LuaFunctions.cpp 431 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 && luaspell->caster) {
  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. ZoneServer* zone = lua_interface->GetZone(state);
  1609. Spawn* player = lua_interface->GetSpawn(state, 2);
  1610. Client* client = 0;
  1611. if (player && player->IsPlayer())
  1612. client = ((Player*)player)->GetClient();
  1613. float x = lua_interface->GetFloatValue(state, 3);
  1614. float y = lua_interface->GetFloatValue(state, 4);
  1615. float z = lua_interface->GetFloatValue(state, 5);
  1616. float heading = lua_interface->GetFloatValue(state, 6);
  1617. if (zone && client) {
  1618. LogWrite(LUA__DEBUG, 0, "LUA", "LUA Zone Request by Player: '%s' (%u)", player->GetName(), player->GetID());
  1619. LogWrite(LUA__DEBUG, 5, "LUA", "\tTo Zone: '%s' (%u)", zone->GetZoneName(), zone->GetZoneID());
  1620. if (!client->CheckZoneAccess(zone->GetZoneName()))
  1621. {
  1622. LogWrite(LUA__WARNING, 0, "LUA", "CheckZoneAccess() FAILED! LUA Zone Request Denied!");
  1623. return 0;
  1624. }
  1625. if (x != 0 || y != 0 || z != 0) {
  1626. LogWrite(LUA__DEBUG, 5, "LUA", "\tTo Coordinates: %2f, %2f, %2f, %2f", x, y, z, heading);
  1627. player->SetX(x);
  1628. player->SetY(y);
  1629. player->SetZ(z);
  1630. player->SetHeading(heading);
  1631. client->Zone(zone->GetZoneName(), false);
  1632. }
  1633. else
  1634. client->Zone(zone->GetZoneName());
  1635. }
  1636. else
  1637. lua_interface->LogError("%s: Error in EQ2Emu_lua_Zone: invalid zone or spawn input.", lua_interface->GetScriptName(state));
  1638. lua_interface->ResetFunctionStack(state);
  1639. return 0;
  1640. }
  1641. int EQ2Emu_lua_AddSpawnAccess(lua_State* state) {
  1642. if (!lua_interface)
  1643. return 0;
  1644. Spawn* spawn = lua_interface->GetSpawn(state);
  1645. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  1646. if (spawn && spawn2)
  1647. spawn->AddAllowAccessSpawn(spawn2);
  1648. lua_interface->ResetFunctionStack(state);
  1649. return 0;
  1650. }
  1651. int EQ2Emu_lua_CastSpell(lua_State* state) {
  1652. if (!lua_interface)
  1653. return 0;
  1654. Spawn* target = lua_interface->GetSpawn(state);
  1655. int32 spell_id = lua_interface->GetInt32Value(state, 2);
  1656. int8 spell_tier = lua_interface->GetInt8Value(state, 3);
  1657. Spawn* caster = lua_interface->GetSpawn(state, 4);
  1658. int16 custom_cast_time = lua_interface->GetInt16Value(state, 5);
  1659. lua_interface->ResetFunctionStack(state);
  1660. if (!target) {
  1661. lua_interface->LogError("%s: LUA CastSpell command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  1662. return 0;
  1663. }
  1664. if (!target->IsEntity()) {
  1665. lua_interface->LogError("%s: LUA CastSpell command error: target (%s) is not an entity", lua_interface->GetScriptName(state), target->GetName());
  1666. return 0;
  1667. }
  1668. if (spell_id <= 0) {
  1669. lua_interface->LogError("%s: LUA CastSpell command error: spell id is not valid", lua_interface->GetScriptName(state));
  1670. return 0;
  1671. }
  1672. if (caster && !caster->IsEntity()) {
  1673. lua_interface->LogError("%s: LUA CastSpell command error: caster (%s) is not an entity", lua_interface->GetScriptName(state), caster->GetName());
  1674. return 0;
  1675. }
  1676. if (spell_tier == 0)
  1677. spell_tier = 1;
  1678. if (!caster)
  1679. caster = target;
  1680. target->GetZone()->ProcessSpell(master_spell_list.GetSpell(spell_id, spell_tier), (Entity*)caster, (Entity*)target, true, false, NULL, custom_cast_time);
  1681. return 0;
  1682. }
  1683. int EQ2Emu_lua_SpellDamage(lua_State* state) {
  1684. if (!lua_interface)
  1685. return 0;
  1686. Spawn* target = lua_interface->GetSpawn(state);
  1687. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1688. if(!luaspell || luaspell->resisted) {
  1689. lua_interface->ResetFunctionStack(state);
  1690. lua_interface->SetBooleanValue(state, false);
  1691. return 1;
  1692. }
  1693. Spawn* caster = luaspell->caster;
  1694. sint32 type = lua_interface->GetSInt32Value(state, 2);
  1695. int32 min_damage = lua_interface->GetInt32Value(state, 3);
  1696. int32 max_damage = lua_interface->GetInt32Value(state, 4);
  1697. int8 crit_mod = lua_interface->GetInt32Value(state, 5);
  1698. bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1;
  1699. //lua_interface->ResetFunctionStack(state);
  1700. int32 class_id = lua_interface->GetInt32Value(state, 7);
  1701. vector<int16> faction_req;
  1702. vector<int16> race_req;
  1703. int32 class_req = 0;
  1704. int32 i = 0;
  1705. int8 f = 0;
  1706. int8 r = 0;
  1707. while ((class_id = lua_interface->GetInt32Value(state, 7 + i))) {
  1708. if (class_id < 100) {
  1709. class_req += pow(2.0, double(class_id - 1));
  1710. }
  1711. else if (class_id > 100 && class_id < 1000) {
  1712. race_req.push_back(class_id);
  1713. r++;
  1714. }
  1715. else {
  1716. faction_req.push_back(class_id);
  1717. f++;
  1718. }
  1719. i++;
  1720. }
  1721. lua_interface->ResetFunctionStack(state);
  1722. if (caster && caster->IsEntity()) {
  1723. bool race_match = false;
  1724. bool success = false;
  1725. luaspell->resisted = false;
  1726. if (luaspell->targets.size() > 0) {
  1727. ZoneServer* zone = luaspell->caster->GetZone();
  1728. Spawn* target = 0;
  1729. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1730. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1731. if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
  1732. if (race_req.size() > 0) {
  1733. for (int8 i = 0; i < race_req.size(); i++) {
  1734. if(race_req[i] == target->GetRace() ||
  1735. race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
  1736. race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
  1737. race_match = true;
  1738. }
  1739. }
  1740. }
  1741. else
  1742. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1743. if (race_match == true) {
  1744. float distance = caster->GetDistance(target, true);
  1745. ((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs);
  1746. }
  1747. }
  1748. }
  1749. success = true;
  1750. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1751. }
  1752. else if (target) {
  1753. //check class and race/faction here
  1754. if (race_req.size() > 0) {
  1755. for (int8 i = 0; i < race_req.size(); i++) {
  1756. if(race_req[i] == target->GetRace() ||
  1757. race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
  1758. race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
  1759. race_match = true;
  1760. }
  1761. }
  1762. }
  1763. else
  1764. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1765. if (race_match == true) {
  1766. float distance = caster->GetDistance(target, true);
  1767. if (((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs))
  1768. success = true;
  1769. }
  1770. }
  1771. lua_interface->SetBooleanValue(state, luaspell->has_damaged);
  1772. if (success) {
  1773. Spell* spell = luaspell->spell;
  1774. if (caster->IsPlayer() && spell && spell->GetSpellData()->target_type == 1 && spell->GetSpellData()->spell_book_type == 1) { //offense combat art
  1775. ((Player*)caster)->InCombat(true);
  1776. if (caster->GetZone())
  1777. caster->GetZone()->TriggerCharSheetTimer();
  1778. }
  1779. }
  1780. }
  1781. else {
  1782. lua_interface->SetBooleanValue(state, false);
  1783. }
  1784. return 1;
  1785. }
  1786. int EQ2Emu_lua_SpellDamageExt(lua_State* state) {
  1787. if (!lua_interface)
  1788. return 0;
  1789. Spawn* target = lua_interface->GetSpawn(state);
  1790. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1791. if(!luaspell || luaspell->resisted) {
  1792. lua_interface->ResetFunctionStack(state);
  1793. lua_interface->SetBooleanValue(state, false);
  1794. return 1;
  1795. }
  1796. Spawn* caster = luaspell->caster;
  1797. sint32 type = lua_interface->GetSInt32Value(state, 2);
  1798. int32 min_damage = lua_interface->GetInt32Value(state, 3);
  1799. int32 max_damage = lua_interface->GetInt32Value(state, 4);
  1800. int8 crit_mod = lua_interface->GetInt32Value(state, 5);
  1801. bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1;
  1802. int32 override_packet_type = lua_interface->GetInt32Value(state, 7);
  1803. bool take_power = lua_interface->GetInt32Value(state, 8) == 1;
  1804. //lua_interface->ResetFunctionStack(state);
  1805. int32 class_id = lua_interface->GetInt32Value(state, 9);
  1806. vector<int16> faction_req;
  1807. vector<int16> race_req;
  1808. int32 class_req = 0;
  1809. int32 i = 0;
  1810. int8 f = 0;
  1811. int8 r = 0;
  1812. while ((class_id = lua_interface->GetInt32Value(state, 9 + i))) {
  1813. if (class_id < 100) {
  1814. class_req += pow(2.0, double(class_id - 1));
  1815. }
  1816. else if (class_id > 100 && class_id < 1000) {
  1817. race_req.push_back(class_id);
  1818. r++;
  1819. }
  1820. else {
  1821. faction_req.push_back(class_id);
  1822. f++;
  1823. }
  1824. i++;
  1825. }
  1826. lua_interface->ResetFunctionStack(state);
  1827. if (caster && caster->IsEntity()) {
  1828. bool race_match = false;
  1829. bool success = false;
  1830. luaspell->resisted = false;
  1831. if (luaspell->targets.size() > 0) {
  1832. ZoneServer* zone = luaspell->caster->GetZone();
  1833. Spawn* target = 0;
  1834. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1835. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1836. if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
  1837. if (race_req.size() > 0) {
  1838. for (int8 i = 0; i < race_req.size(); i++) {
  1839. if(race_req[i] == target->GetRace() ||
  1840. race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
  1841. race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
  1842. race_match = true;
  1843. }
  1844. }
  1845. }
  1846. else
  1847. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1848. if (race_match == true) {
  1849. float distance = caster->GetDistance(target, true);
  1850. ((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs, override_packet_type, take_power);
  1851. }
  1852. }
  1853. }
  1854. success = true;
  1855. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1856. }
  1857. else if (target) {
  1858. //check class and race/faction here
  1859. if (race_req.size() > 0) {
  1860. for (int8 i = 0; i < race_req.size(); i++) {
  1861. if(race_req[i] == target->GetRace() ||
  1862. race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
  1863. race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
  1864. race_match = true;
  1865. }
  1866. }
  1867. }
  1868. else
  1869. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1870. if (race_match == true) {
  1871. float distance = caster->GetDistance(target, true);
  1872. if (((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs, override_packet_type, take_power))
  1873. success = true;
  1874. }
  1875. }
  1876. lua_interface->SetBooleanValue(state, luaspell->has_damaged);
  1877. if (success) {
  1878. Spell* spell = luaspell->spell;
  1879. if (caster->IsPlayer() && spell && spell->GetSpellData()->target_type == 1 && spell->GetSpellData()->spell_book_type == 1) { //offense combat art
  1880. ((Player*)caster)->InCombat(true);
  1881. if (caster->GetZone())
  1882. caster->GetZone()->TriggerCharSheetTimer();
  1883. }
  1884. }
  1885. }
  1886. else {
  1887. lua_interface->SetBooleanValue(state, false);
  1888. }
  1889. return 1;
  1890. }
  1891. int EQ2Emu_lua_ModifyPower(lua_State* state) {
  1892. if (!lua_interface)
  1893. return 0;
  1894. Spawn* spawn = lua_interface->GetSpawn(state);
  1895. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1896. lua_interface->ResetFunctionStack(state);
  1897. if (spawn && value != 0) {
  1898. if (spawn->GetPower() + value > spawn->GetTotalPower())
  1899. spawn->SetPower(spawn->GetTotalPower());
  1900. else
  1901. spawn->SetPower(spawn->GetPower() + value);
  1902. }
  1903. return 0;
  1904. }
  1905. int EQ2Emu_lua_ModifyHP(lua_State* state) {
  1906. if (!lua_interface)
  1907. return 0;
  1908. Spawn* spawn = lua_interface->GetSpawn(state);
  1909. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1910. lua_interface->ResetFunctionStack(state);
  1911. if (spawn && value != 0) {
  1912. if (spawn->GetHP() + value > spawn->GetTotalHP())
  1913. spawn->SetHP(spawn->GetTotalHP());
  1914. else
  1915. spawn->SetHP(spawn->GetHP() + value);
  1916. }
  1917. return 0;
  1918. }
  1919. int EQ2Emu_lua_ModifyMaxPower(lua_State* state) {
  1920. if (!lua_interface)
  1921. return 0;
  1922. Spawn* spawn = lua_interface->GetSpawn(state);
  1923. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1924. lua_interface->ResetFunctionStack(state);
  1925. if (spawn && value != 0) {
  1926. spawn->SetTotalPower(value);
  1927. spawn->SetTotalPowerBaseInstance(value);
  1928. }
  1929. return 0;
  1930. }
  1931. int EQ2Emu_lua_ModifyMaxHP(lua_State* state) {
  1932. if (!lua_interface)
  1933. return 0;
  1934. Spawn* spawn = lua_interface->GetSpawn(state);
  1935. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1936. lua_interface->ResetFunctionStack(state);
  1937. if (spawn && value != 0) {
  1938. spawn->SetTotalHP(value);
  1939. spawn->SetTotalHPBaseInstance(value);
  1940. }
  1941. return 0;
  1942. }
  1943. int EQ2Emu_lua_SetCurrentHP(lua_State* state) {
  1944. if (!lua_interface)
  1945. return 0;
  1946. Spawn* spawn = lua_interface->GetSpawn(state);
  1947. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1948. lua_interface->ResetFunctionStack(state);
  1949. if (spawn) {
  1950. spawn->SetHP(value);
  1951. if (value > spawn->GetTotalHPBase())
  1952. spawn->SetTotalHP(value);
  1953. }
  1954. return 0;
  1955. }
  1956. int EQ2Emu_lua_SetMaxHP(lua_State* state) {
  1957. if (!lua_interface)
  1958. return 0;
  1959. Spawn* spawn = lua_interface->GetSpawn(state);
  1960. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1961. float value = lua_interface->GetFloatValue(state, 2);
  1962. lua_interface->ResetFunctionStack(state);
  1963. if (spawn && spawn->IsEntity() && value > 0)
  1964. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_HEALTH, value - spawn->GetTotalHP());
  1965. if (spawn && spawn->IsPlayer())
  1966. ((Player*)spawn)->SetCharSheetChanged(true);
  1967. return 0;
  1968. }
  1969. int EQ2Emu_lua_SetMaxHPBase(lua_State* state) {
  1970. if (!lua_interface)
  1971. return 0;
  1972. Spawn* spawn = lua_interface->GetSpawn(state);
  1973. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1974. lua_interface->ResetFunctionStack(state);
  1975. if (spawn && spawn->IsEntity() && value > 0)
  1976. ((Entity*)spawn)->SetTotalHPBase(value);
  1977. return 0;
  1978. }
  1979. int EQ2Emu_lua_SetCurrentPower(lua_State* state) {
  1980. if (!lua_interface)
  1981. return 0;
  1982. Spawn* spawn = lua_interface->GetSpawn(state);
  1983. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1984. lua_interface->ResetFunctionStack(state);
  1985. if (spawn && value > 0) {
  1986. spawn->SetPower(value);
  1987. if (value > spawn->GetTotalPowerBase())
  1988. spawn->SetTotalPower(value);
  1989. }
  1990. return 0;
  1991. }
  1992. int EQ2Emu_lua_SetMaxPower(lua_State* state) {
  1993. if (!lua_interface)
  1994. return 0;
  1995. Spawn* spawn = lua_interface->GetSpawn(state);
  1996. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1997. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1998. lua_interface->ResetFunctionStack(state);
  1999. if (spawn && spawn->IsEntity() && value > 0)
  2000. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_POWER, value - spawn->GetTotalPower());
  2001. return 0;
  2002. }
  2003. int EQ2Emu_lua_SetMaxPowerBase(lua_State* state) {
  2004. if (!lua_interface)
  2005. return 0;
  2006. Spawn* spawn = lua_interface->GetSpawn(state);
  2007. sint32 value = lua_interface->GetSInt32Value(state, 2);
  2008. lua_interface->ResetFunctionStack(state);
  2009. if (spawn && spawn->IsEntity() && value > 0)
  2010. ((Entity*)spawn)->SetTotalPowerBase(value);
  2011. return 0;
  2012. }
  2013. int EQ2Emu_lua_SetPosition(lua_State* state) {
  2014. if (!lua_interface)
  2015. return 0;
  2016. Spawn* spawn = lua_interface->GetSpawn(state);
  2017. float x = lua_interface->GetFloatValue(state, 2);
  2018. float y = lua_interface->GetFloatValue(state, 3);
  2019. float z = lua_interface->GetFloatValue(state, 4);
  2020. float heading = lua_interface->GetFloatValue(state, 5);
  2021. lua_interface->ResetFunctionStack(state);
  2022. if (spawn) {
  2023. spawn->SetX(x);
  2024. spawn->SetY(y);
  2025. spawn->SetZ(z);
  2026. if (heading != 0)
  2027. spawn->SetHeading(heading);
  2028. spawn->SetSpawnOrigX(spawn->GetX());
  2029. spawn->SetSpawnOrigY(spawn->GetY());
  2030. spawn->SetSpawnOrigZ(spawn->GetZ());
  2031. spawn->SetSpawnOrigHeading(spawn->GetHeading());
  2032. if (spawn->IsPlayer()) {
  2033. Client* client = ((Player*)spawn)->GetClient();
  2034. if (client) {
  2035. EQ2Packet* packet = client->GetPlayer()->Move(x, y, z, client->GetVersion(), (heading == 0 ? -1.0f : (heading + 180.0f)));
  2036. client->QueuePacket(packet);
  2037. }
  2038. }
  2039. }
  2040. return 0;
  2041. }
  2042. int EQ2Emu_lua_SetHeading(lua_State* state) {
  2043. if (!lua_interface)
  2044. return 0;
  2045. Spawn* spawn = lua_interface->GetSpawn(state);
  2046. float value = lua_interface->GetFloatValue(state, 2);
  2047. lua_interface->ResetFunctionStack(state);
  2048. if (spawn) {
  2049. spawn->SetHeading(value);
  2050. if (spawn->IsPlayer()) {
  2051. Client* client = ((Player*)spawn)->GetClient();
  2052. if (client) {
  2053. EQ2Packet* packet = client->GetPlayer()->Move(spawn->GetX(), spawn->GetY(), spawn->GetZ(), client->GetVersion(), value + 180.0f);
  2054. client->QueuePacket(packet);
  2055. }
  2056. }
  2057. }
  2058. return 0;
  2059. }
  2060. int EQ2Emu_lua_SetModelType(lua_State* state) {
  2061. if (!lua_interface)
  2062. return 0;
  2063. Spawn* spawn = lua_interface->GetSpawn(state);
  2064. int16 value = lua_interface->GetInt16Value(state, 2);
  2065. lua_interface->ResetFunctionStack(state);
  2066. if (spawn)
  2067. spawn->SetModelType(value);
  2068. return 0;
  2069. }
  2070. int EQ2Emu_lua_SetAdventureClass(lua_State* state) {
  2071. if (!lua_interface)
  2072. return 0;
  2073. Spawn* spawn = lua_interface->GetSpawn(state);
  2074. int8 value = lua_interface->GetInt8Value(state, 2);
  2075. lua_interface->ResetFunctionStack(state);
  2076. if (spawn) {
  2077. if (spawn->IsPlayer())
  2078. ((Player*)spawn)->SetPlayerAdventureClass(value);
  2079. else
  2080. spawn->SetAdventureClass(value);
  2081. }
  2082. return 0;
  2083. }
  2084. int EQ2Emu_lua_SetTradeskillClass(lua_State* state) {
  2085. if (!lua_interface)
  2086. return 0;
  2087. Spawn* spawn = lua_interface->GetSpawn(state);
  2088. int8 value = lua_interface->GetInt8Value(state, 2);
  2089. lua_interface->ResetFunctionStack(state);
  2090. if (spawn) {
  2091. spawn->SetTradeskillClass(value);
  2092. if (spawn->IsEntity()) {
  2093. ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class1(classes.GetTSBaseClass(spawn->GetTradeskillClass()));
  2094. ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class2(classes.GetSecondaryTSBaseClass(spawn->GetTradeskillClass()));
  2095. ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class3(spawn->GetTradeskillClass());
  2096. }
  2097. if (spawn->IsPlayer())
  2098. ((Player*)spawn)->SetCharSheetChanged(true);
  2099. }
  2100. return 0;
  2101. }
  2102. int EQ2Emu_lua_SetMount(lua_State* state) {
  2103. if (!lua_interface)
  2104. return 0;
  2105. Spawn* spawn = lua_interface->GetSpawn(state);
  2106. int16 value = lua_interface->GetInt16Value(state, 2);
  2107. if (spawn && spawn->IsEntity()) {
  2108. ((Entity*)spawn)->SetMount(value);
  2109. EQ2_Color color;
  2110. color.red = 255;
  2111. color.green = 255;
  2112. color.blue = 255;
  2113. ((Entity*)spawn)->SetMountColor(&color);
  2114. ((Entity*)spawn)->SetMountSaddleColor(&color);
  2115. }
  2116. return 0;
  2117. }
  2118. int EQ2Emu_lua_SetMountColor(lua_State* state) {
  2119. if (!lua_interface)
  2120. return 0;
  2121. Spawn* spawn = lua_interface->GetSpawn(state);
  2122. EQ2_Color mount_color;
  2123. EQ2_Color saddle_color;
  2124. mount_color.red = lua_interface->GetInt8Value(state, 2);
  2125. mount_color.green = lua_interface->GetInt8Value(state, 3);
  2126. mount_color.blue = lua_interface->GetInt8Value(state, 4);
  2127. saddle_color.red = lua_interface->GetInt8Value(state, 5);
  2128. saddle_color.green = lua_interface->GetInt8Value(state, 6);
  2129. saddle_color.blue = lua_interface->GetInt8Value(state, 7);
  2130. if (spawn && spawn->IsEntity()) {
  2131. ((Entity*)spawn)->SetMountColor(&mount_color);
  2132. ((Entity*)spawn)->SetMountSaddleColor(&saddle_color);
  2133. }
  2134. return 0;
  2135. }
  2136. int EQ2Emu_lua_GetMount(lua_State* state) {
  2137. if (!lua_interface)
