LuaInterface.h 12 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #ifndef LUA_INTERFACE_H
  17. #define LUA_INTERFACE_H
  18. #include "Spawn.h"
  19. #include "Spells.h"
  20. #include "../common/Mutex.h"
  21. #include "Quests.h"
  22. #include "zoneserver.h"
  23. #include "client.h"
  24. #include "../LUA/lua.hpp"
  25. using namespace std;
  26. struct ConversationOption{
  27. string option;
  28. string function;
  29. };
  30. struct OptionWindowOption {
  31. string optionName;
  32. string optionDescription;
  33. string optionCommand;
  34. int32 optionIconSheet;
  35. int16 optionIconID;
  36. string optionConfirmTitle;
  37. };
  38. //Bitmask Values
  39. #define EFFECT_FLAG_STUN 1
  40. #define EFFECT_FLAG_ROOT 2
  41. #define EFFECT_FLAG_MEZ 4
  42. #define EFFECT_FLAG_STIFLE 8
  43. #define EFFECT_FLAG_DAZE 16
  44. #define EFFECT_FLAG_FEAR 32
  45. #define EFFECT_FLAG_SPELLBONUS 64
  46. #define EFFECT_FLAG_SKILLBONUS 128
  47. #define EFFECT_FLAG_STEALTH 256
  48. #define EFFECT_FLAG_INVIS 512
  49. #define EFFECT_FLAG_SNARE 1024
  50. #define EFFECT_FLAG_WATERWALK 2048
  51. #define EFFECT_FLAG_WATERJUMP 4096
  52. #define EFFECT_FLAG_FLIGHT 8192
  53. #define EFFECT_FLAG_GLIDE 16384
  54. #define EFFECT_FLAG_AOE_IMMUNE 32768
  55. #define EFFECT_FLAG_STUN_IMMUNE 65536
  56. #define EFFECT_FLAG_MEZ_IMMUNE 131072
  57. #define EFFECT_FLAG_DAZE_IMMUNE 262144
  58. #define EFFECT_FLAG_ROOT_IMMUNE 524288
  59. #define EFFECT_FLAG_STIFLE_IMMUNE 1048576
  60. #define EFFECT_FLAG_FEAR_IMMUNE 2097152
  61. #define EFFECT_FLAG_SAFEFALL 4194304
  62. struct LuaSpell{
  63. Entity* caster;
  64. int32 initial_caster_char_id;
  65. int32 initial_target;
  66. int32 initial_target_char_id;
  67. vector<int32> targets;
  68. multimap<int32, int8> char_id_targets;
  69. Spell* spell;
  70. lua_State* state;
  71. string file_name;
  72. Timer timer;
  73. int16 num_calls;
  74. int16 num_triggers;
  75. int8 slot_pos;
  76. int32 damage_remaining;
  77. bool resisted;
  78. bool interrupted;
  79. bool crit;
  80. bool last_spellattack_hit;
  81. bool cancel_after_all_triggers;
  82. bool had_triggers;
  83. bool had_dmg_remaining;
  84. Mutex MSpellTargets;
  85. int32 effect_bitmask;
  86. bool restored; // restored spell cross zone
  87. };
  88. class LUAUserData{
  89. public:
  90. LUAUserData();
  91. virtual ~LUAUserData(){};
  92. virtual bool IsCorrectlyInitialized();
  93. virtual bool IsConversationOption();
  94. virtual bool IsSpawnList();
  95. virtual bool IsOptionWindow();
  96. virtual bool IsSpawn();
  97. virtual bool IsQuest();
  98. virtual bool IsZone();
  99. virtual bool IsItem();
  100. virtual bool IsSkill();
  101. virtual bool IsSpell();
  102. bool correctly_initialized;
  103. Item* item;
  104. ZoneServer* zone;
  105. Spawn* spawn;
  106. vector<ConversationOption>* conversation_options;
  107. vector<OptionWindowOption>* option_window_option;
  108. vector<Spawn*>* spawn_list;
  109. Quest* quest;
  110. Skill* skill;
  111. LuaSpell* spell;
  112. };
  113. class LUAConversationOptionWrapper : public LUAUserData{
  114. public:
  115. LUAConversationOptionWrapper();
  116. bool IsConversationOption();
  117. };
  118. class LUASpawnListWrapper: public LUAUserData{
  119. public:
  120. LUASpawnListWrapper();
