));
  7596. }
  7597. }
  7598. else {
  7599. lua_interface->LogError("%s: LUA RemoveSkill command error: skill_id not set", lua_interface->GetScriptName(state));
  7600. }
  7601. return 0;
  7602. }
  7603. int EQ2Emu_lua_IncreaseSkillCapsByType(lua_State* state) {
  7604. if (!lua_interface)
  7605. return 0;
  7606. Spawn* player_spawn = lua_interface->GetSpawn(state);
  7607. int8 skill_type = lua_interface->GetInt8Value(state, 2);
  7608. int16 amount = lua_interface->GetInt8Value(state, 3);
  7609. bool more_to_increase = lua_interface->GetBooleanValue(state, 4);
  7610. lua_interface->ResetFunctionStack(state);
  7611. if (amount > 0 && skill_type < 100) {
  7612. if (player_spawn && player_spawn->IsPlayer()) {
  7613. Player* player = (Player*)player_spawn;
  7614. player->skill_list.IncreaseSkillCapsByType(skill_type, amount);
  7615. if (!more_to_increase) {
  7616. Client* client = player->GetClient();
  7617. if (client) {
  7618. EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
  7619. if (packet)
  7620. client->QueuePacket(packet);
  7621. }
  7622. }
  7623. }
  7624. else {
  7625. lua_interface->LogError("%s: LUA IncreaseSkillCapsByType command error: Given spawn is not a player", lua_interface->GetScriptName(state));
  7626. }
  7627. }
  7628. else {
  7629. lua_interface->LogError("%s: LUA IncreaseSkillCapsByType command error: Invalid parameters", lua_interface->GetScriptName(state));
  7630. }
  7631. return 0;
  7632. }
  7633. int EQ2Emu_lua_GetSkill(lua_State* state) {
  7634. if (!lua_interface)
  7635. return 0;
  7636. Spawn* spawn = lua_interface->GetSpawn(state);
  7637. string name = lua_interface->GetStringValue(state, 2);
  7638. lua_interface->ResetFunctionStack(state);
  7639. if (!spawn) {
  7640. lua_interface->LogError("%s: LUA GetSkill command error: spawn is not valid", lua_interface->GetScriptName(state));
  7641. return 0;
  7642. }
  7643. if (!spawn->IsEntity()) {
  7644. lua_interface->LogError("%s: LUA GetSkill command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
  7645. return 0;
  7646. }
  7647. Skill* skill = ((Entity*)spawn)->GetSkillByName(name.c_str());
  7648. if (skill) {
  7649. lua_interface->SetSkillValue(state, skill);
  7650. return 1;
  7651. }
  7652. return 0;
  7653. }
  7654. int EQ2Emu_lua_AddProc(lua_State* state) {
  7655. if (!lua_interface)
  7656. return 0;
  7657. Spawn* spawn = lua_interface->GetSpawn(state);
  7658. int8 type = lua_interface->GetInt8Value(state, 2);
  7659. float chance = lua_interface->GetFloatValue(state, 3);
  7660. Item* item = lua_interface->GetItem(state, 4);
  7661. bool use_all_spelltargets = (lua_interface->GetInt8Value(state, 5) == 1);
  7662. LuaSpell* spell = 0;
  7663. if (!spawn && (!spell || !use_all_spelltargets)) {
  7664. lua_interface->LogError("%s: LUA AddProc command error: spawn is not valid", lua_interface->GetScriptName(state));
  7665. return 0;
  7666. }
  7667. if ((!spell || use_all_spelltargets) && spawn && !spawn->IsEntity()) {
  7668. lua_interface->LogError("%s: LUA AddProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
  7669. return 0;
  7670. }
  7671. if (!item)
  7672. spell = lua_interface->GetCurrentSpell(state);
  7673. if (!item && !spell) {
  7674. lua_interface->LogError("%s: LUA AddProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state));
  7675. return 0;
  7676. }
  7677. if(spell && spell->resisted) {
  7678. return 0;
  7679. }
  7680. if (spell && spell->caster && spell->caster->GetZone() && use_all_spelltargets) {
  7681. Spawn* target;
  7682. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  7683. for (int8 i = 0; i < spell->targets.size(); i++) {
  7684. target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  7685. if (!target || !target->IsEntity())
  7686. continue;
  7687. ((Entity*)target)->AddProc(type, chance, item, spell);
  7688. }
  7689. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  7690. }
  7691. else
  7692. ((Entity*)spawn)->AddProc(type, chance, item, spell);
  7693. return 0;
  7694. }
  7695. int EQ2Emu_lua_RemoveProc(lua_State* state) {
  7696. if (!lua_interface)
  7697. return 0;
  7698. Spawn* spawn = lua_interface->GetSpawn(state);
  7699. Item* item = lua_interface->GetItem(state, 2);
  7700. LuaSpell* spell = 0;
  7701. if (!spawn) {
  7702. lua_interface->LogError("%s: LUA RemoveProc command error: spawn is not valid", lua_interface->GetScriptName(state));
  7703. lua_interface->ResetFunctionStack(state);
  7704. return 0;
  7705. }
  7706. if (!spawn->IsEntity()) {
  7707. lua_interface->LogError("%s: LUA RemoveProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
  7708. lua_interface->ResetFunctionStack(state);
  7709. return 0;
  7710. }
  7711. if (!item)
  7712. spell = lua_interface->GetCurrentSpell(state);
  7713. lua_interface->ResetFunctionStack(state);
  7714. if (!item && !spell) {
  7715. lua_interface->LogError("%s: LUA RemoveProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state));
  7716. return 0;
  7717. }
  7718. if (spell && spell->caster && spell->caster->GetZone()) {
  7719. Spawn* target;
  7720. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  7721. for (int8 i = 0; i < spell->targets.size(); i++) {
  7722. target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  7723. if (!target || !target->IsEntity())
  7724. continue;
  7725. ((Entity*)target)->RemoveProc(item, spell);
  7726. }
  7727. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  7728. spell->caster->RemoveProc(item, spell);
  7729. }
  7730. else
  7731. ((Entity*)spawn)->RemoveProc(item, spell);
  7732. return 0;
  7733. }
  7734. int EQ2Emu_lua_Knockback(lua_State* state) {
  7735. if (!lua_interface)
  7736. return 0;
  7737. Spawn* target_spawn = lua_interface->GetSpawn(state);
  7738. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  7739. int32 duration = lua_interface->GetInt32Value(state, 3);
  7740. float vertical = lua_interface->GetFloatValue(state, 4);
  7741. float horizontal = lua_interface->GetFloatValue(state, 5);
  7742. bool use_heading = lua_interface->GetInt8Value(state, 6) == 1 ? true : false;
  7743. lua_interface->ResetFunctionStack(state);
  7744. if (!target_spawn) {
  7745. lua_interface->LogError("%s: LUA Knockback command error: target_spawn is not valid", lua_interface->GetScriptName(state));
  7746. return 0;
  7747. }
  7748. if (!spawn) {
  7749. lua_interface->LogError("%s: LUA Knockback command error: spawn is not valid", lua_interface->GetScriptName(state));
  7750. return 0;
  7751. }
  7752. if (spawn->IsPlayer() && (vertical != 0 || horizontal != 0)) {
  7753. Client* client = ((Player*)spawn)->GetClient();
  7754. PacketStruct* packet = configReader.getStruct("WS_PlayerKnockback", client->GetVersion());
  7755. if (packet) {
  7756. packet->setDataByName("target_x", target_spawn->GetX());
  7757. packet->setDataByName("target_y", target_spawn->GetY());
  7758. packet->setDataByName("target_z", target_spawn->GetZ());
  7759. packet->setDataByName("vertical_movement", vertical);
  7760. packet->setDataByName("horizontal_movement", horizontal);
  7761. if (use_heading)
  7762. packet->setDataByName("use_player_heading", 1);
  7763. client->QueuePacket(packet->serialize());
  7764. }
  7765. safe_delete(packet);
  7766. }
  7767. return 0;
  7768. }
  7769. int EQ2Emu_lua_IsEpic(lua_State* state) {
  7770. if (!lua_interface)
  7771. return 0;
  7772. Spawn* spawn = lua_interface->GetSpawn(state);
  7773. lua_interface->ResetFunctionStack(state);
  7774. if (!spawn) {
  7775. lua_interface->LogError("%s: LUA IsEpic command error: spawn is not valid", lua_interface->GetScriptName(state));
  7776. return 0;
  7777. }
  7778. lua_interface->SetBooleanValue(state, (spawn->GetHeroic() >= 2));
  7779. return 1;
  7780. }
  7781. int EQ2Emu_lua_ProcDamage(lua_State* state) {
  7782. if (!lua_interface)
  7783. return 0;
  7784. Spawn* caster = lua_interface->GetSpawn(state);
  7785. Spawn* target = lua_interface->GetSpawn(state, 2);
  7786. string name = lua_interface->GetStringValue(state, 3);
  7787. int8 dmg_type = lua_interface->GetInt8Value(state, 4);
  7788. int32 low_damage = lua_interface->GetInt32Value(state, 5);
  7789. int32 high_damage = lua_interface->GetInt32Value(state, 6);
  7790. string success_msg = lua_interface->GetStringValue(state, 7);
  7791. string effect_msg = lua_interface->GetStringValue(state, 8);
  7792. lua_interface->ResetFunctionStack(state);
  7793. if (!caster) {
  7794. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  7795. return 0;
  7796. }
  7797. if (!caster->IsEntity()) {
  7798. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not an entity", lua_interface->GetScriptName(state));
  7799. return 0;
  7800. }
  7801. if (!target) {
  7802. lua_interface->LogError("%s: LUA ProcDamage command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  7803. return 0;
  7804. }
  7805. if (!target->IsEntity()) {
  7806. lua_interface->LogError("%s: LUA ProcDamage command error: target is not an entity", lua_interface->GetScriptName(state));
  7807. return 0;
  7808. }
  7809. if (name.length() == 0) {
  7810. lua_interface->LogError("%s: LUA ProcDamage command error: name is empty", lua_interface->GetScriptName(state));
  7811. return 0;
  7812. }
  7813. ((Entity*)caster)->ProcAttack(target, dmg_type, low_damage, high_damage, name, success_msg, effect_msg);
  7814. return 0;
  7815. }
  7816. int EQ2Emu_lua_GetSkillIDByName(lua_State* state) {
  7817. if (!lua_interface)
  7818. return 0;
  7819. string name = lua_interface->GetStringValue(state);
  7820. lua_interface->ResetFunctionStack(state);
  7821. if (name.length() == 0) {
  7822. lua_interface->LogError("%s: LUA GetSkillIDByName command error: name param was not set", lua_interface->GetScriptName(state));
  7823. return 0;
  7824. }
  7825. Skill* skill = master_skill_list.GetSkillByName(name.c_str());
  7826. if (!skill) {
  7827. lua_interface->LogError("LUA GetSkillIDByName command error: skill with name of %s not found", name.c_str());
  7828. return 0;
  7829. }
  7830. lua_interface->SetInt32Value(state, skill->skill_id);
  7831. return 1;
  7832. }
  7833. int EQ2Emu_lua_IsHeroic(lua_State* state) {
  7834. if (!lua_interface)
  7835. return 0;
  7836. Spawn* spawn = lua_interface->GetSpawn(state);
  7837. lua_interface->ResetFunctionStack(state);
  7838. if (!spawn) {
  7839. lua_interface->LogError("%s: LUA IsHeroic command error: spawn is not valid", lua_interface->GetScriptName(state));
  7840. return 0;
  7841. }
  7842. lua_interface->SetBooleanValue(state, spawn->GetHeroic() == 1);
  7843. return 1;
  7844. }
  7845. int EQ2Emu_lua_LastSpellAttackHit(lua_State* state) {
  7846. if (!lua_interface)
  7847. return 0;
  7848. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  7849. lua_interface->ResetFunctionStack(state);
  7850. if (!luaspell) {
  7851. lua_interface->LogError("%s: LUA LastSpellAttackHit command error: this must be called from a spellscript", lua_interface->GetScriptName(state));
  7852. return 0;
  7853. }
  7854. lua_interface->SetBooleanValue(state, luaspell->last_spellattack_hit);
  7855. return 1;
  7856. }
  7857. int EQ2Emu_lua_IsBehind(lua_State* state) {
  7858. if (!lua_interface)
  7859. return 0;
  7860. Spawn* spawn = lua_interface->GetSpawn(state);
  7861. Spawn* target = lua_interface->GetSpawn(state, 2);
  7862. lua_interface->ResetFunctionStack(state);
  7863. if (!spawn) {
  7864. lua_interface->LogError("%s: LUA IsBehind command error: spawn is not valid", lua_interface->GetScriptName(state));
  7865. return 0;
  7866. }
  7867. if (!spawn->IsEntity()) {
  7868. lua_interface->LogError("%s: LUA IsBehind command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7869. return 0;
  7870. }
  7871. if (!target) {
  7872. lua_interface->LogError("%s: LUA IsBehind command error: target is not valid", lua_interface->GetScriptName(state));
  7873. return 0;
  7874. }
  7875. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->BehindTarget(target));
  7876. return 1;
  7877. }
  7878. int EQ2Emu_lua_IsFlanking(lua_State* state) {
  7879. if (!lua_interface)
  7880. return 0;
  7881. Spawn* spawn = lua_interface->GetSpawn(state);
  7882. Spawn* target = lua_interface->GetSpawn(state, 2);
  7883. lua_interface->ResetFunctionStack(state);
  7884. if (!spawn) {
  7885. lua_interface->LogError("%s: LUA IsFlanking command error: spawn is not valid", lua_interface->GetScriptName(state));
  7886. return 0;
  7887. }
  7888. if (!spawn->IsEntity()) {
  7889. lua_interface->LogError("%s: LUA IsFlanking command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7890. return 0;
  7891. }
  7892. if (!target) {
  7893. lua_interface->LogError("%s: LUA IsFlanking command error: target is not valid", lua_interface->GetScriptName(state));
  7894. return 0;
  7895. }
  7896. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->FlankingTarget(target));
  7897. return 1;
  7898. }
  7899. int EQ2Emu_lua_InFront(lua_State* state) {
  7900. if (!lua_interface)
  7901. return 0;
  7902. Spawn* spawn = lua_interface->GetSpawn(state);
  7903. Spawn* target = lua_interface->GetSpawn(state, 2);
  7904. lua_interface->ResetFunctionStack(state);
  7905. if (!spawn) {
  7906. lua_interface->LogError("%s: LUA InFrontSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
  7907. return 0;
  7908. }
  7909. if (!spawn->IsEntity()) {
  7910. lua_interface->LogError("%s: LUA InFrontSpawn command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7911. return 0;
  7912. }
  7913. if (!target) {
  7914. lua_interface->LogError("%s: LUA InFrontSpawn command error: target is not valid", lua_interface->GetScriptName(state));
  7915. return 0;
  7916. }
  7917. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->InFrontSpawn(target, spawn->GetX(), spawn->GetZ()));
  7918. return 1;
  7919. }
  7920. int EQ2Emu_lua_GetItemCount(lua_State* state) {
  7921. if (!lua_interface)
  7922. return 0;
  7923. Item* item = lua_interface->GetItem(state);
  7924. lua_interface->ResetFunctionStack(state);
  7925. if (!item) {
  7926. lua_interface->LogError("%s: LUA GetItemCount command error: item not valid", lua_interface->GetScriptName(state));
  7927. return 0;
  7928. }
  7929. lua_interface->SetInt32Value(state, item->details.count);
  7930. return 1;
  7931. }
  7932. int EQ2Emu_lua_SetItemCount(lua_State* state) {
  7933. if (!lua_interface)
  7934. return 0;
  7935. Item* item = lua_interface->GetItem(state);
  7936. Spawn* owner = lua_interface->GetSpawn(state, 2);
  7937. int16 new_count = lua_interface->GetInt32Value(state, 3);
  7938. lua_interface->ResetFunctionStack(state);
  7939. if (!item) {
  7940. lua_interface->LogError("%s: LUA SetItemCount command error: item not valid", lua_interface->GetScriptName(state));
  7941. return 0;
  7942. }
  7943. if (!owner) {
  7944. lua_interface->LogError("%s: LUA SetItemCount command error: spawn not valid", lua_interface->GetScriptName(state));
  7945. return 0;
  7946. }
  7947. if (!owner->IsPlayer()) {
  7948. lua_interface->LogError("%s: LUA SetItemCount command error: spawn is not a player", lua_interface->GetScriptName(state));
  7949. return 0;
  7950. }
  7951. if (item->stack_count < new_count) {
  7952. lua_interface->LogError("%s: LUA SetItemCount command error: new item count cannot be more than max stack count", lua_interface->GetScriptName(state));
  7953. return 0;
  7954. }
  7955. if (new_count > 0) {
  7956. item->details.count = new_count;
  7957. item->save_needed = true;
  7958. }
  7959. else if (((Player*)owner)->GetEquipmentList()->GetItem(item->details.slot_id) == item)
  7960. ((Player*)owner)->GetEquipmentList()->RemoveItem(item->details.slot_id, true);
  7961. else if (((Player*)owner)->GetPlayerItemList()->GetItemFromUniqueID(item->details.unique_id) == item)
  7962. ((Player*)owner)->GetPlayerItemList()->RemoveItem(item, true);
  7963. else
  7964. {
  7965. lua_interface->LogError("%s: LUA SetItemCount command error: could not remove item from player", lua_interface->GetScriptName(state));
  7966. return 0;
  7967. }
  7968. Client* client = ((Player*)owner)->GetClient();
  7969. if (!client)
  7970. return 0;
  7971. ((Player*)owner)->SendInventoryUpdate(client->GetVersion());
  7972. EQ2Packet* app = ((Player*)owner)->GetEquipmentList()->serialize(client->GetVersion(), client->GetPlayer());
  7973. if (app)
  7974. client->QueuePacket(app);
  7975. return 0;
  7976. }
  7977. int EQ2Emu_lua_AddSpellTimer(lua_State* state) {
  7978. if (!lua_interface)
  7979. return 0;
  7980. int32 time = lua_interface->GetInt32Value(state);
  7981. string function = lua_interface->GetStringValue(state, 2);
  7982. Spawn* caster = lua_interface->GetSpawn(state, 3);
  7983. Spawn* target = lua_interface->GetSpawn(state, 4);
  7984. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7985. lua_interface->ResetFunctionStack(state);
  7986. if (time == 0) {
  7987. lua_interface->LogError("%s: LUA AddSpellTimer command error: time must be set", lua_interface->GetScriptName(state));
  7988. return 0;
  7989. }
  7990. if (function.length() == 0) {
  7991. lua_interface->LogError("%s: LUA AddSpellTimer command error: function name must be set", lua_interface->GetScriptName(state));
  7992. return 0;
  7993. }
  7994. if (!spell || (!spell->caster || !spell->caster->GetZone())) {
  7995. lua_interface->LogError("%s: LUA AddSpellTimer command error: spell not found, AddSpellTimer must be used in a spell script", lua_interface->GetScriptName(state));
  7996. return 0;
  7997. }
  7998. SpellScriptTimer* timer = new SpellScriptTimer;
  7999. /* //Google tells me memsetting a string is bad, manually setting just in case - Foof
  8000. #ifdef WIN32
  8001. ZeroMemory(timer, sizeof(SpellScriptTimer));
  8002. #else
  8003. bzero(timer, sizeof(SpellScriptTimer));
  8004. #endif*/
  8005. timer->caster = 0;
  8006. timer->deleteWhenDone = false;
  8007. timer->target = 0;
  8008. timer->time = Timer::GetCurrentTime2() + time;
  8009. timer->customFunction = function;
  8010. timer->spell = spell;
  8011. if (caster)
  8012. timer->caster = caster->GetID();
  8013. if (target)
  8014. timer->target = target->GetID();
  8015. spell->caster->GetZone()->GetSpellProcess()->AddSpellScriptTimer(timer);
  8016. return 0;
  8017. }
  8018. int EQ2Emu_lua_Resurrect(lua_State* state) {
  8019. if (!lua_interface)
  8020. return 0;
  8021. float hp_perc = lua_interface->GetFloatValue(state);
  8022. float power_perc = lua_interface->GetFloatValue(state, 2);
  8023. bool send_window = lua_interface->GetInt32Value(state, 3) == 1;
  8024. Spawn* target = lua_interface->GetSpawn(state, 4);
  8025. string heal_name = lua_interface->GetStringValue(state, 5);
  8026. int8 crit_mod = lua_interface->GetInt32Value(state, 6);
  8027. bool no_calcs = lua_interface->GetInt32Value(state, 7) == 1;
  8028. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8029. lua_interface->ResetFunctionStack(state);
  8030. if (!spell) {
  8031. lua_interface->LogError("%s: LUA command error: this function must be used in a spellscript", lua_interface->GetScriptName(state));
  8032. return 0;
  8033. }
  8034. Entity* caster = spell->caster;
  8035. if (!caster) {
  8036. lua_interface->LogError("%s: LUA command error: could not find caster", lua_interface->GetScriptName(state));
  8037. return 0;
  8038. }
  8039. Client* client = 0;
  8040. PendingResurrection* rez = 0;
  8041. ZoneServer* zone = spell->caster->GetZone();
  8042. if (!target) {
  8043. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8044. if (spell->targets.size() > 0) {
  8045. vector<int32> spell_targets = spell->targets;
  8046. for (int8 i = 0; i < spell_targets.size(); i++) {
  8047. target = zone->GetSpawnByID(spell_targets.at(i));
  8048. if (!target)
  8049. continue;
  8050. if (!target->IsPlayer())
  8051. continue;
  8052. client = ((Player*)target)->GetClient();
  8053. if (!client)
  8054. continue;
  8055. rez = client->GetCurrentRez();
  8056. if (rez->active)
  8057. continue;
  8058. client->GetResurrectMutex()->writelock(__FUNCTION__, __LINE__);
  8059. rez->active = true;
  8060. rez->caster = caster;
  8061. rez->expire_timer = new Timer;
  8062. int32 duration = spell->spell->GetSpellDuration();
  8063. rez->expire_timer->Start(duration * 100);
  8064. rez->hp_perc = hp_perc;
  8065. rez->mp_perc = power_perc;
  8066. rez->range = spell->spell->GetSpellData()->range;
  8067. rez->spell_name = spell->spell->GetName();
  8068. if (heal_name.length() > 0)
  8069. rez->heal_name = heal_name;
  8070. else
  8071. rez->heal_name = rez->spell_name;
  8072. rez->no_calcs = no_calcs;
  8073. rez->crit_mod = crit_mod;
  8074. rez->spell_visual = spell->spell->GetSpellData()->spell_visual;
  8075. if (send_window)
  8076. client->SendResurrectionWindow();
  8077. else {
  8078. target->GetZone()->ResurrectSpawn(target, client);
  8079. rez->should_delete = true;
  8080. }
  8081. client->GetResurrectMutex()->releasewritelock(__FUNCTION__, __LINE__);
  8082. }
  8083. }
  8084. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8085. }
  8086. else {
  8087. if(!target->IsPlayer())
  8088. return 0;
  8089. client = ((Player*)target)->GetClient();
  8090. if (!client)
  8091. return 0;
  8092. rez = client->GetCurrentRez();
  8093. if (rez->active)
  8094. return 0;
  8095. client->GetResurrectMutex()->writelock(__FUNCTION__, __LINE__);
  8096. rez->active = true;
  8097. rez->caster = caster;
  8098. rez->expire_timer = new Timer;
  8099. int32 duration = spell->spell->GetSpellDuration();
  8100. rez->expire_timer->Start(duration * 100);
  8101. rez->hp_perc = hp_perc;
  8102. rez->mp_perc = power_perc;
  8103. rez->range = spell->spell->GetSpellData()->range;
  8104. rez->spell_name = spell->spell->GetName();
  8105. if (heal_name.length() > 0)
  8106. rez->heal_name = heal_name;
  8107. else
  8108. rez->heal_name = rez->spell_name;
  8109. rez->no_calcs = no_calcs;
  8110. rez->crit_mod = crit_mod;
  8111. rez->spell_visual = spell->spell->GetSpellData()->spell_visual;
  8112. if (send_window)
  8113. client->SendResurrectionWindow();
  8114. else {
  8115. target->GetZone()->ResurrectSpawn(target, client);
  8116. rez->should_delete = true;
  8117. }
  8118. client->GetResurrectMutex()->releasewritelock(__FUNCTION__, __LINE__);
  8119. }
  8120. return 0;
  8121. }
  8122. int EQ2Emu_lua_SetVision(lua_State* state) {
  8123. if (!lua_interface)
  8124. return 0;
  8125. Spawn* spawn = lua_interface->GetSpawn(state);
  8126. int32 vision = lua_interface->GetInt32Value(state, 2);
  8127. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8128. lua_interface->ResetFunctionStack(state);
  8129. if (!spawn) {
  8130. lua_interface->LogError("%s: LUA SetVision command error: spawn is not valid", lua_interface->GetScriptName(state));
  8131. return 0;
  8132. }
  8133. if (!spawn->IsEntity()) {
  8134. lua_interface->LogError("%s: LUA SetVision command error: spawn is not an entity", lua_interface->GetScriptName(state));
  8135. return 0;
  8136. }
  8137. if (spell && spell->targets.size() > 0) {
  8138. ZoneServer* zone = spell->caster->GetZone();
  8139. for (int8 i = 0; i < spell->targets.size(); i++) {
  8140. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8141. if (target && target->IsEntity()) {
  8142. ((Entity*)target)->GetInfoStruct()->set_vision(vision);
  8143. if (target->IsPlayer())
  8144. ((Player*)target)->SetCharSheetChanged(true);
  8145. }
  8146. }
  8147. }
  8148. else {
  8149. ((Entity*)spawn)->GetInfoStruct()->set_vision(vision);
  8150. if (spawn->IsPlayer())
  8151. ((Player*)spawn)->SetCharSheetChanged(true);
  8152. }
  8153. return 0;
  8154. }
  8155. int EQ2Emu_lua_BlurVision(lua_State* state) {
  8156. if (!lua_interface)
  8157. return 0;
  8158. Spawn* spawn = lua_interface->GetSpawn(state);
  8159. float intensity = lua_interface->GetFloatValue(state, 2);
  8160. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8161. lua_interface->ResetFunctionStack(state);
  8162. if (!spawn) {
  8163. lua_interface->LogError("%s: LUA BlurVision command error: spawn is not valid", lua_interface->GetScriptName(state));
  8164. return 0;
  8165. }
  8166. if (!spawn->IsEntity()) {
  8167. lua_interface->LogError("%s: LUA BlurVision command error: spawn is not an entity", lua_interface->GetScriptName(state));
  8168. return 0;
  8169. }
  8170. if (spell && spell->targets.size() > 0) {
  8171. ZoneServer* zone = spell->caster->GetZone();
  8172. for (int8 i = 0; i < spell->targets.size(); i++) {
  8173. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8174. if (target && target->IsEntity()) {
  8175. ((Entity*)target)->GetInfoStruct()->set_drunk(intensity);
  8176. if (target->IsPlayer())
  8177. ((Player*)target)->SetCharSheetChanged(true);
  8178. }
  8179. }
  8180. }
  8181. else {
  8182. ((Entity*)spawn)->GetInfoStruct()->set_drunk(intensity);
  8183. if (spawn->IsPlayer())
  8184. ((Player*)spawn)->SetCharSheetChanged(true);
  8185. }
  8186. return 0;
  8187. }
  8188. int EQ2Emu_lua_BreatheUnderwater(lua_State* state) {
  8189. if (!lua_interface)