  2138. return 0;
  2139. Spawn* spawn = lua_interface->GetSpawn(state);
  2140. if (spawn && spawn->IsEntity()) {
  2141. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetMount());
  2142. return 1;
  2143. }
  2144. return 0;
  2145. }
  2146. int EQ2Emu_lua_GetRace(lua_State* state) {
  2147. if (!lua_interface)
  2148. return 0;
  2149. Spawn* spawn = lua_interface->GetSpawn(state);
  2150. if (spawn)
  2151. {
  2152. LogWrite(LUA__DEBUG, 0, "LUA", "%s - Race: %i", __FUNCTION__, spawn->GetRace());
  2153. lua_interface->SetInt32Value(state, spawn->GetRace());
  2154. return 1;
  2155. }
  2156. return 0;
  2157. }
  2158. int EQ2Emu_lua_GetRaceName(lua_State* state) {
  2159. if (!lua_interface)
  2160. return 0;
  2161. Spawn* spawn = lua_interface->GetSpawn(state);
  2162. if (spawn) {
  2163. lua_interface->SetStringValue(state, races.GetRaceName(spawn->GetRace()));
  2164. return 1;
  2165. }
  2166. return 0;
  2167. }
  2168. int EQ2Emu_lua_GetClass(lua_State* state) {
  2169. Spawn* spawn = lua_interface->GetSpawn(state);
  2170. if (spawn) {
  2171. lua_interface->SetInt32Value(state, spawn->GetAdventureClass());
  2172. return 1;
  2173. }
  2174. return 0;
  2175. }
  2176. int EQ2Emu_lua_GetClassName(lua_State* state) {
  2177. Spawn* spawn = lua_interface->GetSpawn(state);
  2178. if (spawn) {
  2179. lua_interface->SetStringValue(state, classes.GetClassName(spawn->GetAdventureClass()));
  2180. return 1;
  2181. }
  2182. return 0;
  2183. }
  2184. int EQ2Emu_lua_SetSpeed(lua_State* state) {
  2185. if (!lua_interface)
  2186. return 0;
  2187. Spawn* spawn = lua_interface->GetSpawn(state);
  2188. float value = lua_interface->GetFloatValue(state, 2);
  2189. lua_interface->ResetFunctionStack(state);
  2190. if (spawn) {
  2191. spawn->SetSpeed(value);
  2192. if(spawn->IsEntity())
  2193. ((Entity*)spawn)->SetSpeed(value);
  2194. if (spawn->IsPlayer()) {
  2195. Client* client = ((Player*)spawn)->GetClient();
  2196. if (client) {
  2197. PacketStruct* packet = configReader.getStruct("WS_SetControlGhost", client->GetVersion());
  2198. if (packet) {
  2199. packet->setDataByName("spawn_id", 0xFFFFFFFF);
  2200. packet->setDataByName("speed", value);
  2201. packet->setDataByName("size", 0.51);
  2202. EQ2Packet* app = packet->serialize();
  2203. client->QueuePacket(app);
  2204. safe_delete(packet);
  2205. }
  2206. }
  2207. }
  2208. }
  2209. return 0;
  2210. }
  2211. int EQ2Emu_lua_AddSpellBonus(lua_State* state) {
  2212. if (!lua_interface)
  2213. return 0;
  2214. Spawn* spawn = lua_interface->GetSpawn(state);
  2215. const int16 type = lua_interface->GetInt16Value(state, 2);
  2216. const float value = lua_interface->GetFloatValue(state, 3);
  2217. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2218. if(!luaspell || luaspell->resisted) {
  2219. lua_interface->ResetFunctionStack(state);
  2220. return 0;
  2221. }
  2222. int64 class_req = 0;
  2223. int32 class_id = 0;
  2224. vector<int16> faction_req;
  2225. vector<int16> race_req;
  2226. int32 i = 0;
  2227. int8 f = 0;
  2228. int8 r = 0;
  2229. while ((class_id = lua_interface->GetInt32Value(state, 4 + i))) {
  2230. if (class_id < 100) {
  2231. class_req += pow(2.0, double(class_id - 1));
  2232. }
  2233. else if (class_id > 100 && class_id < 1000) {
  2234. race_req.push_back(class_id);
  2235. r++;
  2236. }
  2237. else {
  2238. faction_req.push_back(class_id);
  2239. f++;
  2240. }
  2241. i++;
  2242. }
  2243. if (value != 0 && type >= 0) {
  2244. if (luaspell && luaspell->spell && luaspell->caster) {
  2245. ZoneServer* zone = luaspell->caster->GetZone();
  2246. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2247. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2248. Spawn* target = zone->GetSpawnByID(luaspell->targets[i]);
  2249. if (target) {
  2250. if (target->IsPlayer()) {
  2251. ((Player*)target)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2252. LogWrite(LUA__DEBUG, 0, "LUA", "Applying Spell Bonus to Player '%s'. Is a Group Member.", ((Player*)target)->GetName());
  2253. if (((Player*)target)->GetGroupMemberInfo())
  2254. ((Player*)target)->UpdateGroupMemberInfo();
  2255. ((Player*)target)->SetCharSheetChanged(true);
  2256. }
  2257. else if (target->IsNPC())
  2258. ((NPC*)target)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2259. else
  2260. lua_interface->LogError("%s: Error applying spell bonus on non entity.", lua_interface->GetScriptName(state));
  2261. }
  2262. }
  2263. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2264. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SPELLBONUS))
  2265. luaspell->effect_bitmask += EFFECT_FLAG_SPELLBONUS;
  2266. }
  2267. else if (spawn && spawn->IsEntity()) {
  2268. ((Entity*)spawn)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2269. LogWrite(LUA__DEBUG, 0, "LUA", "Applying Spell Bonus to Entity '%s'. Is a Group Member.", ((Entity*)spawn)->GetName());
  2270. if (spawn->IsPlayer())
  2271. ((Player*)spawn)->SetCharSheetChanged(true);
  2272. }
  2273. else
  2274. lua_interface->LogError("%s: Unable to apply spell bonus in AddSpellBonus.", lua_interface->GetScriptName(state));
  2275. }
  2276. else
  2277. lua_interface->LogError("%s: Invalid parameters for AddSpellBonus.", lua_interface->GetScriptName(state));
  2278. return 0;
  2279. }
  2280. int EQ2Emu_lua_AddSpawnSpellBonus(lua_State* state) {
  2281. if (!lua_interface)
  2282. return 0;
  2283. Spawn* spawn = lua_interface->GetSpawn(state);
  2284. int16 type = lua_interface->GetInt16Value(state, 2);
  2285. sint32 value = lua_interface->GetSInt32Value(state, 3);
  2286. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2287. if (!spawn) {
  2288. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not valid", lua_interface->GetScriptName(state));
  2289. return 0;
  2290. }
  2291. if (!spawn->IsEntity()) {
  2292. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not an entity", lua_interface->GetScriptName(state));
  2293. return 0;
  2294. }
  2295. if (value == 0) {
  2296. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: value must be set", lua_interface->GetScriptName(state));
  2297. return 0;
  2298. }
  2299. if (!luaspell || !luaspell->spell) {
  2300. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  2301. return 0;
  2302. }
  2303. if(luaspell->resisted) {
  2304. lua_interface->ResetFunctionStack(state);
  2305. return 0;
  2306. }
  2307. int32 class_req = 0;
  2308. vector<int16> faction_req;
  2309. vector<int16> race_req;
  2310. int32 class_id = 0;
  2311. int32 i = 0;
  2312. int8 f = 0;
  2313. int8 r = 0;
  2314. while ((class_id = lua_interface->GetInt32Value(state, 4 + i))) {
  2315. if (class_id < 100) {
  2316. class_req += pow(2.0, double(class_id - 1));
  2317. }
  2318. else if (class_id > 100 && class_id < 1000) {
  2319. race_req.push_back(class_id);
  2320. r++;
  2321. }
  2322. else {
  2323. faction_req.push_back(class_id);
  2324. f++;
  2325. }
  2326. i++;
  2327. }
  2328. ((Entity*)spawn)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2329. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SPELLBONUS))
  2330. luaspell->effect_bitmask += EFFECT_FLAG_SPELLBONUS;
  2331. if (spawn->IsPlayer())
  2332. ((Player*)spawn)->SetCharSheetChanged(true);
  2333. return 0;
  2334. }
  2335. int EQ2Emu_lua_RemoveSpawnSpellBonus(lua_State* state) {
  2336. if (!lua_interface)
  2337. return 0;
  2338. Spawn* spawn = lua_interface->GetSpawn(state);
  2339. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2340. if (!spawn) {
  2341. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not valid", lua_interface->GetScriptName(state));
  2342. return 0;
  2343. }
  2344. if (!spawn->IsEntity()) {
  2345. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not an entity", lua_interface->GetScriptName(state));
  2346. return 0;
  2347. }
  2348. if (!luaspell || !luaspell->spell) {
  2349. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  2350. return 0;
  2351. }
  2352. ((Entity*)spawn)->RemoveSpellBonus(luaspell);
  2353. if (spawn->IsPlayer())
  2354. ((Player*)spawn)->SetCharSheetChanged(true);
  2355. return 0;
  2356. }
  2357. int EQ2Emu_lua_RemoveSpellBonus(lua_State* state) {
  2358. if (!lua_interface)
  2359. return 0;
  2360. Spawn* spawn = lua_interface->GetSpawn(state);
  2361. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2362. if (luaspell && luaspell->spell) {
  2363. ZoneServer* zone = nullptr;
  2364. if (luaspell->caster != nullptr)
  2365. zone = luaspell->caster->GetZone();
  2366. if(!zone) {
  2367. zone = spawn->GetZone(); // workaround to try to establish a zone to find the targets and remove the spells
  2368. }
  2369. Spawn* target = 0;
  2370. if(zone) {
  2371. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2372. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2373. target = zone->GetSpawnByID(luaspell->targets[i]);
  2374. if (target && target->IsEntity()) {
  2375. ((Entity*)target)->RemoveSpellBonus(luaspell);
  2376. if (target->IsPlayer())
  2377. ((Player*)target)->SetCharSheetChanged(true);
  2378. }
  2379. }
  2380. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2381. }
  2382. else {
  2383. 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());
  2384. }
  2385. }
  2386. else if (spawn && spawn->IsEntity()) {
  2387. ((Entity*)spawn)->RemoveSpellBonus(luaspell);
  2388. if (spawn->IsPlayer())
  2389. ((Player*)spawn)->SetCharSheetChanged(true);
  2390. }
  2391. return 0;
  2392. }
  2393. int EQ2Emu_lua_AddSkillBonus(lua_State* state) {
  2394. if (!lua_interface)
  2395. return 0;
  2396. Spawn* spawn = lua_interface->GetSpawn(state);
  2397. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  2398. float value = lua_interface->GetFloatValue(state, 3);
  2399. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2400. if (value != 0) {
  2401. int32 spell_id = 0;
  2402. if (luaspell && luaspell->spell && luaspell->caster) {
  2403. if(luaspell->resisted) {
  2404. lua_interface->ResetFunctionStack(state);
  2405. return 0;
  2406. }
  2407. spell_id = luaspell->spell->GetSpellID();
  2408. ZoneServer* zone = luaspell->caster->GetZone();
  2409. Spawn* target = 0;
  2410. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2411. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2412. target = zone->GetSpawnByID(luaspell->targets[i]);
  2413. if (target && target->Alive()) {
  2414. if (target->IsPlayer()) {
  2415. ((Player*)target)->AddSkillBonus(spell_id, skill_id, value);
  2416. Client* client = ((Player*)target)->GetClient();
  2417. if (client) {
  2418. EQ2Packet* packet = ((Player*)target)->GetSkills()->GetSkillPacket(client->GetVersion());
  2419. if (packet)
  2420. client->QueuePacket(packet);
  2421. }
  2422. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SKILLBONUS))
  2423. luaspell->effect_bitmask += EFFECT_FLAG_SKILLBONUS;
  2424. }
  2425. else if (target->IsNPC()) {
  2426. ((NPC*)target)->AddSkillBonus(spell_id, skill_id, value);
  2427. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SKILLBONUS))
  2428. luaspell->effect_bitmask += EFFECT_FLAG_SKILLBONUS;
  2429. }
  2430. else
  2431. LogWrite(LUA__ERROR, 0, "LUA", "Error applying bonus buff on '%s'. Not a NPC or player.", target->GetName());
  2432. }
  2433. }
  2434. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2435. }
  2436. else if (spawn) {
  2437. if (spawn->IsPlayer()) {
  2438. ((Player*)spawn)->AddSkillBonus(spell_id, skill_id, value);
  2439. Client* client = ((Player*)spawn)->GetClient();
  2440. if (client) {
  2441. EQ2Packet* packet = ((Player*)spawn)->GetSkills()->GetSkillPacket(client->GetVersion());
  2442. if (packet)
  2443. client->QueuePacket(packet);
  2444. }
  2445. }
  2446. else if (spawn->IsNPC())
  2447. ((NPC*)spawn)->AddSkillBonus(spell_id, skill_id, value);
  2448. else
  2449. LogWrite(LUA__ERROR, 0, "LUA", "Error applying skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
  2450. }
  2451. }
  2452. else
  2453. lua_interface->LogError("%s: Invalid parameters for AddSkillBonus.", lua_interface->GetScriptName(state));
  2454. return 0;
  2455. }
  2456. int EQ2Emu_lua_RemoveSkillBonus(lua_State* state) {
  2457. if (!lua_interface)
  2458. return 0;
  2459. Spawn* spawn = lua_interface->GetSpawn(state);
  2460. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2461. if (spawn && spawn->IsPlayer()) {
  2462. int32 spell_id = 0;
  2463. if (luaspell && luaspell->spell && luaspell->caster) {
  2464. if(luaspell->resisted) {
  2465. lua_interface->ResetFunctionStack(state);
  2466. return 0;
  2467. }
  2468. spell_id = luaspell->spell->GetSpellID();
  2469. ZoneServer* zone = luaspell->caster->GetZone();
  2470. Spawn* target = 0;
  2471. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2472. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2473. target = zone->GetSpawnByID(luaspell->targets[i]);
  2474. if (target) {
  2475. if (target->IsPlayer()) {
  2476. ((Player*)target)->RemoveSkillBonus(spell_id);
  2477. Client* client = ((Player*)target)->GetClient();
  2478. if (client) {
  2479. EQ2Packet* packet = ((Player*)target)->GetSkills()->GetSkillPacket(client->GetVersion());
  2480. if (packet)
  2481. client->QueuePacket(packet);
  2482. }
  2483. }
  2484. else if (target->IsNPC())
  2485. ((NPC*)target)->RemoveSkillBonus(spell_id);
  2486. else
  2487. LogWrite(LUA__ERROR, 0, "LUA", "Error removing skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
  2488. }
  2489. }
  2490. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2491. }
  2492. else if (spawn) {
  2493. if (spawn->IsPlayer()) {
  2494. ((Player*)spawn)->RemoveSkillBonus(spell_id);
  2495. Client* client = ((Player*)spawn)->GetClient();
  2496. if (client) {
  2497. EQ2Packet* packet = ((Player*)spawn)->GetSkills()->GetSkillPacket(client->GetVersion());
  2498. if (packet)
  2499. client->QueuePacket(packet);
  2500. }
  2501. }
  2502. else if (spawn->IsNPC())
  2503. ((NPC*)spawn)->RemoveSkillBonus(spell_id);
  2504. else
  2505. LogWrite(LUA__ERROR, 0, "LUA", "Error removing skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
  2506. }
  2507. }
  2508. return 0;
  2509. }
  2510. int EQ2Emu_lua_AddControlEffect(lua_State* state) {
  2511. if (!lua_interface)
  2512. return 0;
  2513. Spawn* spawn = lua_interface->GetSpawn(state);
  2514. int8 type = lua_interface->GetInt32Value(state, 2);
  2515. bool only_add_spawn = lua_interface->GetInt8Value(state, 3) == 1;
  2516. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2517. if(luaspell && luaspell->resisted) {
  2518. lua_interface->ResetFunctionStack(state);
  2519. return 0;
  2520. }
  2521. if (!only_add_spawn && luaspell && luaspell->spell && luaspell->caster && type != 0) {
  2522. ZoneServer* zone = luaspell->caster->GetZone();
  2523. Spawn* target = 0;
  2524. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2525. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2526. target = zone->GetSpawnByID(luaspell->targets[i]);
  2527. if (target && target->IsEntity()) {
  2528. if (type == CONTROL_EFFECT_TYPE_MEZ) {
  2529. ((Entity*)target)->AddMezSpell(luaspell);
  2530. if (!(luaspell->effect_bitmask & EFFECT_FLAG_MEZ))
  2531. luaspell->effect_bitmask += EFFECT_FLAG_MEZ;
  2532. if (target->IsNPC())
  2533. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2534. }
  2535. else if (type == CONTROL_EFFECT_TYPE_STIFLE) {
  2536. ((Entity*)target)->AddStifleSpell(luaspell);
  2537. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STIFLE))
  2538. luaspell->effect_bitmask += EFFECT_FLAG_STIFLE;
  2539. if (target->IsNPC())
  2540. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2541. }
  2542. else if (type == CONTROL_EFFECT_TYPE_DAZE) {
  2543. ((Entity*)target)->AddDazeSpell(luaspell);
  2544. if (!(luaspell->effect_bitmask & EFFECT_FLAG_DAZE))
  2545. luaspell->effect_bitmask += EFFECT_FLAG_DAZE;
  2546. if (target->IsNPC())
  2547. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2548. }
  2549. else if (type == CONTROL_EFFECT_TYPE_STUN) {
  2550. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STUN))
  2551. luaspell->effect_bitmask += EFFECT_FLAG_STUN;
  2552. ((Entity*)target)->AddStunSpell(luaspell);
  2553. if (target->IsNPC())
  2554. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2555. }
  2556. else if (type == CONTROL_EFFECT_TYPE_ROOT) {
  2557. if (!(luaspell->effect_bitmask & EFFECT_FLAG_ROOT))
  2558. luaspell->effect_bitmask += EFFECT_FLAG_ROOT;
  2559. ((Entity*)target)->AddRootSpell(luaspell);
  2560. if (target->IsNPC())
  2561. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2562. }
  2563. else if (type == CONTROL_EFFECT_TYPE_FEAR) {
  2564. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FEAR))
  2565. luaspell->effect_bitmask += EFFECT_FLAG_FEAR;
  2566. ((Entity*)target)->AddFearSpell(luaspell);
  2567. if (target->IsNPC())
  2568. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2569. }
  2570. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) {
  2571. ((Entity*)target)->AddWaterwalkSpell(luaspell);
  2572. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERWALK))
  2573. luaspell->effect_bitmask += EFFECT_FLAG_WATERWALK;
  2574. }
  2575. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) {
  2576. ((Entity*)target)->AddWaterjumpSpell(luaspell);
  2577. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERJUMP))
  2578. luaspell->effect_bitmask += EFFECT_FLAG_WATERJUMP;
  2579. }
  2580. else if (type == CONTROL_EFFECT_TYPE_SNARE) {
  2581. ((Entity*)target)->AddSnareSpell(luaspell);
  2582. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SNARE))
  2583. luaspell->effect_bitmask += EFFECT_FLAG_SNARE;
  2584. if (target->IsNPC())
  2585. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2586. }
  2587. else if (type == CONTROL_EFFECT_TYPE_FLIGHT) {
  2588. ((Entity*)target)->AddFlightSpell(luaspell);
  2589. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FLIGHT))
  2590. luaspell->effect_bitmask += EFFECT_FLAG_FLIGHT;
  2591. }
  2592. else if (type == CONTROL_EFFECT_TYPE_GLIDE) {
  2593. ((Entity*)target)->AddGlideSpell(luaspell);
  2594. if (!(luaspell->effect_bitmask & EFFECT_FLAG_GLIDE))
  2595. luaspell->effect_bitmask += EFFECT_FLAG_GLIDE;
  2596. }
  2597. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) {
  2598. ((Entity*)target)->AddSafefallSpell(luaspell);
  2599. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SAFEFALL))
  2600. luaspell->effect_bitmask += EFFECT_FLAG_SAFEFALL;
  2601. }
  2602. else
  2603. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2604. }
  2605. else
  2606. lua_interface->LogError("%s: Error applying control effect on non entity '%s'.", lua_interface->GetScriptName(state), (target != nullptr) ? target->GetName() : "NO_TARGET");
  2607. }
  2608. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2609. }
  2610. else if (only_add_spawn && spawn && spawn->IsEntity()) {
  2611. if (type == CONTROL_EFFECT_TYPE_MEZ) {
  2612. ((Entity*)spawn)->AddMezSpell(luaspell);
  2613. if (!(luaspell->effect_bitmask & EFFECT_FLAG_MEZ))
  2614. luaspell->effect_bitmask += EFFECT_FLAG_MEZ;
  2615. }
  2616. else if (type == CONTROL_EFFECT_TYPE_STIFLE) {
  2617. ((Entity*)spawn)->AddStifleSpell(luaspell);
  2618. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STIFLE))
  2619. luaspell->effect_bitmask += EFFECT_FLAG_STIFLE;
  2620. }
  2621. else if (type == CONTROL_EFFECT_TYPE_DAZE) {
  2622. ((Entity*)spawn)->AddDazeSpell(luaspell);
  2623. if (!(luaspell->effect_bitmask & EFFECT_FLAG_DAZE))
  2624. luaspell->effect_bitmask += EFFECT_FLAG_DAZE;
  2625. }
  2626. else if (type == CONTROL_EFFECT_TYPE_STUN) {
  2627. ((Entity*)spawn)->AddStunSpell(luaspell);
  2628. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STUN))
  2629. luaspell->effect_bitmask += EFFECT_FLAG_STUN;
  2630. }
  2631. else if (type == CONTROL_EFFECT_TYPE_ROOT) {
  2632. ((Entity*)spawn)->AddRootSpell(luaspell);
  2633. if (!(luaspell->effect_bitmask & EFFECT_FLAG_ROOT))
  2634. luaspell->effect_bitmask += EFFECT_FLAG_ROOT;
  2635. }
  2636. else if (type == CONTROL_EFFECT_TYPE_FEAR) {
  2637. ((Entity*)spawn)->AddFearSpell(luaspell);
  2638. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FEAR))
  2639. luaspell->effect_bitmask += EFFECT_FLAG_FEAR;
  2640. }
  2641. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) {
  2642. ((Entity*)spawn)->AddWaterwalkSpell(luaspell);
  2643. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERWALK))
  2644. luaspell->effect_bitmask += EFFECT_FLAG_WATERWALK;
  2645. }
  2646. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) {
  2647. ((Entity*)spawn)->AddWaterjumpSpell(luaspell);
  2648. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERJUMP))
  2649. luaspell->effect_bitmask += EFFECT_FLAG_WATERJUMP;
  2650. }
  2651. else if (type == CONTROL_EFFECT_TYPE_SNARE) {
  2652. ((Entity*)spawn)->AddSnareSpell(luaspell);