  121. ~LUASpawnListWrapper() { safe_delete(spawn_list); }
  122. bool IsSpawnList();
  123. };
  124. class LUAOptionWindowWrapper : public LUAUserData {
  125. public:
  126. LUAOptionWindowWrapper();
  127. bool IsOptionWindow();
  128. };
  129. class LUASpawnWrapper : public LUAUserData{
  130. public:
  131. LUASpawnWrapper();
  132. bool IsSpawn();
  133. };
  134. class LUAZoneWrapper : public LUAUserData{
  135. public:
  136. LUAZoneWrapper();
  137. bool IsZone();
  138. };
  139. class LUAQuestWrapper : public LUAUserData{
  140. public:
  141. LUAQuestWrapper();
  142. bool IsQuest();
  143. };
  144. class LUAItemWrapper : public LUAUserData{
  145. public:
  146. LUAItemWrapper();
  147. bool IsItem();
  148. };
  149. class LUASkillWrapper: public LUAUserData {
  150. public:
  151. LUASkillWrapper();
  152. bool IsSkill();
  153. };
  154. class LUASpellWrapper : public LUAUserData {
  155. public:
  156. LUASpellWrapper();
  157. bool IsSpell();
  158. };
  159. class LuaInterface {
  160. public:
  161. LuaInterface();
  162. ~LuaInterface();
  163. int GetNumberOfArgs(lua_State* state);
  164. bool LoadLuaSpell(const char* name);
  165. bool LoadLuaSpell(string name);
  166. bool LoadItemScript(string name);
  167. bool LoadItemScript(const char* name);
  168. bool LoadSpawnScript(string name);
  169. bool LoadSpawnScript(const char* name);
  170. bool LoadZoneScript(string name);
  171. bool LoadZoneScript(const char* name);
  172. bool LoadRegionScript(string name);
  173. bool LoadRegionScript(const char* name);
  174. void RemoveSpell(LuaSpell* spell, bool call_remove_function = true, bool can_delete = true, string reason = "", bool removing_all_spells = false);
  175. Spawn* GetSpawn(lua_State* state, int8 arg_num = 1);
  176. Item* GetItem(lua_State* state, int8 arg_num = 1);
  177. Quest* GetQuest(lua_State* state, int8 arg_num = 1);
  178. ZoneServer* GetZone(lua_State* state, int8 arg_num = 1);
  179. Skill* GetSkill(lua_State* state, int8 arg_num = 1);
  180. LuaSpell* GetSpell(lua_State* state, int8 arg_num = 1);
  181. vector<ConversationOption>* GetConversation(lua_State* state, int8 arg_num = 1);
  182. vector<Spawn*>* GetSpawnList(lua_State* state, int8 arg_num = 1);
  183. vector<OptionWindowOption>* GetOptionWindow(lua_State* state, int8 arg_num = 1);
  184. int8 GetInt8Value(lua_State* state, int8 arg_num = 1);
  185. int16 GetInt16Value(lua_State* state, int8 arg_num = 1);
  186. int32 GetInt32Value(lua_State* state, int8 arg_num = 1);
  187. sint32 GetSInt32Value(lua_State* state, int8 arg_num = 1);
  188. int64 GetInt64Value(lua_State* state, int8 arg_num = 1);
  189. sint64 GetSInt64Value(lua_State* state, int8 arg_num = 1);
  190. float GetFloatValue(lua_State* state, int8 arg_num = 1);
  191. string GetStringValue(lua_State* state, int8 arg_num = 1);
  192. bool GetBooleanValue(lua_State*state, int8 arg_num = 1);
  193. void Process();
  194. void SetInt32Value(lua_State* state, int32 value);
  195. void SetSInt32Value(lua_State* state, sint32 value);
  196. void SetInt64Value(lua_State* state, int64 value);
  197. void SetSInt64Value(lua_State* state, sint64 value);
  198. void SetFloatValue(lua_State* state, float value);
  199. void SetBooleanValue(lua_State* state, bool value);
  200. void SetStringValue(lua_State* state, const char* value);