  8190. return 0;
  8191. Spawn* spawn = lua_interface->GetSpawn(state);
  8192. bool breatheUnderwater = lua_interface->GetBooleanValue(state, 2);
  8193. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8194. lua_interface->ResetFunctionStack(state);
  8195. if (!spawn) {
  8196. lua_interface->LogError("%s: LUA BreathUnderwater command error: spawn is not valid", lua_interface->GetScriptName(state));
  8197. return 0;
  8198. }
  8199. if (!spawn->IsEntity()) {
  8200. lua_interface->LogError("%s: LUA BreathUnderwater command error: spawn is not en entity", lua_interface->GetScriptName(state));
  8201. return 0;
  8202. }
  8203. if (spell && spell->targets.size() > 0) {
  8204. ZoneServer* zone = spell->caster->GetZone();
  8205. for (int8 i = 0; i < spell->targets.size(); i++) {
  8206. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8207. if (target && target->IsEntity()) {
  8208. ((Entity*)target)->GetInfoStruct()->set_breathe_underwater(breatheUnderwater);
  8209. if (target->IsPlayer())
  8210. ((Player*)target)->SetCharSheetChanged(true);
  8211. }
  8212. }
  8213. }
  8214. else {
  8215. ((Entity*)spawn)->GetInfoStruct()->set_breathe_underwater(breatheUnderwater);
  8216. if (spawn->IsPlayer())
  8217. ((Player*)spawn)->SetCharSheetChanged(true);
  8218. }
  8219. return 0;
  8220. }
  8221. int EQ2Emu_lua_GetItemSkillReq(lua_State* state) {
  8222. if (!lua_interface)
  8223. return 0;
  8224. Item* item = lua_interface->GetItem(state);
  8225. int8 type = lua_interface->GetInt32Value(state, 2);
  8226. lua_interface->ResetFunctionStack(state);
  8227. if (!item) {
  8228. lua_interface->LogError("%s: LUA GetItemSkillReq command error: item not valid", lua_interface->GetScriptName(state));
  8229. return 0;
  8230. }
  8231. if (type == 1)
  8232. lua_interface->SetInt32Value(state, item->generic_info.skill_req1);
  8233. else if (type == 2)
  8234. lua_interface->SetInt32Value(state, item->generic_info.skill_req2);
  8235. return 1;
  8236. }
  8237. int EQ2Emu_lua_SetSpeedMultiplier(lua_State* state) {
  8238. if (!lua_interface)
  8239. return 0;
  8240. Spawn* target = lua_interface->GetSpawn(state);
  8241. float val = lua_interface->GetFloatValue(state, 2);
  8242. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8243. lua_interface->ResetFunctionStack(state);
  8244. // Added from Gangrenous post
  8245. if (spell && spell->resisted)
  8246. return 0;
  8247. // if its a percentage of 100 its a slow, we want to go at a fraction of the speed
  8248. if (val > 1.0f)
  8249. val = 1.0f - (val / 100.0f);
  8250. if (spell && spell->spell && spell->targets.size() > 0) {
  8251. ZoneServer* zone = spell->caster->GetZone();
  8252. for (int32 i = 0; i != spell->targets.size(); i++) {
  8253. Spawn* spawn = zone->GetSpawnByID(spell->targets.at(i));
  8254. if (spawn && spawn->IsEntity()) {
  8255. ((Entity*)spawn)->SetSpeedMultiplier(val);
  8256. if (spawn->IsPlayer())
  8257. ((Player*)spawn)->SetCharSheetChanged(true);
  8258. }
  8259. }
  8260. }
  8261. else {
  8262. if (target && target->IsEntity()) {
  8263. ((Entity*)target)->SetSpeedMultiplier(val);
  8264. if (target->IsPlayer())
  8265. ((Player*)target)->SetCharSheetChanged(true);
  8266. }
  8267. }
  8268. return 0;
  8269. }
  8270. int EQ2Emu_lua_SetIllusion(lua_State* state) {
  8271. if (!lua_interface)
  8272. return 0;
  8273. Spawn* spawn = lua_interface->GetSpawn(state);
  8274. int16 model = lua_interface->GetInt16Value(state, 2);
  8275. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8276. lua_interface->ResetFunctionStack(state);
  8277. if (spell && spell->spell && spell->targets.size() > 0) {
  8278. ZoneServer* zone = spell->caster->GetZone();
  8279. for (int32 i = 0; i < spell->targets.size(); i++) {
  8280. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8281. if (target)
  8282. target->SetIllusionModel(model);
  8283. }
  8284. }
  8285. else {
  8286. if (!spawn) {
  8287. lua_interface->LogError("%s: LUA SetIllusion command error: spawn is not valid", lua_interface->GetScriptName(state));
  8288. return 0;
  8289. }
  8290. spawn->SetIllusionModel(model);
  8291. }
  8292. return 0;
  8293. }
  8294. int EQ2Emu_lua_ResetIllusion(lua_State* state) {
  8295. if (!lua_interface)
  8296. return 0;
  8297. Spawn* spawn = lua_interface->GetSpawn(state);
  8298. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8299. lua_interface->ResetFunctionStack(state);
  8300. if (spell && spell->spell && spell->targets.size() > 0) {
  8301. ZoneServer* zone = spell->caster->GetZone();
  8302. for (int32 i = 0; i < spell->targets.size(); i++) {
  8303. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8304. if (target)
  8305. target->SetIllusionModel(0);
  8306. }
  8307. }
  8308. else {
  8309. if (!spawn) {
  8310. lua_interface->LogError("%s: LUA ResetIllusion command error: spawn is not valid", lua_interface->GetScriptName(state));
  8311. return 0;
  8312. }
  8313. spawn->SetIllusionModel(0);
  8314. }
  8315. return 0;
  8316. }
  8317. int EQ2Emu_lua_AddThreatTransfer(lua_State* state) {
  8318. if (!lua_interface)
  8319. return 0;
  8320. Spawn* caster = lua_interface->GetSpawn(state);
  8321. Spawn* target = lua_interface->GetSpawn(state, 2);
  8322. float chance = lua_interface->GetFloatValue(state, 3);
  8323. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8324. lua_interface->ResetFunctionStack(state);
  8325. if (!caster) {
  8326. lua_interface->LogError("%s: LUA AddThreatTransfer command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  8327. return 0;
  8328. }
  8329. if (!caster->IsEntity()) {
  8330. lua_interface->LogError("%s: LUA AddThreatTransfer command error: caster is not an entity", lua_interface->GetScriptName(state));
  8331. return 0;
  8332. }
  8333. if (!target) {
  8334. lua_interface->LogError("%s: LUA AddThreatTransfer command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  8335. return 0;
  8336. }
  8337. if (!target->IsEntity()) {
  8338. lua_interface->LogError("%s: LUA AddThreatTransfer command error: target is not an entity", lua_interface->GetScriptName(state));
  8339. return 0;
  8340. }
  8341. if (chance <= 0) {
  8342. lua_interface->LogError("%s: LUA AddThreatTransfer command error: chance must be greater then 0%", lua_interface->GetScriptName(state));
  8343. return 0;
  8344. }
  8345. if (!spell) {
  8346. lua_interface->LogError("%s: LUA AddThreatTransfer command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  8347. return 0;
  8348. }
  8349. if(spell->resisted) {
  8350. return 0;
  8351. }
  8352. if (((Entity*)caster)->GetThreatTransfer()) {
  8353. return 0;
  8354. }
  8355. ThreatTransfer* transfer = new ThreatTransfer;
  8356. transfer->Target = target->GetID();
  8357. transfer->Amount = chance;
  8358. transfer->Spell = spell;
  8359. ((Entity*)caster)->SetThreatTransfer(transfer);
  8360. return 0;
  8361. }
  8362. int EQ2Emu_lua_RemoveThreatTransfer(lua_State* state) {
  8363. if (!lua_interface)
  8364. return 0;
  8365. Spawn* spawn = lua_interface->GetSpawn(state);
  8366. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8367. lua_interface->ResetFunctionStack(state);
  8368. if (!spawn) {
  8369. lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: spawn is not valid", lua_interface->GetScriptName(state));
  8370. return 0;
  8371. }
  8372. if (!spell) {
  8373. lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  8374. return 0;
  8375. }
  8376. if (((Entity*)spawn)->GetThreatTransfer() && ((Entity*)spawn)->GetThreatTransfer()->Spell == spell) {
  8377. ThreatTransfer* transfer = ((Entity*)spawn)->GetThreatTransfer();
  8378. if(transfer && transfer->Spell != spell) {
  8379. lua_interface->LogError("%s: LUA RemoveThreatTransfer called, but there was a different spell set for the threat transfer.", lua_interface->GetScriptName(state));
  8380. return 0;
  8381. }
  8382. ((Entity*)spawn)->SetThreatTransfer(nullptr);
  8383. }
  8384. return 0;
  8385. }
  8386. int EQ2Emu_lua_CureByType(lua_State* state) {
  8387. if (!lua_interface)
  8388. return 0;
  8389. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8390. int8 cure_count = lua_interface->GetInt8Value(state);
  8391. int8 cure_type = lua_interface->GetInt8Value(state, 2);
  8392. string cure_name = lua_interface->GetStringValue(state, 3);
  8393. int8 cure_level = lua_interface->GetInt8Value(state, 4);
  8394. Spawn* target = lua_interface->GetSpawn(state, 5);
  8395. Spawn* caster = lua_interface->GetSpawn(state, 6); // optional
  8396. lua_interface->ResetFunctionStack(state);
  8397. if(spell && spell->resisted) {
  8398. return 0;
  8399. }
  8400. if (target) {
  8401. if (!target->IsEntity()) {
  8402. lua_interface->LogError("%s: LUA CureByType command error: spawn override must be entity if used", lua_interface->GetScriptName(state));
  8403. return 0;
  8404. }
  8405. if (((Entity*)target)->GetDetTypeCount(cure_type) > 0) {
  8406. std::string alternate_name = "item";
  8407. if(spell)
  8408. alternate_name = std::string(spell->spell->GetName());
  8409. if(!caster && spell)
  8410. caster = (Spawn*)spell->caster;
  8411. ((Entity*)target)->CureDetrimentByType(cure_count, cure_type, cure_name.length() > 0 ? cure_name : alternate_name, (Entity*)caster, cure_level);
  8412. }
  8413. }
  8414. else {
  8415. ZoneServer* zone = spell->caster->GetZone();
  8416. vector<int32> targets = spell->targets;
  8417. vector<Entity*> targets_to_cure;
  8418. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8419. for (int8 i = 0; i < targets.size(); i++) {
  8420. target = zone->GetSpawnByID(targets.at(i));
  8421. if (!target || !target->IsEntity())
  8422. continue;
  8423. if (((Entity*)target)->GetDetTypeCount(cure_type) > 0) {
  8424. targets_to_cure.push_back((Entity*)target);
  8425. }
  8426. }
  8427. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8428. vector<Entity*>::iterator itr;
  8429. for(itr = targets_to_cure.begin(); itr != targets_to_cure.end(); itr++) {
  8430. ((Entity*)*itr)->CureDetrimentByType(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
  8431. }
  8432. }
  8433. return 0;
  8434. }
  8435. int EQ2Emu_lua_CureByControlEffect(lua_State* state) {
  8436. if (!lua_interface)
  8437. return 0;
  8438. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8439. if (!spell) {
  8440. lua_interface->LogError("%s: LUA CureByControlEffect command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  8441. lua_interface->ResetFunctionStack(state);
  8442. return 0;
  8443. }
  8444. if(spell->resisted) {
  8445. lua_interface->ResetFunctionStack(state);
  8446. return 0;
  8447. }
  8448. int8 cure_count = lua_interface->GetInt8Value(state);
  8449. int8 cure_type = lua_interface->GetInt8Value(state, 2);
  8450. string cure_name = lua_interface->GetStringValue(state, 3);
  8451. int8 cure_level = lua_interface->GetInt8Value(state, 4);
  8452. Spawn* target = lua_interface->GetSpawn(state, 5);
  8453. lua_interface->ResetFunctionStack(state);
  8454. if (target) {
  8455. if (!target->IsEntity()) {
  8456. lua_interface->LogError("%s: LUA CureByControlEffect command error: spawn override must be entity if used", lua_interface->GetScriptName(state));
  8457. return 0;
  8458. }
  8459. if (((Entity*)target)->GetDetCount() > 0)
  8460. ((Entity*)target)->CureDetrimentByControlEffect(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
  8461. }
  8462. else {
  8463. ZoneServer* zone = spell->caster->GetZone();
  8464. vector<int32> targets = spell->targets;
  8465. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8466. for (int8 i = 0; i < targets.size(); i++) {
  8467. target = zone->GetSpawnByID(targets.at(i));
  8468. if (!target || !target->IsEntity())
  8469. continue;
  8470. if (((Entity*)target)->GetDetCount() > 0)
  8471. ((Entity*)target)->CureDetrimentByControlEffect(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
  8472. }
  8473. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8474. }
  8475. return 0;
  8476. }
  8477. int EQ2Emu_lua_CancelSpell(lua_State* state) {
  8478. if (!lua_interface)
  8479. return 0;
  8480. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8481. lua_interface->ResetFunctionStack(state);
  8482. if (!spell) {
  8483. lua_interface->LogError("%s: LUA CancelSpell command error: can only be use in a spell script", lua_interface->GetScriptName(state));
  8484. return 0;
  8485. }
  8486. if (!spell->caster) {
  8487. lua_interface->LogError("%s: LUA CancelSpell command error: unable to get the caster of the spell", lua_interface->GetScriptName(state));
  8488. return 0;
  8489. }
  8490. if (!spell->caster->GetZone()) {
  8491. lua_interface->LogError("%s: LUA CancelSpell command error: unable to get the zone of the caster", lua_interface->GetScriptName(state));
  8492. return 0;
  8493. }
  8494. spell->caster->GetZone()->GetSpellProcess()->AddSpellCancel(spell);
  8495. return 0;
  8496. }
  8497. int EQ2Emu_lua_RemoveStealth(lua_State* state) {
  8498. if (!lua_interface)
  8499. return 0;
  8500. Spawn* spawn = lua_interface->GetSpawn(state);
  8501. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8502. lua_interface->ResetFunctionStack(state);
  8503. if (!spell) {
  8504. lua_interface->LogError("%s: LUA RemoveStealth command error: must be used from spell script", lua_interface->GetScriptName(state));
  8505. return 0;
  8506. }
  8507. if (spawn && spawn->IsEntity())
  8508. ((Entity*)spawn)->RemoveStealthSpell(spell);
  8509. else {
  8510. ZoneServer* zone = spell->caster->GetZone();
  8511. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8512. for (int32 i = 0; i < spell->targets.size(); i++) {
  8513. spawn = zone->GetSpawnByID(spell->targets.at(i));
  8514. if (!spawn || !spawn->IsEntity())
  8515. continue;
  8516. ((Entity*)spawn)->RemoveStealthSpell(spell);
  8517. }
  8518. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8519. }
  8520. return 0;
  8521. }
  8522. int EQ2Emu_lua_RemoveInvis(lua_State* state) {
  8523. if (!lua_interface)
  8524. return 0;
  8525. Spawn* spawn = lua_interface->GetSpawn(state);
  8526. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8527. lua_interface->ResetFunctionStack(state);
  8528. if (!spell) {
  8529. lua_interface->LogError("%s: LUA RemoveInvis command error: must be used from spell script", lua_interface->GetScriptName(state));
  8530. return 0;
  8531. }
  8532. if (spawn && spawn->IsEntity())
  8533. ((Entity*)spawn)->RemoveInvisSpell(spell);
  8534. else {
  8535. ZoneServer* zone = spell->caster->GetZone();
  8536. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8537. for (int32 i = 0; i < spell->targets.size(); i++) {
  8538. spawn = zone->GetSpawnByID(spell->targets.at(i));
  8539. if (!spawn || !spawn->IsEntity())
  8540. continue;
  8541. ((Entity*)spawn)->RemoveInvisSpell(spell);
  8542. }
  8543. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8544. }
  8545. return 0;
  8546. }
  8547. int EQ2Emu_lua_StartHeroicOpportunity(lua_State* state) {
  8548. if (!lua_interface)
  8549. return 0;
  8550. Spawn* caster = lua_interface->GetSpawn(state);
  8551. int8 class_id = lua_interface->GetInt8Value(state, 2);
  8552. lua_interface->ResetFunctionStack(state);
  8553. if (!caster) {
  8554. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: caster is not valid", lua_interface->GetScriptName(state));
  8555. return 0;
  8556. }
  8557. if (!caster->IsPlayer()) {
  8558. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: caster must be a player", lua_interface->GetScriptName(state));
  8559. return 0;
  8560. }
  8561. Spawn* target = caster->GetTarget();
  8562. if (!target) {
  8563. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: target is not valid", lua_interface->GetScriptName(state));
  8564. return 0;
  8565. }
  8566. Client* client = ((Player*)caster)->GetClient();
  8567. if (!client) {
  8568. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: unable to get a client for the given caster", lua_interface->GetScriptName(state));
  8569. return 0;
  8570. }
  8571. HeroicOP* ho = master_ho_list.GetHeroicOP(class_id);
  8572. if (ho) {
  8573. ho->SetTarget(target->GetID());
  8574. LogWrite(SPELL__ERROR, 0, "HO", "caster: %u", caster->GetID());
  8575. LogWrite(SPELL__ERROR, 0, "HO", "target: %u", target->GetID());
  8576. if (((Entity*)caster)->GetGroupMemberInfo()) {
  8577. if (caster->GetZone()->GetSpellProcess()->AddHO(client, ho)) {
  8578. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  8579. deque<GroupMemberInfo*>::iterator itr;
  8580. PlayerGroup* group = world.GetGroupManager()->GetGroup(((Entity*)caster)->GetGroupMemberInfo()->group_id);
  8581. if (group)
  8582. {
  8583. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  8584. deque<GroupMemberInfo*>* members = group->GetMembers();
  8585. for (itr = members->begin(); itr != members->end(); itr++) {
  8586. if ((*itr)->client)
  8587. ClientPacketFunctions::SendHeroicOPUpdate((*itr)->client, ho);
  8588. }
  8589. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  8590. }
  8591. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  8592. }
  8593. else
  8594. safe_delete(ho);
  8595. }
  8596. else {
  8597. if (caster->GetZone()->GetSpellProcess()->AddHO(client, ho)) {
  8598. ClientPacketFunctions::SendHeroicOPUpdate(client, ho);
  8599. }
  8600. else
  8601. safe_delete(ho);
  8602. }
  8603. }
  8604. return 0;
  8605. }
  8606. int EQ2Emu_lua_SetSpellTriggerCount(lua_State* state) {
  8607. if (!lua_interface)
  8608. return 0;
  8609. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8610. if (!spell) {
  8611. lua_interface->LogError("%s: LUA SetSpellTriggerCount command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
  8612. return 0;
  8613. }
  8614. int16 triggerCount = lua_interface->GetInt16Value(state);
  8615. bool cancel_after_triggers = (lua_interface->GetInt8Value(state, 2) == 1);
  8616. if (!triggerCount) {
  8617. lua_interface->LogError("%s: LUA SetSpellTriggerCount command error: used trigger value equals zero!", lua_interface->GetScriptName(state));
  8618. return 0;
  8619. }
  8620. spell->num_triggers = triggerCount;
  8621. spell->had_triggers = true;
  8622. spell->cancel_after_all_triggers = cancel_after_triggers;
  8623. return 0;
  8624. }
  8625. int EQ2Emu_lua_GetSpellTriggerCount(lua_State* state) {
  8626. if (!lua_interface)
  8627. return 0;
  8628. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8629. lua_interface->ResetFunctionStack(state);
  8630. if (!spell) {
  8631. lua_interface->LogError("%s: LUA GetSpellTriggerCount command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
  8632. return 0;
  8633. }
  8634. lua_interface->SetInt32Value(state, spell->num_triggers);
  8635. return 1;
  8636. }
  8637. int EQ2Emu_lua_RemoveTriggerFromSpell(lua_State* state) {
  8638. if (!lua_interface)
  8639. return 0;
  8640. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8641. if (!spell) {
  8642. lua_interface->LogError("%s: LUA RemoveTriggerFromSpell command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
  8643. lua_interface->ResetFunctionStack(state);
  8644. return 0;
  8645. }
  8646. if (!spell->caster || !spell->caster->GetZone()) {
  8647. lua_interface->LogError("%s: LUA RemoveTriggerFromSpell command error: caster / caster zone must be set!", lua_interface->GetScriptName(state));
  8648. lua_interface->ResetFunctionStack(state);
  8649. return 0;
  8650. }
  8651. int16 remove_count = lua_interface->GetInt16Value(state);
  8652. lua_interface->ResetFunctionStack(state);
  8653. if (!remove_count)
  8654. remove_count = 1;
  8655. if (remove_count >= spell->num_triggers) {
  8656. spell->num_triggers = 0;
  8657. if (spell->cancel_after_all_triggers)
  8658. spell->caster->GetZone()->GetSpellProcess()->AddSpellCancel(spell);
  8659. }
  8660. else {
  8661. spell->num_triggers -= remove_count;
  8662. Client* client = spell->caster->IsPlayer() ? ((Player*)spell->caster)->GetClient() : nullptr;
  8663. ClientPacketFunctions::SendMaintainedExamineUpdate(client, spell->slot_pos, spell->num_triggers, 0);
  8664. }
  8665. return 0;
  8666. }
  8667. int EQ2Emu_lua_CopySpawnAppearance(lua_State* state) {
  8668. if (!lua_interface)
  8669. return 0;
  8670. Spawn* spawn = lua_interface->GetSpawn(state);
  8671. Spawn* copy_spawn = lua_interface->GetSpawn(state, 2);
  8672. lua_interface->ResetFunctionStack(state);
  8673. if (!spawn) {
  8674. lua_interface->LogError("%s: LUA CopySpawnAppearance command error: the first spawn used was not valid!", lua_interface->GetScriptName(state));
  8675. return 0;
  8676. }
  8677. if (!copy_spawn) {
  8678. lua_interface->LogError("%s: LUA CopySpawnAppearance command error: the second spawn used was not valid!", lua_interface->GetScriptName(state));
  8679. return 0;
  8680. }
  8681. spawn->CopySpawnAppearance(copy_spawn);
  8682. return 0;
  8683. }
  8684. int EQ2Emu_lua_HasSpellImmunity(lua_State* state) {
  8685. Spawn* spawn = lua_interface->GetSpawn(state);
  8686. int8 type = lua_interface->GetInt8Value(state, 2);
  8687. lua_interface->ResetFunctionStack(state);
  8688. if (!spawn) {
  8689. lua_interface->LogError("%s: LUA HasSpellImmunity command error: spawn does not exist.", lua_interface->GetScriptName(state));
  8690. return 0;
  8691. }
  8692. else if (!spawn->IsEntity()) {
  8693. lua_interface->LogError("%s: LUA HasSpellImmunity command error: spawn %s is not an entity.", lua_interface->GetScriptName(state), spawn->GetName());
  8694. return 0;
  8695. }
  8696. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsImmune(type));
  8697. return 1;
  8698. }
  8699. int EQ2Emu_lua_AddImmunitySpell(lua_State* state) {
  8700. if (!lua_interface)
  8701. return 0;
  8702. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8703. int8 type = lua_interface->GetInt8Value(state);
  8704. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  8705. lua_interface->ResetFunctionStack(state);
  8706. if (!spell) {
  8707. lua_interface->LogError("%s: LUA AddImmunitySpell command error: This must be used in a spellscript", lua_interface->GetScriptName(state));
  8708. return 0;
  8709. }
  8710. if(spell->resisted) {
  8711. return 0;
  8712. }
  8713. if (spawn) {
  8714. if (!spawn->IsEntity()) {
  8715. lua_interface->LogError("%s: LUA AddImmunitySpell command error: The spawn provided is not an entity", lua_interface->GetScriptName(state));
  8716. return 0;
  8717. }
  8718. Entity* entity = ((Entity*)spawn);
  8719. entity->AddImmunity(spell, type);
  8720. }
  8721. else if(spell->caster && spell->caster->GetZone()) {
  8722. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8723. for (int8 i = 0; i < spell->targets.size(); i++) {
  8724. spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  8725. if (!spawn || !spawn->IsEntity())
  8726. continue;
  8727. Entity* entity = ((Entity*)spawn);
  8728. entity->AddImmunity(spell, type);
  8729. }
  8730. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8731. }
  8732. return 0;
  8733. }
  8734. int EQ2Emu_lua_RemoveImmunitySpell(lua_State* state) {
  8735. if (!lua_interface)
  8736. return 0;
  8737. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8738. int8 type = lua_interface->GetInt8Value(state);
  8739. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  8740. lua_interface->ResetFunctionStack(state);
  8741. if (!spell) {
  8742. lua_interface->LogError("%s: LUA RemoveImmunitySpell command error: This must be used in a spellscript", lua_interface->GetScriptName(state));
  8743. return 0;
  8744. }
  8745. if (spawn) {
  8746. if (!spawn->IsEntity()) {
  8747. lua_interface->LogError("%s: LUA RemoveImmunitySpell command error: The spawn provided is not an entity", lua_interface->GetScriptName(state));
  8748. return 0;
  8749. }
  8750. Entity* entity = ((Entity*)spawn);
  8751. entity->RemoveImmunity(spell, type);
  8752. }
  8753. else if(spell->caster && spell->caster->GetZone()) {
  8754. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8755. for (int8 i = 0; i < spell->targets.size(); i++) {
  8756. spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  8757. if (!spawn || !spawn->IsEntity())
  8758. continue;
  8759. Entity* entity = ((Entity*)spawn);
  8760. entity->RemoveImmunity(spell, type);
  8761. }
  8762. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8763. }
  8764. return 0;
  8765. }
  8766. int EQ2Emu_lua_SetSpellSnareValue(lua_State* state) {
  8767. if (!lua_interface)
  8768. return 0;
  8769. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8770. if (!spell) {
  8771. lua_interface->LogError("%s: LUA SetSpellSnareValue command error: This can only be used in a spell script!", lua_interface->GetScriptName(state));
  8772. lua_interface->ResetFunctionStack(state);
  8773. return 0;
  8774. }
  8775. if(spell->resisted) {
  8776. lua_interface->ResetFunctionStack(state);
  8777. return 0;
  8778. }
  8779. float snare = lua_interface->GetFloatValue(state);
  8780. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  8781. lua_interface->ResetFunctionStack(state);