  2653. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SNARE))
  2654. luaspell->effect_bitmask += EFFECT_FLAG_SNARE;
  2655. }
  2656. else if (type == CONTROL_EFFECT_TYPE_FLIGHT) {
  2657. ((Entity*)spawn)->AddFlightSpell(luaspell);
  2658. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FLIGHT))
  2659. luaspell->effect_bitmask += EFFECT_FLAG_FLIGHT;
  2660. }
  2661. else if (type == CONTROL_EFFECT_TYPE_GLIDE) {
  2662. ((Entity*)spawn)->AddGlideSpell(luaspell);
  2663. if (!(luaspell->effect_bitmask & EFFECT_FLAG_GLIDE))
  2664. luaspell->effect_bitmask += EFFECT_FLAG_GLIDE;
  2665. }
  2666. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) {
  2667. ((Entity*)spawn)->AddSafefallSpell(luaspell);
  2668. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SAFEFALL))
  2669. luaspell->effect_bitmask += EFFECT_FLAG_SAFEFALL;
  2670. }
  2671. else
  2672. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2673. }
  2674. else
  2675. lua_interface->LogError("%s: Error applying control effect on non entity '%s'.", lua_interface->GetScriptName(state), (spawn != nullptr) ? spawn->GetName() : "NO_SPAWN");
  2676. return 0;
  2677. }
  2678. int EQ2Emu_lua_RemoveControlEffect(lua_State* state) {
  2679. if (!lua_interface)
  2680. return 0;
  2681. Spawn* spawn = lua_interface->GetSpawn(state);
  2682. int8 type = lua_interface->GetInt8Value(state, 2);
  2683. bool only_remove_spawn = lua_interface->GetInt8Value(state, 3) == 1;
  2684. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2685. if (spawn && spawn->IsEntity()) {
  2686. if (!only_remove_spawn && luaspell && luaspell->spell && luaspell->caster) {
  2687. ZoneServer* zone = luaspell->caster->GetZone();
  2688. Spawn* target = 0;
  2689. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2690. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2691. target = zone->GetSpawnByID(luaspell->targets[i]);
  2692. if (target) {
  2693. if (type == CONTROL_EFFECT_TYPE_MEZ)
  2694. ((Entity*)target)->RemoveMezSpell(luaspell);
  2695. else if (type == CONTROL_EFFECT_TYPE_STIFLE)
  2696. ((Entity*)target)->RemoveStifleSpell(luaspell);
  2697. else if (type == CONTROL_EFFECT_TYPE_DAZE)
  2698. ((Entity*)target)->RemoveDazeSpell(luaspell);
  2699. else if (type == CONTROL_EFFECT_TYPE_STUN)
  2700. ((Entity*)target)->RemoveStunSpell(luaspell);
  2701. else if (type == CONTROL_EFFECT_TYPE_ROOT)
  2702. ((Entity*)target)->RemoveRootSpell(luaspell);
  2703. else if (type == CONTROL_EFFECT_TYPE_FEAR)
  2704. ((Entity*)target)->RemoveFearSpell(luaspell);
  2705. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER)
  2706. ((Entity*)target)->RemoveWaterwalkSpell(luaspell);
  2707. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER)
  2708. ((Entity*)target)->RemoveWaterjumpSpell(luaspell);
  2709. else if (type == CONTROL_EFFECT_TYPE_SNARE)
  2710. ((Entity*)target)->RemoveSnareSpell(luaspell);
  2711. else if (type == CONTROL_EFFECT_TYPE_FLIGHT)
  2712. ((Entity*)target)->RemoveFlightSpell(luaspell);
  2713. else if (type == CONTROL_EFFECT_TYPE_GLIDE)
  2714. ((Entity*)target)->RemoveGlideSpell(luaspell);
  2715. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL)
  2716. ((Entity*)target)->RemoveGlideSpell(luaspell);
  2717. else
  2718. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2719. }
  2720. }
  2721. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2722. }
  2723. else if (only_remove_spawn) {
  2724. if (type == CONTROL_EFFECT_TYPE_MEZ)
  2725. ((Entity*)spawn)->RemoveMezSpell(luaspell);
  2726. else if (type == CONTROL_EFFECT_TYPE_STIFLE)
  2727. ((Entity*)spawn)->RemoveStifleSpell(luaspell);
  2728. else if (type == CONTROL_EFFECT_TYPE_DAZE)
  2729. ((Entity*)spawn)->RemoveDazeSpell(luaspell);
  2730. else if (type == CONTROL_EFFECT_TYPE_STUN)
  2731. ((Entity*)spawn)->RemoveStunSpell(luaspell);
  2732. else if (type == CONTROL_EFFECT_TYPE_ROOT)
  2733. ((Entity*)spawn)->RemoveRootSpell(luaspell);
  2734. else if (type == CONTROL_EFFECT_TYPE_FEAR)
  2735. ((Entity*)spawn)->RemoveFearSpell(luaspell);
  2736. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER)
  2737. ((Entity*)spawn)->RemoveWaterwalkSpell(luaspell);
  2738. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER)
  2739. ((Entity*)spawn)->RemoveWaterjumpSpell(luaspell);
  2740. else if (type == CONTROL_EFFECT_TYPE_SNARE)
  2741. ((Entity*)spawn)->RemoveSnareSpell(luaspell);
  2742. else if (type == CONTROL_EFFECT_TYPE_FLIGHT)
  2743. ((Entity*)spawn)->RemoveFlightSpell(luaspell);
  2744. else if (type == CONTROL_EFFECT_TYPE_GLIDE)
  2745. ((Entity*)spawn)->RemoveGlideSpell(luaspell);
  2746. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL)
  2747. ((Entity*)spawn)->RemoveSafefallSpell(luaspell);
  2748. else
  2749. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2750. }
  2751. }
  2752. return 0;
  2753. }
  2754. int EQ2Emu_lua_HasControlEffect(lua_State* state) {
  2755. if (!lua_interface)
  2756. return 0;
  2757. Spawn* spawn = lua_interface->GetSpawn(state);
  2758. int8 type = lua_interface->GetInt8Value(state, 2);
  2759. bool hasEffect = false;
  2760. if (!spawn)
  2761. lua_interface->LogError("%s: LUA HasControlEffect error: Could not find spawn.", lua_interface->GetScriptName(state));
  2762. else if (!spawn->IsEntity())
  2763. lua_interface->LogError("%s: LUA HasControlEffect error: spawn %s is not an entity!.", lua_interface->GetScriptName(state), spawn->GetName());
  2764. else if (type < CONTROL_MAX_EFFECTS)
  2765. hasEffect = ((Entity*)spawn)->HasControlEffect(type);
  2766. else
  2767. lua_interface->LogError("%s: LUA HasControlEffect unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2768. lua_interface->SetBooleanValue(state, hasEffect);
  2769. return 1;
  2770. }
  2771. int EQ2Emu_lua_GetBaseAggroRadius(lua_State* state) {
  2772. if (!lua_interface)
  2773. return 0;
  2774. Spawn* spawn = lua_interface->GetSpawn(state);
  2775. float distance = 0.0f;
  2776. if (!spawn)
  2777. lua_interface->LogError("%s: LUA GetBaseAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
  2778. else if (!spawn->IsNPC())
  2779. lua_interface->LogError("%s: LUA GetBaseAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  2780. else
  2781. distance = ((NPC*)spawn)->GetBaseAggroRadius();
  2782. lua_interface->SetFloatValue(state, distance);
  2783. return 1;
  2784. }
  2785. int EQ2Emu_lua_GetAggroRadius(lua_State* state) {
  2786. if (!lua_interface)
  2787. return 0;
  2788. Spawn* spawn = lua_interface->GetSpawn(state);
  2789. float distance = 0.0f;
  2790. if (!spawn)
  2791. lua_interface->LogError("%s: LUA GetAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
  2792. else if (!spawn->IsNPC())
  2793. lua_interface->LogError("%s: LUA GetAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  2794. else
  2795. distance = ((NPC*)spawn)->GetAggroRadius();
  2796. lua_interface->SetFloatValue(state, distance);
  2797. return 1;
  2798. }
  2799. int EQ2Emu_lua_SetAggroRadius(lua_State* state) {
  2800. if (!lua_interface)
  2801. return 0;
  2802. Spawn* spawn = lua_interface->GetSpawn(state);
  2803. float distance = lua_interface->GetFloatValue(state, 2);
  2804. bool override = lua_interface->GetBooleanValue(state, 3);
  2805. bool result = false;
  2806. lua_interface->ResetFunctionStack(state);
  2807. if (!spawn)
  2808. lua_interface->LogError("%s: LUA SetAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
  2809. else if (!spawn->IsNPC())
  2810. lua_interface->LogError("%s: LUA SetAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  2811. else
  2812. {
  2813. ((NPC*)spawn)->SetAggroRadius(distance, override);
  2814. result = true;
  2815. }
  2816. lua_interface->SetBooleanValue(state, result);
  2817. return 1;
  2818. }
  2819. int EQ2Emu_lua_SetIntBase(lua_State* state) {
  2820. if (!lua_interface)
  2821. return 0;
  2822. Spawn* spawn = lua_interface->GetSpawn(state);
  2823. int16 value = lua_interface->GetInt16Value(state, 2);
  2824. if (spawn && spawn->IsEntity()) {
  2825. ((Entity*)spawn)->GetInfoStruct()->set_intel_base(value);
  2826. if (spawn->IsPlayer())
  2827. ((Player*)spawn)->SetCharSheetChanged(true);
  2828. }
  2829. return 0;
  2830. }
  2831. int EQ2Emu_lua_SetAgiBase(lua_State* state) {
  2832. if (!lua_interface)
  2833. return 0;
  2834. Spawn* spawn = lua_interface->GetSpawn(state);
  2835. int16 value = lua_interface->GetInt16Value(state, 2);
  2836. if (spawn && spawn->IsEntity()) {
  2837. ((Entity*)spawn)->GetInfoStruct()->set_agi_base(value);
  2838. if (spawn->IsPlayer())
  2839. ((Player*)spawn)->SetCharSheetChanged(true);
  2840. }
  2841. return 0;
  2842. }
  2843. int EQ2Emu_lua_SetWisBase(lua_State* state) {
  2844. if (!lua_interface)
  2845. return 0;
  2846. Spawn* spawn = lua_interface->GetSpawn(state);
  2847. int16 value = lua_interface->GetInt16Value(state, 2);
  2848. if (spawn && spawn->IsEntity()) {
  2849. ((Entity*)spawn)->GetInfoStruct()->set_wis_base(value);
  2850. if (spawn->IsPlayer())
  2851. ((Player*)spawn)->SetCharSheetChanged(true);
  2852. }
  2853. return 0;
  2854. }
  2855. int EQ2Emu_lua_SetStaBase(lua_State* state) {
  2856. if (!lua_interface)
  2857. return 0;
  2858. Spawn* spawn = lua_interface->GetSpawn(state);
  2859. int16 value = lua_interface->GetInt16Value(state, 2);
  2860. if (spawn && spawn->IsEntity()) {
  2861. ((Entity*)spawn)->GetInfoStruct()->set_sta_base(value);
  2862. if (spawn->IsPlayer())
  2863. ((Player*)spawn)->SetCharSheetChanged(true);
  2864. }
  2865. return 0;
  2866. }
  2867. int EQ2Emu_lua_SetStrBase(lua_State* state) {
  2868. if (!lua_interface)
  2869. return 0;
  2870. Spawn* spawn = lua_interface->GetSpawn(state);
  2871. int16 value = lua_interface->GetInt16Value(state, 2);
  2872. if (spawn && spawn->IsEntity()) {
  2873. ((Entity*)spawn)->GetInfoStruct()->set_str_base(value);
  2874. if (spawn->IsPlayer())
  2875. ((Player*)spawn)->SetCharSheetChanged(true);
  2876. }
  2877. return 0;
  2878. }
  2879. int EQ2Emu_lua_SetDeity(lua_State* state) {
  2880. if (!lua_interface)
  2881. return 0;
  2882. Spawn* spawn = lua_interface->GetSpawn(state);
  2883. int8 value = lua_interface->GetInt8Value(state, 2);
  2884. if (spawn && spawn->IsEntity()) {
  2885. ((Entity*)spawn)->SetDeity(value);
  2886. if (spawn->IsPlayer())
  2887. ((Player*)spawn)->SetCharSheetChanged(true);
  2888. }
  2889. lua_interface->ResetFunctionStack(state);
  2890. return 0;
  2891. }
  2892. int EQ2Emu_lua_GetDeity(lua_State* state) {
  2893. if (!lua_interface)
  2894. return 0;
  2895. Spawn* spawn = lua_interface->GetSpawn(state);
  2896. if (spawn && spawn->IsEntity()) {
  2897. int8 deity = ((Entity*)spawn)->GetDeity();
  2898. lua_interface->SetInt32Value(state, deity);
  2899. return 1;
  2900. }
  2901. return 0;
  2902. }
  2903. int EQ2Emu_lua_SetInt(lua_State* state) {
  2904. if (!lua_interface)
  2905. return 0;
  2906. Spawn* spawn = lua_interface->GetSpawn(state);
  2907. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2908. sint32 value = lua_interface->GetSInt32Value(state, 2);
  2909. if (spawn && spawn->IsEntity()) {
  2910. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_INT, value);
  2911. if (spawn->IsPlayer())
  2912. ((Player*)spawn)->SetCharSheetChanged(true);
  2913. }
  2914. return 0;
  2915. }
  2916. int EQ2Emu_lua_SetWis(lua_State* state) {
  2917. if (!lua_interface)
  2918. return 0;
  2919. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2920. Spawn* spawn = lua_interface->GetSpawn(state);
  2921. float value = lua_interface->GetFloatValue(state, 2);
  2922. if (spawn && spawn->IsEntity()) {
  2923. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_WIS, value);
  2924. if (spawn->IsPlayer())
  2925. ((Player*)spawn)->SetCharSheetChanged(true);
  2926. }
  2927. return 0;
  2928. }
  2929. int EQ2Emu_lua_SetSta(lua_State* state) {
  2930. if (!lua_interface)
  2931. return 0;
  2932. Spawn* spawn = lua_interface->GetSpawn(state);
  2933. float value = lua_interface->GetFloatValue(state, 2);
  2934. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2935. if (spawn && spawn->IsEntity()) {
  2936. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_STA, value);
  2937. if (spawn->IsPlayer())
  2938. ((Player*)spawn)->SetCharSheetChanged(true);
  2939. }
  2940. return 0;
  2941. }
  2942. int EQ2Emu_lua_SetStr(lua_State* state) {
  2943. if (!lua_interface)
  2944. return 0;
  2945. Spawn* spawn = lua_interface->GetSpawn(state);
  2946. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2947. float value = lua_interface->GetFloatValue(state, 2);
  2948. if (spawn && spawn->IsEntity()) {
  2949. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_STR, value);
  2950. if (spawn->IsPlayer())
  2951. ((Player*)spawn)->SetCharSheetChanged(true);
  2952. }
  2953. return 0;
  2954. }
  2955. int EQ2Emu_lua_SetAgi(lua_State* state) {
  2956. if (!lua_interface)
  2957. return 0;
  2958. Spawn* spawn = lua_interface->GetSpawn(state);
  2959. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2960. float value = lua_interface->GetFloatValue(state, 2);
  2961. if (spawn && spawn->IsEntity()) {
  2962. ((Entity*)spawn)->AddSpellBonus(luaspell, ITEM_STAT_AGI, value);
  2963. if (spawn->IsPlayer())
  2964. ((Player*)spawn)->SetCharSheetChanged(true);
  2965. }
  2966. return 0;
  2967. }
  2968. int EQ2Emu_lua_GetCurrentHP(lua_State* state) {
  2969. if (!lua_interface)
  2970. return 0;
  2971. Spawn* spawn = lua_interface->GetSpawn(state);
  2972. if (spawn) {
  2973. lua_interface->SetInt32Value(state, spawn->GetHP());
  2974. return 1;
  2975. }
  2976. return 0;
  2977. }
  2978. int EQ2Emu_lua_GetMaxHP(lua_State* state) {
  2979. if (!lua_interface)
  2980. return 0;
  2981. Spawn* spawn = lua_interface->GetSpawn(state);
  2982. if (spawn) {
  2983. lua_interface->SetInt32Value(state, spawn->GetTotalHP());
  2984. return 1;
  2985. }
  2986. return 0;
  2987. }
  2988. int EQ2Emu_lua_GetMaxHPBase(lua_State* state) {
  2989. if (!lua_interface)
  2990. return 0;
  2991. Spawn* spawn = lua_interface->GetSpawn(state);
  2992. if (spawn) {
  2993. lua_interface->SetInt32Value(state, spawn->GetTotalHPBase());
  2994. return 1;
  2995. }
  2996. return 0;
  2997. }
  2998. int EQ2Emu_lua_GetName(lua_State* state) {
  2999. if (!lua_interface)
  3000. return 0;
  3001. Spawn* spawn = lua_interface->GetSpawn(state);
  3002. if (spawn) {
  3003. lua_interface->SetStringValue(state, spawn->GetName());
  3004. return 1;
  3005. }
  3006. return 0;
  3007. }
  3008. int EQ2Emu_lua_GetLevel(lua_State* state) {
  3009. Spawn* spawn = lua_interface->GetSpawn(state);
  3010. if (spawn) {
  3011. lua_interface->SetInt32Value(state, spawn->GetLevel());
  3012. return 1;
  3013. }
  3014. return 0;
  3015. }
  3016. int EQ2Emu_lua_GetDifficulty(lua_State* state) {
  3017. Spawn* spawn = lua_interface->GetSpawn(state);
  3018. if (spawn) {
  3019. lua_interface->SetInt32Value(state, spawn->GetDifficulty());
  3020. return 1;
  3021. }
  3022. return 0;
  3023. }
  3024. int EQ2Emu_lua_GetCurrentPower(lua_State* state) {
  3025. if (!lua_interface)
  3026. return 0;
  3027. Spawn* spawn = lua_interface->GetSpawn(state);
  3028. if (spawn) {
  3029. lua_interface->SetInt32Value(state, spawn->GetPower());
  3030. return 1;
  3031. }
  3032. return 0;
  3033. }
  3034. int EQ2Emu_lua_GetMaxPower(lua_State* state) {
  3035. if (!lua_interface)
  3036. return 0;
  3037. Spawn* spawn = lua_interface->GetSpawn(state);
  3038. if (spawn) {
  3039. lua_interface->SetInt32Value(state, spawn->GetTotalPower());
  3040. return 1;
  3041. }
  3042. return 0;
  3043. }
  3044. int EQ2Emu_lua_GetMaxPowerBase(lua_State* state) {
  3045. if (!lua_interface)
  3046. return 0;
  3047. Spawn* spawn = lua_interface->GetSpawn(state);
  3048. if (spawn) {
  3049. lua_interface->SetInt32Value(state, spawn->GetTotalPowerBase());
  3050. return 1;
  3051. }
  3052. return 0;
  3053. }
  3054. int EQ2Emu_lua_GetDistance(lua_State* state) {
  3055. if (!lua_interface)
  3056. return 0;
  3057. Spawn* spawn = lua_interface->GetSpawn(state);
  3058. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  3059. bool include_radius = lua_interface->GetInt8Value(state, 3) == 1;
  3060. if (spawn && spawn2) {
  3061. float distance = spawn->GetDistance(spawn2, false, include_radius);
  3062. lua_interface->SetFloatValue(state, distance);
  3063. return 1;
  3064. }
  3065. return 0;
  3066. }
  3067. int EQ2Emu_lua_GetX(lua_State* state) {
  3068. if (!lua_interface)
  3069. return 0;
  3070. Spawn* spawn = lua_interface->GetSpawn(state);
  3071. if (spawn) {
  3072. lua_interface->SetFloatValue(state, spawn->GetX());
  3073. return 1;
  3074. }
  3075. return 0;
  3076. }
  3077. int EQ2Emu_lua_GetY(lua_State* state) {
  3078. if (!lua_interface)
  3079. return 0;
  3080. Spawn* spawn = lua_interface->GetSpawn(state);
  3081. if (spawn) {
  3082. lua_interface->SetFloatValue(state, spawn->GetY());
  3083. return 1;
  3084. }
  3085. return 0;
  3086. }
  3087. int EQ2Emu_lua_GetZ(lua_State* state) {
  3088. if (!lua_interface)
  3089. return 0;
  3090. Spawn* spawn = lua_interface->GetSpawn(state);
  3091. if (spawn) {
  3092. lua_interface->SetFloatValue(state, spawn->GetZ());
  3093. return 1;
  3094. }
  3095. return 0;
  3096. }
  3097. int EQ2Emu_lua_GetHeading(lua_State* state) {
  3098. if (!lua_interface)
  3099. return 0;
  3100. Spawn* spawn = lua_interface->GetSpawn(state);
  3101. if (spawn) {
  3102. lua_interface->SetFloatValue(state, spawn->GetHeading());
  3103. return 1;
  3104. }
  3105. return 0;
  3106. }
  3107. int EQ2Emu_lua_GetModelType(lua_State* state) {
  3108. if (!lua_interface)
  3109. return 0;
  3110. Spawn* spawn = lua_interface->GetSpawn(state);
  3111. if (spawn) {
  3112. lua_interface->SetInt32Value(state, spawn->GetModelType());
  3113. return 1;
  3114. }
  3115. return 0;
  3116. }
  3117. int EQ2Emu_lua_GetSpeed(lua_State* state) {
  3118. if (!lua_interface)
  3119. return 0;
  3120. Spawn* spawn = lua_interface->GetSpawn(state);
  3121. if (spawn) {
  3122. lua_interface->SetFloatValue(state, spawn->GetSpeed());
  3123. return 1;
  3124. }
  3125. return 0;
  3126. }
  3127. int EQ2Emu_lua_HasMoved(lua_State* state) {
  3128. if (!lua_interface)
  3129. return 0;
  3130. Spawn* spawn = lua_interface->GetSpawn(state);
  3131. if (spawn && spawn->IsEntity()) {
  3132. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->HasMoved(false));
  3133. return 1;
  3134. }
  3135. return 0;
  3136. }
  3137. int EQ2Emu_lua_GetInt(lua_State* state) {
  3138. if (!lua_interface)
  3139. return 0;
  3140. Spawn* spawn = lua_interface->GetSpawn(state);
  3141. if (spawn && spawn->IsEntity()) {
  3142. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetInt());
  3143. return 1;
  3144. }
  3145. return 0;
  3146. }
  3147. int EQ2Emu_lua_GetWis(lua_State* state) {
  3148. if (!lua_interface)
  3149. return 0;
  3150. Spawn* spawn = lua_interface->GetSpawn(state);
  3151. if (spawn && spawn->IsEntity()) {
  3152. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetWis());
  3153. return 1;
  3154. }
  3155. return 0;
  3156. }
  3157. int EQ2Emu_lua_GetSta(lua_State* state) {
  3158. if (!lua_interface)
  3159. return 0;
  3160. Spawn* spawn = lua_interface->GetSpawn(state);
  3161. if (spawn && spawn->IsEntity()) {
  3162. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetSta());
  3163. return 1;
  3164. }
  3165. return 0;
  3166. }
  3167. int EQ2Emu_lua_GetStr(lua_State* state) {
  3168. if (!lua_interface)
  3169. return 0;
  3170. Spawn* spawn = lua_interface->GetSpawn(state);
  3171. if (spawn && spawn->IsEntity()) {
  3172. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStr());
  3173. return 1;
  3174. }
  3175. return 0;
  3176. }
  3177. int EQ2Emu_lua_GetAgi(lua_State* state) {
  3178. if (!lua_interface)
  3179. return 0;
  3180. Spawn* spawn = lua_interface->GetSpawn(state);
  3181. if (spawn && spawn->IsEntity()) {
  3182. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetAgi());
  3183. return 1;
  3184. }
  3185. return 0;
  3186. }
  3187. int EQ2Emu_lua_GetIntBase(lua_State* state) {
  3188. if (!lua_interface)
  3189. return 0;
  3190. Spawn* spawn = lua_interface->GetSpawn(state);
  3191. if (spawn && spawn->IsEntity()) {
  3192. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetIntBase());
  3193. return 1;
  3194. }
  3195. return 0;
  3196. }
  3197. int EQ2Emu_lua_GetWisBase(lua_State* state) {
  3198. if (!lua_interface)
  3199. return 0;
  3200. Spawn* spawn = lua_interface->GetSpawn(state);
  3201. if (spawn && spawn->IsEntity()) {
  3202. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetWisBase());
  3203. return 1;
  3204. }
  3205. return 0;
  3206. }
  3207. int EQ2Emu_lua_GetStaBase(lua_State* state) {
  3208. if (!lua_interface)
  3209. return 0;
  3210. Spawn* spawn = lua_interface->GetSpawn(state);