  201. void SetSpawnValue(lua_State* state, Spawn* spawn);
  202. void SetSkillValue(lua_State* state, Skill* skill);
  203. void SetItemValue(lua_State* state, Item* item);
  204. void SetQuestValue(lua_State* state, Quest* quest);
  205. void SetZoneValue(lua_State* state, ZoneServer* zone);
  206. void SetSpawnListValue(lua_State* state, vector<Spawn*>* spawnList);
  207. void SetSpellValue(lua_State* state, LuaSpell* spell);
  208. void SetConversationValue(lua_State* state, vector<ConversationOption>* conversation);
  209. void SetOptionWindowValue(lua_State* state, vector<OptionWindowOption>* optionWindow);
  210. std::string AddSpawnPointers(LuaSpell* spell, bool first_cast, bool precast = false, const char* function = 0, SpellScriptTimer* timer = 0, bool passLuaSpell=false, Spawn* altTarget = 0);
  211. LuaSpell* GetCurrentSpell(lua_State* state);
  212. bool CallSpellProcess(LuaSpell* spell, int8 num_parameters, std::string functionCalled);
  213. LuaSpell* GetSpell(const char* name);
  214. void UseItemScript(const char* name, lua_State* state, bool val);
  215. void UseSpawnScript(const char* name, lua_State* state, bool val);
  216. void UseZoneScript(const char* name, lua_State* state, bool val);
  217. void UseRegionScript(const char* name, lua_State* state, bool val);
  218. lua_State* GetItemScript(const char* name, bool create_new = true, bool use = false);
  219. lua_State* GetSpawnScript(const char* name, bool create_new = true, bool use = false);
  220. lua_State* GetZoneScript(const char* name, bool create_new = true, bool use = false);
  221. lua_State* GetRegionScript(const char* name, bool create_new = true, bool use = false);
  222. Quest* LoadQuest(int32 id, const char* name, const char* type, const char* zone, int8 level, const char* description, char* script_name);
  223. const char* GetScriptName(lua_State* state);
  224. void RemoveSpawnScript(const char* name);
  225. bool RunItemScript(string script_name, const char* function_name, Item* item, Spawn* spawn = 0, sint64* returnValue = 0);
  226. bool RunItemScriptWithReturnString(string script_name, const char* function_name, Item* item, Spawn* spawn = 0, std::string* returnValue = 0);
  227. bool CallItemScript(lua_State* state, int8 num_parameters, std::string* returnValue = 0);
  228. bool CallItemScript(lua_State* state, int8 num_parameters, sint64* returnValue = 0);
  229. bool RunSpawnScript(string script_name, const char* function_name, Spawn* npc, Spawn* spawn = 0, const char* message = 0, bool is_door_open = false);
  230. bool CallSpawnScript(lua_State* state, int8 num_parameters);
  231. bool RunZoneScript(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn = 0, int32 int32_arg1 = 0, const char* str_arg1 = 0, Spawn* spawn_arg1 = 0, int32 int32_arg2 = 0, const char* str_arg2 = 0, Spawn* spawn_arg2 = 0);
  232. bool RunZoneScriptWithReturn(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn, int32 int32_arg1, int32 int32_arg2, int32 int32_arg3, int32* returnValue = 0);
  233. bool CallZoneScript(lua_State* state, int8 num_parameters, int32* returnValue = 0);
  234. bool RunRegionScript(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn = 0, sint32 int32_arg1 = 0, int32* returnValue = 0);
  235. bool CallRegionScript(lua_State* state, int8 num_parameters, int32* returnValue);