  8782. // convert the val to the speed multipler value (100 - val)
  8783. float val = 100.0 - snare;
  8784. val /= 100.0;
  8785. if (spawn) {
  8786. if (!spawn->IsEntity()) {
  8787. lua_interface->LogError("%s: LUA SetSpellSnareValue command error: spawn must be an entity.", lua_interface->GetScriptName(state));
  8788. return 0;
  8789. }
  8790. ((Entity*)spawn)->SetSnareValue(spell, val);
  8791. }
  8792. else if(spell->caster && spell->caster->GetZone()) {
  8793. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8794. for (int8 i = 0; i < spell->targets.size(); i++) {
  8795. spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  8796. if (!spawn || !spawn->IsEntity())
  8797. continue;
  8798. ((Entity*)spawn)->SetSnareValue(spell, val);
  8799. }
  8800. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8801. }
  8802. return 0;
  8803. }
  8804. int EQ2Emu_lua_CheckRaceType(lua_State* state) {
  8805. if (!lua_interface)
  8806. return 0;
  8807. Spawn* spawn = lua_interface->GetSpawn(state);
  8808. int16 race_id = lua_interface->GetInt16Value(state, 2);
  8809. lua_interface->ResetFunctionStack(state);
  8810. if (!spawn) {
  8811. lua_interface->LogError("%s: LUA CheckRaceType command error: spawn is not valid", lua_interface->GetScriptName(state));
  8812. return 0;
  8813. }
  8814. if (race_id == 0) {
  8815. lua_interface->LogError("%s: LUA CheckRaceType command error: race id must be set", lua_interface->GetScriptName(state));
  8816. return 0;
  8817. }
  8818. lua_interface->SetBooleanValue(state, (race_id == race_types_list.GetRaceType(spawn->GetModelType()) || race_id == race_types_list.GetRaceBaseType(spawn->GetModelType())));
  8819. return 1;
  8820. }
  8821. int EQ2Emu_lua_GetRaceType(lua_State* state) {
  8822. if (!lua_interface)
  8823. return 0;
  8824. Spawn* spawn = lua_interface->GetSpawn(state);
  8825. lua_interface->ResetFunctionStack(state);
  8826. if (!spawn) {
  8827. lua_interface->LogError("%s: LUA GetRaceType command error: spawn is not valid", lua_interface->GetScriptName(state));
  8828. return 0;
  8829. }
  8830. lua_interface->SetInt32Value(state, race_types_list.GetRaceType(spawn->GetModelType()));
  8831. return 1;
  8832. }
  8833. int EQ2Emu_lua_GetRaceBaseType(lua_State* state) {
  8834. if (!lua_interface)
  8835. return 0;
  8836. Spawn* spawn = lua_interface->GetSpawn(state);
  8837. lua_interface->ResetFunctionStack(state);
  8838. if (!spawn) {
  8839. lua_interface->LogError("%s: LUA GetRaceBaseType command error: spawn is not valid", lua_interface->GetScriptName(state));
  8840. return 0;
  8841. }
  8842. lua_interface->SetInt32Value(state, race_types_list.GetRaceBaseType(spawn->GetModelType()));
  8843. return 1;
  8844. }
  8845. int EQ2Emu_lua_GetSpellName(lua_State* state) {
  8846. if (!lua_interface)
  8847. return 0;
  8848. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8849. lua_interface->ResetFunctionStack(state);
  8850. if (!spell) {
  8851. lua_interface->LogError("%s: LUA GetSpellName command error: this function must be used from a spell script!", lua_interface->GetScriptName(state));
  8852. return 0;
  8853. }
  8854. lua_interface->SetStringValue(state, spell->spell->GetName());
  8855. return 1;
  8856. }
  8857. int EQ2Emu_lua_GetQuestFlags(lua_State* state) {
  8858. if (!lua_interface)
  8859. return 0;
  8860. Quest* quest = lua_interface->GetQuest(state);
  8861. lua_interface->ResetFunctionStack(state);
  8862. if (!quest) {
  8863. lua_interface->LogError("%s: LUA GetQuestFlags command error: quest is not valid.", lua_interface->GetScriptName(state));
  8864. return 0;
  8865. }
  8866. lua_interface->SetInt32Value(state, quest->GetQuestFlags());
  8867. return 1;
  8868. }
  8869. int EQ2Emu_lua_SetQuestFlags(lua_State* state) {
  8870. if (!lua_interface)
  8871. return 0;
  8872. Quest* quest = lua_interface->GetQuest(state);
  8873. int32 flags = lua_interface->GetInt32Value(state, 2);
  8874. lua_interface->ResetFunctionStack(state);
  8875. if (!quest) {
  8876. lua_interface->LogError("%s: LUA SetQuestFlags command error: quest is not valid.", lua_interface->GetScriptName(state));
  8877. return 0;
  8878. }
  8879. quest->SetQuestFlags(flags);
  8880. return 0;
  8881. }
  8882. int EQ2Emu_lua_SetQuestTimer(lua_State* state) {
  8883. if (!lua_interface)
  8884. return 0;
  8885. Quest* quest = lua_interface->GetQuest(state);
  8886. Spawn* player = lua_interface->GetSpawn(state, 2);
  8887. int32 step = lua_interface->GetInt32Value(state, 3);
  8888. int32 duration = lua_interface->GetInt32Value(state, 4);
  8889. string action = lua_interface->GetStringValue(state, 5);
  8890. lua_interface->ResetFunctionStack(state);
  8891. if (!quest) {
  8892. lua_interface->LogError("%s: LUA SetQuestTimer command error: quest is not valid.", lua_interface->GetScriptName(state));
  8893. return 0;
  8894. }
  8895. if (!player) {
  8896. lua_interface->LogError("%s: LUA SetQuestTimer command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8897. return 0;
  8898. }
  8899. if (!player->IsPlayer()) {
  8900. lua_interface->LogError("%s: LUA SetQuestTimer command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8901. return 0;
  8902. }
  8903. if (step == 0) {
  8904. lua_interface->LogError("%s: LUA SetQuestTimer command error: step must be set.", lua_interface->GetScriptName(state));
  8905. return 0;
  8906. }
  8907. if (duration == 0) {
  8908. lua_interface->LogError("%s: LUA SetQuestTimer command error: duration must be set.", lua_interface->GetScriptName(state));
  8909. return 0;
  8910. }
  8911. if (action.length() == 0) {
  8912. lua_interface->LogError("%s: LUA SetQuestTimer command error: failed action must be set.", lua_interface->GetScriptName(state));
  8913. return 0;
  8914. }
  8915. Client* client = ((Player*)player)->GetClient();
  8916. if (!client) {
  8917. lua_interface->LogError("%s: LUA SetQuestTimer command error: failed to get a valid client pointer for the given player", lua_interface->GetScriptName(state));
  8918. return 0;
  8919. }
  8920. quest->SetTimerStep(step);
  8921. quest->AddFailedAction(step, action);
  8922. quest->SetStepTimer(duration);
  8923. client->AddQuestTimer(quest->GetQuestID());
  8924. return 0;
  8925. }
  8926. int EQ2Emu_lua_SetQuestTimerComplete(lua_State* state) {
  8927. if (!lua_interface)
  8928. return 0;
  8929. Quest* quest = lua_interface->GetQuest(state);
  8930. Spawn* player = lua_interface->GetSpawn(state, 2);
  8931. lua_interface->ResetFunctionStack(state);
  8932. if (!quest) {
  8933. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: quest is not valid.", lua_interface->GetScriptName(state));
  8934. return 0;
  8935. }
  8936. if (!player) {
  8937. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8938. return 0;
  8939. }
  8940. if (!player->IsPlayer()) {
  8941. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8942. return 0;
  8943. }
  8944. Client* client = ((Player*)player)->GetClient();
  8945. if (!client) {
  8946. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: failed to get a valid client pointer for the given player", lua_interface->GetScriptName(state));
  8947. return 0;
  8948. }
  8949. quest->SetTimerStep(0);
  8950. quest->SetStepTimer(0);
  8951. client->RemoveQuestTimer(quest->GetQuestID());
  8952. return 0;
  8953. }
  8954. int EQ2Emu_lua_RemoveQuestStep(lua_State* state) {
  8955. if (!lua_interface)
  8956. return 0;
  8957. Spawn* player = lua_interface->GetSpawn(state);
  8958. Quest* quest = lua_interface->GetQuest(state, 2);
  8959. int32 step = lua_interface->GetInt32Value(state, 3);
  8960. lua_interface->ResetFunctionStack(state);
  8961. if (!player) {
  8962. lua_interface->LogError("%s: LUA RemoveQuestStep command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8963. return 0;
  8964. }
  8965. if (!player->IsPlayer()) {
  8966. lua_interface->LogError("%s: LUA RemoveQuestStep command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8967. return 0;
  8968. }
  8969. if (!quest) {
  8970. lua_interface->LogError("%s: LUA RemoveQuestStep command error: quest is not valid.", lua_interface->GetScriptName(state));
  8971. return 0;
  8972. }
  8973. if (step == 0) {
  8974. lua_interface->LogError("%s: LUA RemoveQuestStep command error: step must be set.", lua_interface->GetScriptName(state));
  8975. return 0;
  8976. }
  8977. Client* client = ((Player*)player)->GetClient();
  8978. if (!client) {
  8979. lua_interface->LogError("%s: LUA RemoveQuestStep command error: unable to get a valid client pointer from the given player.", lua_interface->GetScriptName(state));
  8980. return 0;
  8981. }
  8982. if (quest->RemoveQuestStep(step, client)) {
  8983. client->QueuePacket(quest->QuestJournalReply(client->GetVersion(), client->GetNameCRC(), (Player*)player, 0, 0, 0, true));
  8984. client->GetCurrentZone()->SendQuestUpdates(client);
  8985. }
  8986. else
  8987. lua_interface->LogError("LUA RemoveQuestStep command error: unable to remove the step (%u) from the quest (%s).", step, quest->GetName());
  8988. return 0;
  8989. }
  8990. int EQ2Emu_lua_ResetQuestStep(lua_State* state) {
  8991. if (!lua_interface)
  8992. return 0;
  8993. Quest* quest = lua_interface->GetQuest(state, 1);
  8994. int32 step = lua_interface->GetInt32Value(state, 2);
  8995. string desc = lua_interface->GetStringValue(state, 3);
  8996. string task_group = lua_interface->GetStringValue(state, 4);
  8997. lua_interface->ResetFunctionStack(state);
  8998. if (!quest) {
  8999. lua_interface->LogError("%s: LUA ResetQuestStep command error: quest is not valid.", lua_interface->GetScriptName(state));
  9000. return 0;
  9001. }
  9002. if (step == 0) {
  9003. lua_interface->LogError("%s: LUA ResetQuestStep command error: step must be set.", lua_interface->GetScriptName(state));
  9004. return 0;
  9005. }
  9006. QuestStep* quest_step = quest->GetQuestStep(step);
  9007. if (!quest_step) {
  9008. lua_interface->LogError("%s: LUA ResetQuestStep command error: unable to get a valid quest step.", lua_interface->GetScriptName(state));
  9009. return 0;
  9010. }
  9011. quest_step->SetStepProgress(0);
  9012. quest_step->SetTaskGroup(task_group);
  9013. quest_step->SetDescription(desc);
  9014. return 0;
  9015. }
  9016. int EQ2Emu_lua_AddQuestStepFailureAction(lua_State* state) {
  9017. if (!lua_interface)
  9018. return 0;
  9019. Quest* quest = lua_interface->GetQuest(state);
  9020. int32 step = lua_interface->GetInt32Value(state, 2);
  9021. string action = lua_interface->GetStringValue(state, 3);
  9022. lua_interface->ResetFunctionStack(state);
  9023. if (!quest) {
  9024. lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: quest is not valid.", lua_interface->GetScriptName(state));
  9025. return 0;
  9026. }
  9027. if (step == 0) {
  9028. lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: step must be set.", lua_interface->GetScriptName(state));
  9029. return 0;
  9030. }
  9031. if (action.length() == 0) {
  9032. lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: action must be set.", lua_interface->GetScriptName(state));
  9033. return 0;
  9034. }
  9035. quest->AddFailedAction(step, action);
  9036. return 0;
  9037. }
  9038. int EQ2Emu_lua_SetStepFailed(lua_State* state) {
  9039. if (!lua_interface)
  9040. return 0;
  9041. Spawn* player = lua_interface->GetSpawn(state);
  9042. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  9043. int32 step = lua_interface->GetInt32Value(state, 3);
  9044. lua_interface->ResetFunctionStack(state);
  9045. if (!player) {
  9046. lua_interface->LogError("%s: LUA SetStepFailed command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  9047. return 0;
  9048. }
  9049. if (!player->IsPlayer()) {
  9050. lua_interface->LogError("%s: LUA SetStepFailed command error: player is not a valid player.", lua_interface->GetScriptName(state));
  9051. return 0;
  9052. }
  9053. if (quest_id == 0) {
  9054. lua_interface->LogError("%s: LUA SetStepFailed command error: quest_id must be set.", lua_interface->GetScriptName(state));
  9055. return 0;
  9056. }
  9057. if (step == 0) {
  9058. lua_interface->LogError("%s: LUA SetStepFailed command error: step must be set.", lua_interface->GetScriptName(state));
  9059. return 0;
  9060. }
  9061. Quest* quest = ((Player*)player)->GetQuest(quest_id);
  9062. if (!quest) {
  9063. lua_interface->LogError("LUA SetStepFailed command error: unable to get a valid quest from the given id (%u).", quest_id);
  9064. return 0;
  9065. }
  9066. quest->StepFailed(step);
  9067. return 0;
  9068. }
  9069. int EQ2Emu_lua_GetQuestCompleteCount(lua_State* state) {
  9070. if (!lua_interface)
  9071. return 0;
  9072. Spawn* player = lua_interface->GetSpawn(state);
  9073. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  9074. lua_interface->ResetFunctionStack(state);
  9075. if (!player) {
  9076. lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: player is not a valid spawn", lua_interface->GetScriptName(state));
  9077. return 0;
  9078. }
  9079. if (!player->IsPlayer()) {
  9080. lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: player is not a valid player", lua_interface->GetScriptName(state));
  9081. return 0;
  9082. }
  9083. if (quest_id == 0) {
  9084. lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: quest id is not valid", lua_interface->GetScriptName(state));
  9085. return 0;
  9086. }
  9087. lua_interface->SetInt32Value(state, ((Player*)player)->GetQuestCompletedCount(quest_id));
  9088. return 1;
  9089. }
  9090. int EQ2Emu_lua_SetServerVariable(lua_State* state) {
  9091. if (!lua_interface)
  9092. return 0;
  9093. string name = lua_interface->GetStringValue(state);
  9094. string value = lua_interface->GetStringValue(state, 2);
  9095. string comment = lua_interface->GetStringValue(state, 3);
  9096. lua_interface->ResetFunctionStack(state);
  9097. if (name.length() == 0) {
  9098. lua_interface->LogError("%s: LUA SetServerVariable command error: name is not valid", lua_interface->GetScriptName(state));
  9099. return 0;
  9100. }
  9101. if (value.length() == 0) {
  9102. lua_interface->LogError("%s: LUA SetServerVariable command error: value is not valid", lua_interface->GetScriptName(state));
  9103. return 0;
  9104. }
  9105. string varname = string("lua_").append(name);
  9106. Variable* var = variables.FindVariable(varname);
  9107. if (var)
  9108. var->SetValue(value.c_str());
  9109. else {
  9110. var = new Variable(varname.c_str(), value.c_str(), comment.c_str());
  9111. variables.AddVariable(var);
  9112. }
  9113. database.SaveVariable(var->GetName(), var->GetValue(), var->GetComment());
  9114. return 0;
  9115. }
  9116. int EQ2Emu_lua_GetServerVariable(lua_State* state) {
  9117. if (!lua_interface)
  9118. return 0;
  9119. string name = lua_interface->GetStringValue(state);
  9120. lua_interface->ResetFunctionStack(state);
  9121. if (name.length() == 0) {
  9122. lua_interface->LogError("%s: LUA GetServerVariable command error: name is not valid", lua_interface->GetScriptName(state));
  9123. return 0;
  9124. }
  9125. string varname = string("lua_").append(name);
  9126. Variable* var = variables.FindVariable(varname);
  9127. if (var)
  9128. lua_interface->SetStringValue(state, var->GetValue());
  9129. else
  9130. lua_interface->SetStringValue(state, "NULL");
  9131. return 1;
  9132. }
  9133. int EQ2Emu_lua_HasLanguage(lua_State* state) {
  9134. if (!lua_interface)
  9135. return 0;
  9136. Spawn* player = lua_interface->GetSpawn(state);
  9137. int32 language_id = lua_interface->GetInt32Value(state, 2);
  9138. lua_interface->ResetFunctionStack(state);
  9139. if (!player) {
  9140. lua_interface->LogError("%s: LUA HasLanguage command error: player is not valid", lua_interface->GetScriptName(state));
  9141. return 0;
  9142. }
  9143. if (!player->IsPlayer()) {
  9144. lua_interface->LogError("%s: LUA HasLanguage command error: player is not a valid player", lua_interface->GetScriptName(state));
  9145. return 0;
  9146. }
  9147. lua_interface->SetBooleanValue(state, ((Player*)player)->HasLanguage(language_id));
  9148. return 1;
  9149. }
  9150. int EQ2Emu_lua_AddLanguage(lua_State* state) {
  9151. if (!lua_interface)
  9152. return 0;
  9153. Spawn* player = lua_interface->GetSpawn(state);
  9154. int32 language_id = lua_interface->GetInt32Value(state, 2);
  9155. lua_interface->ResetFunctionStack(state);
  9156. if (!player) {
  9157. lua_interface->LogError("%s: LUA AddLanguage command error: player is not valid", lua_interface->GetScriptName(state));
  9158. return 0;
  9159. }
  9160. if (!player->IsPlayer()) {
  9161. lua_interface->LogError("%s: LUA AddLanguage command error: player is not a valid player", lua_interface->GetScriptName(state));
  9162. return 0;
  9163. }
  9164. Language* language = master_languages_list.GetLanguage(language_id);
  9165. if (language)
  9166. {
  9167. ((Player*)player)->AddLanguage(language->GetID(), language->GetName(), true);
  9168. ((Player*)player)->GetClient()->SendLanguagesUpdate(language->GetID(), 0);
  9169. }
  9170. return 0;
  9171. }
  9172. int EQ2Emu_lua_IsNight(lua_State* state) {
  9173. if (!lua_interface)
  9174. return 0;
  9175. ZoneServer* zone = lua_interface->GetZone(state);
  9176. lua_interface->ResetFunctionStack(state);
  9177. if (!zone) {
  9178. lua_interface->LogError("%s: LUA IsNight command error: zone is not valid", lua_interface->GetScriptName(state));
  9179. return 0;
  9180. }
  9181. lua_interface->SetBooleanValue(state, zone->IsDusk());
  9182. return 1;
  9183. }
  9184. int EQ2Emu_lua_AddMultiFloorLift(lua_State* state) {
  9185. if (!lua_interface)
  9186. return 0;
  9187. Spawn* spawn = lua_interface->GetSpawn(state);
  9188. lua_interface->ResetFunctionStack(state);
  9189. if (!spawn) {
  9190. lua_interface->LogError("%s: LUA AddMultiFloorLift command error: spawn is not valid", lua_interface->GetScriptName(state));
  9191. return 0;
  9192. }
  9193. if (!spawn->IsWidget()) {
  9194. lua_interface->LogError("%s: LUA AddMultiFloorLift command error: spawn is not a widget", lua_interface->GetScriptName(state));
  9195. return 0;
  9196. }
  9197. ((Widget*)spawn)->SetMultiFloorLift(true);
  9198. if (spawn->GetZone())
  9199. spawn->GetZone()->AddTransportSpawn(spawn);
  9200. return 0;
  9201. }
  9202. int EQ2Emu_lua_StartAutoMount(lua_State* state) {
  9203. if (!lua_interface)
  9204. return 0;
  9205. Spawn* player = lua_interface->GetSpawn(state);
  9206. int32 path = lua_interface->GetInt32Value(state, 2);
  9207. lua_interface->ResetFunctionStack(state);
  9208. if (!player) {
  9209. lua_interface->LogError("%s: LUA StartAutoMount command error: spawn is not valid", lua_interface->GetScriptName(state));
  9210. return 0;
  9211. }
  9212. if (!player->IsPlayer()) {
  9213. lua_interface->LogError("%s: LUA StartAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
  9214. return 0;
  9215. }
  9216. if (path == 0) {
  9217. lua_interface->LogError("%s: LUA StartAutoMount command error: path must be greater then zero", lua_interface->GetScriptName(state));
  9218. return 0;
  9219. }
  9220. Client* client = ((Player*)player)->GetClient();
  9221. if (!client) {
  9222. lua_interface->LogError("%s: LUA StartAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
  9223. return 0;
  9224. }
  9225. client->SendFlightAutoMount(path);
  9226. return 0;
  9227. }
  9228. int EQ2Emu_lua_EndAutoMount(lua_State* state) {
  9229. if (!lua_interface)
  9230. return 0;
  9231. Spawn* player = lua_interface->GetSpawn(state);
  9232. if (!player) {
  9233. lua_interface->LogError("%s: LUA EndAutoMount command error: spawn is not valid", lua_interface->GetScriptName(state));
  9234. return 0;
  9235. }
  9236. if (!player->IsPlayer()) {
  9237. lua_interface->LogError("%s: LUA EndAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
  9238. return 0;
  9239. }
  9240. Client* client = ((Player*)player)->GetClient();
  9241. if (!client) {
  9242. lua_interface->LogError("%s: LUA EndAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
  9243. return 0;
  9244. }
  9245. client->EndAutoMount();
  9246. return 0;
  9247. }
  9248. int EQ2Emu_lua_IsOnAutoMount(lua_State* state) {
  9249. if (!lua_interface)
  9250. return 0;
  9251. Spawn* player = lua_interface->GetSpawn(state);
  9252. lua_interface->ResetFunctionStack(state);
  9253. if (!player) {
  9254. lua_interface->LogError("%s: LUA IsOnAutoMount command error: spawn in not valid", lua_interface->GetScriptName(state));
  9255. return 0;
  9256. }
  9257. if (!player->IsPlayer()) {
  9258. lua_interface->LogError("%s: LUA IsOnAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
  9259. return 0;
  9260. }
  9261. Client* client = ((Player*)player)->GetClient();
  9262. if (!client) {
  9263. lua_interface->LogError("%s: LUA IsOnAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
  9264. return 0;
  9265. }
  9266. lua_interface->SetBooleanValue(state, client->GetOnAutoMount());
  9267. return 1;
  9268. }
  9269. int EQ2Emu_lua_SetPlayerHistory(lua_State* state) {
  9270. if (!lua_interface)
  9271. return 0;
  9272. Spawn* player = lua_interface->GetSpawn(state);
  9273. int32 event_id = lua_interface->GetInt32Value(state, 2);
  9274. int32 value = lua_interface->GetInt32Value(state, 3);
  9275. int32 value2 = lua_interface->GetInt32Value(state, 4);
  9276. lua_interface->ResetFunctionStack(state);
  9277. if (!player) {
  9278. lua_interface->LogError("%s: LUA SetPlayerHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
  9279. return 0;
  9280. }
  9281. if (!player->IsPlayer()) {
  9282. lua_interface->LogError("%s: LUA SetPlayerHistory command error: spawn is not a player", lua_interface->GetScriptName(state));
  9283. return 0;
  9284. }
  9285. ((Player*)player)->UpdateLUAHistory(event_id, value, value2);
  9286. return 0;
  9287. }
  9288. int EQ2Emu_lua_GetPlayerHistory(lua_State* state) {
  9289. if (!lua_interface)
  9290. return 0;
  9291. Spawn* player = lua_interface->GetSpawn(state);
  9292. int32 event_id = lua_interface->GetInt32Value(state, 2);
  9293. lua_interface->ResetFunctionStack(state);
  9294. if (!player) {
  9295. lua_interface->LogError("%s: LUA GetPlayerHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
  9296. return 0;
  9297. }
  9298. if (!player->IsPlayer()) {
  9299. lua_interface->LogError("%s: LUA GetPlayerHistory command error: spawn is not a player", lua_interface->GetScriptName(state));
  9300. return 0;
  9301. }
  9302. LUAHistory* hd = ((Player*)player)->GetLUAHistory(event_id);
  9303. if (!hd)
  9304. return 0;
  9305. lua_interface->SetInt32Value(state, hd->Value);
  9306. lua_interface->SetInt32Value(state, hd->Value2);
  9307. return 2;
  9308. }
  9309. int EQ2Emu_lua_SetGridID(lua_State* state) {
  9310. if (!lua_interface)
  9311. return 0;
  9312. Spawn* spawn = lua_interface->GetSpawn(state);
  9313. int32 grid = lua_interface->GetInt32Value(state, 2);
  9314. lua_interface->ResetFunctionStack(state);
  9315. if (!spawn) {
  9316. lua_interface->LogError("%s: LUA SetGridID command error: spawn is not valid", lua_interface->GetScriptName(state));
  9317. return 0;
  9318. }
  9319. if (grid == 0) {
  9320. lua_interface->LogError("%s: LUA SetGridID command error: grid is not valid", lua_interface->GetScriptName(state));
  9321. return 0;
  9322. }
  9323. spawn->SetLocation(grid);
  9324. return 0;
  9325. }
  9326. int EQ2Emu_lua_SetRequiredHistory(lua_State* state) {
  9327. if (!lua_interface)
  9328. return 0;
  9329. Spawn* spawn = lua_interface->GetSpawn(state);
  9330. int32 event_id = lua_interface->GetInt32Value(state, 2);
  9331. int32 value1 = lua_interface->GetInt32Value(state, 3);
  9332. int32 value2 = lua_interface->GetInt32Value(state, 4);
  9333. bool private_spawn = (lua_interface->GetInt8Value(state, 5) == 1);
  9334. int16 flag_override = lua_interface->GetInt16Value(state, 6);
  9335. lua_interface->ResetFunctionStack(state);
  9336. if (!spawn) {
  9337. lua_interface->LogError("%s: LUA SetRequiredHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
  9338. return 0;
  9339. }
  9340. //Add this quest to the list of required quests for this spawn
  9341. spawn->SetRequiredHistory(event_id, value1, value2);
  9342. //If private spawn value set
  9343. if (private_spawn) {
  9344. //Set the spawn to be private when not granted access via history
  9345. spawn->AddAllowAccessSpawn(spawn);
  9346. spawn->SetPrivateQuestSpawn(true);
  9347. }
  9348. //This value will override vis_flags in the vis packet
  9349. if (flag_override > 0)
  9350. spawn->SetQuestsRequiredOverride(flag_override);
  9351. return 0;
  9352. }
  9353. int EQ2Emu_lua_GetQuestStepProgress(lua_State* state) {
  9354. if (!lua_interface)
  9355. return 0;
  9356. Spawn* player = lua_interface->GetSpawn(state);
  9357. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  9358. int32 step_id = lua_interface->GetInt32Value(state, 3);
  9359. lua_interface->ResetFunctionStack(state);
  9360. if (!player) {