  3211. if (spawn && spawn->IsEntity()) {
  3212. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStaBase());
  3213. return 1;
  3214. }
  3215. return 0;
  3216. }
  3217. int EQ2Emu_lua_GetStrBase(lua_State* state) {
  3218. if (!lua_interface)
  3219. return 0;
  3220. Spawn* spawn = lua_interface->GetSpawn(state);
  3221. if (spawn && spawn->IsEntity()) {
  3222. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStrBase());
  3223. return 1;
  3224. }
  3225. return 0;
  3226. }
  3227. int EQ2Emu_lua_GetAgiBase(lua_State* state) {
  3228. if (!lua_interface)
  3229. return 0;
  3230. Spawn* spawn = lua_interface->GetSpawn(state);
  3231. if (spawn && spawn->IsEntity()) {
  3232. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetAgiBase());
  3233. return 1;
  3234. }
  3235. return 0;
  3236. }
  3237. int EQ2Emu_lua_SetStepComplete(lua_State* state) {
  3238. if (!lua_interface)
  3239. return 0;
  3240. Spawn* player = lua_interface->GetSpawn(state);
  3241. if (!player || !player->IsPlayer()) {
  3242. lua_interface->LogError("%s: LUA SetStepComplete command error: player is not valid", lua_interface->GetScriptName(state));
  3243. return 0;
  3244. }
  3245. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3246. if (quest_id <= 0) {
  3247. lua_interface->LogError("%s: LUA SetStepComplete command error: quest_id is not valid", lua_interface->GetScriptName(state));
  3248. return 0;
  3249. } else if ((((Player*)player)->player_quests.count(quest_id) <= 0)) {
  3250. lua_interface->LogError("%s: LUA SetStepComplete command error: player does not have quest", lua_interface->GetScriptName(state));
  3251. return 0;
  3252. }
  3253. int32 step = lua_interface->GetInt32Value(state, 3);
  3254. if (step > 0) {
  3255. Client* client = ((Player*)player)->GetClient();
  3256. if (client)
  3257. client->AddPendingQuestUpdate(quest_id, step);
  3258. } else {
  3259. lua_interface->LogError("%s: LUA SetStepComplete command error: step is not valid", lua_interface->GetScriptName(state));
  3260. }
  3261. return 0;
  3262. }
  3263. int EQ2Emu_lua_AddStepProgress(lua_State* state) {
  3264. Spawn* player = lua_interface->GetSpawn(state);
  3265. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3266. int32 step = lua_interface->GetInt32Value(state, 3);
  3267. int32 progress = lua_interface->GetInt32Value(state, 4);
  3268. if (player && player->IsPlayer() && quest_id > 0 && step > 0 && progress > 0 && (((Player*)player)->player_quests.count(quest_id) > 0)) {
  3269. Client* client = ((Player*)player)->GetClient();
  3270. if (client)
  3271. client->AddPendingQuestUpdate(quest_id, step, progress);
  3272. }
  3273. return 0;
  3274. }
  3275. int EQ2Emu_lua_GetTaskGroupStep(lua_State* state) {
  3276. if (!lua_interface)
  3277. return 0;
  3278. Spawn* player = lua_interface->GetSpawn(state);
  3279. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3280. if (player && player->IsPlayer() && quest_id > 0) {
  3281. lua_interface->SetInt32Value(state, ((Player*)player)->GetTaskGroupStep(quest_id));
  3282. return 1;
  3283. }
  3284. return 0;
  3285. }
  3286. int EQ2Emu_lua_QuestStepIsComplete(lua_State* state) {
  3287. if (!lua_interface)
  3288. return 0;
  3289. Spawn* player = lua_interface->GetSpawn(state);
  3290. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3291. int32 step_id = lua_interface->GetInt32Value(state, 3);
  3292. if (player && player->IsPlayer() && quest_id > 0) {
  3293. lua_interface->SetBooleanValue(state, ((Player*)player)->GetQuestStepComplete(quest_id, step_id));
  3294. return 1;
  3295. }
  3296. return 0;
  3297. }
  3298. int EQ2Emu_lua_GetQuestStep(lua_State* state) {
  3299. if (!lua_interface)
  3300. return 0;
  3301. Spawn* player = lua_interface->GetSpawn(state);
  3302. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3303. if (player && player->IsPlayer() && quest_id > 0) {
  3304. lua_interface->SetInt32Value(state, ((Player*)player)->GetQuestStep(quest_id));
  3305. return 1;
  3306. }
  3307. return 0;
  3308. }
  3309. int EQ2Emu_lua_RegisterQuest(lua_State* state) {
  3310. if (!lua_interface)
  3311. return 0;
  3312. Quest* quest = lua_interface->GetQuest(state);
  3313. string name = lua_interface->GetStringValue(state, 2);
  3314. string type = lua_interface->GetStringValue(state, 3);
  3315. string zone = lua_interface->GetStringValue(state, 4);
  3316. int16 level = lua_interface->GetInt16Value(state, 5);
  3317. string description = lua_interface->GetStringValue(state, 6);
  3318. bool load = true;
  3319. if (!quest) {
  3320. lua_interface->LogError("%s: Quest not given in RegisterQuest!", lua_interface->GetScriptName(state));
  3321. load = false;
  3322. }
  3323. if (load && name.length() == 0) {
  3324. lua_interface->LogError("%s: Name not given in RegisterQuest!", lua_interface->GetScriptName(state));
  3325. load = false;
  3326. }
  3327. if (load && type.length() == 0) {
  3328. lua_interface->LogError("%s: Type not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3329. load = false;
  3330. }
  3331. if (load && zone.length() == 0) {
  3332. lua_interface->LogError("%s: Zone not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3333. load = false;
  3334. }
  3335. if (load && description.length() == 0) {
  3336. lua_interface->LogError("%s: Description not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3337. load = false;
  3338. }
  3339. if (load && level == 0) {
  3340. lua_interface->LogError("%s: Level not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3341. load = false;
  3342. }
  3343. if (load)
  3344. quest->RegisterQuest(name, type, zone, level, description);
  3345. return 0;
  3346. }
  3347. int EQ2Emu_lua_SetQuestPrereqLevel(lua_State* state) {
  3348. if (!lua_interface)
  3349. return 0;
  3350. Quest* quest = lua_interface->GetQuest(state);
  3351. if (quest) {
  3352. int8 level = lua_interface->GetInt16Value(state, 2);
  3353. quest->SetPrereqLevel(level);
  3354. }
  3355. return 0;
  3356. }
  3357. int EQ2Emu_lua_AddQuestPrereqQuest(lua_State* state) {
  3358. if (!lua_interface)
  3359. return 0;
  3360. Quest* quest = lua_interface->GetQuest(state);
  3361. if (quest) {
  3362. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3363. quest->AddPrereqQuest(quest_id);
  3364. }
  3365. return 0;
  3366. }
  3367. int EQ2Emu_lua_AddQuestPrereqItem(lua_State* state) {
  3368. if (!lua_interface)
  3369. return 0;
  3370. Quest* quest = lua_interface->GetQuest(state);
  3371. if (quest) {
  3372. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3373. int8 quantity = lua_interface->GetInt32Value(state, 3);
  3374. if (quantity == 0)
  3375. quantity = 1;
  3376. Item* master_item = master_item_list.GetItem(item_id);
  3377. if (master_item) {
  3378. Item* item = new Item(master_item);
  3379. item->details.count = quantity;
  3380. quest->AddPrereqItem(item);
  3381. }
  3382. }
  3383. return 0;
  3384. }
  3385. int EQ2Emu_lua_HasQuest(lua_State* state) {
  3386. if (!lua_interface)
  3387. return 0;
  3388. Spawn* player = lua_interface->GetSpawn(state);
  3389. if(!player || !player->IsPlayer()) {
  3390. lua_interface->LogError("%s: LUA HasQuest command error: player is not valid", lua_interface->GetScriptName(state));
  3391. return 0;
  3392. }
  3393. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3394. if (quest_id > 0) {
  3395. lua_interface->SetBooleanValue(state, (((Player*)player)->HasActiveQuest(quest_id) > 0));
  3396. return 1;
  3397. } else {
  3398. lua_interface->LogError("%s: LUA HasQuest command error: quest_id is not valid", lua_interface->GetScriptName(state));
  3399. }
  3400. return 0;
  3401. }
  3402. int EQ2Emu_lua_QuestReturnNPC(lua_State* state) {
  3403. if (!lua_interface)
  3404. return 0;
  3405. Quest* quest = lua_interface->GetQuest(state);
  3406. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  3407. lua_interface->ResetFunctionStack(state);
  3408. if (quest && spawn_id > 0)
  3409. quest->SetQuestReturnNPC(spawn_id);
  3410. return 0;
  3411. }
  3412. int EQ2Emu_lua_AddTimer(lua_State* state) {
  3413. if (!lua_interface)
  3414. return 0;
  3415. Spawn* spawn = lua_interface->GetSpawn(state);
  3416. int32 time = lua_interface->GetInt32Value(state, 2);
  3417. string function = lua_interface->GetStringValue(state, 3);
  3418. int32 max_count = lua_interface->GetInt32Value(state, 4);
  3419. Spawn* player = lua_interface->GetSpawn(state, 5);
  3420. lua_interface->ResetFunctionStack(state);
  3421. if (!spawn) {
  3422. lua_interface->LogError("%s: LUA AddTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  3423. return 0;
  3424. }
  3425. if (time <= 0) {
  3426. lua_interface->LogError("%s: LUA AddTimer command error: time is not set", lua_interface->GetScriptName(state));
  3427. return 0;
  3428. }
  3429. if (function.length() == 0) {
  3430. lua_interface->LogError("%s: LUA AddTimer command error: function is not set", lua_interface->GetScriptName(state));
  3431. return 0;
  3432. }
  3433. SpawnScriptTimer* timer = new SpawnScriptTimer;
  3434. if ( time < 10)
  3435. time = 10;
  3436. timer->timer = Timer::GetCurrentTime2() + time;
  3437. timer->function = function;
  3438. timer->spawn = spawn->GetID();
  3439. timer->player = player ? player->GetID() : 0;
  3440. if (max_count == 0)
  3441. max_count = 1;
  3442. timer->max_count = max_count;
  3443. timer->current_count = 0;
  3444. spawn->GetZone()->AddSpawnScriptTimer(timer);
  3445. return 0;
  3446. }
  3447. int EQ2Emu_lua_StopTimer(lua_State* state) {
  3448. if (!lua_interface)
  3449. return 0;
  3450. Spawn* spawn = lua_interface->GetSpawn(state);
  3451. string function = lua_interface->GetStringValue(state, 2);
  3452. lua_interface->ResetFunctionStack(state);
  3453. if (!spawn) {
  3454. lua_interface->LogError("%s: LUA StopTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  3455. return 0;
  3456. }
  3457. if(!spawn->GetZone()) {
  3458. lua_interface->LogError("%s: LUA StopTimer command error: spawn has no zone to check spawn timers", lua_interface->GetScriptName(state));
  3459. return 0;
  3460. }
  3461. spawn->GetZone()->StopSpawnScriptTimer(spawn, function);
  3462. return 0;
  3463. }
  3464. int EQ2Emu_lua_GetQuest(lua_State* state) {
  3465. if (!lua_interface)
  3466. return 0;
  3467. Spawn* player = lua_interface->GetSpawn(state);
  3468. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3469. lua_interface->ResetFunctionStack(state);
  3470. if (player && player->IsPlayer() && quest_id > 0) {
  3471. lua_interface->SetQuestValue(state, ((Player*)player)->player_quests[quest_id]);
  3472. return 1;
  3473. }
  3474. return 0;
  3475. }
  3476. int EQ2Emu_lua_QuestIsComplete(lua_State* state) {
  3477. if (!lua_interface)
  3478. return 0;
  3479. Spawn* player = lua_interface->GetSpawn(state);
  3480. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3481. lua_interface->ResetFunctionStack(state);
  3482. if (player && player->IsPlayer() && quest_id > 0 && (((Player*)player)->player_quests.count(quest_id) > 0)) {
  3483. Quest* quest = ((Player*)player)->player_quests[quest_id];
  3484. if (quest)
  3485. lua_interface->SetBooleanValue(state, quest->GetCompleted());
  3486. return 1;
  3487. }
  3488. return 0;
  3489. }
  3490. int EQ2Emu_lua_HasCompletedQuest(lua_State* state) {
  3491. if (!lua_interface)
  3492. return 0;
  3493. Spawn* player = lua_interface->GetSpawn(state);
  3494. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3495. lua_interface->ResetFunctionStack(state);
  3496. if (player && player->IsPlayer() && quest_id > 0) {
  3497. lua_interface->SetBooleanValue(state, (((Player*)player)->HasQuestBeenCompleted(quest_id) != 0));
  3498. return 1;
  3499. }
  3500. return 0;
  3501. }
  3502. int EQ2Emu_lua_ProvidesQuest(lua_State* state) {
  3503. if (!lua_interface)
  3504. return 0;
  3505. Spawn* npc = lua_interface->GetSpawn(state);
  3506. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3507. lua_interface->ResetFunctionStack(state);
  3508. if (npc && !npc->IsPlayer() && quest_id > 0)
  3509. npc->AddProvidedQuest(quest_id);
  3510. return 0;
  3511. }
  3512. int EQ2Emu_lua_OfferQuest(lua_State* state) {
  3513. if (!lua_interface)
  3514. return 0;
  3515. Spawn* npc = lua_interface->GetSpawn(state);
  3516. Spawn* player = lua_interface->GetSpawn(state, 2);
  3517. int32 quest_id = lua_interface->GetInt32Value(state, 3);
  3518. bool forced = lua_interface->GetBooleanValue(state, 4);
  3519. lua_interface->ResetFunctionStack(state);
  3520. /* NPC is allowed to be null */
  3521. if (player && player->IsPlayer() && quest_id > 0) {
  3522. Quest* master_quest = master_quest_list.GetQuest(quest_id, false);
  3523. if (master_quest) {
  3524. Client* client = ((Player*)player)->GetClient();
  3525. if (!client) {
  3526. lua_interface->LogError("%s: LUA OfferQuest command error: client is not set", lua_interface->GetScriptName(state));
  3527. }
  3528. Quest* quest = new Quest(master_quest);
  3529. if (!quest) {
  3530. lua_interface->LogError("%s: LUA OfferQuest command error: new Quest() failed.", lua_interface->GetScriptName(state));
  3531. }
  3532. if (client && quest) {
  3533. if (npc)
  3534. quest->SetQuestGiver(npc->GetDatabaseID());
  3535. else
  3536. quest->SetQuestGiver(0);
  3537. client->AddPendingQuest(quest, forced);
  3538. }
  3539. }
  3540. else {
  3541. lua_interface->LogError("%s: LUA OfferQuest command error: failed to get quest %d", lua_interface->GetScriptName(state), quest_id);
  3542. }
  3543. }
  3544. else {
  3545. 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);
  3546. }
  3547. return 0;
  3548. }
  3549. int EQ2Emu_lua_AddQuestPrereqClass(lua_State* state) {
  3550. if (!lua_interface)
  3551. return 0;
  3552. Quest* quest = lua_interface->GetQuest(state);
  3553. int8 class_id = lua_interface->GetInt8Value(state, 2);
  3554. lua_interface->ResetFunctionStack(state);
  3555. if (quest) {
  3556. quest->AddPrereqClass(class_id);
  3557. }
  3558. return 0;
  3559. }
  3560. int EQ2Emu_lua_AddQuestPrereqRace(lua_State* state) {
  3561. if (!lua_interface)
  3562. return 0;
  3563. Quest* quest = lua_interface->GetQuest(state);
  3564. int8 race = lua_interface->GetInt8Value(state, 2);
  3565. lua_interface->ResetFunctionStack(state);
  3566. if (quest) {
  3567. quest->AddPrereqRace(race);
  3568. }
  3569. return 0;
  3570. }
  3571. int EQ2Emu_lua_AddQuestPrereqModelType(lua_State* state) {
  3572. if (!lua_interface)
  3573. return 0;
  3574. Quest* quest = lua_interface->GetQuest(state);
  3575. int16 model_type = lua_interface->GetInt16Value(state, 2);
  3576. lua_interface->ResetFunctionStack(state);
  3577. if (quest) {
  3578. quest->AddPrereqModelType(model_type);
  3579. }
  3580. return 0;
  3581. }
  3582. int EQ2Emu_lua_AddQuestPrereqTradeskillLevel(lua_State* state) {
  3583. if (!lua_interface)
  3584. return 0;
  3585. Quest* quest = lua_interface->GetQuest(state);
  3586. int8 level = lua_interface->GetInt8Value(state, 2);
  3587. lua_interface->ResetFunctionStack(state);
  3588. if (!quest) {
  3589. lua_interface->LogError("%s: LUA AddQuestPrereqTradeskillLevel command error: quest is not valid", lua_interface->GetScriptName(state));
  3590. return 0;
  3591. }
  3592. quest->SetPrereqTSLevel(level);
  3593. return 0;
  3594. }
  3595. int EQ2Emu_lua_AddQuestPrereqTradeskillClass(lua_State* state) {
  3596. if (!lua_interface)
  3597. return 0;
  3598. Quest* quest = lua_interface->GetQuest(state);
  3599. int8 class_id = lua_interface->GetInt8Value(state, 2);
  3600. lua_interface->ResetFunctionStack(state);
  3601. if (!quest) {
  3602. lua_interface->LogError("%s: LUA AddQuestPrereqTradeskillClass command error: quest is not valid", lua_interface->GetScriptName(state));
  3603. return 0;
  3604. }
  3605. quest->AddPrereqTradeskillClass(class_id);
  3606. return 0;
  3607. }
  3608. int EQ2Emu_lua_AddQuestPrereqFaction(lua_State* state) {
  3609. if (!lua_interface)
  3610. return 0;
  3611. Quest* quest = lua_interface->GetQuest(state);
  3612. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  3613. sint32 min = lua_interface->GetSInt32Value(state, 3);
  3614. sint32 max = lua_interface->GetSInt32Value(state, 4);
  3615. lua_interface->ResetFunctionStack(state);
  3616. if (quest) {
  3617. quest->AddPrereqFaction(faction_id, min, max);
  3618. }
  3619. return 0;
  3620. }
  3621. int EQ2Emu_lua_AddQuestSelectableRewardItem(lua_State* state) {
  3622. if (!lua_interface)
  3623. return 0;
  3624. Quest* quest = lua_interface->GetQuest(state);
  3625. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3626. int8 quantity = lua_interface->GetInt8Value(state, 3);
  3627. lua_interface->ResetFunctionStack(state);
  3628. if (quest) {
  3629. if (quantity == 0)
  3630. quantity = 1;
  3631. Item* master_item = master_item_list.GetItem(item_id);
  3632. if (master_item) {
  3633. Item* item = new Item(master_item);
  3634. item->details.count = quantity;
  3635. quest->AddSelectableRewardItem(item);
  3636. }
  3637. }
  3638. return 0;
  3639. }
  3640. int EQ2Emu_lua_HasQuestRewardItem(lua_State* state) {
  3641. if (!lua_interface)
  3642. return 0;
  3643. Quest* quest = lua_interface->GetQuest(state);
  3644. if (quest) {
  3645. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3646. vector<Item*>* items = quest->GetRewardItems();
  3647. if (items) {
  3648. vector<Item*>::iterator itr;
  3649. for (itr = items->begin(); itr != items->end(); itr++) {
  3650. if (*itr && (*itr)->details.item_id == item_id) {
  3651. lua_interface->SetBooleanValue(state, true);
  3652. return 1;
  3653. }
  3654. }
  3655. }
  3656. }
  3657. lua_interface->SetBooleanValue(state, false);
  3658. return 1;
  3659. }
  3660. int EQ2Emu_lua_AddQuestRewardItem(lua_State* state) {
  3661. if (!lua_interface)
  3662. return 0;
  3663. Quest* quest = lua_interface->GetQuest(state);
  3664. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3665. int8 quantity = lua_interface->GetInt32Value(state, 3);
  3666. lua_interface->ResetFunctionStack(state);
  3667. if (quest) {
  3668. if (quantity == 0)
  3669. quantity = 1;
  3670. Item* master_item = master_item_list.GetItem(item_id);
  3671. if (master_item) {
  3672. Item* item = new Item(master_item);
  3673. item->details.count = quantity;
  3674. quest->AddRewardItem(item);
  3675. }
  3676. }
  3677. return 0;
  3678. }
  3679. int EQ2Emu_lua_AddQuestRewardCoin(lua_State* state) {
  3680. if (!lua_interface)
  3681. return 0;
  3682. Quest* quest = lua_interface->GetQuest(state);
  3683. int32 copper = lua_interface->GetInt32Value(state, 2);
  3684. int32 silver = lua_interface->GetInt32Value(state, 3);
  3685. int32 gold = lua_interface->GetInt32Value(state, 4);
  3686. int32 plat = lua_interface->GetInt32Value(state, 5);
  3687. lua_interface->ResetFunctionStack(state);
  3688. if (quest) {
  3689. quest->AddRewardCoins(copper, silver, gold, plat);
  3690. }
  3691. return 0;
  3692. }
  3693. int EQ2Emu_lua_AddQuestRewardFaction(lua_State* state) {
  3694. if (!lua_interface)
  3695. return 0;
  3696. Quest* quest = lua_interface->GetQuest(state);
  3697. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  3698. sint32 amount = lua_interface->GetSInt32Value(state, 3);
  3699. lua_interface->ResetFunctionStack(state);
  3700. if (quest && faction_id > 0 && amount != 0)
  3701. quest->AddRewardFaction(faction_id, amount);
  3702. return 0;
  3703. }
  3704. int EQ2Emu_lua_SetQuestRewardStatus(lua_State* state) {
  3705. if (!lua_interface)
  3706. return 0;
  3707. Quest* quest = lua_interface->GetQuest(state);
  3708. int32 status = lua_interface->GetInt32Value(state, 2);
  3709. lua_interface->ResetFunctionStack(state);
  3710. if (quest) {
  3711. quest->SetRewardStatus(status);
  3712. }
  3713. return 0;
  3714. }
  3715. int EQ2Emu_lua_SetStatusTmpReward(lua_State* state) {
  3716. if (!lua_interface)
  3717. return 0;
  3718. Quest* quest = lua_interface->GetQuest(state);
  3719. int32 status = lua_interface->GetInt32Value(state, 2);
  3720. lua_interface->ResetFunctionStack(state);
  3721. if (quest) {
  3722. quest->SetStatusTmpReward(status);
  3723. }
  3724. return 0;
  3725. }
  3726. int EQ2Emu_lua_SetCoinTmpReward(lua_State* state) {
  3727. if (!lua_interface)
  3728. return 0;
  3729. Quest* quest = lua_interface->GetQuest(state);
  3730. int64 coins = lua_interface->GetInt64Value(state, 2);
  3731. lua_interface->ResetFunctionStack(state);
  3732. if (quest) {
  3733. quest->SetCoinTmpReward(coins);
  3734. }
  3735. return 0;
  3736. }
  3737. int EQ2Emu_lua_SetQuestRewardComment(lua_State* state) {
  3738. if (!lua_interface)
  3739. return 0;
  3740. Quest* quest = lua_interface->GetQuest(state);
  3741. string comment = lua_interface->GetStringValue(state, 2);
  3742. lua_interface->ResetFunctionStack(state);
  3743. if (quest) {
  3744. quest->SetRewardComment(comment);