  236. void ResetFunctionStack(lua_State* state);
  237. void DestroySpells();
  238. void DestroySpawnScripts();
  239. void DestroyItemScripts();
  240. void ReloadSpells();
  241. void DestroyQuests(bool reload = false);
  242. void DestroyZoneScripts();
  243. void DestroyRegionScripts();
  244. void SimpleLogError(const char* error);
  245. void LogError(const char* error, ...);
  246. void CallQuestFunction(Quest* quest, const char* function, Spawn* player, int32 step_id = 0xFFFFFFFF);
  247. void RemoveDebugClients(Client* client);
  248. void UpdateDebugClients(Client* client);
  249. void ProcessErrorMessage(const char* message);
  250. map<Client*, int32> GetDebugClients(){ return debug_clients; }
  251. void AddUserDataPtr(LUAUserData* data);
  252. void DeleteUserDataPtrs(bool all);
  253. void DeletePendingSpells(bool all);
  254. void DeletePendingSpell(LuaSpell* spell);
  255. Mutex* GetSpawnScriptMutex(const char* name);
  256. Mutex* GetItemScriptMutex(const char* name);
  257. Mutex* GetZoneScriptMutex(const char* name);
  258. Mutex* GetRegionScriptMutex(const char* name);
  259. Mutex* GetQuestMutex(Quest* quest);
  260. void SetSpawnScriptsReloading(bool val) { spawn_scripts_reloading = val; }
  261. void AddPendingSpellDelete(LuaSpell* spell);
  262. void AddCustomSpell(LuaSpell* spell);
  263. void RemoveCustomSpell(int32 id);
  264. void FindCustomSpellLock() { MCustomSpell.readlock(); }
  265. void FindCustomSpellUnlock() { MCustomSpell.releasereadlock(); }
  266. LuaSpell* FindCustomSpell(int32 id);
  267. int32 GetFreeCustomSpellID();
  268. private:
  269. bool shutting_down;
  270. bool spawn_scripts_reloading;
  271. map<LuaSpell*, int32> spells_pending_delete;
  272. Timer* user_data_timer;
  273. Timer* spell_delete_timer;
  274. map<LUAUserData*, int32> user_data;
  275. map<Client*, int32> debug_clients;
  276. map<lua_State*, LuaSpell*> current_spells;
  277. vector<string>* GetDirectoryListing(const char* directory);
  278. lua_State* LoadLuaFile(const char* name);
  279. void RegisterFunctions(lua_State* state);
  280. map<string, LuaSpell*> spells;
  281. map<lua_State*, string> inverse_spells;
  282. map<int32, Quest*> quests;
  283. map<int32, lua_State*> quest_states;
  284. map<string, map<lua_State*, bool> > item_scripts;
  285. map<string, map<lua_State*, bool> > spawn_scripts;
  286. map<string, map<lua_State*, bool> > zone_scripts;
  287. map<string, map<lua_State*, bool> > region_scripts;
  288. map<int32, LuaSpell*> custom_spells;
  289. std::deque<int32> custom_free_spell_ids;
  290. map<lua_State*, string> item_inverse_scripts;
  291. map<lua_State*, string> spawn_inverse_scripts;
  292. map<lua_State*, string> zone_inverse_scripts;
  293. map<lua_State*, string> region_inverse_scripts;
  294. map<string, Mutex*> item_scripts_mutex;
  295. map<string, Mutex*> spawn_scripts_mutex;
  296. map<string, Mutex*> zone_scripts_mutex;
  297. map<int32, Mutex*> quests_mutex;
  298. map<string, Mutex*> region_scripts_mutex;
  299. Mutex MDebugClients;
  300. Mutex MSpells;
  301. Mutex MSpawnScripts;
  302. Mutex MItemScripts;
  303. Mutex MZoneScripts;
  304. Mutex MQuests;
  305. Mutex MLUAUserData;
  306. Mutex MLUAMain;
  307. Mutex MSpellDelete;
  308. Mutex MCustomSpell;
  309. Mutex MRegionScripts;
  310. };
  311. #endif