  9361. lua_interface->LogError("%s: LUA GetQuestStepProgress command error: spawn is not valid", lua_interface->GetScriptName(state));
  9362. return 0;
  9363. }
  9364. if (!player->IsPlayer()) {
  9365. lua_interface->LogError("%s: LUA GetQuestStepProgress command error: spawn is not a player", lua_interface->GetScriptName(state));
  9366. return 0;
  9367. }
  9368. lua_interface->SetInt32Value(state, ((Player*)player)->GetStepProgress(quest_id, step_id));
  9369. return 1;
  9370. }
  9371. int EQ2Emu_lua_SetPlayerLevel(lua_State* state) {
  9372. if (!lua_interface)
  9373. return 0;
  9374. Spawn* player = lua_interface->GetSpawn(state);
  9375. int8 level = lua_interface->GetInt8Value(state, 2);
  9376. lua_interface->ResetFunctionStack(state);
  9377. if (!player) {
  9378. lua_interface->LogError("%s: LUA SetPlayerLevel command error: spawn is not valid", lua_interface->GetScriptName(state));
  9379. return 0;
  9380. }
  9381. if (!player->IsPlayer()) {
  9382. lua_interface->LogError("%s: LUA SetPlayerLevel command error: spawn is not a player", lua_interface->GetScriptName(state));
  9383. return 0;
  9384. }
  9385. if (level == 0) {
  9386. lua_interface->LogError("%s: LUA SetPlayerLevel command error: new level can't be 0", lua_interface->GetScriptName(state));
  9387. return 0;
  9388. }
  9389. Client* client = ((Player*)player)->GetClient();
  9390. if (!client) {
  9391. lua_interface->LogError("%s: LUA SetPlayerLevel command error: unable to get a client from the given spawn", lua_interface->GetScriptName(state));
  9392. return 0;
  9393. }
  9394. client->ChangeLevel(client->GetPlayer()->GetLevel(), level);
  9395. return 0;
  9396. }
  9397. int EQ2Emu_lua_AddCoin(lua_State* state) {
  9398. if (!lua_interface)
  9399. return 0;
  9400. Spawn* player = lua_interface->GetSpawn(state);
  9401. int32 amount = lua_interface->GetInt32Value(state, 2);
  9402. lua_interface->ResetFunctionStack(state);
  9403. if (!player) {
  9404. lua_interface->LogError("%s: LUA AddCoin command error: spawn is not valid", lua_interface->GetScriptName(state));
  9405. return 0;
  9406. }
  9407. if (!player->IsPlayer()) {
  9408. lua_interface->LogError("%s: LUA AddCoin command error: spawn is not a player", lua_interface->GetScriptName(state));
  9409. return 0;
  9410. }
  9411. if (amount == 0) {
  9412. lua_interface->LogError("%s: LUA AddCoin command error: amount must be greater then 0", lua_interface->GetScriptName(state));
  9413. return 0;
  9414. }
  9415. ((Player*)player)->AddCoins(amount);
  9416. return 0;
  9417. }
  9418. int EQ2Emu_lua_RemoveCoin(lua_State* state) {
  9419. if (!lua_interface)
  9420. return 0;
  9421. Spawn* player = lua_interface->GetSpawn(state);
  9422. int32 amount = lua_interface->GetInt32Value(state, 2);
  9423. lua_interface->ResetFunctionStack(state);
  9424. if (!player) {
  9425. lua_interface->LogError("%s: LUA RemoveCoin command error: spawn is not valid", lua_interface->GetScriptName(state));
  9426. return 0;
  9427. }
  9428. if (!player->IsPlayer()) {
  9429. lua_interface->LogError("%s: LUA RemoveCoin command error: spawn is not a player", lua_interface->GetScriptName(state));
  9430. return 0;
  9431. }
  9432. if (amount == 0) {
  9433. lua_interface->LogError("%s: LUA RemoveCoin command error: amount must be greater then 0", lua_interface->GetScriptName(state));
  9434. return 0;
  9435. }
  9436. lua_interface->SetBooleanValue(state, ((Player*)player)->RemoveCoins(amount));
  9437. return 1;
  9438. }
  9439. int EQ2Emu_lua_GetPlayersInZone(lua_State* state) {
  9440. if (!lua_interface)
  9441. return 0;
  9442. ZoneServer* zone = lua_interface->GetZone(state);
  9443. lua_interface->ResetFunctionStack(state);
  9444. if (!zone) {
  9445. lua_interface->LogError("%s: LUA GetPlayersInZone command error: zone is not valid", lua_interface->GetScriptName(state));
  9446. return 0;
  9447. }
  9448. vector<Entity*> players = zone->GetPlayers();
  9449. if (players.size() == 0)
  9450. return 0;
  9451. lua_createtable(state, players.size(), 0);
  9452. int newTable = lua_gettop(state);
  9453. for (int32 i = 0; i < players.size(); i++) {
  9454. lua_interface->SetSpawnValue(state, players.at(i));
  9455. lua_rawseti(state, newTable, i + 1);
  9456. }
  9457. return 1;
  9458. }
  9459. int EQ2Emu_lua_SpawnGroupByID(lua_State* state) {
  9460. if (!lua_interface)
  9461. return 0;
  9462. ZoneServer* zone = lua_interface->GetZone(state, 1);
  9463. if (!zone) {
  9464. lua_interface->LogError("%s: LUA GetPlayersInZone command error: zone is not valid", lua_interface->GetScriptName(state));
  9465. return 0;
  9466. }
  9467. int32 group_id = lua_interface->GetInt32Value(state, 2);
  9468. lua_interface->ResetFunctionStack(state);
  9469. //Map of <placement_id, location_id>
  9470. map<int32, int32>* locs = zone->GetSpawnLocationsByGroup(group_id);
  9471. map<int32, int32>::iterator itr;
  9472. vector<Spawn*> group;
  9473. for (itr = locs->begin(); itr != locs->end(); itr++) {
  9474. SpawnLocation* location = zone->GetSpawnLocation(itr->second);
  9475. if (!location) {
  9476. lua_interface->LogError("LUA SpawnByLocationID command error: no location found for the given ID (%u)", itr->second);
  9477. return 0;
  9478. }
  9479. Spawn* spawn = 0;
  9480. if (location->entities[0]) {
  9481. if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  9482. spawn = zone->AddNPCSpawn(location, location->entities[0]);
  9483. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  9484. spawn = zone->AddGroundSpawn(location, location->entities[0]);
  9485. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  9486. spawn = zone->AddObjectSpawn(location, location->entities[0]);
  9487. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  9488. spawn = zone->AddWidgetSpawn(location, location->entities[0]);
  9489. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  9490. spawn = zone->AddSignSpawn(location, location->entities[0]);
  9491. if(spawn && spawn->IsOmittedByDBFlag())
  9492. {
  9493. 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);
  9494. safe_delete(spawn);
  9495. continue;
  9496. }
  9497. if (spawn) {
  9498. const char* script = 0;
  9499. for (int x = 0; x < 3; x++) {
  9500. switch (x) {
  9501. case 0:
  9502. script = world.GetSpawnEntryScript(location->entities[0]->spawn_entry_id);
  9503. break;
  9504. case 1:
  9505. script = world.GetSpawnLocationScript(location->entities[0]->spawn_location_id);
  9506. break;
  9507. case 2:
  9508. script = world.GetSpawnScript(location->entities[0]->spawn_id);
  9509. break;
  9510. }
  9511. if (script && lua_interface->GetSpawnScript(script) != 0) {
  9512. spawn->SetSpawnScript(string(script));
  9513. break;
  9514. }
  9515. }
  9516. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  9517. lua_interface->SetSpawnValue(state, spawn);
  9518. group.push_back(spawn);
  9519. }
  9520. else {
  9521. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn by group id to zone %s with location id %u.", zone->GetZoneName(), group_id);
  9522. safe_delete(spawn);
  9523. }
  9524. }
  9525. }
  9526. if (!group.empty()) {
  9527. lua_createtable(state, group.size(), 0);
  9528. int newTable = lua_gettop(state);
  9529. for (int32 i = 0; i < group.size(); i++) {
  9530. lua_interface->SetSpawnValue(state, group[i]);
  9531. lua_rawseti(state, newTable, i + 1);
  9532. }
  9533. }
  9534. else
  9535. lua_pushnil(state);
  9536. return 1;
  9537. }
  9538. int EQ2Emu_lua_SetSpawnAnimation(lua_State* state) {
  9539. if (!lua_interface)
  9540. return 0;
  9541. Spawn* spawn = lua_interface->GetSpawn(state, 1);
  9542. int32 anim_id = lua_interface->GetInt32Value(state, 2);
  9543. int16 leeway = lua_interface->GetInt16Value(state, 3);
  9544. lua_interface->ResetFunctionStack(state);
  9545. if (!spawn) {
  9546. lua_interface->LogError("%s: LUA SetSpawnAnimation command error: spawn is not valid", lua_interface->GetScriptName(state));
  9547. return 0;
  9548. }
  9549. if (anim_id == 0) {
  9550. lua_interface->LogError("%s: LUA SetSpawnAnimation command error: anim_id is not valid", lua_interface->GetScriptName(state));
  9551. return 0;
  9552. }
  9553. if (leeway == 0)
  9554. leeway = 5000;
  9555. spawn->SetSpawnAnim(anim_id);
  9556. spawn->SetSpawnAnimLeeway(leeway);
  9557. return 0;
  9558. }
  9559. int EQ2Emu_lua_GetClientVersion(lua_State* state) {
  9560. if (!lua_interface)
  9561. return 0;
  9562. Spawn* player = lua_interface->GetSpawn(state);
  9563. lua_interface->ResetFunctionStack(state);
  9564. if (!player || !player->IsPlayer()) {
  9565. return 0;
  9566. }
  9567. Client* client = ((Player*)player)->GetClient();
  9568. if (!client) {
  9569. return 0;
  9570. }
  9571. lua_interface->SetInt32Value(state, client->GetVersion());
  9572. return 1;
  9573. }
  9574. int EQ2Emu_lua_GetItemID(lua_State* state) {
  9575. if (!lua_interface)
  9576. return 0;
  9577. Item* item = lua_interface->GetItem(state);
  9578. lua_interface->ResetFunctionStack(state);
  9579. if (!item) {
  9580. lua_interface->LogError("%s: LUA GetItemID command error: item is not valid", lua_interface->GetScriptName(state));
  9581. return 0;
  9582. }
  9583. lua_interface->SetInt32Value(state, item->details.item_id);
  9584. return 1;
  9585. }
  9586. int EQ2Emu_lua_IsEntity(lua_State* state) {
  9587. if (!lua_interface)
  9588. return 0;
  9589. Spawn* spawn = lua_interface->GetSpawn(state);
  9590. lua_interface->ResetFunctionStack(state);
  9591. if (!spawn) {
  9592. lua_interface->LogError("%s: LUA IsEntity command error: spawn is not valid", lua_interface->GetScriptName(state));
  9593. return 0;
  9594. }
  9595. lua_interface->SetBooleanValue(state, spawn->IsEntity());
  9596. return 1;
  9597. }
  9598. int EQ2Emu_lua_GetOrigX(lua_State* state) {
  9599. if (!lua_interface)
  9600. return 0;
  9601. Spawn* spawn = lua_interface->GetSpawn(state);
  9602. lua_interface->ResetFunctionStack(state);
  9603. if (!spawn) {
  9604. lua_interface->LogError("%s: LUA GetOrigX command error: spawn is not valid", lua_interface->GetScriptName(state));
  9605. return 0;
  9606. }
  9607. lua_interface->SetFloatValue(state, spawn->GetSpawnOrigX());
  9608. return 1;
  9609. }
  9610. int EQ2Emu_lua_GetOrigY(lua_State* state) {
  9611. if (!lua_interface)
  9612. return 0;
  9613. Spawn* spawn = lua_interface->GetSpawn(state);
  9614. lua_interface->ResetFunctionStack(state);
  9615. if (!spawn) {
  9616. lua_interface->LogError("%s: LUA GetOrigY command error: spawn is not valid", lua_interface->GetScriptName(state));
  9617. return 0;
  9618. }
  9619. lua_interface->SetFloatValue(state, spawn->GetSpawnOrigY());
  9620. return 1;
  9621. }
  9622. int EQ2Emu_lua_GetOrigZ(lua_State* state) {
  9623. if (!lua_interface)
  9624. return 0;
  9625. Spawn* spawn = lua_interface->GetSpawn(state);
  9626. lua_interface->ResetFunctionStack(state);
  9627. if (!spawn) {
  9628. lua_interface->LogError("%s: LUA GetOrigZ command error: spawn is not valid", lua_interface->GetScriptName(state));
  9629. return 0;
  9630. }
  9631. lua_interface->SetFloatValue(state, spawn->GetSpawnOrigZ());
  9632. return 1;
  9633. }
  9634. int EQ2Emu_lua_GetPCTOfHP(lua_State* state) {
  9635. if (!lua_interface)
  9636. return 0;
  9637. Spawn* spawn = lua_interface->GetSpawn(state);
  9638. float pct = lua_interface->GetFloatValue(state, 2);
  9639. lua_interface->ResetFunctionStack(state);
  9640. if (!spawn) {
  9641. lua_interface->LogError("%s: LUA GetPCTOfHP command error: spawn is not valid", lua_interface->GetScriptName(state));
  9642. return 0;
  9643. }
  9644. if (pct == 0) {
  9645. lua_interface->LogError("%s: LUA GetPCTOfHP command error: pct is not valid", lua_interface->GetScriptName(state));
  9646. return 0;
  9647. }
  9648. int32 amount = std::round(spawn->GetTotalHP() * (pct / 100));
  9649. lua_interface->SetInt32Value(state, amount);
  9650. return 1;
  9651. }
  9652. int EQ2Emu_lua_GetPCTOfPower(lua_State* state) {
  9653. if (!lua_interface)
  9654. return 0;
  9655. Spawn* spawn = lua_interface->GetSpawn(state);
  9656. float pct = lua_interface->GetFloatValue(state, 2);
  9657. lua_interface->ResetFunctionStack(state);
  9658. if (!spawn) {
  9659. lua_interface->LogError("%s: LUA GetPCTOfPower command error: spawn is not valid", lua_interface->GetScriptName(state));
  9660. return 0;
  9661. }
  9662. if (pct == 0) {
  9663. lua_interface->LogError("%s: LUA GetPCTOfPower command error: pct is not valid", lua_interface->GetScriptName(state));
  9664. return 0;
  9665. }
  9666. int32 amount = std::round(spawn->GetTotalPower() * (pct / 100));
  9667. lua_interface->SetInt32Value(state, amount);
  9668. return 1;
  9669. }
  9670. int EQ2Emu_lua_GetBoundZoneID(lua_State* state) {
  9671. if (!lua_interface)
  9672. return 0;
  9673. Spawn* spawn = lua_interface->GetSpawn(state);
  9674. lua_interface->ResetFunctionStack(state);
  9675. if (!spawn) {
  9676. lua_interface->LogError("%s: LUA GetBoundZoneID command error: spawn is not valid", lua_interface->GetScriptName(state));
  9677. return 0;
  9678. }
  9679. if (!spawn->IsPlayer()) {
  9680. lua_interface->LogError("%s: LUA GetBoundZoneID command error: spawn is not a player", lua_interface->GetScriptName(state));
  9681. return 0;
  9682. }
  9683. lua_interface->SetInt32Value(state, ((Player*)spawn)->GetPlayerInfo()->GetBindZoneID());
  9684. return 1;
  9685. }
  9686. int EQ2Emu_lua_Evac(lua_State* state) {
  9687. if (!lua_interface)
  9688. return 0;
  9689. Spawn* target = lua_interface->GetSpawn(state);
  9690. if (target) {
  9691. float x = target->GetZone()->GetSafeX();
  9692. float y = target->GetZone()->GetSafeY();
  9693. float z = target->GetZone()->GetSafeZ();
  9694. float h = target->GetZone()->GetSafeHeading();
  9695. target->SetX(x);
  9696. target->SetY(y);
  9697. target->SetZ(z);
  9698. target->SetHeading(h);
  9699. target->SetSpawnOrigX(x);
  9700. target->SetSpawnOrigY(y);
  9701. target->SetSpawnOrigZ(z);
  9702. target->SetSpawnOrigHeading(h);
  9703. if (target->IsPlayer()) {
  9704. Client* client = ((Player*)target)->GetClient();
  9705. if (client) {
  9706. client->GetCurrentZone()->ClearHate(client->GetPlayer());
  9707. int numargs = lua_interface->GetNumberOfArgs(state);
  9708. if(numargs == 4) {
  9709. x = lua_interface->GetFloatValue(state,1);
  9710. y = lua_interface->GetFloatValue(state,2);
  9711. z = lua_interface->GetFloatValue(state,3);
  9712. h = lua_interface->GetFloatValue(state,4);
  9713. }
  9714. client->SetReloadingZone(true);
  9715. target->SetX(x);
  9716. target->SetY(y);
  9717. target->SetZ(z);
  9718. target->SetHeading(h);
  9719. target->SetSpawnOrigX(x);
  9720. target->SetSpawnOrigY(y);
  9721. target->SetSpawnOrigZ(z);
  9722. target->SetSpawnOrigHeading(h);
  9723. target->SetAppearancePosition(x,y,z);
  9724. client->SetZoningCoords(x,y,z,h);
  9725. PacketStruct* packet = configReader.getStruct("WS_TeleportWithinZone", client->GetVersion());
  9726. if (packet)
  9727. {
  9728. packet->setDataByName("x", x);
  9729. packet->setDataByName("y", y);
  9730. packet->setDataByName("z", z);
  9731. client->QueuePacket(packet->serialize());
  9732. safe_delete(packet);
  9733. }
  9734. client->GetCurrentZone()->RemoveSpawn(target, false, false, true, true);
  9735. client->GetPlayer()->SetSpawnSentState(target, SpawnState::SPAWN_STATE_SENT);
  9736. }
  9737. }
  9738. lua_interface->ResetFunctionStack(state);
  9739. }
  9740. else {
  9741. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  9742. if(!spell || !spell->caster || !spell->caster->GetZone()) {
  9743. lua_interface->ResetFunctionStack(state);
  9744. return 0;
  9745. }
  9746. ZoneServer* zone = spell->caster->GetZone();
  9747. float x = spell->caster->GetZone()->GetSafeX();
  9748. float y = spell->caster->GetZone()->GetSafeY();
  9749. float z = spell->caster->GetZone()->GetSafeZ();
  9750. float h = spell->caster->GetZone()->GetSafeHeading();
  9751. int numargs = lua_interface->GetNumberOfArgs(state);
  9752. if(numargs == 4) {
  9753. x = lua_interface->GetFloatValue(state,1);
  9754. y = lua_interface->GetFloatValue(state,2);
  9755. z = lua_interface->GetFloatValue(state,3);
  9756. h = lua_interface->GetFloatValue(state,4);
  9757. }
  9758. lua_interface->ResetFunctionStack(state);
  9759. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  9760. for (int32 i = 0; i < spell->targets.size(); i++) {
  9761. Spawn* target2 = zone->GetSpawnByID(spell->targets.at(i));
  9762. if (!target2)
  9763. continue;
  9764. if (target2->IsPlayer()) {
  9765. Client* client = ((Player*)target2)->GetClient();
  9766. if (client) {
  9767. client->GetCurrentZone()->ClearHate(client->GetPlayer());
  9768. client->SetReloadingZone(true);
  9769. target2->SetX(x);
  9770. target2->SetY(y);
  9771. target2->SetZ(z);
  9772. target2->SetHeading(h);
  9773. target2->SetSpawnOrigX(x);
  9774. target2->SetSpawnOrigY(y);
  9775. target2->SetSpawnOrigZ(z);
  9776. target2->SetSpawnOrigHeading(h);
  9777. target2->SetAppearancePosition(x,y,z);
  9778. client->SetZoningCoords(x,y,z,h);
  9779. PacketStruct* packet = configReader.getStruct("WS_TeleportWithinZone", client->GetVersion());
  9780. if (packet)
  9781. {
  9782. packet->setDataByName("x", x);
  9783. packet->setDataByName("y", y);
  9784. packet->setDataByName("z", z);
  9785. client->QueuePacket(packet->serialize());
  9786. safe_delete(packet);
  9787. }
  9788. client->GetCurrentZone()->RemoveSpawn(target2, false, false, true, true);
  9789. client->GetPlayer()->SetSpawnSentState(target2, SpawnState::SPAWN_STATE_SENT);
  9790. }
  9791. }
  9792. }
  9793. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  9794. }
  9795. return 0;
  9796. }
  9797. int EQ2Emu_lua_GetSpellTier(lua_State* state) {
  9798. if (!lua_interface)
  9799. return 0;
  9800. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  9801. lua_interface->ResetFunctionStack(state);
  9802. if (!luaspell) {
  9803. lua_interface->LogError("%s: LUA GetSpellTier command error: must be used in a spell script", lua_interface->GetScriptName(state));
  9804. return 0;
  9805. }
  9806. int8 tier = luaspell->spell->GetSpellTier();
  9807. lua_interface->SetInt32Value(state, tier);
  9808. return 1;
  9809. }
  9810. int EQ2Emu_lua_GetSpellID(lua_State* state) {
  9811. if (!lua_interface)
  9812. return 0;
  9813. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  9814. lua_interface->ResetFunctionStack(state);
  9815. if (!luaspell) {
  9816. lua_interface->LogError("%s: LUA GetSpellID command error: must be used in a spell script", lua_interface->GetScriptName(state));
  9817. return 0;
  9818. }
  9819. int32 spell_id = luaspell->spell->GetSpellID();
  9820. lua_interface->SetInt32Value(state, spell_id);
  9821. return 1;
  9822. }
  9823. int EQ2Emu_lua_StartTransmute(lua_State* state) {
  9824. if (!lua_interface)
  9825. return 0;
  9826. Spawn* spawn = lua_interface->GetSpawn(state, 1);
  9827. lua_interface->ResetFunctionStack(state);
  9828. if (!spawn) {
  9829. lua_interface->LogError("%s: Lua StartTransmute command error: no spawn", lua_interface->GetScriptName(state));
  9830. return 0;
  9831. }
  9832. if (!spawn->IsPlayer()) {
  9833. lua_interface->LogError("%s: Lua StartTransmute command error: spawn is not a player", lua_interface->GetScriptName(state));
  9834. return 0;
  9835. }
  9836. ZoneServer* zone = spawn->GetZone();
  9837. if (!zone) {
  9838. return 0;
  9839. }
  9840. Client* client = ((Player*)spawn)->GetClient();
  9841. if (!client) {
  9842. return 0;
  9843. }
  9844. Transmute::CreateItemRequest(client, static_cast<Player*>(spawn));
  9845. return 0;
  9846. }
  9847. int EQ2Emu_lua_CompleteTransmute(lua_State* state) {
  9848. if (!lua_interface)
  9849. return 0;
  9850. Spawn* spawn = lua_interface->GetSpawn(state, 1);
  9851. lua_interface->ResetFunctionStack(state);
  9852. if (!spawn) {
  9853. lua_interface->LogError("%s: Lua CompleteTransmute command error: no spawn", lua_interface->GetScriptName(state));
  9854. return 0;
  9855. }
  9856. if (!spawn->IsPlayer()) {
  9857. lua_interface->LogError("%s: Lua CompleteTransmute command error: spawn is not a player", lua_interface->GetScriptName(state));
  9858. return 0;
  9859. }
  9860. ZoneServer* zone = spawn->GetZone();
  9861. if (!zone) {
  9862. return 0;
  9863. }
  9864. Client* client = ((Player*)spawn)->GetClient();
  9865. if (!client) {
  9866. return 0;
  9867. }
  9868. Transmute::CompleteTransmutation(client, static_cast<Player*>(spawn));
  9869. return 0;
  9870. }
  9871. int EQ2Emu_lua_ProcHate(lua_State* state) {
  9872. if (!lua_interface)
  9873. return 0;
  9874. Spawn* caster = lua_interface->GetSpawn(state);
  9875. Spawn* target = lua_interface->GetSpawn(state, 2);
  9876. int32 threat_amt = lua_interface->GetInt32Value(state, 3);
  9877. string spell_name = lua_interface->GetStringValue(state, 4);
  9878. lua_interface->ResetFunctionStack(state);
  9879. if (!caster) {
  9880. lua_interface->LogError("%s: LUA ProcHate command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  9881. return 0;
  9882. }
  9883. if (!caster->IsEntity()) {
  9884. lua_interface->LogError("%s: LUA ProcHate command error: caster is not an entity", lua_interface->GetScriptName(state));
  9885. return 0;
  9886. }
  9887. if (!target) {
  9888. lua_interface->LogError("%s: LUA ProcHate command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  9889. return 0;
  9890. }
  9891. if (!target->IsEntity()) {
  9892. lua_interface->LogError("%s: LUA ProcHate command error: target is not an entity", lua_interface->GetScriptName(state));
  9893. return 0;
  9894. }
  9895. static_cast<Entity*>(target)->AddHate(static_cast<Entity*>(caster), threat_amt);
  9896. caster->GetZone()->SendThreatPacket(static_cast<Entity*>(caster), target, threat_amt, spell_name.c_str());
  9897. return 0;
  9898. }
  9899. int EQ2Emu_lua_GiveExp(lua_State* state) {
  9900. if (!lua_interface)
  9901. return 0;
  9902. Spawn* player = lua_interface->GetSpawn(state);
  9903. int32 amount = lua_interface->GetInt32Value(state, 2);
  9904. lua_interface->ResetFunctionStack(state);
  9905. if (player && player->IsPlayer() && amount > 0) {
  9906. ((Player*)player)->AddXP(amount);
  9907. }
  9908. return 0;
  9909. }
  9910. int EQ2Emu_lua_DisplayText(lua_State* state) {
  9911. if (!lua_interface)
  9912. return 0;
  9913. Spawn* player = lua_interface->GetSpawn(state);
  9914. int8 type = lua_interface->GetInt8Value(state, 2);
  9915. string text = lua_interface->GetStringValue(state, 3);
  9916. lua_interface->ResetFunctionStack(state);
  9917. Client* client = 0;
  9918. if (player && player->IsPlayer())
  9919. client = ((Player*)player)->GetClient();
  9920. if (!client || text.length() == 0) {
  9921. lua_interface->LogError("%s: LUA DisplayText required parameters not given", lua_interface->GetScriptName(state));
  9922. return 0;
  9923. }
  9924. client->SimpleMessage(type, text.c_str());
  9925. return 0;
  9926. }
  9927. int EQ2Emu_lua_ShowLootWindow(lua_State* state) {
  9928. if (!lua_interface)
  9929. return 0;
  9930. Spawn* player = lua_interface->GetSpawn(state);
  9931. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  9932. lua_interface->ResetFunctionStack(state);
  9933. Client* client = 0;
  9934. if (player && player->IsPlayer())
  9935. client = ((Player*)player)->GetClient();
  9936. if (!client || !spawn) {
  9937. lua_interface->LogError("%s: LUA ShowLootWindow required parameters not given", lua_interface->GetScriptName(state));
  9938. return 0;
  9939. }
  9940. vector<Item*>* items = ((Player*)player)->GetPendingLootItems(spawn->GetID());
  9941. if (!items) {
  9942. lua_interface->LogError("%s: LUA ShowLootWindow has no items", lua_interface->GetScriptName(state));
  9943. return 0;
  9944. }
  9945. client->Loot(spawn->GetLootCoins(), items, spawn);
  9946. return 0;
  9947. }
  9948. int EQ2Emu_lua_GetRandomSpawnByID(lua_State* state) {
  9949. if (!lua_interface)
  9950. return 0;
  9951. Spawn* spawnref = lua_interface->GetSpawn(state);
  9952. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  9953. lua_interface->ResetFunctionStack(state);
  9954. if (spawn_id > 0 && spawnref) {
  9955. vector<Spawn*> spawns = spawnref->GetZone()->GetSpawnsByID(spawn_id);
  9956. if (spawns.size() == 0) {
  9957. lua_interface->LogError("%s: LUA EQ2Emu_lua_GetRandomSpawnByID command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  9958. return 0;
  9959. }
  9960. Spawn* spawn = 0;
  9961. int16 index = MakeRandomInt(0, spawns.size());
  9962. if (index >= spawns.size() || index < 0)
  9963. index = 0;
  9964. spawn = spawns[index];
  9965. lua_interface->SetSpawnValue(state, spawn);
  9966. return 1;
  9967. }
  9968. else {
  9969. lua_interface->LogError("%s: LUA GetRandomSpawnByID required parameters not given", lua_interface->GetScriptName(state));
  9970. }
  9971. return 0;
  9972. }
  9973. int EQ2Emu_lua_AddPrimaryEntityCommandAllSpawns(lua_State* state) {
  9974. Spawn* player = lua_interface->GetSpawn(state);