  3745. }
  3746. return 0;
  3747. }
  3748. int EQ2Emu_lua_SetQuestRewardExp(lua_State* state) {
  3749. if (!lua_interface)
  3750. return 0;
  3751. Quest* quest = lua_interface->GetQuest(state);
  3752. int32 exp = lua_interface->GetInt32Value(state, 2);
  3753. lua_interface->ResetFunctionStack(state);
  3754. if (quest) {
  3755. quest->SetRewardXP(exp);
  3756. }
  3757. return 0;
  3758. }
  3759. int EQ2Emu_lua_AddQuestStep(lua_State* state) {
  3760. Quest* quest = lua_interface->GetQuest(state);
  3761. int32 step = lua_interface->GetInt32Value(state, 2);
  3762. string description = lua_interface->GetStringValue(state, 3);
  3763. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3764. float percentage = lua_interface->GetFloatValue(state, 5);
  3765. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3766. int16 icon = lua_interface->GetInt16Value(state, 7);
  3767. int32 usableitemid = lua_interface->GetInt32Value(state, 8);
  3768. if (quest) {
  3769. const char* taskgroup = 0;
  3770. if (str_taskgroup.length() > 0)
  3771. taskgroup = str_taskgroup.c_str();
  3772. int32 id = 0;
  3773. vector<int32>* ids = 0;
  3774. int i = 0;
  3775. while ((id = lua_interface->GetInt32Value(state, 9 + i))) {
  3776. if (ids == 0)
  3777. ids = new vector<int32>;
  3778. ids->push_back(id);
  3779. i++;
  3780. }
  3781. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_NORMAL, description, ids, quantity, taskgroup, 0, 0, percentage, usableitemid);
  3782. if (quest_step && icon && quantity > 0)
  3783. quest_step->SetIcon(icon);
  3784. if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
  3785. Client* client = ((Player*)quest->GetPlayer())->GetClient();
  3786. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3787. }
  3788. }
  3789. lua_interface->ResetFunctionStack(state);
  3790. return 0;
  3791. }
  3792. int EQ2Emu_lua_AddQuestStepKillLogic(lua_State* state, int8 type)
  3793. {
  3794. if (!lua_interface)
  3795. return 0;
  3796. Quest* quest = lua_interface->GetQuest(state);
  3797. int32 step = lua_interface->GetInt32Value(state, 2);
  3798. string description = lua_interface->GetStringValue(state, 3);
  3799. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3800. float percentage = lua_interface->GetFloatValue(state, 5);
  3801. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3802. int16 icon = lua_interface->GetInt16Value(state, 7);
  3803. if (quest) {
  3804. const char* taskgroup = 0;
  3805. if (str_taskgroup.length() > 0)
  3806. taskgroup = str_taskgroup.c_str();
  3807. int32 id = 0;
  3808. vector<int32>* ids = 0;
  3809. int i = 0;
  3810. while ((id = lua_interface->GetInt32Value(state, 8 + i))) {
  3811. if (ids == 0)
  3812. ids = new vector<int32>;
  3813. ids->push_back(id);
  3814. i++;
  3815. }
  3816. QuestStep* quest_step = quest->AddQuestStep(step, type, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3817. if (quest_step && icon > 0 && quantity > 0)
  3818. quest_step->SetIcon(icon);
  3819. if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
  3820. Client* client = ((Player*)quest->GetPlayer())->GetClient();
  3821. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3822. }
  3823. safe_delete(ids);
  3824. }
  3825. lua_interface->ResetFunctionStack(state);
  3826. return 0;
  3827. }
  3828. int EQ2Emu_lua_AddQuestStepKill(lua_State* state) {
  3829. return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL);
  3830. }
  3831. int EQ2Emu_lua_AddQuestStepKillByRace(lua_State* state) {
  3832. return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL_RACE_REQ);
  3833. }
  3834. int EQ2Emu_lua_AddQuestStepChat(lua_State* state) {
  3835. if (!lua_interface)
  3836. return 0;
  3837. Quest* quest = lua_interface->GetQuest(state);
  3838. int32 step = lua_interface->GetInt32Value(state, 2);
  3839. string description = lua_interface->GetStringValue(state, 3);
  3840. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3841. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3842. int16 icon = lua_interface->GetInt16Value(state, 6);
  3843. if (quest) {
  3844. const char* taskgroup = 0;
  3845. if (str_taskgroup.length() > 0)
  3846. taskgroup = str_taskgroup.c_str();
  3847. int32 npc_id = 0;
  3848. vector<int32>* ids = 0;
  3849. int i = 0;
  3850. while ((npc_id = lua_interface->GetInt32Value(state, 7 + i))) {
  3851. if (ids == 0)
  3852. ids = new vector<int32>;
  3853. ids->push_back(npc_id);
  3854. i++;
  3855. }
  3856. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_CHAT, description, ids, quantity, taskgroup);
  3857. if (quest_step && icon > 0)
  3858. quest_step->SetIcon(icon);
  3859. if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
  3860. Client* client = ((Player*)quest->GetPlayer())->GetClient();
  3861. if(client)
  3862. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3863. }
  3864. safe_delete(ids);
  3865. }
  3866. lua_interface->ResetFunctionStack(state);
  3867. return 0;
  3868. }
  3869. int EQ2Emu_lua_AddQuestStepObtainItem(lua_State* state) {
  3870. if (!lua_interface)
  3871. return 0;
  3872. Quest* quest = lua_interface->GetQuest(state);
  3873. int32 step = lua_interface->GetInt32Value(state, 2);
  3874. string description = lua_interface->GetStringValue(state, 3);
  3875. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3876. float percentage = lua_interface->GetFloatValue(state, 5);
  3877. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3878. int16 icon = lua_interface->GetInt16Value(state, 7);
  3879. if (quest) {
  3880. const char* taskgroup = 0;
  3881. if (str_taskgroup.length() > 0)
  3882. taskgroup = str_taskgroup.c_str();
  3883. int32 item_id = 0;
  3884. vector<int32>* ids = 0;
  3885. int i = 0;
  3886. while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
  3887. if (ids == 0)
  3888. ids = new vector<int32>;
  3889. ids->push_back(item_id);
  3890. i++;
  3891. }
  3892. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_OBTAIN_ITEM, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3893. if (quest_step && icon > 0 && quantity > 0)
  3894. quest_step->SetIcon(icon);
  3895. if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
  3896. Client* client = ((Player*)quest->GetPlayer())->GetClient();
  3897. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3898. }
  3899. safe_delete(ids);
  3900. }
  3901. lua_interface->ResetFunctionStack(state);
  3902. return 0;
  3903. }
  3904. int EQ2Emu_lua_AddQuestStepZoneLoc(lua_State* state) {
  3905. if (!lua_interface)
  3906. return 0;
  3907. Quest* quest = lua_interface->GetQuest(state);
  3908. int32 step = lua_interface->GetInt32Value(state, 2);
  3909. string description = lua_interface->GetStringValue(state, 3);
  3910. float max_variation = lua_interface->GetFloatValue(state, 4);
  3911. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3912. int16 icon = lua_interface->GetInt16Value(state, 6);
  3913. if (quest) {
  3914. const char* taskgroup = 0;
  3915. if (str_taskgroup.length() > 0)
  3916. taskgroup = str_taskgroup.c_str();
  3917. vector<Location>* locations = 0;
  3918. int8 i = 7;
  3919. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  3920. while (true) {
  3921. Location loc;
  3922. loc.x = lua_interface->GetFloatValue(state, i);
  3923. loc.y = lua_interface->GetFloatValue(state, i + 1);
  3924. loc.z = lua_interface->GetFloatValue(state, i + 2);
  3925. loc.zone_id = lua_interface->GetInt32Value(state, i + 3);
  3926. if (loc.x == 0 && loc.y == 0 && loc.z == 0)
  3927. break;
  3928. if (locations == 0)
  3929. locations = new vector<Location>;
  3930. locations->push_back(loc);
  3931. i += 4;
  3932. }
  3933. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
  3934. safe_delete(locations); // gets duplicated into new table in QuestStep constructor
  3935. if (quest_step && icon > 0)
  3936. quest_step->SetIcon(icon);
  3937. if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
  3938. Client* client = ((Player*)quest->GetPlayer())->GetClient();
  3939. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3940. }
  3941. }
  3942. lua_interface->ResetFunctionStack(state);
  3943. return 0;
  3944. }
  3945. int EQ2Emu_lua_AddQuestStepLocation(lua_State* state) {
  3946. if (!lua_interface)
  3947. return 0;
  3948. Quest* quest = lua_interface->GetQuest(state);
  3949. int32 step = lua_interface->GetInt32Value(state, 2);
  3950. string description = lua_interface->GetStringValue(state, 3);
  3951. float max_variation = lua_interface->GetFloatValue(state, 4);
  3952. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3953. int16 icon = lua_interface->GetInt16Value(state, 6);
  3954. if (quest) {
  3955. const char* taskgroup = 0;
  3956. if (str_taskgroup.length() > 0)
  3957. taskgroup = str_taskgroup.c_str();
  3958. vector<Location>* locations = 0;
  3959. int8 i = 7;
  3960. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  3961. while (true) {
  3962. Location loc;
  3963. loc.x = lua_interface->GetFloatValue(state, i);
  3964. loc.y = lua_interface->GetFloatValue(state, i + 1);
  3965. loc.z = lua_interface->GetFloatValue(state, i + 2);
  3966. loc.zone_id = 0;
  3967. if (loc.x == 0 && loc.y == 0 && loc.z == 0)
  3968. break;
  3969. if (locations == 0)
  3970. locations = new vector<Location>;
  3971. locations->push_back(loc);
  3972. i += 3;
  3973. }
  3974. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
  3975. safe_delete(locations); // gets duplicated into new table in QuestStep constructor
  3976. if (quest_step && icon > 0)
  3977. quest_step->SetIcon(icon);
  3978. if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
  3979. Client* client = ((Player*)quest->GetPlayer())->GetClient();
  3980. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3981. }
  3982. }
  3983. lua_interface->ResetFunctionStack(state);
  3984. return 0;
  3985. }
  3986. int EQ2Emu_lua_AddQuestUsableItem(lua_State* state) {
  3987. if (!lua_interface)
  3988. return 0;
  3989. Quest* quest = lua_interface->GetQuest(state);
  3990. int32 step = lua_interface->GetInt32Value(state, 2);
  3991. string description = lua_interface->GetStringValue(state, 3);
  3992. float max_variation = lua_interface->GetFloatValue(state, 4);
  3993. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3994. int16 icon = lua_interface->GetInt16Value(state, 6);
  3995. if (quest) {
  3996. const char* taskgroup = 0;
  3997. if (str_taskgroup.length() > 0)
  3998. taskgroup = str_taskgroup.c_str();
  3999. vector<Location>* locations = 0;
  4000. int i = 7;
  4001. while (true) {
  4002. Location loc;
  4003. loc.x = lua_interface->GetFloatValue(state, i);
  4004. loc.y = lua_interface->GetFloatValue(state, i + 1);
  4005. loc.z = lua_interface->GetFloatValue(state, i + 2);
  4006. if (loc.x == 0 && loc.y == 0 && loc.z == 0)
  4007. break;
  4008. if (locations == 0)
  4009. locations = new vector<Location>;
  4010. locations->push_back(loc);
  4011. i += 3;
  4012. }
  4013. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
  4014. safe_delete(locations); // gets duplicated into new table in QuestStep constructor
  4015. if (quest_step && icon > 0)
  4016. quest_step->SetIcon(icon);
  4017. if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
  4018. Client* client = ((Player*)quest->GetPlayer())->GetClient();
  4019. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  4020. }
  4021. }
  4022. lua_interface->ResetFunctionStack(state);
  4023. return 0;
  4024. }
  4025. int EQ2Emu_lua_AddQuestStepSpell(lua_State* state) {
  4026. Quest* quest = lua_interface->GetQuest(state);
  4027. int32 step = lua_interface->GetInt32Value(state, 2);
  4028. string description = lua_interface->GetStringValue(state, 3);
  4029. int32 quantity = lua_interface->GetInt32Value(state, 4);
  4030. float percentage = lua_interface->GetFloatValue(state, 5);
  4031. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  4032. int16 icon = lua_interface->GetInt16Value(state, 7);
  4033. if (quest) {
  4034. const char* taskgroup = 0;
  4035. if (str_taskgroup.length() > 0)
  4036. taskgroup = str_taskgroup.c_str();
  4037. int32 spell_id = 0;
  4038. vector<int32>* ids = 0;
  4039. int i = 0;
  4040. while ((spell_id = lua_interface->GetInt32Value(state, 8 + i))) {
  4041. if (ids == 0)
  4042. ids = new vector<int32>;
  4043. ids->push_back(spell_id);
  4044. i++;
  4045. }
  4046. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_SPELL, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  4047. if (quest_step && icon > 0 && quantity > 0)
  4048. quest_step->SetIcon(icon);
  4049. if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
  4050. Client* client = ((Player*)quest->GetPlayer())->GetClient();
  4051. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  4052. }
  4053. safe_delete(ids);
  4054. }
  4055. lua_interface->ResetFunctionStack(state);
  4056. return 0;
  4057. }
  4058. int EQ2Emu_lua_AddQuestStepCraft(lua_State* state) {
  4059. if (!lua_interface)
  4060. return 0;
  4061. Quest* quest = lua_interface->GetQuest(state);
  4062. int32 step = lua_interface->GetInt32Value(state, 2);
  4063. string description = lua_interface->GetStringValue(state, 3);
  4064. int32 quantity = lua_interface->GetInt32Value(state, 4);
  4065. float percentage = lua_interface->GetFloatValue(state, 5);
  4066. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  4067. int16 icon = lua_interface->GetInt16Value(state, 7);
  4068. if (quest) {
  4069. const char* taskgroup = 0;
  4070. if (str_taskgroup.length() > 0)
  4071. taskgroup = str_taskgroup.c_str();
  4072. int32 item_id = 0;
  4073. vector<int32>* ids = 0;
  4074. int i = 0;
  4075. while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
  4076. if (ids == 0)
  4077. ids = new vector<int32>;
  4078. ids->push_back(item_id);
  4079. i++;
  4080. }
  4081. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_CRAFT, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  4082. if (quest_step && icon > 0 && quantity > 0)
  4083. quest_step->SetIcon(icon);
  4084. if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
  4085. Client* client = ((Player*)quest->GetPlayer())->GetClient();
  4086. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  4087. }
  4088. safe_delete(ids);
  4089. }
  4090. lua_interface->ResetFunctionStack(state);
  4091. return 0;
  4092. }
  4093. int EQ2Emu_lua_AddQuestStepHarvest(lua_State* state) {
  4094. if (!lua_interface)
  4095. return 0;
  4096. Quest* quest = lua_interface->GetQuest(state);
  4097. int32 step = lua_interface->GetInt32Value(state, 2);
  4098. string description = lua_interface->GetStringValue(state, 3);
  4099. int32 quantity = lua_interface->GetInt32Value(state, 4);
  4100. float percentage = lua_interface->GetFloatValue(state, 5);
  4101. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  4102. int16 icon = lua_interface->GetInt16Value(state, 7);
  4103. if (quest) {
  4104. const char* taskgroup = 0;
  4105. if (str_taskgroup.length() > 0)
  4106. taskgroup = str_taskgroup.c_str();
  4107. int32 item_id = 0;
  4108. vector<int32>* ids = 0;
  4109. int i = 0;
  4110. while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
  4111. if (ids == 0)
  4112. ids = new vector<int32>;
  4113. ids->push_back(item_id);
  4114. i++;
  4115. }
  4116. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_HARVEST, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  4117. if (quest_step && icon > 0 && quantity > 0)
  4118. quest_step->SetIcon(icon);
  4119. if (quest->GetPlayer() && ((Player*)quest->GetPlayer())->GetClient()) {
  4120. Client* client = ((Player*)quest->GetPlayer())->GetClient();
  4121. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  4122. }
  4123. safe_delete(ids);
  4124. }
  4125. lua_interface->ResetFunctionStack(state);
  4126. return 0;
  4127. }
  4128. int EQ2Emu_lua_SetQuestCompleteAction(lua_State* state) {
  4129. if (!lua_interface)
  4130. return 0;
  4131. Quest* quest = lua_interface->GetQuest(state);
  4132. string action = lua_interface->GetStringValue(state, 2);
  4133. lua_interface->ResetFunctionStack(state);
  4134. if (quest) {
  4135. if (action.length() > 0)
  4136. quest->SetCompleteAction(action);
  4137. }
  4138. return 0;
  4139. }
  4140. int EQ2Emu_lua_AddQuestStepCompleteAction(lua_State* state) {
  4141. if (!lua_interface)
  4142. return 0;
  4143. Quest* quest = lua_interface->GetQuest(state);
  4144. int32 step = lua_interface->GetInt32Value(state, 2);
  4145. string action = lua_interface->GetStringValue(state, 3);
  4146. lua_interface->ResetFunctionStack(state);
  4147. if (quest) {
  4148. if (step > 0 && action.length() > 0)
  4149. quest->AddCompleteAction(step, action);
  4150. }
  4151. return 0;
  4152. }
  4153. int EQ2Emu_lua_AddQuestStepProgressAction(lua_State* state) {
  4154. if (!lua_interface)
  4155. return 0;
  4156. Quest* quest = lua_interface->GetQuest(state);
  4157. int32 step = lua_interface->GetInt32Value(state, 2);
  4158. string action = lua_interface->GetStringValue(state, 3);
  4159. lua_interface->ResetFunctionStack(state);
  4160. if (quest) {
  4161. if (step > 0 && action.length() > 0)
  4162. quest->AddProgressAction(step, action);
  4163. }
  4164. return 0;
  4165. }
  4166. int EQ2Emu_lua_UpdateQuestDescription(lua_State* state) {
  4167. if (!lua_interface)
  4168. return 0;
  4169. Quest* quest = lua_interface->GetQuest(state);
  4170. string description = lua_interface->GetStringValue(state, 2);
  4171. lua_interface->ResetFunctionStack(state);
  4172. if (quest && description.length() > 0)
  4173. quest->SetDescription(description);
  4174. return 0;
  4175. }
  4176. int EQ2Emu_lua_SetCompletedDescription(lua_State* state) {
  4177. if (!lua_interface)
  4178. return 0;
  4179. Quest* quest = lua_interface->GetQuest(state);
  4180. string description = lua_interface->GetStringValue(state, 2);
  4181. lua_interface->ResetFunctionStack(state);
  4182. if (quest && description.length() > 0)
  4183. quest->SetCompletedDescription(description);
  4184. return 0;
  4185. }
  4186. int EQ2Emu_lua_UpdateQuestTaskGroupDescription(lua_State* state) {
  4187. if (!lua_interface)
  4188. return 0;
  4189. Quest* quest = lua_interface->GetQuest(state);
  4190. int32 step = lua_interface->GetInt32Value(state, 2);
  4191. string description = lua_interface->GetStringValue(state, 3);
  4192. bool display_bullets = (lua_interface->GetInt8Value(state, 4) == 1);
  4193. lua_interface->ResetFunctionStack(state);
  4194. if (quest && step > 0 && description.length() > 0) {
  4195. quest->SetTaskGroupDescription(step, description, display_bullets);
  4196. }
  4197. return 0;
  4198. }
  4199. int EQ2Emu_lua_UpdateQuestStepDescription(lua_State* state) {
  4200. if (!lua_interface)
  4201. return 0;
  4202. Quest* quest = lua_interface->GetQuest(state);
  4203. int32 step = lua_interface->GetInt32Value(state, 2);
  4204. string description = lua_interface->GetStringValue(state, 3);
  4205. lua_interface->ResetFunctionStack(state);
  4206. if (quest && step > 0 && description.length() > 0) {
  4207. quest->SetStepDescription(step, description);
  4208. }
  4209. return 0;
  4210. }
  4211. int EQ2Emu_lua_UpdateQuestZone(lua_State* state) {
  4212. Quest* quest = lua_interface->GetQuest(state);
  4213. string zone = lua_interface->GetStringValue(state, 2);
  4214. lua_interface->ResetFunctionStack(state);
  4215. if (quest && zone.length() > 0)
  4216. quest->SetZone(zone);
  4217. return 0;
  4218. }
  4219. int EQ2Emu_lua_GiveQuestReward(lua_State* state) {
  4220. if (!lua_interface)
  4221. return 0;
  4222. Quest* quest = lua_interface->GetQuest(state);
  4223. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  4224. lua_interface->ResetFunctionStack(state);
  4225. if (quest && spawn) {
  4226. if (spawn->IsPlayer()) {
  4227. Client* client = ((Player*)spawn)->GetClient();
  4228. if (client) {
  4229. client->AddPendingQuestReward(quest);
  4230. }
  4231. }
  4232. }
  4233. return 0;
  4234. }
  4235. int EQ2Emu_lua_Harvest(lua_State* state) {
  4236. if (!lua_interface)
  4237. return 0;
  4238. Spawn* player = lua_interface->GetSpawn(state);
  4239. Spawn* node = lua_interface->GetSpawn(state, 2);
  4240. if (player && node && player->IsPlayer() && node->IsGroundSpawn()) {
  4241. Client* client = ((Player*)player)->GetClient();
  4242. if (client) {
  4243. ((GroundSpawn*)node)->ProcessHarvest(client);
  4244. if (((GroundSpawn*)node)->GetNumberHarvests() == 0) {
  4245. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  4246. player->GetZone()->RemoveSpawn(node, true, true, true, true, (spell != nullptr) ? false : true);
  4247. }
  4248. }
  4249. }
  4250. else if (player && player->IsPlayer()) {
  4251. Client* client = ((Player*)player)->GetClient();
  4252. if (client)
  4253. client->Message(CHANNEL_COLOR_RED, "Invalid target for this spell.");
  4254. }
  4255. lua_interface->ResetFunctionStack(state);
  4256. return 0;
  4257. }
  4258. int EQ2Emu_lua_Bind(lua_State* state) {
  4259. if (!lua_interface)
  4260. return 0;
  4261. Spawn* spawn = lua_interface->GetSpawn(state);
  4262. int32 zone_id = lua_interface->GetInt32Value(state, 2);
  4263. float x = lua_interface->GetFloatValue(state, 3);
  4264. float y = lua_interface->GetFloatValue(state, 4);
  4265. float z = lua_interface->GetFloatValue(state, 5);
  4266. float h = lua_interface->GetFloatValue(state, 6);
  4267. lua_interface->ResetFunctionStack(state);
  4268. if (!spawn) {
  4269. lua_interface->LogError("%s: LUA Bind command error: spawn is not valid", lua_interface->GetScriptName(state));
  4270. return 0;
  4271. }
  4272. if (!spawn->IsPlayer()) {
  4273. lua_interface->LogError("%s: LUA Bind command error: spawn is not a player", lua_interface->GetScriptName(state));
  4274. return 0;
  4275. }
  4276. if (zone_id == 0) {
  4277. Client* client = ((Player*)spawn)->GetClient();
  4278. if (!client) {
  4279. lua_interface->LogError("%s: LUA Bind command error: unable to get client from spawn", lua_interface->GetScriptName(state));
  4280. return 0;
  4281. }
  4282. if (!client->Bind())
  4283. client->SimpleMessage(CHANNEL_COLOR_RED, "Unable to set bind point.");
  4284. }
  4285. else {
  4286. Player* player = (Player*)spawn;
  4287. player->GetPlayerInfo()->SetBindZone(zone_id);
  4288. player->GetPlayerInfo()->SetBindX(x);
  4289. player->GetPlayerInfo()->SetBindY(y);
  4290. player->GetPlayerInfo()->SetBindZ(z);
  4291. player->GetPlayerInfo()->SetBindHeading(h);
  4292. }
  4293. return 0;
  4294. }
  4295. int EQ2Emu_lua_Gate(lua_State* state) {
  4296. if (!lua_interface)
  4297. return 0;
  4298. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  4299. Spawn* spawn = lua_interface->GetSpawn(state);
  4300. lua_interface->ResetFunctionStack(state);
  4301. if (spawn) {
  4302. if (spawn->IsPlayer()) {
  4303. Client* client = ((Player*)spawn)->GetClient();
  4304. if (client) {
  4305. if (!client->Gate((spell != nullptr) ? true : false))
  4306. client->SimpleMessage(CHANNEL_COLOR_RED, "Unable to gate.");
  4307. }
  4308. }
  4309. }
  4310. return 0;
  4311. }
  4312. int EQ2Emu_lua_IsBindAllowed(lua_State* state) {
  4313. if (!lua_interface)
  4314. return 0;
  4315. bool ret = false;
  4316. Spawn* spawn = lua_interface->GetSpawn(state);
  4317. lua_interface->ResetFunctionStack(state);
  4318. if (spawn) {
  4319. if (spawn->IsPlayer()) {
  4320. Client* client = ((Player*)spawn)->GetClient();
  4321. if (client)
  4322. ret = client->BindAllowed();
  4323. }
  4324. }
  4325. lua_interface->SetBooleanValue(state, ret);
  4326. return 1;
  4327. }
  4328. int EQ2Emu_lua_IsGateAllowed(lua_State* state) {
  4329. if (!lua_interface)
  4330. return 0;
  4331. bool ret = false;
  4332. Spawn* spawn = lua_interface->GetSpawn(state);
  4333. lua_interface->ResetFunctionStack(state);
  4334. if (spawn) {
  4335. if (spawn->IsPlayer()) {
  4336. Client* client = ((Player*)spawn)->GetClient();
  4337. ZoneServer* zone = lua_interface->GetZone(state);
  4338. if (client && zone){
  4339. ret = zone->GetCanGate();
  4340. }
  4341. }
  4342. }
  4343. lua_interface->SetBooleanValue(state, ret);
  4344. return 1;
  4345. }
  4346. int EQ2Emu_lua_IsAlive(lua_State* state) {
  4347. Spawn* spawn = lua_interface->GetSpawn(state);
  4348. lua_interface->ResetFunctionStack(state);
  4349. if (spawn) {
  4350. lua_interface->SetBooleanValue(state, spawn->Alive());
  4351. return 1;
  4352. }
  4353. return 0;
  4354. }
  4355. int EQ2Emu_lua_IsInCombat(lua_State* state) {
  4356. if (!lua_interface)
  4357. return 0;
  4358. Spawn* spawn = lua_interface->GetSpawn(state);
  4359. lua_interface->ResetFunctionStack(state);
  4360. if (spawn && spawn->IsEntity()) {
  4361. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->EngagedInCombat());
  4362. return 1;
  4363. }
  4364. return 0;
  4365. }
  4366. int EQ2Emu_lua_SendMessage(lua_State* state) {
  4367. Spawn* spawn = lua_interface->GetSpawn(state);
  4368. string message = lua_interface->GetStringValue(state, 2);
  4369. string color_str = lua_interface->GetStringValue(state, 3);
  4370. lua_interface->ResetFunctionStack(state);
  4371. int8 color = CHANNEL_NARRATIVE;
  4372. if (spawn && spawn->IsPlayer() && message.length() > 0) {
  4373. Client* client = ((Player*)spawn)->GetClient();
  4374. if (client) {
  4375. if (color_str.length() > 0) {
  4376. // leave for backwards compat, but all future should just use the number
  4377. if (strncasecmp(color_str.c_str(), "red", 3) == 0)
  4378. color = CHANNEL_COLOR_RED;
  4379. else if (strncasecmp(color_str.c_str(), "yellow", 6) == 0)
  4380. color = CHANNEL_COLOR_YELLOW;
  4381. else
  4382. {
  4383. // use a number to specify the channel as per Commands/Commands.h defines
  4384. color = (int8)atoul(color_str.c_str());
  4385. }
  4386. }
  4387. client->SimpleMessage(color, message.c_str());
  4388. }
  4389. }
  4390. return 0;
  4391. }
  4392. int EQ2Emu_lua_SendPopUpMessage(lua_State* state) {
  4393. Spawn* spawn = lua_interface->GetSpawn(state);
  4394. string message = lua_interface->GetStringValue(state, 2);
  4395. int8 red = lua_interface->GetInt8Value(state, 3);
  4396. int8 green = lua_interface->GetInt8Value(state, 4);
  4397. int8 blue = lua_interface->GetInt8Value(state, 5);
  4398. lua_interface->ResetFunctionStack(state);
  4399. if (!spawn) {
  4400. lua_interface->LogError("%s: LUA SendPopUpMessage command error: Spawn is not valid.", lua_interface->GetScriptName(state));
  4401. return 0;
  4402. }
  4403. if (!spawn->IsPlayer()) {
  4404. lua_interface->LogError("%s: LUA SendPopUpMessage command error: Spawn is not a player.", lua_interface->GetScriptName(state));
  4405. return 0;
  4406. }
  4407. int32 words = ::CountWordsInString(message.c_str());
  4408. if (words < 5)
  4409. words = 5;
  4410. Client* client = ((Player*)spawn)->GetClient();
  4411. if (client)
  4412. client->SendPopupMessage(10, message.c_str(), "ui_harvested_normal", words, red, green, blue);
  4413. return 0;
  4414. }
  4415. int EQ2Emu_lua_SetServerControlFlag(lua_State* state) {
  4416. Spawn* spawn = lua_interface->GetSpawn(state);
  4417. int8 param = lua_interface->GetInt8Value(state, 2);
  4418. int8 param_value = lua_interface->GetInt8Value(state, 3);
  4419. int8 value = lua_interface->GetInt8Value(state, 4);
  4420. lua_interface->ResetFunctionStack(state);
  4421. if (spawn && spawn->IsPlayer() && (param >= 1 && param <= 5)) {
  4422. Client* client = ((Player*)spawn)->GetClient();
  4423. if (client) {
  4424. PacketStruct* packet = configReader.getStruct("WS_ServerControlFlags", client->GetVersion());
  4425. switch (param) {
  4426. case 1: {
  4427. packet->setDataByName("parameter1", param_value);
  4428. break;
  4429. }
  4430. case 2: {
  4431. packet->setDataByName("parameter2", param_value);
  4432. break;
  4433. }
  4434. case 3: {
  4435. packet->setDataByName("parameter3", param_value);
  4436. break;
  4437. }
  4438. case 4: {
  4439. packet->setDataByName("parameter4", param_value);
  4440. break;
  4441. }
  4442. case 5: {
  4443. packet->setDataByName("parameter5", param_value);
  4444. break;
  4445. }
  4446. }
  4447. packet->setDataByName("value", value);
  4448. client->QueuePacket(packet->serialize());
  4449. safe_delete(packet);
  4450. }
  4451. }
  4452. return 0;
  4453. }
  4454. int EQ2Emu_lua_ToggleTracking(lua_State* state) {
  4455. Spawn* spawn = lua_interface->GetSpawn(state);
  4456. lua_interface->ResetFunctionStack(state);
  4457. if (spawn && spawn->IsPlayer()) {
  4458. if (((Player*)spawn)->GetIsTracking())
  4459. spawn->GetZone()->AddPlayerTracking((Player*)spawn);
  4460. else
  4461. spawn->GetZone()->RemovePlayerTracking((Player*)spawn, TRACKING_STOP);
  4462. }
  4463. return 0;
  4464. }
  4465. int EQ2Emu_lua_AddPrimaryEntityCommand(lua_State* state) {
  4466. Spawn* player = lua_interface->GetSpawn(state);
  4467. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  4468. string name = lua_interface->GetStringValue(state, 3);
  4469. float distance = lua_interface->GetFloatValue(state, 4);
  4470. string command = lua_interface->GetStringValue(state, 5);
  4471. string error_text = lua_interface->GetStringValue(state, 6);
  4472. int16 cast_time = lua_interface->GetInt16Value(state, 7);
  4473. int32 spell_visual = lua_interface->GetInt32Value(state, 8);
  4474. bool denyListDefault = (lua_interface->GetInt8Value(state, 9) == 1);
  4475. lua_interface->ResetFunctionStack(state);
  4476. if (spawn) {
  4477. if (distance == 0)
  4478. distance = 10.0f;
  4479. if (command.length() == 0)
  4480. command = name;
  4481. if (command.length() < 1 && name.length() < 1)
  4482. {
  4483. // have to run this first to send a 'blank' default command, then remove all commands from the list
  4484. spawn->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance);
  4485. spawn->RemovePrimaryCommands();
  4486. }
  4487. else
  4488. {
  4489. spawn->AddPrimaryEntityCommand(name.c_str(), distance, command.c_str(), error_text.c_str(), cast_time, spell_visual, denyListDefault, (player && player->IsPlayer()) ? (Player*)player : NULL);
  4490. }
  4491. }
  4492. return 0;
  4493. }
  4494. int EQ2Emu_lua_HasSpell(lua_State* state) {
  4495. if (!lua_interface)
  4496. return 0;
  4497. Spawn* player = lua_interface->GetSpawn(state);
  4498. int32 spellid = lua_interface->GetInt32Value(state, 2);
  4499. int16 tier = lua_interface->GetInt16Value(state, 3);
  4500. lua_interface->ResetFunctionStack(state);
  4501. if (player && player->IsPlayer()) {
  4502. lua_interface->SetBooleanValue(state, ((Player*)player)->HasSpell(spellid, tier, true));
  4503. return 1;
  4504. }
  4505. return 0;
  4506. }
  4507. int EQ2Emu_lua_AddSpellBookEntry(lua_State* state) {
  4508. if (!lua_interface)
  4509. return 0;
  4510. Spawn* player = lua_interface->GetSpawn(state);
  4511. int32 spellid = lua_interface->GetInt32Value(state, 2);
  4512. int16 tier = lua_interface->GetInt16Value(state, 3);
  4513. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  4514. bool add_silently = lua_interface->GetBooleanValue(state, 4);
  4515. bool add_to_hotbar = true;
  4516. if (num_args > 4) {
  4517. add_to_hotbar = lua_interface->GetBooleanValue(state, 5);
  4518. }
  4519. lua_interface->ResetFunctionStack(state);
  4520. Spell* spell = master_spell_list.GetSpell(spellid, tier);
  4521. if (player && spell && player->IsPlayer()) {
  4522. Client* client = player->GetClient();
  4523. if (client) {
  4524. if (!client->GetPlayer()->HasSpell(spellid, tier - 1, true))
  4525. {
  4526. Spell* spell = master_spell_list.GetSpell(spellid, tier);
  4527. client->GetPlayer()->AddSpellBookEntry(spellid, 1, client->GetPlayer()->GetFreeSpellBookSlot(spell->GetSpellData()->spell_book_type), spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true);
  4528. client->GetPlayer()->UnlockSpell(spell);
  4529. client->SendSpellUpdate(spell, add_silently, add_to_hotbar);
  4530. }
  4531. else
  4532. {
  4533. Spell* spell = master_spell_list.GetSpell(spellid, tier);
  4534. int8 old_slot = client->GetPlayer()->GetSpellSlot(spell->GetSpellID());
  4535. client->GetPlayer()->RemoveSpellBookEntry(spell->GetSpellID());
  4536. client->GetPlayer()->AddSpellBookEntry(spell->GetSpellID(), spell->GetSpellTier(), old_slot, spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true);
  4537. client->GetPlayer()->UnlockSpell(spell);
  4538. client->SendSpellUpdate(spell, add_silently, add_to_hotbar);
  4539. }
  4540. //if (client ) {
  4541. // ((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);
  4542. EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
  4543. if (outapp)
  4544. client->QueuePacket(outapp);
  4545. }
  4546. }
  4547. return 0;
  4548. }
  4549. int EQ2Emu_lua_DeleteSpellBook(lua_State* state) {
  4550. if (!lua_interface)
  4551. return 0;
  4552. Spawn* player = lua_interface->GetSpawn(state);
  4553. int8 type_selection = lua_interface->GetInt8Value(state, 2);
  4554. lua_interface->ResetFunctionStack(state);
  4555. if (player && player->IsPlayer()) {
  4556. Client* client = player->GetClient();
  4557. if (client) {
  4558. ((Player*)player)->DeleteSpellBook(type_selection);
  4559. EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
  4560. if (outapp)
  4561. client->QueuePacket(outapp);
  4562. }
  4563. }
  4564. return 0;
  4565. }
  4566. int EQ2Emu_lua_SendNewAdventureSpells(lua_State* state) {
  4567. if (!lua_interface)
  4568. return 0;
  4569. Spawn* player = lua_interface->GetSpawn(state);
  4570. lua_interface->ResetFunctionStack(state);
  4571. if (player && player->IsPlayer()) {
  4572. Client* client = player->GetClient();
  4573. if (client) {
  4574. client->SendNewAdventureSpells();
  4575. }
  4576. }
  4577. return 0;
  4578. }
  4579. int EQ2Emu_lua_SendNewTradeskillSpells(lua_State* state) {
  4580. if (!lua_interface)
  4581. return 0;
  4582. Spawn* player = lua_interface->GetSpawn(state);
  4583. lua_interface->ResetFunctionStack(state);
  4584. if (player && player->IsPlayer()) {
  4585. Client* client = player->GetClient();
  4586. if (client) {
  4587. client->SendNewTradeskillSpells();
  4588. }
  4589. }
  4590. return 0;
  4591. }
  4592. int EQ2Emu_lua_RemoveSpellBookEntry(lua_State* state) {
  4593. if (!lua_interface)
  4594. return 0;
  4595. Spawn* player = lua_interface->GetSpawn(state);
  4596. int32 spellid = lua_interface->GetInt32Value(state, 2);
  4597. lua_interface->ResetFunctionStack(state);
  4598. if (player && player->IsPlayer()) {
  4599. SpellBookEntry* sbe = ((Player*)player)->GetSpellBookSpell(spellid);
  4600. Client* client = player->GetClient();
  4601. if (sbe && client) {
  4602. ((Player*)player)->RemoveSpellBookEntry(spellid);
  4603. EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
  4604. if (outapp)
  4605. client->QueuePacket(outapp);
  4606. }
  4607. }
  4608. return 0;
  4609. }
  4610. int EQ2Emu_lua_HasFreeSlot(lua_State* state) {
  4611. if (!lua_interface)
  4612. return 0;
  4613. Spawn* player = lua_interface->GetSpawn(state);
  4614. lua_interface->ResetFunctionStack(state);
  4615. if (player && player->IsPlayer()) {
  4616. lua_interface->SetBooleanValue(state, ((Player*)player)->item_list.HasFreeSlot());
  4617. return 1;
  4618. }
  4619. return 0;
  4620. }
  4621. int EQ2Emu_lua_Attack(lua_State* state) {
  4622. if (lua_interface) {
  4623. Spawn* npc = lua_interface->GetSpawn(state);
  4624. Spawn* player = lua_interface->GetSpawn(state, 2);
  4625. lua_interface->ResetFunctionStack(state);
  4626. if (npc && player && npc->IsNPC() && player->IsEntity())
  4627. ((NPC*)npc)->AddHate((Entity*)player, 100);
  4628. }
  4629. return 0;
  4630. }
  4631. int EQ2Emu_lua_ApplySpellVisual(lua_State* state) {
  4632. if (lua_interface) {
  4633. Spawn* target = lua_interface->GetSpawn(state);
  4634. int32 spell_visual = lua_interface->GetInt32Value(state, 2);
  4635. lua_interface->ResetFunctionStack(state);
  4636. if (target && target->GetZone())
  4637. target->GetZone()->SendCastSpellPacket(spell_visual, target);
  4638. }
  4639. return 0;
  4640. }
  4641. int EQ2Emu_lua_HasCollectionsToHandIn(lua_State* state) {
  4642. Spawn* player;
  4643. if (lua_interface) {
  4644. player = lua_interface->GetSpawn(state);
  4645. lua_interface->ResetFunctionStack(state);
  4646. if (player && player->IsPlayer()) {
  4647. lua_interface->SetBooleanValue(state, ((Player*)player)->GetCollectionList()->HasCollectionsToHandIn());
  4648. return 1;
  4649. }
  4650. }
  4651. return 0;
  4652. }
  4653. int EQ2Emu_lua_HandInCollections(lua_State* state) {
  4654. Spawn* player;
  4655. Client* client;
  4656. if (lua_interface) {
  4657. player = lua_interface->GetSpawn(state);
  4658. lua_interface->ResetFunctionStack(state);
  4659. if (player && ((Player*)player)->IsPlayer() && ((Player*)player)->GetCollectionList()->HasCollectionsToHandIn())
  4660. if ((client = ((Player*)player)->GetClient()))
  4661. client->HandInCollections();
  4662. }
  4663. return 0;
  4664. }
  4665. int EQ2Emu_lua_UseWidget(lua_State* state) {
  4666. Spawn* widget;
  4667. if (lua_interface) {
  4668. widget = lua_interface->GetSpawn(state);
  4669. lua_interface->ResetFunctionStack(state);
  4670. if (widget && widget->IsWidget())
  4671. ((Widget*)widget)->HandleUse(nullptr, "");
  4672. }
  4673. return 0;
  4674. }
  4675. int EQ2Emu_lua_SetSpellList(lua_State* state) {
  4676. Spawn* spawn = 0;
  4677. int32 primary_list = 0;
  4678. int32 secondary_list = 0;
  4679. if (lua_interface) {
  4680. spawn = lua_interface->GetSpawn(state);
  4681. primary_list = lua_interface->GetInt32Value(state, 2);
  4682. secondary_list = lua_interface->GetInt32Value(state, 3);
  4683. lua_interface->ResetFunctionStack(state);
  4684. if (!spawn->IsNPC()) {
  4685. lua_interface->LogError("%s: LUA SetSpellList command error: Spawn was not a valid NPC", lua_interface->GetScriptName(state));
  4686. return 0;
  4687. }
  4688. NPC* npc = (NPC*)spawn;
  4689. npc->SetPrimarySpellList(primary_list);
  4690. npc->SetSecondarySpellList(secondary_list);
  4691. npc->SetSpells(world.GetNPCSpells(npc->GetPrimarySpellList(), npc->GetSecondarySpellList()));
  4692. }
  4693. return 0;
  4694. }
  4695. int EQ2Emu_lua_GetPet(lua_State* state) {
  4696. if (!lua_interface)
  4697. return 0;
  4698. Spawn* spawn = lua_interface->GetSpawn(state);
  4699. lua_interface->ResetFunctionStack(state);
  4700. if (spawn) {
  4701. if (spawn->IsEntity() && ((Entity*)spawn)->GetPet()) {
  4702. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetPet());
  4703. return 1;
  4704. }
  4705. }
  4706. return 0;
  4707. }
  4708. int EQ2Emu_lua_GetCharmedPet(lua_State* state) {
  4709. if (!lua_interface)
  4710. return 0;
  4711. Spawn* spawn = lua_interface->GetSpawn(state);
  4712. lua_interface->ResetFunctionStack(state);
  4713. if (spawn) {
  4714. if (spawn->IsEntity() && ((Entity*)spawn)->GetCharmedPet()) {
  4715. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetCharmedPet());
  4716. return 1;
  4717. }
  4718. }
  4719. return 0;
  4720. }
  4721. int EQ2Emu_lua_GetDeityPet(lua_State* state) {
  4722. if (!lua_interface)
  4723. return 0;
  4724. Spawn* spawn = lua_interface->GetSpawn(state);
  4725. lua_interface->ResetFunctionStack(state);
  4726. if (spawn) {
  4727. if (spawn->IsEntity() && ((Entity*)spawn)->GetDeityPet()) {
  4728. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetDeityPet());
  4729. return 1;
  4730. }
  4731. }
  4732. return 0;
  4733. }
  4734. int EQ2Emu_lua_GetCosmeticPet(lua_State* state) {
  4735. if (!lua_interface)
  4736. return 0;
  4737. Spawn* spawn = lua_interface->GetSpawn(state);
  4738. lua_interface->ResetFunctionStack(state);
  4739. if (spawn) {
  4740. if (spawn->IsEntity() && ((Entity*)spawn)->GetCosmeticPet()) {
  4741. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetCosmeticPet());
  4742. return 1;
  4743. }
  4744. }
  4745. return 0;
  4746. }
  4747. int EQ2Emu_lua_Charm(lua_State* state) {
  4748. if (!lua_interface)
  4749. return 0;
  4750. Spawn* owner = lua_interface->GetSpawn(state);
  4751. Spawn* pet = lua_interface->GetSpawn(state, 2);
  4752. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  4753. lua_interface->ResetFunctionStack(state);
  4754. if (!luaspell) {
  4755. lua_interface->LogError("%s: LUA Charm command error: Spell is not valid, charm can only be used in spell scripts.", lua_interface->GetScriptName(state));
  4756. return 0;
  4757. }
  4758. if(luaspell->resisted) {
  4759. return 0;
  4760. }
  4761. if (owner && pet && owner->IsEntity() && pet->IsNPC()) {
  4762. ((Entity*)owner)->SetCharmedPet((Entity*)pet);
  4763. pet->SetPet(true);
  4764. ((NPC*)pet)->SetPetType(PET_TYPE_CHARMED);
  4765. ((NPC*)pet)->SetOwner((Entity*)owner);
  4766. // If owner is player and player does not have a summoned pet set the players charsheet
  4767. if (owner->IsPlayer() && !((Entity*)owner)->GetPet()) {
  4768. Player* player = (Player*)owner;
  4769. player->GetInfoStruct()->set_pet_id(player->GetIDWithPlayerSpawn(pet));
  4770. player->GetInfoStruct()->set_pet_name(std::string(pet->GetName()));
  4771. player->GetInfoStruct()->set_pet_movement(2);
  4772. player->GetInfoStruct()->set_pet_behavior(3);
  4773. player->GetInfoStruct()->set_pet_health_pct(1.0f);
  4774. player->GetInfoStruct()->set_pet_power_pct(1.0f);
  4775. // Make sure the values get sent to the client
  4776. player->SetCharSheetChanged(true);
  4777. }
  4778. // Clear the spawns script so the charmed mob doesn't try to do anything like random walks
  4779. pet->SetSpawnScript("");
  4780. // Set faction to the same as the owner
  4781. pet->SetFactionID(owner->GetFactionID());
  4782. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  4783. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  4784. // Clear hate list