  9975. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  9976. string name = lua_interface->GetStringValue(state, 3);
  9977. float distance = lua_interface->GetFloatValue(state, 4);
  9978. string command = lua_interface->GetStringValue(state, 5);
  9979. string error_text = lua_interface->GetStringValue(state, 6);
  9980. int16 cast_time = lua_interface->GetInt16Value(state, 7);
  9981. int32 spell_visual = lua_interface->GetInt32Value(state, 8);
  9982. lua_interface->ResetFunctionStack(state);
  9983. if (spawn_id && player && player->IsPlayer() && name.length() > 0) {
  9984. if (distance == 0)
  9985. distance = 10.0f;
  9986. if (command.length() == 0)
  9987. command = name;
  9988. vector<Spawn*> spawns = player->GetZone()->GetSpawnsByID(spawn_id);
  9989. if (spawns.size() == 0) {
  9990. lua_interface->LogError("%s: LUA AddPrimaryEntityCommandAllSpawns command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  9991. return 0;
  9992. }
  9993. Spawn* spawn = 0;
  9994. for (vector<Spawn*>::iterator itr = spawns.begin(); itr != spawns.end(); itr++) {
  9995. spawn = *itr;
  9996. if (spawn) {
  9997. spawn->AddPrimaryEntityCommand(name.c_str(), distance, command.c_str(), error_text.c_str(), cast_time, spell_visual);
  9998. player->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance);
  9999. }
  10000. }
  10001. }
  10002. return 0;
  10003. }
  10004. int EQ2Emu_lua_InstructionWindowGoal(lua_State* state) {
  10005. if (!lua_interface)
  10006. return 0;
  10007. Client* client = 0;
  10008. Spawn* player = lua_interface->GetSpawn(state);
  10009. int8 goal_num = lua_interface->GetInt8Value(state, 2);
  10010. lua_interface->ResetFunctionStack(state);
  10011. if (player && player->IsPlayer() && player->GetZone())
  10012. client = ((Player*)player)->GetClient();
  10013. else{
  10014. lua_interface->LogError("LUA InstructionWindowGoal command error: player is not valid");
  10015. return 0;
  10016. }
  10017. if (client) {
  10018. PacketStruct* packet = configReader.getStruct("WS_InstructionWindow", client->GetVersion());
  10019. if (packet) {
  10020. packet->setDataByName("goal_num", goal_num);
  10021. client->QueuePacket(packet->serialize());
  10022. safe_delete(packet);
  10023. }
  10024. }
  10025. return 0;
  10026. }
  10027. int EQ2Emu_lua_InstructionWindowClose(lua_State* state) {
  10028. if (!lua_interface)
  10029. return 0;
  10030. Client* client = 0;
  10031. Spawn* player = lua_interface->GetSpawn(state);
  10032. lua_interface->ResetFunctionStack(state);
  10033. if (player && player->IsPlayer() && player->GetZone())
  10034. client = ((Player*)player)->GetClient();
  10035. else {
  10036. lua_interface->LogError("LUA InstructionWindowClose command error: player is not valid");
  10037. return 0;
  10038. }
  10039. if (client) {
  10040. client->QueuePacket(new EQ2Packet(OP_EqInstructionWindowCloseCmd, 0, 0));
  10041. }
  10042. return 0;
  10043. }
  10044. int EQ2Emu_lua_InstructionWindow(lua_State* state) {
  10045. if (!lua_interface)
  10046. return 0;
  10047. Client* client = 0;
  10048. Spawn* player = lua_interface->GetSpawn(state);
  10049. float duration = lua_interface->GetFloatValue(state, 2);
  10050. string text = lua_interface->GetStringValue(state, 3);
  10051. string voice = lua_interface->GetStringValue(state, 4);
  10052. int32 voice_key1 = lua_interface->GetInt32Value(state, 5);
  10053. int32 voice_key2 = lua_interface->GetInt32Value(state, 6);
  10054. string signal = lua_interface->GetStringValue(state, 7);
  10055. string goal1 = lua_interface->GetStringValue(state, 8);
  10056. string task1 = lua_interface->GetStringValue(state, 9);
  10057. string goal2 = lua_interface->GetStringValue(state, 10);
  10058. string task2 = lua_interface->GetStringValue(state, 11);
  10059. string goal3 = lua_interface->GetStringValue(state, 12);
  10060. string task3 = lua_interface->GetStringValue(state, 13);
  10061. string goal4 = lua_interface->GetStringValue(state, 14);
  10062. string task4 = lua_interface->GetStringValue(state, 15);
  10063. lua_interface->ResetFunctionStack(state);
  10064. if (!player) {
  10065. lua_interface->LogError("LUA InstructionWindow command error: spawn is not valid");
  10066. return 0;
  10067. }
  10068. if (!player->IsPlayer()) {
  10069. lua_interface->LogError("LUA InstructionWindow command error: spawn is not a player");
  10070. return 0;
  10071. }
  10072. else
  10073. client = ((Player*)player)->GetClient();
  10074. if (!client) {
  10075. lua_interface->LogError("LUA InstructionWindow command error: could not find client");
  10076. return 0;
  10077. }
  10078. if (text.length() == 0) {
  10079. lua_interface->LogError("LUA InstructionWindow required parameters not given");
  10080. return 0;
  10081. }
  10082. if (duration >= 0 && duration < 2)
  10083. duration = 2;
  10084. PacketStruct* packet = configReader.getStruct("WS_InstructionWindow", client->GetVersion());
  10085. if (packet) {
  10086. packet->setDataByName("open_seconds_max", duration);
  10087. packet->setDataByName("text", text.c_str());
  10088. packet->setDataByName("voice", voice.c_str());
  10089. int8 num_goals = 1;
  10090. if (task2.length() > 0)
  10091. num_goals++;
  10092. if (task3.length() > 0)
  10093. num_goals++;
  10094. if (task4.length() > 0)
  10095. num_goals++;
  10096. packet->setArrayLengthByName("num_goals", num_goals);
  10097. for (int8 i = 0; i < num_goals; i++) {
  10098. packet->setSubArrayLengthByName("num_tasks", 1, i);
  10099. }
  10100. if (goal1.length() > 0)
  10101. packet->setArrayDataByName("goal_text", goal1.c_str());
  10102. if (goal2.length() > 0)
  10103. packet->setArrayDataByName("goal_text", goal2.c_str(), 1);
  10104. if (goal3.length() > 0)
  10105. packet->setArrayDataByName("goal_text", goal3.c_str(), 2);
  10106. if (goal4.length() > 0)
  10107. packet->setArrayDataByName("goal_text", goal4.c_str(), 3);
  10108. packet->setSubArrayDataByName("task_text", task1.c_str());
  10109. if (task2.length() > 0)
  10110. packet->setSubArrayDataByName("task_text", task2.c_str(), 1);
  10111. if (task3.length() > 0)
  10112. packet->setSubArrayDataByName("task_text", task3.c_str(), 2);
  10113. if (task4.length() > 0)
  10114. packet->setSubArrayDataByName("task_text", task4.c_str(), 3);
  10115. packet->setDataByName("complete_sound", "click");
  10116. packet->setDataByName("signal", signal.c_str());
  10117. packet->setDataByName("voice_key1", voice_key1);
  10118. packet->setDataByName("voice_key2", voice_key2);
  10119. client->QueuePacket(packet->serialize());
  10120. safe_delete(packet);
  10121. }
  10122. return 0;
  10123. }
  10124. int EQ2Emu_lua_ShowWindow(lua_State* state) {
  10125. if (!lua_interface)
  10126. return 0;
  10127. Client* client = 0;
  10128. Spawn* player = lua_interface->GetSpawn(state);
  10129. string window = lua_interface->GetStringValue(state, 2);
  10130. int8 show = lua_interface->GetInt8Value(state, 3);
  10131. lua_interface->ResetFunctionStack(state);
  10132. if (!player) {
  10133. lua_interface->LogError("LUA ShowWindow command error: spawn is not valid");
  10134. return 0;
  10135. }
  10136. if (!player->IsPlayer()) {
  10137. lua_interface->LogError("LUA ShowWindow command error: spawn is not a player");
  10138. return 0;
  10139. }
  10140. else
  10141. client = ((Player*)player)->GetClient();
  10142. if (!client) {
  10143. lua_interface->LogError("LUA ShowWindow command error: could not find client");
  10144. return 0;
  10145. }
  10146. if (window.length() == 0) {
  10147. lua_interface->LogError("LUA ShowWindow required parameters not given");
  10148. return 0;
  10149. }
  10150. PacketStruct* packet = configReader.getStruct("WS_ShowWindow", client->GetVersion());
  10151. if (packet) {
  10152. packet->setDataByName("window", window.c_str());
  10153. packet->setDataByName("show", show);
  10154. client->QueuePacket(packet->serialize());
  10155. safe_delete(packet);
  10156. }
  10157. return 0;
  10158. }
  10159. int EQ2Emu_lua_EnableGameEvent(lua_State* state) {
  10160. //See GameEvents.txt for options that can be used for this function
  10161. if (!lua_interface)
  10162. return 0;
  10163. Client* client = 0;
  10164. Spawn* player = lua_interface->GetSpawn(state);
  10165. string event_name = lua_interface->GetStringValue(state, 2);
  10166. int8 enabled = lua_interface->GetInt8Value(state, 3);
  10167. lua_interface->ResetFunctionStack(state);
  10168. if (!player || !player->IsPlayer()) {
  10169. lua_interface->LogError("LUA EnableGameEvent error: player is not valid");
  10170. return 0;
  10171. }
  10172. client = ((Player*)player)->GetClient();
  10173. if (!client) {
  10174. lua_interface->LogError("LUA EnableGameEvent error: could not find client");
  10175. return 0;
  10176. }
  10177. PacketStruct* packet = configReader.getStruct("WS_EnableGameEvent", client->GetVersion());
  10178. if (packet) {
  10179. packet->setDataByName("event_name", event_name.c_str());
  10180. packet->setDataByName("enabled", enabled);
  10181. client->QueuePacket(packet->serialize());
  10182. safe_delete(packet);
  10183. }
  10184. return 0;
  10185. }
  10186. int EQ2Emu_lua_GetTutorialStep(lua_State* state) {
  10187. if (!lua_interface)
  10188. return 0;
  10189. Spawn* player = lua_interface->GetSpawn(state);
  10190. lua_interface->ResetFunctionStack(state);
  10191. if (player && player->IsPlayer()) {
  10192. lua_interface->SetInt32Value(state, ((Player*)player)->GetTutorialStep());
  10193. return 1;
  10194. }
  10195. return 0;
  10196. }
  10197. int EQ2Emu_lua_SetTutorialStep(lua_State* state) {
  10198. if (!lua_interface)
  10199. return 0;
  10200. Spawn* player = lua_interface->GetSpawn(state);
  10201. int8 step = lua_interface->GetInt8Value(state, 2);
  10202. lua_interface->ResetFunctionStack(state);
  10203. if (player && player->IsPlayer() && step > 0) {
  10204. ((Player*)player)->SetTutorialStep(step);
  10205. }
  10206. return 0;
  10207. }
  10208. int EQ2Emu_lua_FlashWindow(lua_State* state) {
  10209. if (!lua_interface)
  10210. return 0;
  10211. Client* client = 0;
  10212. Spawn* player = lua_interface->GetSpawn(state);
  10213. string window = lua_interface->GetStringValue(state, 2);
  10214. float flash_seconds = lua_interface->GetFloatValue(state, 3);
  10215. lua_interface->ResetFunctionStack(state);
  10216. if (!player) {
  10217. lua_interface->LogError("LUA FlashWindow command error: spawn is not valid");
  10218. return 0;
  10219. }
  10220. if (!player->IsPlayer()) {
  10221. lua_interface->LogError("LUA FlashWindow command error: spawn is not a player");
  10222. return 0;
  10223. }
  10224. else
  10225. client = ((Player*)player)->GetClient();
  10226. if (!client) {
  10227. lua_interface->LogError("LUA FlashWindow command error: could not find client");
  10228. return 0;
  10229. }
  10230. if (window.length() == 0) {
  10231. lua_interface->LogError("LUA FlashWindow required parameters not given");
  10232. return 0;
  10233. }
  10234. PacketStruct* packet = configReader.getStruct("WS_FlashWindow", client->GetVersion());
  10235. if (packet) {
  10236. packet->setDataByName("window", window.c_str());
  10237. packet->setDataByName("flash_seconds", flash_seconds);
  10238. client->QueuePacket(packet->serialize());
  10239. safe_delete(packet);
  10240. }
  10241. return 0;
  10242. }
  10243. int EQ2Emu_lua_CheckLOS(lua_State* state) {
  10244. if (!lua_interface)
  10245. return 0;
  10246. Spawn* spawn = lua_interface->GetSpawn(state);
  10247. Spawn* target = lua_interface->GetSpawn(state, 2);
  10248. lua_interface->ResetFunctionStack(state);
  10249. if (spawn && target)
  10250. return spawn->CheckLoS(target);
  10251. return 0;
  10252. }
  10253. int EQ2Emu_lua_CheckLOSByCoordinates(lua_State* state) {
  10254. if (!lua_interface)
  10255. return 0;
  10256. Spawn* spawn = lua_interface->GetSpawn(state);
  10257. float x = lua_interface->GetFloatValue(state, 2);
  10258. float y = lua_interface->GetFloatValue(state, 3);
  10259. float z = lua_interface->GetFloatValue(state, 4);
  10260. lua_interface->ResetFunctionStack(state);
  10261. if (spawn)
  10262. return spawn->CheckLoS(glm::vec3(spawn->GetX(), spawn->GetZ(), spawn->GetY() + 1.0f), glm::vec3(x, z, y+1.0f));
  10263. return 0;
  10264. }
  10265. int EQ2Emu_lua_SetZoneExpansionFlag(lua_State* state) {
  10266. if (!lua_interface)
  10267. return 0;
  10268. ZoneServer* zone = lua_interface->GetZone(state);
  10269. int32 xpackFlag = lua_interface->GetInt32Value(state, 2);
  10270. lua_interface->ResetFunctionStack(state);
  10271. if (zone)
  10272. zone->SetExpansionFlag(xpackFlag);
  10273. return 0;
  10274. }
  10275. int EQ2Emu_lua_GetZoneExpansionFlag(lua_State* state) {
  10276. if (!lua_interface)
  10277. return 0;
  10278. ZoneServer* zone = lua_interface->GetZone(state);
  10279. lua_interface->ResetFunctionStack(state);
  10280. if (zone) {
  10281. lua_interface->SetInt32Value(state, zone->GetExpansionFlag());
  10282. return 1;
  10283. }
  10284. return 0;
  10285. }
  10286. int EQ2Emu_lua_SetZoneHolidayFlag(lua_State* state) {
  10287. if (!lua_interface)
  10288. return 0;
  10289. ZoneServer* zone = lua_interface->GetZone(state);
  10290. int32 holidayFlag = lua_interface->GetInt32Value(state, 2);
  10291. lua_interface->ResetFunctionStack(state);
  10292. if (zone)
  10293. zone->SetHolidayFlag(holidayFlag);
  10294. return 0;
  10295. }
  10296. int EQ2Emu_lua_GetZoneHolidayFlag(lua_State* state) {
  10297. if (!lua_interface)
  10298. return 0;
  10299. ZoneServer* zone = lua_interface->GetZone(state);
  10300. lua_interface->ResetFunctionStack(state);
  10301. if (zone) {
  10302. lua_interface->SetInt32Value(state, zone->GetHolidayFlag());
  10303. return 1;
  10304. }
  10305. return 0;
  10306. }
  10307. int EQ2Emu_lua_SetCanBind(lua_State* state) {
  10308. if (!lua_interface)
  10309. return 0;
  10310. Spawn* spawn = lua_interface->GetSpawn(state);
  10311. bool canbind = lua_interface->GetInt32Value(state, 2);
  10312. lua_interface->ResetFunctionStack(state);
  10313. if(!spawn) {
  10314. lua_interface->LogError("%s: LUA SetCanBind command error: spawn is not valid", lua_interface->GetScriptName(state));
  10315. return 0;
  10316. }
  10317. ZoneServer* zone = spawn->GetZone();
  10318. if (zone)
  10319. zone->SetCanBind(canbind);
  10320. return 0;
  10321. }
  10322. int EQ2Emu_lua_GetCanBind(lua_State* state) {
  10323. if (!lua_interface)
  10324. return 0;
  10325. Spawn* spawn = lua_interface->GetSpawn(state);
  10326. lua_interface->ResetFunctionStack(state);
  10327. if(!spawn) {
  10328. lua_interface->LogError("%s: LUA GetCanBind command error: spawn is not valid", lua_interface->GetScriptName(state));
  10329. return 0;
  10330. }
  10331. ZoneServer* zone = spawn->GetZone();
  10332. if (zone) {
  10333. lua_interface->SetInt32Value(state, zone->GetCanBind());
  10334. return 1;
  10335. }
  10336. return 0;
  10337. }
  10338. int EQ2Emu_lua_SetCanGate(lua_State* state) {
  10339. if (!lua_interface)
  10340. return 0;
  10341. Spawn* spawn = lua_interface->GetSpawn(state);
  10342. bool cangate = lua_interface->GetInt32Value(state, 2);
  10343. lua_interface->ResetFunctionStack(state);
  10344. if(!spawn) {
  10345. lua_interface->LogError("%s: LUA SetCanGate command error: spawn is not valid", lua_interface->GetScriptName(state));
  10346. return 0;
  10347. }
  10348. ZoneServer* zone = spawn->GetZone();
  10349. if (zone)
  10350. zone->SetCanGate(cangate);
  10351. return 0;
  10352. }
  10353. int EQ2Emu_lua_GetCanGate(lua_State* state) {
  10354. if (!lua_interface)
  10355. return 0;
  10356. Spawn* spawn = lua_interface->GetSpawn(state);
  10357. lua_interface->ResetFunctionStack(state);
  10358. if(!spawn) {
  10359. lua_interface->LogError("%s: LUA GetCanGate command error: spawn is not valid", lua_interface->GetScriptName(state));
  10360. return 0;
  10361. }
  10362. ZoneServer* zone = spawn->GetZone();
  10363. if (zone) {
  10364. lua_interface->SetInt32Value(state, zone->GetCanGate());
  10365. return 1;
  10366. }
  10367. return 0;
  10368. }
  10369. int EQ2Emu_lua_SetCanEvac(lua_State* state) {
  10370. if (!lua_interface)
  10371. return 0;
  10372. Spawn* spawn = lua_interface->GetSpawn(state);
  10373. bool canevac = lua_interface->GetInt32Value(state, 2);
  10374. lua_interface->ResetFunctionStack(state);
  10375. if(!spawn) {
  10376. lua_interface->LogError("%s: LUA SetCanEvac command error: spawn is not valid", lua_interface->GetScriptName(state));
  10377. return 0;
  10378. }
  10379. ZoneServer* zone = spawn->GetZone();
  10380. if (zone)
  10381. zone->SetCanEvac(canevac);
  10382. return 0;
  10383. }
  10384. int EQ2Emu_lua_GetCanEvac(lua_State* state) {
  10385. if (!lua_interface)
  10386. return 0;
  10387. Spawn* spawn = lua_interface->GetSpawn(state);
  10388. lua_interface->ResetFunctionStack(state);
  10389. if(!spawn) {
  10390. lua_interface->LogError("%s: LUA GetCanEvac command error: spawn is not valid", lua_interface->GetScriptName(state));
  10391. return 0;
  10392. }
  10393. ZoneServer* zone = spawn->GetZone();
  10394. if (zone) {
  10395. lua_interface->SetInt32Value(state, zone->GetCanEvac());
  10396. return 1;
  10397. }
  10398. return 0;
  10399. }
  10400. int EQ2Emu_lua_AddSpawnProximity(lua_State* state) {
  10401. if (!lua_interface)
  10402. return 0;
  10403. Spawn* spawn = lua_interface->GetSpawn(state);
  10404. int32 spawn_value = lua_interface->GetInt32Value(state, 2);
  10405. int8 spawn_type = lua_interface->GetInt8Value(state, 3);
  10406. float distance = lua_interface->GetFloatValue(state, 4);
  10407. string in_range_function = lua_interface->GetStringValue(state, 5);
  10408. string leaving_range_function = lua_interface->GetStringValue(state, 6);
  10409. lua_interface->ResetFunctionStack(state);
  10410. if (spawn && distance > 0 && in_range_function.length() > 0)
  10411. spawn->AddLUASpawnProximity(spawn_value, (Spawn::SpawnProximityType)spawn_type, distance, in_range_function, leaving_range_function);
  10412. return 0;
  10413. }
  10414. int EQ2Emu_lua_CanSeeInvis(lua_State* state) {
  10415. if (!lua_interface)
  10416. return 0;
  10417. Spawn* spawn = lua_interface->GetSpawn(state);
  10418. Spawn* target = lua_interface->GetSpawn(state, 2);
  10419. lua_interface->ResetFunctionStack(state);
  10420. if (spawn && target)
  10421. {
  10422. if (spawn->IsPlayer() && target->IsEntity())
  10423. {
  10424. lua_interface->SetBooleanValue(state, ((Player*)spawn)->CanSeeInvis((Entity*)target));
  10425. return 1;
  10426. }
  10427. else if (spawn->IsEntity() && target->IsEntity())
  10428. {
  10429. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->CanSeeInvis((Entity*)target));
  10430. return 1;
  10431. }
  10432. }
  10433. return 0;
  10434. }
  10435. int EQ2Emu_lua_SetSeeInvis(lua_State* state) {
  10436. if (!lua_interface)
  10437. return 0;
  10438. Spawn* spawn = lua_interface->GetSpawn(state);
  10439. bool val = (lua_interface->GetInt8Value(state, 2) == 1);
  10440. lua_interface->ResetFunctionStack(state);
  10441. if (spawn && spawn->IsEntity())
  10442. {
  10443. ((Entity*)spawn)->SetSeeInvisSpell(val);
  10444. if (spawn->IsPlayer())
  10445. {
  10446. Client* client = ((Player*)spawn)->GetClient();
  10447. if (client)
  10448. ((Player*)spawn)->GetZone()->SendAllSpawnsForSeeInvisChange(client);
  10449. }
  10450. }
  10451. return 0;
  10452. }
  10453. int EQ2Emu_lua_SetSeeHide(lua_State* state) {
  10454. if (!lua_interface)
  10455. return 0;
  10456. Spawn* spawn = lua_interface->GetSpawn(state);
  10457. bool val = (lua_interface->GetInt8Value(state, 2) == 1);
  10458. lua_interface->ResetFunctionStack(state);
  10459. if (spawn && spawn->IsEntity())
  10460. {
  10461. ((Entity*)spawn)->SetSeeHideSpell(val);
  10462. if (spawn->IsPlayer())
  10463. {
  10464. Client* client = ((Player*)spawn)->GetClient();
  10465. if (client)
  10466. ((Player*)spawn)->GetZone()->SendAllSpawnsForVisChange(client);
  10467. }
  10468. }
  10469. return 0;
  10470. }
  10471. int EQ2Emu_lua_SetAccessToEntityCommand(lua_State* state)
  10472. {
  10473. if (!lua_interface)
  10474. return 0;
  10475. Spawn* player = lua_interface->GetSpawn(state);
  10476. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  10477. string command = lua_interface->GetStringValue(state, 3);
  10478. bool val = (lua_interface->GetInt8Value(state, 4) == 1);
  10479. lua_interface->ResetFunctionStack(state);
  10480. if (spawn && player && player->IsPlayer())
  10481. {
  10482. EntityCommand* cmd = spawn->FindEntityCommand(string(command), true);
  10483. bool res = false;
  10484. if (cmd)
  10485. res = spawn->SetPermissionToEntityCommand(cmd, (Player*)player, val);
  10486. lua_interface->SetBooleanValue(state, res);
  10487. return 1;
  10488. }
  10489. return 0;
  10490. }
  10491. int EQ2Emu_lua_SetAccessToEntityCommandByCharID(lua_State* state)
  10492. {
  10493. if (!lua_interface)
  10494. return 0;
  10495. Spawn* spawn = lua_interface->GetSpawn(state);
  10496. int32 charID = lua_interface->GetInt32Value(state, 2);
  10497. string command = lua_interface->GetStringValue(state, 3);
  10498. bool val = (lua_interface->GetInt8Value(state, 4) == 1);
  10499. lua_interface->ResetFunctionStack(state);
  10500. if (spawn && charID)
  10501. {
  10502. EntityCommand* cmd = spawn->FindEntityCommand(string(command), true);
  10503. bool res = false;
  10504. if (cmd)
  10505. res = spawn->SetPermissionToEntityCommandByCharID(cmd, charID, val);
  10506. lua_interface->SetBooleanValue(state, res);
  10507. return 1;
  10508. }
  10509. return 0;
  10510. }
  10511. int EQ2Emu_lua_RemovePrimaryEntityCommand(lua_State* state)
  10512. {
  10513. if (!lua_interface)
  10514. return 0;
  10515. Spawn* spawn = lua_interface->GetSpawn(state);
  10516. string command = lua_interface->GetStringValue(state, 2);
  10517. lua_interface->ResetFunctionStack(state);
  10518. if (spawn && command.length() > 0)
  10519. spawn->RemovePrimaryEntityCommand(command.c_str());
  10520. return 0;
  10521. }
  10522. int EQ2Emu_lua_SendUpdateDefaultCommand(lua_State* state) {
  10523. if (!lua_interface)
  10524. return 0;
  10525. Spawn* spawn = lua_interface->GetSpawn(state);
  10526. float distance = lua_interface->GetFloatValue(state, 2);
  10527. string command = lua_interface->GetStringValue(state, 3);
  10528. Spawn* player = lua_interface->GetSpawn(state, 4);
  10529. lua_interface->ResetFunctionStack(state);
  10530. if (spawn) {
  10531. spawn->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance, player);
  10532. }
  10533. return 0;
  10534. }
  10535. int EQ2Emu_lua_SendTransporters(lua_State* state) {
  10536. if (!lua_interface)
  10537. return 0;
  10538. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  10539. Spawn* spawn = lua_interface->GetSpawn(state);
  10540. Spawn* player = lua_interface->GetSpawn(state, 2);
  10541. int32 transport_id = lua_interface->GetInt32Value(state, 3);
  10542. lua_interface->ResetFunctionStack(state);
  10543. if (spawn && player && transport_id && player->IsPlayer()) {
  10544. Client* client = 0;
  10545. if (player && player->IsPlayer())
  10546. client = ((Player*)player)->GetClient();
  10547. if (!client)
  10548. return 0;
  10549. vector<TransportDestination*> destinations;
  10550. player->GetZone()->GetTransporters(&destinations, client, transport_id);
  10551. if (destinations.size())
  10552. {
  10553. client->SetTemporaryTransportID(transport_id);
  10554. client->ProcessTeleport(spawn, &destinations, transport_id, (spell != nullptr) ? true : false);
  10555. }
  10556. else
  10557. client->Message(CHANNEL_COLOR_RED, "There are no transporters available (ID: %u)", transport_id);
  10558. }
  10559. return 0;
  10560. }
  10561. int EQ2Emu_lua_SetTemporaryTransportID(lua_State* state) {
  10562. if (!lua_interface)
  10563. return 0;
  10564. Spawn* player = lua_interface->GetSpawn(state);
  10565. int32 transport_id = lua_interface->GetInt32Value(state, 2);
  10566. lua_interface->ResetFunctionStack(state);
  10567. if (player && player->IsPlayer()) {
  10568. Client* client = 0;
  10569. if (player && player->IsPlayer())
  10570. client = ((Player*)player)->GetClient();
  10571. if (!client)
  10572. return 0;
  10573. client->SetTemporaryTransportID(transport_id);
  10574. }
  10575. return 0;
  10576. }
  10577. int EQ2Emu_lua_GetTemporaryTransportID(lua_State* state) {
  10578. if (!lua_interface)
  10579. return 0;
  10580. Spawn* player = lua_interface->GetSpawn(state);
  10581. lua_interface->ResetFunctionStack(state);
  10582. if (player && player->IsPlayer()) {
  10583. Client* client = 0;
  10584. if (player && player->IsPlayer())
  10585. client = ((Player*)player)->GetClient();
  10586. if (!client)
  10587. return 0;
  10588. lua_interface->SetInt32Value(state, client->GetTemporaryTransportID());
  10589. return 1;
  10590. }
  10591. return 0;
  10592. }
  10593. int EQ2Emu_lua_SetAlignment(lua_State* state) {
  10594. if (!lua_interface)
  10595. return 0;