  4785. ((NPC*)pet)->Brain()->ClearHate();
  4786. // Set the brain to a pet brain
  4787. ((NPC*)pet)->SetBrain(new CombatPetBrain((NPC*)pet));
  4788. }
  4789. return 0;
  4790. }
  4791. int EQ2Emu_lua_GetGroup(lua_State* state) {
  4792. if (!lua_interface)
  4793. return 0;
  4794. Spawn* spawn = lua_interface->GetSpawn(state);
  4795. lua_interface->ResetFunctionStack(state);
  4796. if (!spawn) {
  4797. lua_interface->LogError("%s: LUA GetGroup command error: spawn is not valid", lua_interface->GetScriptName(state));
  4798. return 0;
  4799. }
  4800. vector<Spawn*> groupMembers;
  4801. if (!spawn->IsPlayer() && spawn->HasSpawnGroup()) {
  4802. groupMembers = *spawn->GetSpawnGroup();
  4803. }
  4804. else if (spawn->IsPlayer() && ((Player*)spawn)->GetGroupMemberInfo()) {
  4805. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  4806. deque<GroupMemberInfo*>::iterator itr;
  4807. PlayerGroup* group = world.GetGroupManager()->GetGroup(((Player*)spawn)->GetGroupMemberInfo()->group_id);
  4808. if (group)
  4809. {
  4810. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  4811. deque<GroupMemberInfo*>* members = group->GetMembers();
  4812. GroupMemberInfo* info = 0;
  4813. for (itr = members->begin(); itr != members->end(); itr++) {
  4814. info = *itr;
  4815. if (info->client)
  4816. groupMembers.push_back(info->client->GetPlayer());
  4817. }
  4818. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  4819. }
  4820. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  4821. }
  4822. else
  4823. return 0;
  4824. lua_createtable(state, groupMembers.size(), 0);
  4825. int newTable = lua_gettop(state);
  4826. for (int32 i = 0; i < groupMembers.size(); i++) {
  4827. lua_interface->SetSpawnValue(state, groupMembers.at(i));
  4828. lua_rawseti(state, newTable, i + 1);
  4829. }
  4830. return 1;
  4831. }
  4832. int EQ2Emu_lua_CreateOptionWindow(lua_State* state) {
  4833. if (!lua_interface)
  4834. return 0;
  4835. lua_interface->ResetFunctionStack(state);
  4836. vector<OptionWindowOption>* option_window = new vector<OptionWindowOption>();
  4837. lua_interface->SetOptionWindowValue(state, option_window);
  4838. return 1;
  4839. }
  4840. int EQ2Emu_lua_AddOptionWindowOption(lua_State* state) {
  4841. if (!lua_interface)
  4842. return 0;
  4843. vector<OptionWindowOption>* option_window = lua_interface->GetOptionWindow(state);
  4844. if (option_window) {
  4845. OptionWindowOption option_window_option;
  4846. option_window_option.optionName = lua_interface->GetStringValue(state, 2);
  4847. option_window_option.optionDescription = lua_interface->GetStringValue(state, 3);
  4848. option_window_option.optionIconSheet = lua_interface->GetInt32Value(state, 4);
  4849. option_window_option.optionIconID = lua_interface->GetInt16Value(state, 5);
  4850. option_window_option.optionCommand = lua_interface->GetStringValue(state, 6);
  4851. option_window_option.optionConfirmTitle = lua_interface->GetStringValue(state, 7);
  4852. if (option_window_option.optionName.length() > 0 && option_window_option.optionDescription.length() > 0)
  4853. option_window->push_back(option_window_option);
  4854. }
  4855. lua_interface->ResetFunctionStack(state);
  4856. return 0;
  4857. }
  4858. int EQ2Emu_lua_SendOptionWindow(lua_State* state) {
  4859. if (!lua_interface)
  4860. return 0;
  4861. vector<OptionWindowOption>* option_window = lua_interface->GetOptionWindow(state);
  4862. Spawn* player = lua_interface->GetSpawn(state, 2);
  4863. string window_title = lua_interface->GetStringValue(state, 3);
  4864. string cancel_command = lua_interface->GetStringValue(state, 4);
  4865. lua_interface->ResetFunctionStack(state);
  4866. if (!player->IsPlayer()) {
  4867. lua_interface->LogError("%s: LUA SendOptionWindow command error: spawn is not a player", lua_interface->GetScriptName(state));
  4868. return 0;
  4869. }
  4870. Client* client = ((Player*)player)->GetClient();
  4871. if (option_window && window_title.length() > 0 && client) {
  4872. PacketStruct* packet = configReader.getStruct("WS_SelectTradeskill", client->GetVersion());
  4873. if (!packet)
  4874. return 0;
  4875. packet->setDataByName("title_text", window_title.c_str());
  4876. if (cancel_command.length() > 0)
  4877. packet->setDataByName("command_text_cancel", cancel_command.c_str());
  4878. packet->setArrayLengthByName("num_selections", option_window->size());
  4879. vector<OptionWindowOption>::iterator itr;
  4880. int8 i = 0;
  4881. for (itr = option_window->begin(); itr != option_window->end(); itr++) {
  4882. OptionWindowOption opt = *itr;
  4883. packet->setArrayDataByName("tradeskill_name", opt.optionName.c_str(), i);
  4884. packet->setArrayDataByName("tradeskill_description", opt.optionDescription.c_str(), i);
  4885. packet->setArrayDataByName("icon_sheet", opt.optionIconSheet, i);
  4886. packet->setArrayDataByName("icon_id", opt.optionIconID, i);
  4887. if (opt.optionCommand.length() > 0)
  4888. packet->setArrayDataByName("command_text", opt.optionCommand.c_str(), i);
  4889. if (opt.optionConfirmTitle.length() > 0)
  4890. packet->setArrayDataByName("confirm_window_title", opt.optionConfirmTitle.c_str(), i);
  4891. i++;
  4892. }
  4893. client->QueuePacket(packet->serialize());
  4894. lua_interface->SetLuaUserDataStale(option_window);
  4895. safe_delete(option_window);
  4896. safe_delete(packet);
  4897. }
  4898. return 0;
  4899. }
  4900. int EQ2Emu_lua_GetTradeskillClass(lua_State* state) {
  4901. if (!lua_interface)
  4902. return 0;
  4903. Spawn* spawn = lua_interface->GetSpawn(state);
  4904. lua_interface->ResetFunctionStack(state);
  4905. if (spawn) {
  4906. lua_interface->SetInt32Value(state, spawn->GetTradeskillClass());
  4907. return 1;
  4908. }
  4909. else
  4910. lua_interface->LogError("%s: LUA GetTradeskillClass command error: Spawn was not valid", lua_interface->GetScriptName(state));
  4911. return 0;
  4912. }
  4913. int EQ2Emu_lua_GetTradeskillLevel(lua_State* state) {
  4914. if (!lua_interface)
  4915. return 0;
  4916. Spawn* spawn = lua_interface->GetSpawn(state);
  4917. lua_interface->ResetFunctionStack(state);
  4918. if (spawn) {
  4919. lua_interface->SetInt32Value(state, spawn->GetTSLevel());
  4920. return 1;
  4921. }
  4922. else
  4923. lua_interface->LogError("%s: LUA GetTradeskillLevel command error: Spawns was not valid", lua_interface->GetScriptName(state));
  4924. return 0;
  4925. }
  4926. int EQ2Emu_lua_GetTradeskillClassName(lua_State* state) {
  4927. if (!lua_interface)
  4928. return 0;
  4929. Spawn* spawn = lua_interface->GetSpawn(state);
  4930. lua_interface->ResetFunctionStack(state);
  4931. if (spawn) {
  4932. int8 class_id = spawn->GetTradeskillClass();
  4933. // Need to add 42 for the offset in the array
  4934. class_id += 44;
  4935. lua_interface->SetStringValue(state, classes.GetClassNameCase(class_id).c_str());
  4936. return 1;
  4937. }
  4938. else
  4939. lua_interface->LogError("%s: LUA GetTradeskillClassName command error: Spawn was not valid", lua_interface->GetScriptName(state));
  4940. return 0;
  4941. }
  4942. int EQ2Emu_lua_SetTradeskillLevel(lua_State* state) {
  4943. if (!lua_interface)
  4944. return 0;
  4945. Spawn* spawn = lua_interface->GetSpawn(state);
  4946. int16 level = lua_interface->GetInt8Value(state, 2);
  4947. lua_interface->ResetFunctionStack(state);
  4948. if (spawn) {
  4949. if (spawn->IsPlayer() && ((Player*)spawn)->GetClient())
  4950. ((Player*)spawn)->GetClient()->ChangeTSLevel(spawn->GetTSLevel(), level);
  4951. else
  4952. spawn->SetTSLevel(level);
  4953. }
  4954. else
  4955. lua_interface->LogError("%s: LUA SetTradeskillLevel command error: Spawn was not valid", lua_interface->GetScriptName(state));
  4956. return 0;
  4957. }
  4958. int EQ2Emu_lua_SetAttackable(lua_State* state) {
  4959. if (!lua_interface)
  4960. return 0;
  4961. Spawn* spawn = lua_interface->GetSpawn(state);
  4962. int8 attackable = lua_interface->GetInt8Value(state, 2);
  4963. lua_interface->ResetFunctionStack(state);
  4964. if (spawn) {
  4965. spawn->SetAttackable(attackable);
  4966. spawn->vis_changed = true; //some clients store this in vis instead of info, need to make sense both are updated
  4967. }
  4968. return 0;
  4969. }
  4970. int EQ2Emu_lua_SummonPet(lua_State* state) {
  4971. // Check to see if we have a valid lua_interface
  4972. if (!lua_interface)
  4973. return 0;
  4974. // Get the spawn that is getting the pet
  4975. Spawn* spawn = lua_interface->GetSpawn(state);
  4976. // Get the DB ID of the pet
  4977. int32 pet_id = lua_interface->GetInt32Value(state, 2);
  4978. // The max level the pet can gain
  4979. int8 max_level = lua_interface->GetInt8Value(state, 3);
  4980. // Get the spell that this command was called from
  4981. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  4982. lua_interface->ResetFunctionStack(state);
  4983. // Check to make sure the spawn pointer is valid
  4984. if (!spawn) {
  4985. lua_interface->LogError("%s: LUA SummonPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  4986. return 0;
  4987. }
  4988. // Check to make sure the spawn is an entity
  4989. if (!spawn->IsEntity()) {
  4990. lua_interface->LogError("%s: LUA SummonPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  4991. return 0;
  4992. }
  4993. // Check to make sure the spawn doesn't already have a pet of this type
  4994. if (((Entity*)spawn)->GetPet()) {
  4995. if (spawn->IsPlayer()) {
  4996. Client* client = ((Player*)spawn)->GetClient();
  4997. if (client)
  4998. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a pet.");
  4999. }
  5000. lua_interface->LogError("%s: LUA SummonPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
  5001. return 0;
  5002. }
  5003. // Check to see if the DB ID for the pet is set
  5004. if (pet_id == 0) {
  5005. lua_interface->LogError("%s: LUA SummonPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  5006. return 0;
  5007. }
  5008. // Check to see if the pointer to the spell is valid
  5009. if (!luaspell) {
  5010. lua_interface->LogError("%s: LUA SummonPet command error: valid spell not found, SummonPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  5011. return 0;
  5012. }
  5013. if(luaspell->resisted) {
  5014. return 0;
  5015. }
  5016. // Get a pointer to a spawn with the given DB ID and check if the pointer is valid
  5017. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  5018. if (!pet) {
  5019. lua_interface->LogError("%s: LUA SummonPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
  5020. return 0;
  5021. }
  5022. // Check to make sure the pet is an npc
  5023. if (!pet->IsNPC()) {
  5024. lua_interface->LogError("%s: LUA SummonPet command error: id (%u) did not point to a npc", lua_interface->GetScriptName(state), pet_id);
  5025. return 0;
  5026. }
  5027. // Spawn the pet at the same location as the owner
  5028. pet->SetX(spawn->GetX());
  5029. pet->SetY(spawn->GetY());
  5030. pet->SetZ(spawn->GetZ());
  5031. pet->SetLocation(spawn->GetLocation());
  5032. pet->SetHeading(spawn->GetHeading());
  5033. std::string petName = std::string("");
  5034. if(spawn->IsEntity()) {
  5035. petName = ((Entity*)spawn)->GetInfoStruct()->get_pet_name();
  5036. }
  5037. if(petName.size() < 1) {
  5038. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  5039. petName = spawn->GetZone()->pet_names.at(rand_index);
  5040. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", petName.c_str(), rand_index);
  5041. }
  5042. // If player set various values for the char sheet (pet window)
  5043. if (spawn->IsPlayer()) {
  5044. Player* player = (Player*)spawn;
  5045. player->GetInfoStruct()->set_pet_id(player->GetIDWithPlayerSpawn(pet));
  5046. player->GetInfoStruct()->set_pet_name(petName);
  5047. player->GetInfoStruct()->set_pet_movement(2);
  5048. player->GetInfoStruct()->set_pet_behavior(3);
  5049. player->GetInfoStruct()->set_pet_health_pct(1.0f);
  5050. player->GetInfoStruct()->set_pet_power_pct(1.0f);
  5051. // Make sure the values get sent to the client
  5052. player->SetCharSheetChanged(true);
  5053. }
  5054. // Set the pets name
  5055. pet->SetName(petName.c_str());
  5056. // Set the level of the pet to the owners level or max level(if set) if owners level is greater
  5057. if (max_level > 0)
  5058. pet->SetLevel(spawn->GetLevel() >= max_level ? max_level : spawn->GetLevel());
  5059. else
  5060. pet->SetLevel(spawn->GetLevel());
  5061. // Set the max level this pet can reach
  5062. ((NPC*)pet)->SetMaxPetLevel(max_level);
  5063. ((NPC*)pet)->UpdateWeapons();
  5064. // Set the faction of the pet to the same faction as the owner
  5065. pet->SetFactionID(spawn->GetFactionID());
  5066. // Set the spawn as a pet
  5067. pet->SetPet(true);
  5068. // Give a pointer of the owner to the pet
  5069. ((NPC*)pet)->SetOwner((Entity*)spawn);
  5070. // Give a pointer of the pet to the owner
  5071. ((Entity*)spawn)->SetCombatPet((Entity*)pet);
  5072. // Set the pet type
  5073. ((NPC*)pet)->SetPetType(PET_TYPE_COMBAT);
  5074. // Set the spell id used to create this pet
  5075. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  5076. // Set the spell tier used to create this pet
  5077. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  5078. // Set the pets spawn type to 6
  5079. pet->SetSpawnType(6);
  5080. // Set the pets brain
  5081. ((NPC*)pet)->SetBrain(new CombatPetBrain((NPC*)pet));
  5082. // Check to see if the pet has a subtitle
  5083. if (strlen(pet->GetSubTitle()) > 0) {
  5084. // Add the players name to the front of the sub title
  5085. string pet_subtitle;
  5086. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  5087. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  5088. // Set the pets subtitle to the new one
  5089. pet->SetSubTitle(pet_subtitle.c_str());
  5090. }
  5091. // Add the "Pet Options" entity command to the pet
  5092. pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
  5093. const char* spawn_script = world.GetSpawnScript(pet_id);
  5094. bool runScript = false;
  5095. if(spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0){
  5096. runScript = true;
  5097. pet->SetSpawnScript(string(spawn_script));
  5098. spawn->GetZone()->CallSpawnScript(pet, SPAWN_SCRIPT_PRESPAWN);
  5099. }
  5100. spawn->GetZone()->AddSpawn(pet);
  5101. if(runScript){
  5102. spawn->GetZone()->CallSpawnScript(pet, SPAWN_SCRIPT_SPAWN);
  5103. }
  5104. // Set the pet as the return value for this function
  5105. lua_interface->SetSpawnValue(state, pet);
  5106. return 1;
  5107. }
  5108. int EQ2Emu_lua_SummonDeityPet(lua_State* state) {
  5109. if (!lua_interface)
  5110. return 0;
  5111. Spawn* spawn = lua_interface->GetSpawn(state);
  5112. int32 pet_id = lua_interface->GetInt32Value(state, 2);
  5113. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  5114. lua_interface->ResetFunctionStack(state);
  5115. if (!spawn) {
  5116. lua_interface->LogError("%s: LUA SummonDeityPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  5117. return 0;
  5118. }
  5119. if (!spawn->IsEntity()) {
  5120. lua_interface->LogError("%s: LUA SummonDeityPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  5121. return 0;
  5122. }
  5123. if (((Entity*)spawn)->GetDeityPet()) {
  5124. if (spawn->IsPlayer()) {
  5125. Client* client = ((Player*)spawn)->GetClient();
  5126. if (client)
  5127. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a deity pet.");
  5128. }
  5129. lua_interface->LogError("%s: LUA SummonDeityPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
  5130. return 0;
  5131. }
  5132. if (pet_id == 0) {
  5133. lua_interface->LogError("%s: LUA SummonDeityPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  5134. return 0;
  5135. }
  5136. if (!luaspell) {
  5137. lua_interface->LogError("%s: LUA SummonDeityPet command error: valid spell not found, SummonDeityPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  5138. return 0;
  5139. }
  5140. if(luaspell->resisted) {
  5141. return 0;
  5142. }
  5143. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  5144. if (!pet) {
  5145. lua_interface->LogError("%s: LUA SummonDeityPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
  5146. return 0;
  5147. }
  5148. if (!pet->IsNPC()) {
  5149. lua_interface->LogError("%s: LUA SummonDeityPet command error: spawn with id of %u is not a npc", lua_interface->GetScriptName(state), pet_id);
  5150. return 0;
  5151. }
  5152. pet->SetX(spawn->GetX());
  5153. pet->SetY(spawn->GetY());
  5154. pet->SetZ(spawn->GetZ());
  5155. pet->SetLocation(spawn->GetLocation());
  5156. pet->SetHeading(spawn->GetHeading());
  5157. spawn->GetZone()->AddSpawn(pet);
  5158. string random_pet_name;
  5159. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  5160. random_pet_name = spawn->GetZone()->pet_names.at(rand_index);
  5161. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index);
  5162. pet->SetName(random_pet_name.c_str());
  5163. pet->SetLevel(spawn->GetLevel());
  5164. pet->SetFactionID(spawn->GetFactionID());
  5165. pet->SetPet(true);
  5166. ((NPC*)pet)->SetPetType(PET_TYPE_DEITY);
  5167. ((NPC*)pet)->SetOwner((Entity*)spawn);
  5168. ((Entity*)spawn)->SetDeityPet((Entity*)pet);
  5169. pet->SetSpawnType(6);
  5170. ((NPC*)pet)->SetBrain(new NonCombatPetBrain((NPC*)pet));
  5171. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  5172. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  5173. if (strlen(pet->GetSubTitle()) > 0) {
  5174. string pet_subtitle;
  5175. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  5176. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  5177. pet->SetSubTitle(pet_subtitle.c_str());
  5178. }
  5179. // deity and cosmetic pets are not attackable
  5180. pet->SetAttackable(false);
  5181. pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
  5182. lua_interface->SetSpawnValue(state, pet);
  5183. return 1;
  5184. }
  5185. int EQ2Emu_lua_SummonCosmeticPet(lua_State* state) {
  5186. if (!lua_interface)
  5187. return 0;
  5188. Spawn* spawn = lua_interface->GetSpawn(state);
  5189. int32 pet_id = lua_interface->GetInt32Value(state, 2);
  5190. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  5191. lua_interface->ResetFunctionStack(state);
  5192. if (!spawn) {
  5193. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  5194. return 0;
  5195. }
  5196. if (!spawn->IsEntity()) {
  5197. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  5198. return 0;
  5199. }
  5200. if (((Entity*)spawn)->GetCosmeticPet()) {
  5201. if (spawn->IsPlayer()) {
  5202. Client* client = ((Player*)spawn)->GetClient();
  5203. if (client)
  5204. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a cosmetic pet.");
  5205. }
  5206. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
  5207. return 0;
  5208. }
  5209. if (pet_id == 0) {
  5210. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  5211. return 0;
  5212. }
  5213. if (!luaspell) {
  5214. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: valid spell not found, SummonCosmeticPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  5215. return 0;
  5216. }
  5217. if(luaspell->resisted) {
  5218. return 0;
  5219. }
  5220. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  5221. if (!pet) {
  5222. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
  5223. return 0;
  5224. }
  5225. if (!pet->IsNPC()) {
  5226. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: spawn with id of %u is not a npc", lua_interface->GetScriptName(state), pet_id);
  5227. return 0;
  5228. }
  5229. pet->SetX(spawn->GetX());
  5230. pet->SetY(spawn->GetY());
  5231. pet->SetZ(spawn->GetZ());
  5232. pet->SetLocation(spawn->GetLocation());
  5233. pet->SetHeading(spawn->GetHeading());
  5234. spawn->GetZone()->AddSpawn(pet);
  5235. string random_pet_name;
  5236. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  5237. random_pet_name = spawn->GetZone()->pet_names.at(rand_index);
  5238. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index);
  5239. pet->SetName(random_pet_name.c_str());
  5240. pet->SetLevel(spawn->GetLevel());
  5241. pet->SetFactionID(spawn->GetFactionID());
  5242. pet->SetPet(true);
  5243. ((NPC*)pet)->SetPetType(PET_TYPE_COSMETIC);
  5244. ((NPC*)pet)->SetOwner((Entity*)spawn);
  5245. ((Entity*)spawn)->SetCosmeticPet((Entity*)pet);
  5246. pet->SetSpawnType(6);
  5247. ((NPC*)pet)->SetBrain(new NonCombatPetBrain((NPC*)pet));
  5248. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  5249. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  5250. if (strlen(pet->GetSubTitle()) > 0) {
  5251. string pet_subtitle;
  5252. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  5253. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  5254. pet->SetSubTitle(pet_subtitle.c_str());
  5255. }
  5256. pet->SetAttackable(false);