  10596. Spawn* spawn = lua_interface->GetSpawn(state);
  10597. sint32 alignment = lua_interface->GetSInt32Value(state, 2);
  10598. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  10599. if (!spawn) {
  10600. lua_interface->LogError("%s: LUA SetAlignment command error: spawn is not valid", lua_interface->GetScriptName(state));
  10601. return 0;
  10602. }
  10603. if (!spawn->IsEntity()) {
  10604. lua_interface->LogError("%s: LUA SetAlignment command error: spawn is not an entity", lua_interface->GetScriptName(state));
  10605. return 0;
  10606. }
  10607. if (alignment < SCHAR_MIN || alignment > SCHAR_MAX)
  10608. {
  10609. 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);
  10610. return 0;
  10611. }
  10612. lua_interface->ResetFunctionStack(state);
  10613. if (spell && spell->targets.size() > 0) {
  10614. ZoneServer* zone = spell->caster->GetZone();
  10615. for (int8 i = 0; i < spell->targets.size(); i++) {
  10616. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  10617. if (target && target->IsEntity()) {
  10618. ((Entity*)target)->GetInfoStruct()->set_alignment((sint8)alignment);
  10619. if (target->IsPlayer())
  10620. ((Player*)target)->SetCharSheetChanged(true);
  10621. }
  10622. }
  10623. }
  10624. else {
  10625. ((Entity*)spawn)->GetInfoStruct()->set_alignment((sint8)alignment);
  10626. if (spawn->IsPlayer())
  10627. ((Player*)spawn)->SetCharSheetChanged(true);
  10628. }
  10629. return 0;
  10630. }
  10631. int EQ2Emu_lua_GetAlignment(lua_State* state) {
  10632. if (!lua_interface)
  10633. return 0;
  10634. Spawn* spawn = lua_interface->GetSpawn(state);
  10635. lua_interface->ResetFunctionStack(state);
  10636. if (!spawn) {
  10637. lua_interface->LogError("%s: LUA GetAlignment command error: spawn is not valid", lua_interface->GetScriptName(state));
  10638. return 0;
  10639. }
  10640. if (!spawn->IsEntity()) {
  10641. lua_interface->LogError("%s: LUA GetAlignment command error: spawn is not an entity", lua_interface->GetScriptName(state));
  10642. return 0;
  10643. }
  10644. lua_interface->SetSInt32Value(state, ((Entity*)spawn)->GetAlignment());
  10645. return 1;
  10646. }
  10647. int EQ2Emu_lua_GetSpell(lua_State* state) {
  10648. if (!lua_interface)
  10649. return 0;
  10650. int32 spell_id = lua_interface->GetInt32Value(state);
  10651. int8 spell_tier = lua_interface->GetInt8Value(state, 2);
  10652. string custom_lua_script = lua_interface->GetStringValue(state, 3);
  10653. if (spell_id > 0) {
  10654. if (spell_tier == 0)
  10655. spell_tier = 1;
  10656. Spell* spell = master_spell_list.GetSpell(spell_id, spell_tier);
  10657. if(!spell) {
  10658. lua_interface->LogError("%s: GetSpell: Failed, spell id %u spell tier %u does not exist.", lua_interface->GetScriptName(state), spell_id, spell_tier);
  10659. lua_interface->ResetFunctionStack(state);
  10660. return 0;
  10661. }
  10662. LuaSpell* lua_spell = 0;
  10663. if(custom_lua_script.size() > 0)
  10664. {
  10665. // attempt to load the custom script since it isn't already loaded
  10666. // we will re-obtain the lua_spell further below
  10667. if((lua_spell = lua_interface->GetSpell(custom_lua_script.c_str())) == nullptr)
  10668. {
  10669. 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());
  10670. lua_interface->LoadLuaSpell(custom_lua_script);
  10671. }
  10672. }
  10673. else
  10674. custom_lua_script = spell->GetSpellData()->lua_script;
  10675. if (!lua_spell && lua_interface)
  10676. lua_spell = lua_interface->GetSpell(custom_lua_script.c_str());
  10677. lua_interface->ResetFunctionStack(state);
  10678. if (!lua_spell)
  10679. {
  10680. LogWrite(LUA__ERROR, 0, "LUA", "GetSpell(%u, %u, '%s') spell could not be loaded.", spell_id, spell_tier, custom_lua_script.c_str());
  10681. return 0;
  10682. }
  10683. lua_spell->spell = new Spell(spell);
  10684. lua_interface->AddCustomSpell(lua_spell);
  10685. lua_interface->SetSpellValue(state, lua_spell);
  10686. return 1;
  10687. }
  10688. return 0;
  10689. }
  10690. int EQ2Emu_lua_GetSpellData(lua_State* state) {
  10691. if (!lua_interface)
  10692. return 0;
  10693. LuaSpell* spell = lua_interface->GetSpell(state);
  10694. string field = lua_interface->GetStringValue(state, 2);
  10695. lua_interface->ResetFunctionStack(state);
  10696. if (!spell) {
  10697. lua_interface->LogError("%s: Spell not given in GetSpellData!", lua_interface->GetScriptName(state));
  10698. return 0;
  10699. }
  10700. if (!spell->spell || !spell->spell->GetSpellData()) {
  10701. lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellData!", lua_interface->GetScriptName(state));
  10702. return 0;
  10703. }
  10704. boost::to_lower(field);
  10705. return spell->spell->GetSpellData(state, field);
  10706. }
  10707. int EQ2Emu_lua_SetSpellData(lua_State* state) {
  10708. if (!lua_interface)
  10709. return 0;
  10710. LuaSpell* spell = lua_interface->GetSpell(state);
  10711. string field = lua_interface->GetStringValue(state, 2);
  10712. int8 fieldArg = 3; // field value after the initial set
  10713. if (!spell) {
  10714. lua_interface->LogError("%s: Spell not given in SetSpellData!", lua_interface->GetScriptName(state));
  10715. lua_interface->ResetFunctionStack(state);
  10716. return 0;
  10717. }
  10718. if (!spell->spell || !spell->spell->GetSpellData()) {
  10719. lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellData!", lua_interface->GetScriptName(state));
  10720. lua_interface->ResetFunctionStack(state);
  10721. return 0;
  10722. }
  10723. boost::to_lower(field);
  10724. bool valSet = false;
  10725. spell->spell->SetSpellData(state, field, fieldArg);
  10726. lua_interface->ResetFunctionStack(state);
  10727. return valSet;
  10728. }
  10729. int EQ2Emu_lua_SetSpellDataIndex(lua_State* state) {
  10730. if (!lua_interface)
  10731. return 0;
  10732. LuaSpell* spell = lua_interface->GetSpell(state);
  10733. int8 idx = lua_interface->GetInt32Value(state, 2);
  10734. if (!spell) {
  10735. lua_interface->LogError("%s: Spell not given in SetSpellDataIndex!", lua_interface->GetScriptName(state));
  10736. lua_interface->ResetFunctionStack(state);
  10737. return 0;
  10738. }
  10739. if (!spell->spell || !spell->spell->GetSpellData()) {
  10740. lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellDataIndex!", lua_interface->GetScriptName(state));
  10741. lua_interface->ResetFunctionStack(state);
  10742. return 0;
  10743. }
  10744. if (spell->spell->lua_data.size() <= idx)
  10745. {
  10746. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) SetSpellDataIndex!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10747. lua_interface->ResetFunctionStack(state);
  10748. return 0;
  10749. }
  10750. bool setVal = true;
  10751. LUAData* data = spell->spell->lua_data[idx];
  10752. switch (data->type)
  10753. {
  10754. case 0:
  10755. {
  10756. sint32 value = lua_interface->GetSInt32Value(state, 3);
  10757. sint32 value2 = lua_interface->GetSInt32Value(state, 4);
  10758. data->int_value = value;
  10759. data->int_value2 = value2;
  10760. break;
  10761. }
  10762. case 1:
  10763. {
  10764. float value = lua_interface->GetFloatValue(state, 3);
  10765. float value2 = lua_interface->GetFloatValue(state, 4);
  10766. data->float_value = value;
  10767. data->float_value2 = value2;
  10768. break;
  10769. }
  10770. case 2:
  10771. {
  10772. bool value = lua_interface->GetBooleanValue(state, 3);
  10773. data->bool_value = value;
  10774. break;
  10775. }
  10776. case 3:
  10777. {
  10778. string value = lua_interface->GetStringValue(state, 3);
  10779. string value2 = lua_interface->GetStringValue(state, 4);
  10780. data->string_value = value;
  10781. data->string_value2 = value2;
  10782. break;
  10783. }
  10784. default:
  10785. setVal = false;
  10786. }
  10787. lua_interface->ResetFunctionStack(state);
  10788. return setVal;
  10789. }
  10790. int EQ2Emu_lua_GetSpellDataIndex(lua_State* state) {
  10791. if (!lua_interface)
  10792. return 0;
  10793. LuaSpell* spell = lua_interface->GetSpell(state);
  10794. int8 idx = lua_interface->GetInt32Value(state, 2);
  10795. bool secondfield = lua_interface->GetBooleanValue(state, 3);
  10796. lua_interface->ResetFunctionStack(state);
  10797. if (!spell) {
  10798. lua_interface->LogError("%s: Spell not given in GetSpellDataIndex!", lua_interface->GetScriptName(state));
  10799. return 0;
  10800. }
  10801. if (!spell->spell || !spell->spell->GetSpellData()) {
  10802. lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellDataIndex!", lua_interface->GetScriptName(state));
  10803. return 0;
  10804. }
  10805. if (spell->spell->lua_data.size() <= idx)
  10806. {
  10807. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) GetSpellDataIndex!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10808. return 0;
  10809. }
  10810. bool setVal = true;
  10811. LUAData* data = spell->spell->lua_data[idx];
  10812. switch (data->type)
  10813. {
  10814. case 0:
  10815. {
  10816. if(!secondfield)
  10817. lua_interface->SetSInt32Value(state, data->int_value);
  10818. else
  10819. lua_interface->SetSInt32Value(state, data->int_value2);
  10820. break;
  10821. }
  10822. case 1:
  10823. {
  10824. if (!secondfield)
  10825. lua_interface->SetFloatValue(state, data->float_value);
  10826. else
  10827. lua_interface->SetFloatValue(state, data->float_value2);
  10828. break;
  10829. }
  10830. case 2:
  10831. {
  10832. lua_interface->SetBooleanValue(state, data->bool_value);
  10833. break;
  10834. }
  10835. case 3:
  10836. {
  10837. if (!secondfield)
  10838. lua_interface->SetStringValue(state, data->string_value.c_str());
  10839. else
  10840. lua_interface->SetStringValue(state, data->string_value2.c_str());
  10841. break;
  10842. }
  10843. default:
  10844. setVal = false;
  10845. }
  10846. return setVal;
  10847. }
  10848. int EQ2Emu_lua_SetSpellDisplayEffect(lua_State* state) {
  10849. if (!lua_interface)
  10850. return 0;
  10851. LuaSpell* spell = lua_interface->GetSpell(state);
  10852. int8 idx = lua_interface->GetInt32Value(state, 2);
  10853. string field = lua_interface->GetStringValue(state, 3);
  10854. boost::to_lower(field);
  10855. if (!spell) {
  10856. lua_interface->LogError("%s: Spell not given in SetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10857. lua_interface->ResetFunctionStack(state);
  10858. return 0;
  10859. }
  10860. if (!spell->spell || !spell->spell->GetSpellData()) {
  10861. lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10862. lua_interface->ResetFunctionStack(state);
  10863. return 0;
  10864. }
  10865. if (spell->spell->effects.size() <= idx)
  10866. {
  10867. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) SetSpellDisplayEffect!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10868. lua_interface->ResetFunctionStack(state);
  10869. return 0;
  10870. }
  10871. // do we need to lock? eh probably not this should only be used before use of the custom spell
  10872. SpellDisplayEffect* effect = spell->spell->effects[idx];
  10873. if (field == "description")
  10874. effect->description = string(lua_interface->GetStringValue(state, 4));
  10875. else if (field == "bullet")
  10876. effect->subbullet = lua_interface->GetInt8Value(state, 4);
  10877. else if (field == "percentage")
  10878. effect->percentage = lua_interface->GetInt8Value(state, 4);
  10879. else { // no match
  10880. lua_interface->ResetFunctionStack(state);
  10881. return 0;
  10882. }
  10883. lua_interface->ResetFunctionStack(state);
  10884. return 1;
  10885. }
  10886. int EQ2Emu_lua_GetSpellDisplayEffect(lua_State* state) {
  10887. if (!lua_interface)
  10888. return 0;
  10889. LuaSpell* spell = lua_interface->GetSpell(state);
  10890. int8 idx = lua_interface->GetInt32Value(state, 2);
  10891. string field = lua_interface->GetStringValue(state, 3);
  10892. lua_interface->ResetFunctionStack(state);
  10893. boost::to_lower(field);
  10894. if (!spell) {
  10895. lua_interface->LogError("%s: Spell not given in GetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10896. return 0;
  10897. }
  10898. if (!spell->spell || !spell->spell->GetSpellData()) {
  10899. lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10900. return 0;
  10901. }
  10902. if (spell->spell->effects.size() <= idx)
  10903. {
  10904. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) GetSpellDisplayEffect!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10905. return 0;
  10906. }
  10907. // do we need to lock? eh probably not this should only be used before use of the custom spell
  10908. SpellDisplayEffect* effect = spell->spell->effects[idx];
  10909. if (field == "description")
  10910. lua_interface->SetStringValue(state, effect->description.c_str());
  10911. else if (field == "bullet")
  10912. lua_interface->SetInt32Value(state, effect->subbullet);
  10913. else if (field == "percentage")
  10914. lua_interface->SetInt32Value(state, effect->percentage);
  10915. else // no match
  10916. return 0;
  10917. return 1;
  10918. }
  10919. int EQ2Emu_lua_CastCustomSpell(lua_State* state) {
  10920. if (!lua_interface)
  10921. return 0;
  10922. LuaSpell* spell = lua_interface->GetSpell(state);
  10923. Spawn* caster = lua_interface->GetSpawn(state, 2);
  10924. Spawn* target = lua_interface->GetSpawn(state, 3);
  10925. lua_interface->ResetFunctionStack(state);
  10926. if (!target) {
  10927. lua_interface->LogError("%s: LUA CastCustomSpell command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  10928. return 0;
  10929. }
  10930. if (!target->IsEntity()) {
  10931. lua_interface->LogError("%s: LUA CastCustomSpell command error: target (%s) is not an entity", lua_interface->GetScriptName(state), target->GetName());
  10932. return 0;
  10933. }
  10934. if (!spell) {
  10935. lua_interface->LogError("%s: LUA CastCustomSpell command error: spell is not valid", lua_interface->GetScriptName(state));
  10936. return 0;
  10937. }
  10938. if (caster && !caster->IsEntity()) {
  10939. lua_interface->LogError("%s: LUA CastSpell command error: caster (%s) is not an entity", lua_interface->GetScriptName(state), caster->GetName());
  10940. return 0;
  10941. }
  10942. target->GetZone()->ProcessSpell(NULL, (Entity*)caster, (Entity*)target, true, false, spell, 0);
  10943. return 0;
  10944. }
  10945. int EQ2Emu_lua_InWater(lua_State* state) {
  10946. if (!lua_interface)
  10947. return 0;
  10948. Spawn* spawn = lua_interface->GetSpawn(state);
  10949. lua_interface->ResetFunctionStack(state);
  10950. if (spawn) {
  10951. lua_interface->SetBooleanValue(state, spawn->InWater());
  10952. return 1;
  10953. }
  10954. return 0;
  10955. }
  10956. int EQ2Emu_lua_InLava(lua_State* state) {
  10957. if (!lua_interface)
  10958. return 0;
  10959. Spawn* spawn = lua_interface->GetSpawn(state);
  10960. lua_interface->ResetFunctionStack(state);
  10961. if (spawn) {
  10962. lua_interface->SetBooleanValue(state, spawn->InLava());
  10963. return 1;
  10964. }
  10965. return 0;
  10966. }
  10967. int EQ2Emu_lua_DamageSpawn(lua_State* state) {
  10968. if (!lua_interface)
  10969. return 0;
  10970. Spawn* attacker = lua_interface->GetSpawn(state);
  10971. Spawn* victim = lua_interface->GetSpawn(state, 2);
  10972. int8 type = lua_interface->GetInt8Value(state, 3);
  10973. int8 dmg_type = lua_interface->GetInt8Value(state, 4);
  10974. int32 low_damage = lua_interface->GetInt32Value(state, 5);
  10975. int32 high_damage = lua_interface->GetInt32Value(state, 6);
  10976. string spell_name = lua_interface->GetStringValue(state, 7);
  10977. int8 crit_mod = lua_interface->GetInt8Value(state, 8);
  10978. bool is_tick = (lua_interface->GetInt8Value(state, 9) == 1);
  10979. bool no_calcs = (lua_interface->GetInt8Value(state, 10) == 1);
  10980. bool ignore_attacker = (lua_interface->GetInt8Value(state, 11) == 1);
  10981. bool take_power = (lua_interface->GetInt8Value(state, 12) == 1);
  10982. lua_interface->ResetFunctionStack(state);
  10983. if (!attacker) {
  10984. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  10985. lua_interface->SetBooleanValue(state, false);
  10986. return 1;
  10987. }
  10988. if (!attacker->IsEntity()) {
  10989. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not an entity", lua_interface->GetScriptName(state));
  10990. lua_interface->SetBooleanValue(state, false);
  10991. return 1;
  10992. }
  10993. if (!victim) {
  10994. lua_interface->LogError("%s: LUA ProcDamage command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  10995. lua_interface->SetBooleanValue(state, false);
  10996. return 1;
  10997. }
  10998. if (!victim->IsEntity()) {
  10999. lua_interface->LogError("%s: LUA ProcDamage command error: target is not an entity", lua_interface->GetScriptName(state));
  11000. lua_interface->SetBooleanValue(state, false);
  11001. return 1;
  11002. }
  11003. 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);
  11004. lua_interface->SetBooleanValue(state, has_damaged);
  11005. return 1;
  11006. }
  11007. int EQ2Emu_lua_IsInvulnerable(lua_State* state) {
  11008. if (!lua_interface)
  11009. return 0;
  11010. Spawn* spawn = lua_interface->GetSpawn(state);
  11011. lua_interface->ResetFunctionStack(state);
  11012. if (spawn) {
  11013. lua_interface->SetBooleanValue(state, spawn->GetInvulnerable());
  11014. return 1;
  11015. }
  11016. return 0;
  11017. }
  11018. int EQ2Emu_lua_SetInvulnerable(lua_State* state) {
  11019. if (!lua_interface)
  11020. return 0;
  11021. Spawn* spawn = lua_interface->GetSpawn(state);
  11022. bool invul = lua_interface->GetBooleanValue(state, 2);
  11023. lua_interface->ResetFunctionStack(state);
  11024. if (spawn) {
  11025. spawn->SetInvulnerable(invul);
  11026. }
  11027. return 0;
  11028. }
  11029. int EQ2Emu_lua_GetRuleFlagBool(lua_State* state) {
  11030. if (!lua_interface)
  11031. return 0;
  11032. string category = lua_interface->GetStringValue(state);
  11033. string name = lua_interface->GetStringValue(state, 2);
  11034. lua_interface->ResetFunctionStack(state);
  11035. Rule *ret = 0;
  11036. if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
  11037. lua_interface->SetBooleanValue(state, ret->GetBool());
  11038. return 1;
  11039. }
  11040. lua_interface->LogError("%s: LUA GetRuleFlagBool Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
  11041. return 0;
  11042. }
  11043. int EQ2Emu_lua_GetRuleFlagInt32(lua_State* state) {
  11044. if (!lua_interface)
  11045. return 0;
  11046. string category = lua_interface->GetStringValue(state);
  11047. string name = lua_interface->GetStringValue(state, 2);
  11048. lua_interface->ResetFunctionStack(state);
  11049. Rule *ret = 0;
  11050. if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
  11051. lua_interface->SetInt32Value(state, ret->GetInt32());
  11052. return 1;
  11053. }
  11054. lua_interface->LogError("%s: LUA GetRuleFlagInt32 Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
  11055. return 0;
  11056. }
  11057. int EQ2Emu_lua_GetRuleFlagFloat(lua_State* state) {
  11058. if (!lua_interface)
  11059. return 0;
  11060. string category = lua_interface->GetStringValue(state);
  11061. string name = lua_interface->GetStringValue(state, 2);
  11062. lua_interface->ResetFunctionStack(state);
  11063. Rule *ret = 0;
  11064. if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
  11065. lua_interface->SetFloatValue(state, ret->GetFloat());
  11066. return 1;
  11067. }
  11068. lua_interface->LogError("%s: LUA GetRuleFlagFloat Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
  11069. return 0;
  11070. }
  11071. int EQ2Emu_lua_GetAAInfo(lua_State* state) {
  11072. if (!lua_interface)
  11073. return 0;
  11074. Spawn* spawn = lua_interface->GetSpawn(state);
  11075. string type = lua_interface->GetStringValue(state, 2);
  11076. lua_interface->ResetFunctionStack(state);
  11077. if (spawn) {
  11078. int res = 1;
  11079. boost::to_lower(type);
  11080. if(type == "assigned_aa")
  11081. lua_interface->SetSInt32Value(state, spawn->GetAssignedAA());
  11082. else if ( type == "unassigned_aa")
  11083. lua_interface->SetSInt32Value(state, spawn->GetUnassignedAA());
  11084. else if ( type == "assigned_tradeskill_aa")
  11085. lua_interface->SetSInt32Value(state, spawn->GetTradeskillAA());
  11086. else if ( type == "unassigned_tradeskill_aa")
  11087. lua_interface->SetSInt32Value(state, spawn->GetUnassignedTradeskillAA());
  11088. else if ( type == "assigned_prestige_aa")
  11089. lua_interface->SetSInt32Value(state, spawn->GetPrestigeAA());
  11090. else if ( type == "unassigned_prestige_aa")
  11091. lua_interface->SetSInt32Value(state, spawn->GetUnassignedPretigeAA());
  11092. else if ( type == "assigned_tradeskill_prestige_aa")
  11093. lua_interface->SetSInt32Value(state, spawn->GetTradeskillPrestigeAA());
  11094. else if ( type == "unassigned_tradeskill_prestige_aa")
  11095. lua_interface->SetSInt32Value(state, spawn->GetUnassignedTradeskillPrestigeAA());
  11096. else
  11097. res = 0;
  11098. return res;
  11099. }
  11100. lua_interface->LogError("%s: LUA GetAAInfo spawn does not exist", lua_interface->GetScriptName(state));
  11101. return 0;
  11102. }
  11103. int EQ2Emu_lua_SetAAInfo(lua_State* state) {
  11104. if (!lua_interface)
  11105. return 0;
  11106. Spawn* spawn = lua_interface->GetSpawn(state);
  11107. string type = lua_interface->GetStringValue(state, 2);
  11108. sint32 value = lua_interface->GetSInt32Value(state, 3);
  11109. lua_interface->ResetFunctionStack(state);
  11110. if (spawn) {
  11111. boost::to_lower(type);
  11112. if(type == "assigned_aa")
  11113. spawn->SetAssignedAA((sint16)value);
  11114. else if ( type == "unassigned_aa")
  11115. spawn->SetUnassignedAA((sint16)value);
  11116. else if ( type == "assigned_tradeskill_aa")
  11117. spawn->SetTradeskillAA((sint16)value);
  11118. else if ( type == "unassigned_tradeskill_aa")
  11119. spawn->SetUnassignedTradeskillAA((sint16)value);
  11120. else if ( type == "assigned_prestige_aa")
  11121. spawn->SetPrestigeAA((sint16)value);
  11122. else if ( type == "unassigned_prestige_aa")
  11123. spawn->SetUnassignedPrestigeAA((sint16)value);
  11124. else if ( type == "assigned_tradeskill_prestige_aa")
  11125. spawn->SetTradeskillPrestigeAA((sint16)value);
  11126. else if ( type == "unassigned_tradeskill_prestige_aa")
  11127. spawn->SetUnassignedTradeskillPrestigeAA((sint16)value);
  11128. if(spawn->IsPlayer())
  11129. ((Player*)spawn)->SetCharSheetChanged(true);
  11130. }
  11131. return 0;
  11132. }
  11133. int EQ2Emu_lua_AddMasterTitle(lua_State* state) {
  11134. if (!lua_interface)
  11135. return 0;
  11136. string titleName = lua_interface->GetStringValue(state);
  11137. int8 isPrefix = lua_interface->GetInt8Value(state, 2);
  11138. lua_interface->ResetFunctionStack(state);
  11139. sint32 index = database.AddMasterTitle(titleName.c_str(), isPrefix);
  11140. lua_interface->SetSInt32Value(state, index);
  11141. return 1;
  11142. }
  11143. int EQ2Emu_lua_AddCharacterTitle(lua_State* state) {
  11144. if (!lua_interface)
  11145. return 0;
  11146. Spawn* spawn = lua_interface->GetSpawn(state);
  11147. string titleName = lua_interface->GetStringValue(state, 2);
  11148. lua_interface->ResetFunctionStack(state);
  11149. if(!spawn->IsPlayer())
  11150. {
  11151. lua_interface->LogError("%s: LUA AddCharacterTitle command error: player is not valid", lua_interface->GetScriptName(state));
  11152. lua_interface->SetSInt32Value(state, -1);
  11153. return 1;
  11154. }
  11155. Player* player = (Player*)spawn;
  11156. // check if player already has the title, don't need to add twice
  11157. Title* playerHasTitle = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
  11158. if ( playerHasTitle)
  11159. {
  11160. lua_interface->SetSInt32Value(state, playerHasTitle->GetID());
  11161. return 1;
  11162. }
  11163. Title* title = master_titles_list.GetTitleByName(titleName.c_str());
  11164. if(!title)
  11165. {
  11166. lua_interface->LogError("%s: LUA AddCharacterTitle command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  11167. lua_interface->SetSInt32Value(state, -1);
  11168. return 1;
  11169. }
  11170. sint32 returnIdx = database.AddCharacterTitle(title->GetID(), player->GetCharacterID(), player);
  11171. if(returnIdx < 0)
  11172. {
  11173. lua_interface->LogError("%s: LUA AddCharacterTitle command error: got invalid index (-1) returned for database.AddCharacterTitle '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  11174. }
  11175. lua_interface->SetSInt32Value(state, returnIdx);
  11176. player->GetClient()->SendTitleUpdate();
  11177. return 1;
  11178. }
  11179. int EQ2Emu_lua_SetCharacterTitleSuffix(lua_State* state) {
  11180. if (!lua_interface)
  11181. return 0;
  11182. Spawn* spawn = lua_interface->GetSpawn(state);
  11183. string titleName = lua_interface->GetStringValue(state, 2);
  11184. lua_interface->ResetFunctionStack(state);
  11185. if(!spawn->IsPlayer())
  11186. {
  11187. lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: player is not valid", lua_interface->GetScriptName(state));
  11188. return 0;
  11189. }
  11190. Player* player = (Player*)spawn;
  11191. Title* title = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
  11192. if(!title)
  11193. {
  11194. lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  11195. return 0;
  11196. }
  11197. if(title->GetPrefix())
  11198. {
  11199. 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());
  11200. return 0;
  11201. }
  11202. database.SaveCharSuffixIndex(title->GetID(), player->GetCharacterID());
  11203. player->GetClient()->SendTitleUpdate();
  11204. return 1;
  11205. }
  11206. int EQ2Emu_lua_SetCharacterTitlePrefix(lua_State* state) {
  11207. if (!lua_interface)
  11208. return 0;
  11209. Spawn* spawn = lua_interface->GetSpawn(state);
  11210. string titleName = lua_interface->GetStringValue(state, 2);
  11211. lua_interface->ResetFunctionStack(state);
  11212. if(!spawn->IsPlayer())
  11213. {
  11214. lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: player is not valid", lua_interface->GetScriptName(state));
  11215. return 0;
  11216. }
  11217. Player* player = (Player*)spawn;
  11218. Title* title = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
  11219. if(!title)
  11220. {
  11221. lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  11222. return 0;
  11223. }
  11224. if(!title->GetPrefix())
  11225. {
  11226. 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());
  11227. return 0;
  11228. }
  11229. database.SaveCharPrefixIndex(title->GetID(), player->GetCharacterID());
  11230. player->GetClient()->SendTitleUpdate();
  11231. return 1;
  11232. }
  11233. int EQ2Emu_lua_ResetCharacterTitleSuffix(lua_State* state) {
  11234. if (!lua_interface)
  11235. return 0;
  11236. Spawn* spawn = lua_interface->GetSpawn(state);
  11237. lua_interface->ResetFunctionStack(state);
  11238. if(!spawn->IsPlayer())
  11239. {
  11240. lua_interface->LogError("%s: LUA ResetCharacterTitleSuffix command error: player is not valid", lua_interface->GetScriptName(state));
  11241. return 0;
  11242. }
  11243. Player* player = (Player*)spawn;
  11244. database.SaveCharSuffixIndex(-1, player->GetCharacterID());
  11245. player->GetClient()->SendTitleUpdate();
  11246. return 1;
  11247. }
  11248. int EQ2Emu_lua_ResetCharacterTitlePrefix(lua_State* state) {
  11249. if (!lua_interface)
  11250. return 0;
  11251. Spawn* spawn = lua_interface->GetSpawn(state);
  11252. lua_interface->ResetFunctionStack(state);
  11253. if(!spawn->IsPlayer())
  11254. {
  11255. lua_interface->LogError("%s: LUA ResetCharacterTitlePrefix command error: player is not valid", lua_interface->GetScriptName(state));
  11256. return 0;
  11257. }
  11258. Player* player = (Player*)spawn;
  11259. database.SaveCharPrefixIndex(-1, player->GetCharacterID());
  11260. player->GetClient()->SendTitleUpdate();
  11261. return 1;
  11262. }
  11263. int EQ2Emu_lua_GetInfoStructString(lua_State* state) {
  11264. if (!lua_interface)
  11265. return 0;
  11266. Spawn* spawn = lua_interface->GetSpawn(state);
  11267. string field = lua_interface->GetStringValue(state, 2);
  11268. lua_interface->ResetFunctionStack(state);
  11269. if(!spawn || !spawn->IsEntity())
  11270. {
  11271. 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));
  11272. return 0;
  11273. }
  11274. Entity* ent = (Entity*)spawn;
  11275. lua_interface->SetStringValue(state, ent->GetInfoStructString(field).c_str());
  11276. return 1;
  11277. }
  11278. int EQ2Emu_lua_GetInfoStructUInt(lua_State* state) {
  11279. if (!lua_interface)
  11280. return 0;
  11281. Spawn* spawn = lua_interface->GetSpawn(state);
  11282. string field = lua_interface->GetStringValue(state, 2);
  11283. lua_interface->ResetFunctionStack(state);
  11284. if(!spawn || !spawn->IsEntity())
  11285. {
  11286. 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));
  11287. return 0;
  11288. }
  11289. Entity* ent = (Entity*)spawn;
  11290. lua_interface->SetInt64Value(state, ent->GetInfoStructUInt(field));
  11291. return 1;
  11292. }
  11293. int EQ2Emu_lua_GetInfoStructSInt(lua_State* state) {
  11294. if (!lua_interface)
  11295. return 0;
  11296. Spawn* spawn = lua_interface->GetSpawn(state);
  11297. string field = lua_interface->GetStringValue(state, 2);
  11298. lua_interface->ResetFunctionStack(state);
  11299. if(!spawn || !spawn->IsEntity())
  11300. {
  11301. 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));
  11302. return 0;
  11303. }
  11304. Entity* ent = (Entity*)spawn;
  11305. lua_interface->SetSInt64Value(state, ent->GetInfoStructSInt(field));
  11306. return 1;
  11307. }
  11308. int EQ2Emu_lua_GetInfoStructFloat(lua_State* state) {
  11309. if (!lua_interface)
  11310. return 0;
  11311. Spawn* spawn = lua_interface->GetSpawn(state);
  11312. string field = lua_interface->GetStringValue(state, 2);
  11313. lua_interface->ResetFunctionStack(state);
  11314. if(!spawn || !spawn->IsEntity())
  11315. {
  11316. 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));
  11317. return 0;
  11318. }
  11319. Entity* ent = (Entity*)spawn;
  11320. lua_interface->SetFloatValue(state, ent->GetInfoStructFloat(field));
  11321. return 1;
  11322. }
  11323. int EQ2Emu_lua_SetInfoStructString(lua_State* state) {
  11324. if (!lua_interface)
  11325. return 0;
  11326. Spawn* spawn = lua_interface->GetSpawn(state);
  11327. string field = lua_interface->GetStringValue(state, 2);
  11328. string value = lua_interface->GetStringValue(state, 3);
  11329. lua_interface->ResetFunctionStack(state);
  11330. if(!spawn || !spawn->IsEntity())
  11331. {
  11332. 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));
  11333. return 0;
  11334. }
  11335. Entity* ent = (Entity*)spawn;
  11336. bool set_ = ent->SetInfoStructString(field, value);
  11337. lua_interface->SetBooleanValue(state, set_);
  11338. return 1;
  11339. }
  11340. int EQ2Emu_lua_SetInfoStructUInt(lua_State* state) {
  11341. if (!lua_interface)
  11342. return 0;
  11343. Spawn* spawn = lua_interface->GetSpawn(state);
  11344. string field = lua_interface->GetStringValue(state, 2);
  11345. int64 value = lua_interface->GetInt64Value(state, 3);
  11346. lua_interface->ResetFunctionStack(state);
  11347. if(!spawn || !spawn->IsEntity())
  11348. {
  11349. 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));
  11350. return 0;
  11351. }
  11352. Entity* ent = (Entity*)spawn;
  11353. bool set_ = ent->SetInfoStructUInt(field, value);
  11354. lua_interface->SetBooleanValue(state, set_);
  11355. return 1;
  11356. }
  11357. int EQ2Emu_lua_SetInfoStructSInt(lua_State* state) {
  11358. if (!lua_interface)
  11359. return 0;
  11360. Spawn* spawn = lua_interface->GetSpawn(state);
  11361. string field = lua_interface->GetStringValue(state, 2);
  11362. sint64 value = lua_interface->GetSInt64Value(state, 3);
  11363. lua_interface->ResetFunctionStack(state);
  11364. if(!spawn || !spawn->IsEntity())
  11365. {
  11366. 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));
  11367. return 0;
  11368. }
  11369. Entity* ent = (Entity*)spawn;
  11370. bool set_ = ent->SetInfoStructSInt(field, value);
  11371. lua_interface->SetBooleanValue(state, set_);
  11372. return 1;
  11373. }
  11374. int EQ2Emu_lua_SetInfoStructFloat(lua_State* state) {
  11375. if (!lua_interface)
  11376. return 0;
  11377. Spawn* spawn = lua_interface->GetSpawn(state);
  11378. string field = lua_interface->GetStringValue(state, 2);
  11379. float value = lua_interface->GetFloatValue(state, 3);
  11380. lua_interface->ResetFunctionStack(state);
  11381. if(!spawn || !spawn->IsEntity())
  11382. {
  11383. 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));
  11384. return 0;
  11385. }
  11386. Entity* ent = (Entity*)spawn;
  11387. bool set_ = ent->SetInfoStructFloat(field, value);
  11388. lua_interface->SetBooleanValue(state, set_);
  11389. return 1;
  11390. }
  11391. int EQ2Emu_lua_SetCharSheetChanged(lua_State* state) {
  11392. if (!lua_interface)
  11393. return 0;
  11394. Spawn* spawn = lua_interface->GetSpawn(state);
  11395. bool value = lua_interface->GetBooleanValue(state, 2);
  11396. lua_interface->ResetFunctionStack(state);
  11397. if(!spawn || !spawn->IsPlayer())
  11398. {
  11399. 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));
  11400. return 0;
  11401. }
  11402. ((Player*)spawn)->SetCharSheetChanged(value);
  11403. return 0;
  11404. }
  11405. int EQ2Emu_lua_AddPlayerMail(lua_State* state) {
  11406. if (!lua_interface)
  11407. return 0;
  11408. Spawn* spawn = lua_interface->GetSpawn(state);
  11409. std::string fromName = lua_interface->GetStringValue(state, 2);
  11410. std::string subjectName = lua_interface->GetStringValue(state, 3);
  11411. std::string mailBody = lua_interface->GetStringValue(state, 4);
  11412. int8 mailType = lua_interface->GetInt8Value(state, 5);
  11413. int32 copper = lua_interface->GetInt32Value(state, 6);
  11414. int32 silver = lua_interface->GetInt32Value(state, 7);
  11415. int32 gold = lua_interface->GetInt32Value(state, 8);
  11416. int32 platinum = lua_interface->GetInt32Value(state, 9);
  11417. int32 item_id = lua_interface->GetInt32Value(state, 10);
  11418. int16 stack_size = lua_interface->GetInt32Value(state, 11);
  11419. int32 expire_time = lua_interface->GetInt32Value(state, 12);
  11420. int32 sent_time = lua_interface->GetInt32Value(state, 13);
  11421. lua_interface->ResetFunctionStack(state);
  11422. if(!spawn || !spawn->IsPlayer())
  11423. {
  11424. 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));
  11425. lua_interface->SetBooleanValue(state, false);
  11426. return 1;
  11427. }
  11428. int32 time_sent = sent_time > 0 ? sent_time : Timer::GetUnixTimeStamp();
  11429. ((Player*)spawn)->GetClient()->CreateAndUpdateMail(fromName, subjectName, mailBody, mailType, copper, silver, gold, platinum, item_id, stack_size, time_sent, expire_time);
  11430. lua_interface->SetBooleanValue(state, true);
  11431. return 1;
  11432. }
  11433. int EQ2Emu_lua_AddPlayerMailByCharID(lua_State* state) {
  11434. if (!lua_interface)
  11435. return 0;
  11436. int32 char_id = lua_interface->GetInt32Value(state);
  11437. std::string fromName = lua_interface->GetStringValue(state, 2);
  11438. std::string subjectName = lua_interface->GetStringValue(state, 3);
  11439. std::string mailBody = lua_interface->GetStringValue(state, 4);
  11440. int8 mailType = lua_interface->GetInt8Value(state, 5);
  11441. int32 copper = lua_interface->GetInt32Value(state, 6);
  11442. int32 silver = lua_interface->GetInt32Value(state, 7);
  11443. int32 gold = lua_interface->GetInt32Value(state, 8);
  11444. int32 platinum = lua_interface->GetInt32Value(state, 9);
  11445. int32 item_id = lua_interface->GetInt32Value(state, 10);
  11446. int16 stack_size = lua_interface->GetInt32Value(state, 11);
  11447. int32 expire_time = lua_interface->GetInt32Value(state, 12);
  11448. int32 sent_time = lua_interface->GetInt32Value(state, 13);
  11449. lua_interface->ResetFunctionStack(state);
  11450. int32 time_sent = sent_time > 0 ? sent_time : Timer::GetUnixTimeStamp();
  11451. Client::CreateMail(char_id, fromName, subjectName, mailBody, mailType, copper, silver, gold, platinum, item_id, stack_size, time_sent, expire_time);
  11452. lua_interface->SetBooleanValue(state, true);
  11453. return 1;
  11454. }
  11455. int EQ2Emu_lua_OpenDoor(lua_State* state) {
  11456. Spawn* widget;
  11457. if (lua_interface) {
  11458. widget = lua_interface->GetSpawn(state);
  11459. bool disable_open_sound = lua_interface->GetBooleanValue(state, 2);
  11460. lua_interface->ResetFunctionStack(state);
  11461. if (widget && widget->IsWidget())
  11462. {
  11463. ((Widget*)widget)->OpenDoor();
  11464. if(!disable_open_sound && ((Widget*)widget)->IsOpen() && ((Widget*)widget)->GetOpenSound())
  11465. widget->GetZone()->PlaySoundFile(0, ((Widget*)widget)->GetOpenSound(), ((Widget*)widget)->GetX(), ((Widget*)widget)->GetY(), ((Widget*)widget)->GetZ());
  11466. }
  11467. else
  11468. 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));
  11469. }
  11470. return 0;
  11471. }
  11472. int EQ2Emu_lua_CloseDoor(lua_State* state) {
  11473. Spawn* widget;
  11474. if (lua_interface) {
  11475. widget = lua_interface->GetSpawn(state);
  11476. bool disable_close_sound = lua_interface->GetBooleanValue(state, 2);
  11477. lua_interface->ResetFunctionStack(state);
  11478. if (widget && widget->IsWidget())
  11479. {
  11480. ((Widget*)widget)->CloseDoor();
  11481. if(!disable_close_sound && !((Widget*)widget)->IsOpen() && ((Widget*)widget)->GetCloseSound())
  11482. widget->GetZone()->PlaySoundFile(0, ((Widget*)widget)->GetCloseSound(), ((Widget*)widget)->GetX(), ((Widget*)widget)->GetY(), ((Widget*)widget)->GetZ());
  11483. }
  11484. else
  11485. 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));
  11486. }
  11487. return 0;
  11488. }
  11489. int EQ2Emu_lua_IsOpen(lua_State* state) {
  11490. if (!lua_interface)
  11491. return 0;
  11492. Spawn* widget = lua_interface->GetSpawn(state);
  11493. lua_interface->ResetFunctionStack(state);
  11494. if (widget && widget->IsWidget())
  11495. {
  11496. lua_interface->SetBooleanValue(state, ((Widget*)widget)->IsOpen());
  11497. return 1;
  11498. }
  11499. return 0;
  11500. }
  11501. int EQ2Emu_lua_MakeRandomInt(lua_State* state) {
  11502. if (!lua_interface)
  11503. return 0;
  11504. sint32 min = lua_interface->GetSInt32Value(state);
  11505. sint32 max = lua_interface->GetSInt32Value(state, 2);
  11506. lua_interface->ResetFunctionStack(state);
  11507. sint32 result = MakeRandomInt(min, max);
  11508. lua_interface->SetSInt32Value(state, result);
  11509. return 1;
  11510. }
  11511. int EQ2Emu_lua_MakeRandomFloat(lua_State* state) {
  11512. if (!lua_interface)
  11513. return 0;
  11514. float min = lua_interface->GetFloatValue(state);
  11515. float max = lua_interface->GetFloatValue(state, 2);
  11516. lua_interface->ResetFunctionStack(state);
  11517. float result = MakeRandomFloat(min, max);
  11518. lua_interface->SetFloatValue(state, result);
  11519. return 1;
  11520. }
  11521. int EQ2Emu_lua_AddIconValue(lua_State* state) {
  11522. if (!lua_interface)
  11523. return 0;
  11524. Spawn* spawn = lua_interface->GetSpawn(state);
  11525. int32 value = lua_interface->GetInt32Value(state, 2);
  11526. lua_interface->ResetFunctionStack(state);
  11527. if(!spawn)
  11528. {
  11529. lua_interface->LogError("%s: LUA AddIconValue command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
  11530. lua_interface->SetBooleanValue(state, false);
  11531. return 1;
  11532. }
  11533. spawn->AddIconValue(value);
  11534. lua_interface->SetBooleanValue(state, true);
  11535. return 1;
  11536. }
  11537. int EQ2Emu_lua_RemoveIconValue(lua_State* state) {
  11538. if (!lua_interface)
  11539. return 0;
  11540. Spawn* spawn = lua_interface->GetSpawn(state);
  11541. int32 value = lua_interface->GetInt32Value(state, 2);
  11542. lua_interface->ResetFunctionStack(state);
  11543. if(!spawn)
  11544. {
  11545. lua_interface->LogError("%s: LUA RemoveIconValue command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
  11546. lua_interface->SetBooleanValue(state, false);
  11547. return 1;
  11548. }
  11549. spawn->RemoveIconValue(value);
  11550. lua_interface->SetBooleanValue(state, true);
  11551. return 1;
  11552. }
  11553. int EQ2Emu_lua_GetShardID(lua_State* state) {
  11554. Spawn* npc = lua_interface->GetSpawn(state);
  11555. lua_interface->ResetFunctionStack(state);
  11556. if (npc && npc->IsNPC()) {
  11557. NPC* shard = (NPC*)npc;
  11558. int32 shardid = shard->GetShardID();
  11559. lua_interface->SetInt32Value(state, shardid);
  11560. return 1;
  11561. }
  11562. lua_interface->SetInt32Value(state, 0);
  11563. return 1;
  11564. }
  11565. int EQ2Emu_lua_GetShardCharID(lua_State* state) {
  11566. Spawn* npc = lua_interface->GetSpawn(state);
  11567. lua_interface->ResetFunctionStack(state);
  11568. if (npc && npc->IsNPC()) {
  11569. NPC* shard = (NPC*)npc;
  11570. int32 charid = shard->GetShardCharID();
  11571. lua_interface->SetInt32Value(state, charid);
  11572. return 1;
  11573. }
  11574. lua_interface->SetInt32Value(state, 0);
  11575. return 1;
  11576. }
  11577. int EQ2Emu_lua_GetShardCreatedTimestamp(lua_State* state) {
  11578. Spawn* npc = lua_interface->GetSpawn(state);
  11579. lua_interface->ResetFunctionStack(state);
  11580. if (npc && npc->IsNPC()) {
  11581. NPC* shard = (NPC*)npc;
  11582. int64 timestamp = shard->GetShardCreatedTimestamp();
  11583. lua_interface->SetSInt64Value(state, timestamp);
  11584. return 1;
  11585. }
  11586. lua_interface->SetSInt64Value(state, 0);
  11587. return 1;
  11588. }
  11589. int EQ2Emu_lua_DeleteDBShardID(lua_State* state) {
  11590. if (!lua_interface)
  11591. return 0;
  11592. int32 shardid = lua_interface->GetInt32Value(state);
  11593. lua_interface->ResetFunctionStack(state);
  11594. if(shardid < 1)
  11595. lua_interface->SetBooleanValue(state, false);
  11596. else
  11597. lua_interface->SetBooleanValue(state, database.DeleteSpiritShard(shardid));
  11598. return 1;
  11599. }
  11600. int EQ2Emu_lua_PauseMovement(lua_State* state) {
  11601. if (!lua_interface)
  11602. return 0;
  11603. Spawn* spawn = lua_interface->GetSpawn(state);
  11604. int32 delay_in_ms = lua_interface->GetInt32Value(state, 2);
  11605. if (spawn) {
  11606. spawn->PauseMovement(delay_in_ms);
  11607. }
  11608. lua_interface->ResetFunctionStack(state);
  11609. return 0;
  11610. }
  11611. int EQ2Emu_lua_StopMovement(lua_State* state) {
  11612. if (!lua_interface)
  11613. return 0;
  11614. Spawn* spawn = lua_interface->GetSpawn(state);
  11615. if (spawn) {
  11616. spawn->StopMovement();
  11617. }
  11618. lua_interface->ResetFunctionStack(state);
  11619. return 0;
  11620. }
  11621. int EQ2Emu_lua_GetArrowColor(lua_State* state) {
  11622. Player* player = (Player*)lua_interface->GetSpawn(state);
  11623. int8 level = lua_interface->GetInt8Value(state, 2);
  11624. lua_interface->ResetFunctionStack(state);
  11625. if (player && player->IsPlayer() && level > 0) {
  11626. lua_interface->SetInt32Value(state, player->GetArrowColor(level));
  11627. return 1;
  11628. }
  11629. return 0;
  11630. }
  11631. int EQ2Emu_lua_GetTSArrowColor(lua_State* state) {
  11632. Player* player = (Player*)lua_interface->GetSpawn(state);
  11633. int8 level = lua_interface->GetInt8Value(state, 2);
  11634. lua_interface->ResetFunctionStack(state);
  11635. if (player && player->IsPlayer() && level > 0) {
  11636. lua_interface->SetInt32Value(state, player->GetTSArrowColor(level));
  11637. return 1;
  11638. }
  11639. return 0;
  11640. }
  11641. int EQ2Emu_lua_GetSpawnByRailID(lua_State* state) {
  11642. ZoneServer* zone = lua_interface->GetZone(state);
  11643. sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
  11644. lua_interface->ResetFunctionStack(state);
  11645. if (zone) {
  11646. Spawn* spawn = zone->GetTransportByRailID(rail_id);
  11647. if (spawn) {
  11648. lua_interface->SetSpawnValue(state, spawn);
  11649. return 1;
  11650. }
  11651. }
  11652. return 0;
  11653. }
  11654. int EQ2Emu_lua_SetRailID(lua_State* state) {
  11655. if (!lua_interface)
  11656. return 0;
  11657. Spawn* spawn = lua_interface->GetSpawn(state);
  11658. sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
  11659. lua_interface->ResetFunctionStack(state);
  11660. bool res = false;
  11661. if(spawn && spawn->IsTransportSpawn())
  11662. {
  11663. //printf("Set rail id %i for %s\n",rail_id,spawn->GetName());
  11664. spawn->SetRailID(rail_id);
  11665. res = true;
  11666. }
  11667. else if (!spawn) {
  11668. lua_interface->LogError("%s: LUA SetRailID command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
  11669. }
  11670. else if(!spawn->IsTransportSpawn()) {
  11671. 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());
  11672. }
  11673. lua_interface->SetBooleanValue(state, res);
  11674. return 1;
  11675. }
  11676. int EQ2Emu_lua_IsZoneLoading(lua_State* state) {
  11677. if (!lua_interface)
  11678. return 0;
  11679. ZoneServer* zone = lua_interface->GetZone(state);
  11680. lua_interface->ResetFunctionStack(state);
  11681. if (zone) {
  11682. lua_interface->SetBooleanValue(state, zone->IsLoading());
  11683. return 1;
  11684. }
  11685. return 0;
  11686. }
  11687. int EQ2Emu_lua_IsRunning(lua_State* state) {
  11688. if (!lua_interface)
  11689. return 0;
  11690. Spawn* spawn = lua_interface->GetSpawn(state);
  11691. lua_interface->ResetFunctionStack(state);
  11692. if (spawn) {
  11693. lua_interface->SetBooleanValue(state, spawn->IsRunning());
  11694. return 1;
  11695. }
  11696. return 0;
  11697. }
  11698. int EQ2Emu_lua_GetZoneLockoutTimer(lua_State* state) {
  11699. if (!lua_interface)
  11700. return 0;
  11701. Spawn* player = lua_interface->GetSpawn(state);
  11702. int32 zoneID = lua_interface->GetInt32Value(state, 2);
  11703. bool displayClient = lua_interface->GetInt32Value(state, 3);
  11704. lua_interface->ResetFunctionStack(state);
  11705. if (!player || !player->IsPlayer() || !player->GetClient()) {
  11706. lua_interface->LogError("%s: LUA GetZoneLockoutTimer command error: player is not valid, does not exist", lua_interface->GetScriptName(state));
  11707. }
  11708. else if(!zoneID) {
  11709. lua_interface->LogError("%s: LUA GetZoneLockoutTimer command error: zoneID is not set.");
  11710. }
  11711. else
  11712. {
  11713. lua_interface->SetStringValue(state, player->GetClient()->IdentifyInstanceLockout(zoneID, displayClient).c_str());
  11714. return 1;
  11715. }
  11716. return 0;
  11717. }
  11718. int EQ2Emu_lua_SetWorldTime(lua_State* state) {
  11719. if (!lua_interface)
  11720. return 0;
  11721. int16 newYear = lua_interface->GetInt16Value(state, 1);
  11722. sint32 newMonth = lua_interface->GetInt16Value(state, 2);
  11723. int16 newHour = lua_interface->GetInt16Value(state, 3);
  11724. int16 newMinute = lua_interface->GetInt16Value(state, 4);
  11725. lua_interface->ResetFunctionStack(state);
  11726. world.MWorldTime.writelock(__FUNCTION__, __LINE__);
  11727. world.GetWorldTimeStruct()->year = newYear;
  11728. world.GetWorldTimeStruct()->month = newMonth;
  11729. world.GetWorldTimeStruct()->hour = newHour;
  11730. world.GetWorldTimeStruct()->minute = newMinute;
  11731. world.MWorldTime.releasewritelock(__FUNCTION__, __LINE__);
  11732. return 0;
  11733. }
  11734. int EQ2Emu_lua_GetWorldTimeYear(lua_State* state) {
  11735. if (!lua_interface)
  11736. return 0;
  11737. lua_interface->ResetFunctionStack(state);
  11738. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11739. lua_interface->SetInt32Value(state, world.GetWorldTimeStruct()->year);
  11740. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11741. return 1;
  11742. }
  11743. int EQ2Emu_lua_GetWorldTimeMonth(lua_State* state) {
  11744. if (!lua_interface)
  11745. return 0;
  11746. lua_interface->ResetFunctionStack(state);
  11747. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11748. lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->month);
  11749. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11750. return 1;
  11751. }
  11752. int EQ2Emu_lua_GetWorldTimeHour(lua_State* state) {
  11753. if (!lua_interface)
  11754. return 0;
  11755. lua_interface->ResetFunctionStack(state);
  11756. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11757. lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->hour);
  11758. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11759. return 1;
  11760. }
  11761. int EQ2Emu_lua_GetWorldTimeMinute(lua_State* state) {
  11762. if (!lua_interface)
  11763. return 0;
  11764. lua_interface->ResetFunctionStack(state);
  11765. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11766. lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->minute);
  11767. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11768. return 1;
  11769. }
  11770. int EQ2Emu_lua_SendTimeUpdate(lua_State* state) {
  11771. if (!lua_interface)
  11772. return 0;
  11773. lua_interface->ResetFunctionStack(state);
  11774. world.SendTimeUpdate();
  11775. return 0;
  11776. }
  11777. int EQ2Emu_lua_ChangeFaction(lua_State* state) {
  11778. bool update_result = false;
  11779. Faction* faction = 0;
  11780. Spawn* spawn = lua_interface->GetSpawn(state);
  11781. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  11782. sint32 increase = lua_interface->GetInt32Value(state, 3);
  11783. lua_interface->ResetFunctionStack(state);
  11784. if(!spawn || !spawn->IsPlayer()) {
  11785. lua_interface->LogError("LUA ChangeFaction command error: player is not valid");
  11786. return 0;
  11787. }
  11788. Player* player = (Player*)spawn;
  11789. Client* client = player->GetClient();
  11790. if (faction_id > 0) {
  11791. bool hasfaction = database.VerifyFactionID(player->GetCharacterID(),faction_id);
  11792. if(hasfaction == 0) {
  11793. //they do not have the faction. Lets get the default value and feed it in.
  11794. sint32 defaultfaction = master_faction_list.GetDefaultFactionValue(faction_id);
  11795. //add the default faction for the player.
  11796. player->SetFactionValue(faction_id, defaultfaction);
  11797. }
  11798. if(increase >= 0) {
  11799. update_result = player->GetFactions()->IncreaseFaction(faction_id,increase);
  11800. faction = master_faction_list.GetFaction(faction_id);
  11801. if(faction && update_result)
  11802. client->Message(CHANNEL_FACTION, "Your faction standing with %s got better.", faction->name.c_str());
  11803. else if(faction)
  11804. client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any better.", faction->name.c_str());
  11805. lua_interface->SetBooleanValue(state, true);
  11806. return 1;
  11807. }
  11808. if(increase < 0){
  11809. //change the negative to a positive, since thats how decreasefaction() likes it.
  11810. increase *= -1;
  11811. update_result = player->GetFactions()->DecreaseFaction(faction_id,increase);
  11812. faction = master_faction_list.GetFaction(faction_id);
  11813. if(faction && update_result)
  11814. client->Message(CHANNEL_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  11815. else if(faction)
  11816. client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  11817. lua_interface->SetBooleanValue(state, true);
  11818. return 1;
  11819. }
  11820. }
  11821. lua_interface->SetBooleanValue(state, false);
  11822. return 1;
  11823. }
  11824. int EQ2Emu_lua_HasCoin(lua_State* state) {
  11825. bool hascoin = 0;
  11826. Player* player = (Player*)lua_interface->GetSpawn(state);
  11827. int32 coins = lua_interface->GetInt32Value(state, 2);
  11828. lua_interface->ResetFunctionStack(state);
  11829. if (player && player->IsPlayer()) {
  11830. hascoin = player->HasCoins(coins);
  11831. if(hascoin == 0) {
  11832. lua_interface->SetBooleanValue(state, false);
  11833. return 1;
  11834. }
  11835. if(hascoin == 1) {
  11836. lua_interface->SetBooleanValue(state, true);
  11837. return 1;
  11838. }
  11839. }
  11840. return 0;
  11841. }
  11842. int EQ2Emu_lua_GetLootTier(lua_State* state) {
  11843. int32 loot_tier = 0;
  11844. Spawn* spawn = lua_interface->GetSpawn(state);
  11845. lua_interface->ResetFunctionStack(state);
  11846. if (spawn) {
  11847. loot_tier = spawn->GetLootTier();
  11848. lua_interface->SetInt32Value(state, loot_tier);
  11849. return 1;
  11850. }
  11851. return 0;
  11852. }
  11853. int EQ2Emu_lua_SetLootTier(lua_State* state) {
  11854. if (!lua_interface)
  11855. return 0;
  11856. Spawn* spawn = lua_interface->GetSpawn(state);
  11857. int32 loot_tier = lua_interface->GetInt32Value(state, 2);
  11858. lua_interface->ResetFunctionStack(state);
  11859. if (spawn) {
  11860. spawn->SetLootTier(loot_tier);
  11861. lua_interface->SetBooleanValue(state, true);
  11862. return 1;
  11863. }
  11864. lua_interface->SetBooleanValue(state, false);
  11865. return 1;
  11866. }
  11867. int EQ2Emu_lua_GetLootDropType(lua_State* state) {
  11868. int32 loot_drop_type = 0;
  11869. Spawn* spawn = lua_interface->GetSpawn(state);
  11870. lua_interface->ResetFunctionStack(state);
  11871. if (spawn) {
  11872. loot_drop_type = spawn->GetLootDropType();
  11873. lua_interface->SetInt32Value(state, loot_drop_type);
  11874. return 1;
  11875. }
  11876. return 0;
  11877. }
  11878. int EQ2Emu_lua_SetLootDropType(lua_State* state) {
  11879. if (!lua_interface)
  11880. return 0;
  11881. Spawn* spawn = lua_interface->GetSpawn(state);
  11882. int32 loot_drop_type = lua_interface->GetInt32Value(state, 2);
  11883. lua_interface->ResetFunctionStack(state);
  11884. if (spawn) {
  11885. spawn->SetLootDropType(loot_drop_type);
  11886. lua_interface->SetBooleanValue(state, true);
  11887. return 1;
  11888. }
  11889. lua_interface->SetBooleanValue(state, false);
  11890. return 1;
  11891. }
  11892. int EQ2Emu_lua_DamageEquippedItems(lua_State* state) {
  11893. if (!lua_interface)
  11894. return 0;
  11895. Spawn* spawn = lua_interface->GetSpawn(state);
  11896. int8 damage_amount = lua_interface->GetInt32Value(state, 2);
  11897. if(damage_amount > 100) {
  11898. damage_amount = 100;
  11899. }
  11900. if (!spawn) {
  11901. lua_interface->LogError("%s: LUA DamageEquippedItems command error: spawn is not valid", lua_interface->GetScriptName(state));
  11902. lua_interface->ResetFunctionStack(state);
  11903. return 0;
  11904. }
  11905. lua_interface->ResetFunctionStack(state);
  11906. if (spawn->IsPlayer()) {
  11907. if (((Player*)spawn)->GetClient() && ((Player*)spawn)->DamageEquippedItems(damage_amount, ((Player*)spawn)->GetClient()))
  11908. lua_interface->SetBooleanValue(state, true);
  11909. else
  11910. lua_interface->SetBooleanValue(state, false);
  11911. }
  11912. else {
  11913. lua_interface->SetBooleanValue(state, false);
  11914. }
  11915. return 1;
  11916. }
  11917. int EQ2Emu_lua_CreateWidgetRegion(lua_State* state) {
  11918. ZoneServer* zone = lua_interface->GetZone(state);
  11919. int32 version = lua_interface->GetInt32Value(state, 2);
  11920. RegionMap* region_map = world.GetRegionMap(std::string(zone->GetZoneFile()), version);
  11921. if(region_map == nullptr) {
  11922. lua_interface->LogError("%s: LUA CreateWidgetRegion command error: region map is not valid for version %u", lua_interface->GetScriptName(state), version);
  11923. lua_interface->ResetFunctionStack(state);
  11924. return 0;
  11925. }
  11926. string region_name = lua_interface->GetStringValue(state, 3);
  11927. string env_name = lua_interface->GetStringValue(state, 4);
  11928. int32 grid_id = lua_interface->GetInt32Value(state, 5);
  11929. int32 widget_id = lua_interface->GetInt32Value(state, 6);
  11930. float dist = lua_interface->GetFloatValue(state, 7);
  11931. region_map->InsertRegionNode(zone, version, region_name, env_name, grid_id, widget_id, dist);
  11932. lua_interface->ResetFunctionStack(state);
  11933. lua_interface->SetBooleanValue(state, true);
  11934. return 1;
  11935. }
  11936. int EQ2Emu_lua_RemoveRegion(lua_State* state) {
  11937. ZoneServer* zone = lua_interface->GetZone(state);
  11938. int32 version = lua_interface->GetInt32Value(state, 2);
  11939. RegionMap* region_map = world.GetRegionMap(std::string(zone->GetZoneFile()), version);
  11940. if(region_map == nullptr) {
  11941. lua_interface->LogError("%s: LUA RemoveRegion command error: region map is not valid for version %u", lua_interface->GetScriptName(state), version);
  11942. lua_interface->ResetFunctionStack(state);
  11943. return 0;
  11944. }
  11945. string region_name = lua_interface->GetStringValue(state, 3);
  11946. region_map->RemoveRegionNode(region_name);
  11947. lua_interface->ResetFunctionStack(state);
  11948. lua_interface->SetBooleanValue(state, true);
  11949. return 1;
  11950. }
  11951. int EQ2Emu_lua_SetPlayerPOVGhost(lua_State* state) {
  11952. Client* client = nullptr;
  11953. Spawn* player = lua_interface->GetSpawn(state);
  11954. if (!player) {
  11955. lua_interface->LogError("LUA SetPlayerPOVGhost command error: spawn is not valid");
  11956. lua_interface->SetBooleanValue(state, false);
  11957. lua_interface->ResetFunctionStack(state);
  11958. return 1;
  11959. }
  11960. if (!player->IsPlayer()) {
  11961. lua_interface->LogError("LUA SetPlayerPOVGhost command error: spawn is not a player");
  11962. lua_interface->SetBooleanValue(state, false);
  11963. lua_interface->ResetFunctionStack(state);
  11964. return 1;
  11965. }
  11966. client = player->GetClient();
  11967. if (!client) {
  11968. lua_interface->LogError("LUA SetPlayerPOVGhost command error: could not find client");
  11969. lua_interface->SetBooleanValue(state, false);
  11970. lua_interface->ResetFunctionStack(state);
  11971. return 1;
  11972. }
  11973. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  11974. bool success_sight = client->SetPlayerPOVGhost(spawn);
  11975. lua_interface->ResetFunctionStack(state);
  11976. lua_interface->SetBooleanValue(state, success_sight);
  11977. return 1;
  11978. }
  11979. int EQ2Emu_lua_SetCastOnAggroComplete(lua_State* state) {
  11980. if (!lua_interface)
  11981. return 0;
  11982. bool result = false;
  11983. Spawn* spawn = lua_interface->GetSpawn(state);
  11984. bool cast_completed = (lua_interface->GetInt8Value(state, 2) == 1);
  11985. lua_interface->ResetFunctionStack(state);
  11986. if (!spawn)
  11987. lua_interface->LogError("%s: LUA SetCastOnAggroComplete error: Could not find spawn.", lua_interface->GetScriptName(state));
  11988. else if (!spawn->IsNPC())
  11989. lua_interface->LogError("%s: LUA SetCastOnAggroComplete error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  11990. else
  11991. {
  11992. ((NPC*)spawn)->cast_on_aggro_completed = cast_completed;
  11993. result = true;
  11994. }
  11995. lua_interface->SetBooleanValue(state, result);
  11996. return 1;
  11997. }
  11998. int EQ2Emu_lua_IsCastOnAggroComplete(lua_State* state) {
  11999. if (!lua_interface)
  12000. return 0;
  12001. bool result = false;
  12002. Spawn* spawn = lua_interface->GetSpawn(state);
  12003. lua_interface->ResetFunctionStack(state);
  12004. if (!spawn)
  12005. lua_interface->LogError("%s: LUA IsCastOnAggroComplete error: Could not find spawn.", lua_interface->GetScriptName(state));
  12006. else if (!spawn->IsNPC())
  12007. lua_interface->LogError("%s: LUA IsCastOnAggroComplete error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  12008. else
  12009. {
  12010. if(((NPC*)spawn)->cast_on_aggro_completed)
  12011. result = true;
  12012. }
  12013. lua_interface->SetBooleanValue(state, result);
  12014. return 1;
  12015. }
  12016. int EQ2Emu_lua_AddRecipeBookToPlayer(lua_State* state) {
  12017. Client* client = nullptr;
  12018. Spawn* player = lua_interface->GetSpawn(state);
  12019. int32 recipe_book_id = lua_interface->GetInt32Value(state, 2);
  12020. lua_interface->ResetFunctionStack(state);
  12021. if (!player) {
  12022. lua_interface->LogError("LUA AddRecipeBookToPlayer command error: spawn is not valid");
  12023. lua_interface->SetBooleanValue(state, false);
  12024. return 1;
  12025. }
  12026. if (!player->IsPlayer()) {
  12027. lua_interface->LogError("LUA AddRecipeBookToPlayer command error: spawn is not a player");
  12028. lua_interface->SetBooleanValue(state, false);
  12029. return 1;
  12030. }
  12031. client = player->GetClient();
  12032. if (!client) {
  12033. lua_interface->LogError("LUA AddRecipeBookToPlayer command error: could not find client");
  12034. lua_interface->SetBooleanValue(state, false);
  12035. return 1;
  12036. }
  12037. bool result = client->AddRecipeBookToPlayer(recipe_book_id);
  12038. lua_interface->SetBooleanValue(state, result);
  12039. return 1;
  12040. }
  12041. int EQ2Emu_lua_RemoveRecipeFromPlayer(lua_State* state) {
  12042. Client* client = nullptr;
  12043. Spawn* player = lua_interface->GetSpawn(state);
  12044. int32 recipe_id = lua_interface->GetInt32Value(state, 2);
  12045. lua_interface->ResetFunctionStack(state);
  12046. if (!player) {
  12047. lua_interface->LogError("LUA RemoveRecipeFromPlayer command error: spawn is not valid");
  12048. lua_interface->SetBooleanValue(state, false);
  12049. return 1;
  12050. }
  12051. if (!player->IsPlayer()) {
  12052. lua_interface->LogError("LUA RemoveRecipeFromPlayer command error: spawn is not a player");
  12053. lua_interface->SetBooleanValue(state, false);
  12054. return 1;
  12055. }
  12056. client = player->GetClient();
  12057. if (!client) {
  12058. lua_interface->LogError("LUA RemoveRecipeFromPlayer command error: could not find client");
  12059. lua_interface->SetBooleanValue(state, false);
  12060. return 1;
  12061. }
  12062. bool result = client->RemoveRecipeFromPlayer(recipe_id);
  12063. lua_interface->SetBooleanValue(state, result);
  12064. return 1;
  12065. }
  12066. int EQ2Emu_lua_ReplaceWidgetFromClient(lua_State* state) {
  12067. Client* client = nullptr;
  12068. Spawn* player = lua_interface->GetSpawn(state);
  12069. int32 widget_id = lua_interface->GetInt32Value(state, 2);
  12070. bool delete_widget = (lua_interface->GetInt8Value(state, 3) == 1);
  12071. // rest are all optional fields
  12072. float x = lua_interface->GetFloatValue(state, 4);
  12073. float y = lua_interface->GetFloatValue(state, 5);
  12074. float z = lua_interface->GetFloatValue(state, 6);
  12075. int32 grid_id = lua_interface->GetInt32Value(state, 7);
  12076. lua_interface->ResetFunctionStack(state);
  12077. if (!player) {
  12078. lua_interface->LogError("LUA ReplaceWidgetFromClient command error: spawn is not valid");
  12079. lua_interface->SetBooleanValue(state, false);
  12080. return 1;
  12081. }
  12082. if (!player->IsPlayer()) {
  12083. lua_interface->LogError("LUA ReplaceWidgetFromClient command error: spawn is not a player");
  12084. lua_interface->SetBooleanValue(state, false);
  12085. return 1;
  12086. }
  12087. if(!player->GetZone()) {
  12088. lua_interface->LogError("LUA ReplaceWidgetFromClient command error: player is not in a zone");
  12089. lua_interface->SetBooleanValue(state, false);
  12090. return 1;
  12091. }
  12092. client = player->GetClient();
  12093. if (!client) {
  12094. lua_interface->LogError("LUA ReplaceWidgetFromClient command error: could not find client");
  12095. lua_interface->SetBooleanValue(state, false);
  12096. return 1;
  12097. }
  12098. if(!client->IsReadyForUpdates()) {
  12099. lua_interface->LogError("LUA ReplaceWidgetFromClient command failed: client has not signaled sys_client_avatar_ready");
  12100. lua_interface->SetBooleanValue(state, false);
  12101. return 1;
  12102. }
  12103. client->SendReplaceWidget(widget_id, delete_widget, x, y, z, grid_id);
  12104. lua_interface->SetBooleanValue(state, true);
  12105. return 1;
  12106. }
  12107. int EQ2Emu_lua_RemoveWidgetFromSpawnMap(lua_State* state) {
  12108. Client* client = nullptr;
  12109. Spawn* spawn = lua_interface->GetSpawn(state);
  12110. int32 widget_id = lua_interface->GetInt32Value(state, 2);
  12111. lua_interface->ResetFunctionStack(state);
  12112. if (!spawn) {
  12113. lua_interface->LogError("LUA RemoveWidgetFromSpawnMap command error: spawn is not valid");
  12114. lua_interface->SetBooleanValue(state, false);
  12115. return 1;
  12116. }
  12117. if(!spawn->GetZone()) {
  12118. lua_interface->LogError("LUA ReplaceWidgetFromClient command error: player is not in a zone");
  12119. lua_interface->SetBooleanValue(state, false);
  12120. return 1;
  12121. }
  12122. spawn->AddIgnoredWidget(widget_id);
  12123. lua_interface->SetBooleanValue(state, true);
  12124. return 1;
  12125. }
  12126. int EQ2Emu_lua_RemoveWidgetFromZoneMap(lua_State* state) {
  12127. ZoneServer* zone = lua_interface->GetZone(state);
  12128. int32 widget_id = lua_interface->GetInt32Value(state, 2);
  12129. lua_interface->ResetFunctionStack(state);
  12130. if(!zone) {
  12131. lua_interface->LogError("LUA RemoveWidgetFromZoneMap command error: zone is not valid");
  12132. lua_interface->SetBooleanValue(state, false);
  12133. return 1;
  12134. }
  12135. if(!zone->IsLoading()) {
  12136. lua_interface->LogError("LUA RemoveWidgetFromZoneMap command error: can only be called during zone loading, in preinit_zone_script ZoneScript function");
  12137. lua_interface->SetBooleanValue(state, false);
  12138. return 1;
  12139. }
  12140. zone->AddIgnoredWidget(widget_id);
  12141. lua_interface->SetBooleanValue(state, true);
  12142. return 1;
  12143. }
  12144. int EQ2Emu_lua_SendHearCast(lua_State* state) {
  12145. if (!lua_interface)
  12146. return 0;
  12147. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  12148. Spawn* spawn = lua_interface->GetSpawn(state);
  12149. int32 spell_visual_id = lua_interface->GetInt32Value(state, 2);
  12150. int16 cast_time = lua_interface->GetInt16Value(state, 3);
  12151. Spawn* caster = lua_interface->GetSpawn(state, 4);
  12152. Spawn* target = lua_interface->GetSpawn(state, 5);
  12153. lua_interface->ResetFunctionStack(state);
  12154. if(spell && spawn && spawn->IsEntity()) {
  12155. ZoneServer* zone = spawn->GetZone();
  12156. if(zone) {
  12157. zone->SendCastSpellPacket(spell, caster && caster->IsEntity() ? (Entity*)caster : (Entity*)spawn, spell_visual_id, cast_time > 0 ? cast_time : 0xFFFF);
  12158. }
  12159. }
  12160. else if (spawn) {
  12161. if (spawn->IsPlayer()) {
  12162. Client* client = ((Player*)spawn)->GetClient();
  12163. if (client) {
  12164. client->SendHearCast(caster ? caster : client->GetPlayer(), target ? target : client->GetPlayer(), spell_visual_id, cast_time);
  12165. }
  12166. }
  12167. }
  12168. return 0;
  12169. }