  5257. pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
  5258. lua_interface->SetSpawnValue(state, pet);
  5259. return 1;
  5260. }
  5261. int EQ2Emu_lua_DismissPet(lua_State* state) {
  5262. if (!lua_interface)
  5263. return 0;
  5264. Spawn* spawn = lua_interface->GetSpawn(state);
  5265. lua_interface->ResetFunctionStack(state);
  5266. if (!spawn) {
  5267. lua_interface->LogError("%s: LUA DismissPet command error: spawn is not valid", lua_interface->GetScriptName(state));
  5268. return 0;
  5269. }
  5270. if (!spawn->IsPet()) {
  5271. lua_interface->LogError("%s: LUA DismissPet command error: spawn is not a pet", lua_interface->GetScriptName(state));
  5272. return 0;
  5273. }
  5274. if (!((NPC*)spawn)->IsDismissing() && ((NPC*)spawn)->GetOwner())
  5275. ((NPC*)spawn)->GetOwner()->DismissPet((NPC*)spawn, false, true);
  5276. return 0;
  5277. }
  5278. int EQ2Emu_lua_SetQuestFeatherColor(lua_State* state) {
  5279. if (!lua_interface)
  5280. return 0;
  5281. Quest* quest = lua_interface->GetQuest(state);
  5282. if (!quest) {
  5283. 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));
  5284. lua_interface->ResetFunctionStack(state);
  5285. return 0;
  5286. }
  5287. int8 feather_color = lua_interface->GetInt8Value(state, 2);
  5288. lua_interface->ResetFunctionStack(state);
  5289. if (feather_color > 0)
  5290. quest->SetFeatherColor(feather_color);
  5291. return 0;
  5292. }
  5293. int EQ2Emu_lua_RemoveSpawnAccess(lua_State* state) {
  5294. if (!lua_interface)
  5295. return 0;
  5296. Spawn* spawn = lua_interface->GetSpawn(state);
  5297. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  5298. lua_interface->ResetFunctionStack(state);
  5299. if (!spawn) {
  5300. lua_interface->LogError("%s: LUA RemoveSpawnAccess command error: first spawn is not valid", lua_interface->GetScriptName(state));
  5301. return 0;
  5302. }
  5303. if (!spawn2) {
  5304. lua_interface->LogError("%s: LUA RemoveSpawnAccess command error: second spawn is not valid", lua_interface->GetScriptName(state));
  5305. return 0;
  5306. }
  5307. spawn->RemoveSpawnAccess(spawn2);
  5308. return 0;
  5309. }
  5310. int EQ2Emu_lua_SpawnByLocationID(lua_State* state) {
  5311. if (!lua_interface)
  5312. return 0;
  5313. ZoneServer* zone = lua_interface->GetZone(state);
  5314. int32 location_id = lua_interface->GetInt32Value(state, 2);
  5315. lua_interface->ResetFunctionStack(state);
  5316. if (!zone) {
  5317. lua_interface->LogError("%s: LUA SpawnByLocationID command error: zone is not valid", lua_interface->GetScriptName(state));
  5318. return 0;
  5319. }
  5320. if (location_id == 0) {
  5321. lua_interface->LogError("%s: LUA SpawnByLocationID command error: location id can not be 0", lua_interface->GetScriptName(state));
  5322. return 0;
  5323. }
  5324. SpawnLocation* location = zone->GetSpawnLocation(location_id);
  5325. if (!location) {
  5326. lua_interface->LogError("%s: LUA SpawnByLocationID command error: no location found for the given ID (%u)", lua_interface->GetScriptName(state), location_id);
  5327. return 0;
  5328. }
  5329. Spawn* spawn = 0;
  5330. if (location->entities[0]) {
  5331. if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  5332. spawn = zone->AddNPCSpawn(location, location->entities[0]);
  5333. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  5334. spawn = zone->AddGroundSpawn(location, location->entities[0]);
  5335. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  5336. spawn = zone->AddObjectSpawn(location, location->entities[0]);
  5337. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  5338. spawn = zone->AddWidgetSpawn(location, location->entities[0]);
  5339. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  5340. spawn = zone->AddSignSpawn(location, location->entities[0]);
  5341. if(spawn && spawn->IsOmittedByDBFlag())
  5342. {
  5343. LogWrite(SPAWN__WARNING, 0, "Spawn", "Spawn (%u) was skipped due to a missing expansion / holiday flag being met.", location->entities[0]->spawn_id);
  5344. safe_delete(spawn);
  5345. spawn = 0;
  5346. return 0;
  5347. }
  5348. if (spawn) {
  5349. const char* script = 0;
  5350. for (int x = 0; x < 3; x++) {
  5351. switch (x) {
  5352. case 0:
  5353. script = world.GetSpawnEntryScript(location->entities[0]->spawn_entry_id);
  5354. break;
  5355. case 1:
  5356. script = world.GetSpawnLocationScript(location->entities[0]->spawn_location_id);
  5357. break;
  5358. case 2:
  5359. script = world.GetSpawnScript(location->entities[0]->spawn_id);
  5360. break;
  5361. }
  5362. if (script && lua_interface->GetSpawnScript(script) != 0) {
  5363. spawn->SetSpawnScript(string(script));
  5364. break;
  5365. }
  5366. }
  5367. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  5368. lua_interface->SetSpawnValue(state, spawn);
  5369. return 1;
  5370. }
  5371. else {
  5372. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn by location id to zone %s with location id %u.", zone->GetZoneName(), location_id);
  5373. safe_delete(spawn);
  5374. }
  5375. }
  5376. return 0;
  5377. }
  5378. int EQ2Emu_lua_CastEntityCommand(lua_State* state) {
  5379. if (!lua_interface)
  5380. return 0;
  5381. Spawn* caster = lua_interface->GetSpawn(state);
  5382. Spawn* target = lua_interface->GetSpawn(state, 2);
  5383. int32 id = lua_interface->GetInt32Value(state, 3);
  5384. string command = lua_interface->GetStringValue(state, 4);
  5385. lua_interface->ResetFunctionStack(state);
  5386. if (!caster) {
  5387. lua_interface->LogError("%s: LUA CastEntityCommand command error: caster is not valid", lua_interface->GetScriptName(state));
  5388. return 0;
  5389. }
  5390. if (!target) {
  5391. lua_interface->LogError("%s: LUA CastEntityCommand command error: target is not valid", lua_interface->GetScriptName(state));
  5392. return 0;
  5393. }
  5394. if (!caster->IsPlayer()) {
  5395. lua_interface->LogError("%s: LUA CastEntityCommand command error: caster is not a player", lua_interface->GetScriptName(state));
  5396. return 0;
  5397. }
  5398. EntityCommand* entity_command = caster->GetZone()->GetEntityCommand(id, command);
  5399. if (!entity_command) {
  5400. 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());
  5401. return 0;
  5402. }
  5403. Client* client = ((Player*)caster)->GetClient();
  5404. if (!client) {
  5405. lua_interface->LogError("%s: LUA CastEntityCommand command error: unable to get a valid client for the given caster", lua_interface->GetScriptName(state));
  5406. return 0;
  5407. }
  5408. client->GetCurrentZone()->ProcessEntityCommand(entity_command, (Player*)caster, target);
  5409. return 0;
  5410. }
  5411. int EQ2Emu_lua_SetLuaBrain(lua_State* state) {
  5412. if (!lua_interface)
  5413. return 0;
  5414. Spawn* spawn = lua_interface->GetSpawn(state);
  5415. lua_interface->ResetFunctionStack(state);
  5416. if (!spawn) {
  5417. lua_interface->LogError("%s: LUA SetLuaBrain command error: spawn is not valid", lua_interface->GetScriptName(state));
  5418. return 0;
  5419. }
  5420. if (!spawn->IsNPC()) {
  5421. lua_interface->LogError("%s: LUA SetLuaBrain command error: spawn is not a npc", lua_interface->GetScriptName(state));
  5422. return 0;
  5423. }
  5424. ((NPC*)spawn)->SetBrain(new LuaBrain((NPC*)spawn));
  5425. return 0;
  5426. }
  5427. int EQ2Emu_lua_SetBrainTick(lua_State* state) {
  5428. if (!lua_interface)
  5429. return 0;
  5430. Spawn* spawn = lua_interface->GetSpawn(state);
  5431. int16 tick = lua_interface->GetInt16Value(state, 2);
  5432. lua_interface->ResetFunctionStack(state);
  5433. if (!spawn) {
  5434. lua_interface->LogError("%s: LUA SetBrainTick command error: spawn is not valid", lua_interface->GetScriptName(state));
  5435. return 0;
  5436. }
  5437. if (!spawn->IsNPC()) {
  5438. lua_interface->LogError("%s: LUA SetBrainTick command error: spawn is not a valid npc", lua_interface->GetScriptName(state));
  5439. return 0;
  5440. }
  5441. if (tick < 20) {
  5442. lua_interface->LogError("%s: LUA SetBrainTick command error: tick can not be set below 20 milliseconds", lua_interface->GetScriptName(state));
  5443. return 0;
  5444. }
  5445. ((NPC*)spawn)->Brain()->SetTick(tick);
  5446. return 0;
  5447. }
  5448. int EQ2Emu_lua_SetFollowTarget(lua_State* state) {
  5449. if (!lua_interface)
  5450. return 0;
  5451. Spawn* spawn = lua_interface->GetSpawn(state);
  5452. Spawn* target = lua_interface->GetSpawn(state, 2);
  5453. int32 follow_distance = lua_interface->GetInt32Value(state, 3);
  5454. lua_interface->ResetFunctionStack(state);
  5455. if (!spawn) {
  5456. lua_interface->LogError("%s: LUA SetFollowTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
  5457. return 0;
  5458. }
  5459. // Target can be null, setting follow target to 0 clears it and will cancel follow, so no need to check it
  5460. spawn->SetFollowTarget(target, follow_distance);
  5461. return 0;
  5462. }
  5463. int EQ2Emu_lua_GetFollowTarget(lua_State* state) {
  5464. if (!lua_interface)
  5465. return 0;
  5466. Spawn* spawn = lua_interface->GetSpawn(state);
  5467. lua_interface->ResetFunctionStack(state);
  5468. if (!spawn) {
  5469. lua_interface->LogError("%s: LUA GetFollowTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
  5470. return 0;
  5471. }
  5472. Spawn* target = spawn->GetFollowTarget();
  5473. if (target) {
  5474. lua_interface->SetSpawnValue(state, target);
  5475. return 1;
  5476. }
  5477. return 0;
  5478. }
  5479. int EQ2Emu_lua_ToggleFollow(lua_State* state) {
  5480. if (!lua_interface)
  5481. return 0;
  5482. Spawn* spawn = lua_interface->GetSpawn(state);
  5483. lua_interface->ResetFunctionStack(state);
  5484. if (!spawn) {
  5485. lua_interface->LogError("%s: LUA ToggleFollow command error: spawn is not valid", lua_interface->GetScriptName(state));
  5486. return 0;
  5487. }
  5488. if (spawn->following)
  5489. spawn->following = false;
  5490. else
  5491. spawn->following = true;
  5492. return 0;
  5493. }
  5494. int EQ2Emu_lua_IsFollowing(lua_State* state) {
  5495. if (!lua_interface)
  5496. return 0;
  5497. Spawn* spawn = lua_interface->GetSpawn(state);
  5498. lua_interface->ResetFunctionStack(state);
  5499. if (!spawn) {
  5500. lua_interface->LogError("%s: LUA IsFollowing command error: spawn is not valid", lua_interface->GetScriptName(state));
  5501. return 0;
  5502. }
  5503. lua_interface->SetBooleanValue(state, spawn->following);
  5504. return 1;
  5505. }
  5506. int EQ2Emu_lua_SetTempVariable(lua_State* state) {
  5507. // As this is unique among the rest of our lua functions as the 3rd param can be of multiple types
  5508. // I will attempt to explain how this function works for future refrence
  5509. // Fist lets make sure lua_interface is valid, if not return out
  5510. if (!lua_interface)
  5511. return 0;
  5512. // Next we grab the first 2 params same as we usually would
  5513. Spawn* spawn = lua_interface->GetSpawn(state);
  5514. string var = lua_interface->GetStringValue(state, 2);
  5515. // 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
  5516. // 1 = Spawn
  5517. // 2 = Zone
  5518. // 3 = Item
  5519. // 4 = Quest
  5520. // 5 = String
  5521. // 6 = nil (null)
  5522. int8 dataType = 0;
  5523. // Define pointers for each potential type
  5524. Spawn* spawnVal = 0;
  5525. ZoneServer* zone = 0;
  5526. Item* item = 0;
  5527. Quest* quest = 0;
  5528. string val;
  5529. // Finally we get to grabbing the third param, we will first check to see if it is light user data
  5530. // which is custom data types, in this case it can be Spawn, Zone, Item, or Quest. Conversation and
  5531. // options window are also light user data be we do not handle those.
  5532. // We check with lua_islightuserdata(lua_State*, index)
  5533. if (lua_islightuserdata(state, 3)) {
  5534. // It is light user data so we will grab the param with lua_touserdata(lua_State*, index)
  5535. // and convert it to LUAUserData*
  5536. LUAUserData* data = (LUAUserData*)lua_touserdata(state, 3);
  5537. // Check to make sure the data we got is valid, if not give an error
  5538. if (!data || !data->IsCorrectlyInitialized()) {
  5539. lua_interface->LogError("%s: LUA SetTempVariable command error while processing %s", lua_interface->GetScriptName(state), lua_tostring(state, -1));
  5540. }
  5541. // Check if data is a Spawn, if so set our Spawn pointer and the dataType variable
  5542. else if (data->IsSpawn()) {
  5543. spawnVal = data->spawn;
  5544. dataType = 1;
  5545. }
  5546. // Check if data is a Zone, if so set our Zone pointer and the dataType variable
  5547. else if (data->IsZone()) {
  5548. zone = data->zone;
  5549. dataType = 2;
  5550. }
  5551. // Check if data is a Item, if so set our Item pointer and the dataType variable
  5552. else if (data->IsItem()) {
  5553. item = data->item;
  5554. dataType = 3;
  5555. }
  5556. // Check if data is a Ques, if so set our Quest pointer and the dataType variable
  5557. else if (data->IsQuest()) {
  5558. quest = data->quest;
  5559. dataType = 4;
  5560. }
  5561. }
  5562. // Wasn't light user data, check if it is nil(null)
  5563. else if (lua_isnil(state, 3)) {
  5564. // It is nil (null) set the dataType variable, no need to set a pointer in this case
  5565. dataType = 6;
  5566. }
  5567. // Wasn't light user data or nil (null), must be a string
  5568. else {
  5569. // Set the string and dataType variable
  5570. val = lua_interface->GetStringValue(state, 3);
  5571. dataType = 5;
  5572. }
  5573. lua_interface->ResetFunctionStack(state);
  5574. // We now have all the params, lets check to make sure they are valid
  5575. if (!spawn) {
  5576. lua_interface->LogError("%s: LUA SetTempVariable command error: spawn is not valid", lua_interface->GetScriptName(state));
  5577. return 0;
  5578. }
  5579. if (var.length() == 0) {
  5580. lua_interface->LogError("%s: LUA SetTempVariable command error: var must be set", lua_interface->GetScriptName(state));
  5581. return 0;
  5582. }
  5583. if (dataType == 0) {
  5584. lua_interface->LogError("%s: LUA SetTempVariable command error: unknown data type", lua_interface->GetScriptName(state));
  5585. return 0;
  5586. }
  5587. // All params are valid, lets set the spawns temp variable, this is where dataType variable comes in.
  5588. // AddTempVariable has overloads for all the types of data we support, we need to make sure the third
  5589. // param gets sent to the correct list so we check the value of dataType to know where it should go.
  5590. switch (dataType) {
  5591. case 1:
  5592. // 1 = Spawn
  5593. spawn->AddTempVariable(var, spawnVal);
  5594. break;
  5595. case 2:
  5596. // 2 = Zone
  5597. spawn->AddTempVariable(var, zone);
  5598. break;
  5599. case 3:
  5600. // 3 = Item
  5601. spawn->AddTempVariable(var, item);
  5602. break;
  5603. case 4:
  5604. // 4 = Quest
  5605. spawn->AddTempVariable(var, quest);
  5606. break;
  5607. case 5:
  5608. // 5 = String
  5609. spawn->AddTempVariable(var, val);
  5610. break;
  5611. case 6:
  5612. // 6 = nil (null) so the variable is no longer set, lets remove it from the spawn
  5613. spawn->DeleteTempVariable(var);
  5614. break;
  5615. }
  5616. // And we are done so return out
  5617. return 0;
  5618. }
  5619. int EQ2Emu_lua_GetTempVariable(lua_State* state) {
  5620. if (!lua_interface)
  5621. return 0;
  5622. Spawn* spawn = lua_interface->GetSpawn(state);
  5623. string var = lua_interface->GetStringValue(state, 2);
  5624. lua_interface->ResetFunctionStack(state);
  5625. if (!spawn) {
  5626. lua_interface->LogError("%s: LUA GetTempVariable command error: spawn is not valid", lua_interface->GetScriptName(state));
  5627. return 0;
  5628. }
  5629. if (var.length() == 0) {
  5630. lua_interface->LogError("%s: LUA GetTempVariable command error: var must be set", lua_interface->GetScriptName(state));
  5631. return 0;
  5632. }
  5633. // This will tell us the type of data this variable contains, uses the same values as the previous function
  5634. int8 type = spawn->GetTempVariableType(var);
  5635. Spawn* spawn2 = 0;
  5636. ZoneServer* zone = 0;
  5637. Item* item = 0;
  5638. Quest* quest = 0;
  5639. // Set the lua function return value based on the type of data the variable contains
  5640. switch (type) {
  5641. case 1:
  5642. spawn2 = spawn->GetTempVariableSpawn(var);
  5643. if (!spawn2)
  5644. return 0;
  5645. lua_interface->SetSpawnValue(state, spawn2);
  5646. break;
  5647. case 2:
  5648. zone = spawn->GetTempVariableZone(var);
  5649. if (!zone)
  5650. return 0;
  5651. lua_interface->SetZoneValue(state, zone);
  5652. break;
  5653. case 3:
  5654. item = spawn->GetTempVariableItem(var);
  5655. if (!item)
  5656. return 0;
  5657. lua_interface->SetItemValue(state, item);
  5658. break;
  5659. case 4:
  5660. quest = spawn->GetTempVariableQuest(var);
  5661. if (!quest)
  5662. return 0;
  5663. lua_interface->SetQuestValue(state, quest);
  5664. break;
  5665. case 5:
  5666. lua_interface->SetStringValue(state, spawn->GetTempVariable(var).c_str());
  5667. break;
  5668. default:
  5669. // Not a valid type then the variable was not set so return out
  5670. return 0;
  5671. }
  5672. // Return value was set so return out
  5673. return 1;
  5674. }
  5675. int EQ2Emu_lua_GiveQuestItem(lua_State* state)
  5676. {
  5677. if (!lua_interface)
  5678. return 0;
  5679. Quest* quest = lua_interface->GetQuest(state);
  5680. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  5681. string description = lua_interface->GetStringValue(state, 3);
  5682. int32 item_id = lua_interface->GetInt32Value(state, 4);
  5683. if (!quest) {
  5684. lua_interface->LogError("%s: LUA GiveQuestItem command error: quest is not valid", lua_interface->GetScriptName(state));
  5685. lua_interface->ResetFunctionStack(state);
  5686. lua_interface->SetBooleanValue(state, false);
  5687. return 1;
  5688. }
  5689. if (!spawn) {
  5690. lua_interface->LogError("%s: LUA GiveQuestItem command error: spawn is not valid", lua_interface->GetScriptName(state));
  5691. lua_interface->ResetFunctionStack(state);
  5692. lua_interface->SetBooleanValue(state, false);
  5693. return 1;
  5694. }
  5695. if (!spawn->IsPlayer()) {
  5696. lua_interface->LogError("%s: LUA GiveQuestItem command error: spawn must be a player", lua_interface->GetScriptName(state));
  5697. lua_interface->ResetFunctionStack(state);
  5698. lua_interface->SetBooleanValue(state, false);
  5699. return 1;
  5700. }
  5701. if (item_id == 0) {
  5702. lua_interface->LogError("%s: LUA GiveQuestItem command error: item_id is not valid", lua_interface->GetScriptName(state));
  5703. lua_interface->ResetFunctionStack(state);
  5704. lua_interface->SetBooleanValue(state, false);
  5705. return 1;
  5706. }
  5707. Client* client = ((Player*)spawn)->GetClient();
  5708. if (!client) {
  5709. lua_interface->LogError("%s: LUA GiveQuestItem command error: unable to get a valid client from the given player spawn", lua_interface->GetScriptName(state));
  5710. lua_interface->ResetFunctionStack(state);
  5711. lua_interface->SetBooleanValue(state, false);
  5712. return 1;
  5713. }
  5714. Item* item = master_item_list.GetItem(item_id);
  5715. if (!item) {
  5716. lua_interface->LogError("%s: LUA GiveQuestItem command error: unable to get an item from the given id (%u)", lua_interface->GetScriptName(state), item_id);
  5717. lua_interface->ResetFunctionStack(state);
  5718. lua_interface->SetBooleanValue(state, false);
  5719. return 1;
  5720. }
  5721. Item* firstItem = new Item(item);
  5722. quest->AddTmpRewardItem(firstItem);
  5723. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  5724. bool itemsAddedSuccessfully = true;
  5725. if(num_args > 4)
  5726. {
  5727. for(int8 n=5;n<num_args+1;n++)
  5728. {
  5729. int32 new_item = lua_interface->GetInt32Value(state, n);
  5730. Item* tmpItem = master_item_list.GetItem(new_item);
  5731. if(tmpItem)
  5732. {
  5733. Item* newTmpItem = new Item(tmpItem);
  5734. quest->AddTmpRewardItem(newTmpItem);
  5735. }
  5736. else
  5737. itemsAddedSuccessfully = false;
  5738. }
  5739. }
  5740. client->AddPendingQuestReward(quest, true, true, description); // queue for display
  5741. lua_interface->ResetFunctionStack(state);
  5742. lua_interface->SetBooleanValue(state, itemsAddedSuccessfully);
  5743. return 1;
  5744. }
  5745. int EQ2Emu_lua_SetQuestRepeatable(lua_State* state) {
  5746. if (!lua_interface)
  5747. return 0;
  5748. Quest* quest = lua_interface->GetQuest(state);
  5749. lua_interface->ResetFunctionStack(state);
  5750. if (!quest) {
  5751. lua_interface->LogError("%s: LUA SetQuestRepeatable command error: quest is not valid", lua_interface->GetScriptName(state));
  5752. return 0;
  5753. }
  5754. quest->SetRepeatable(true);
  5755. return 0;
  5756. }
  5757. int EQ2Emu_lua_GetArchetypeName(lua_State* state) {
  5758. if (!lua_interface)
  5759. return 0;
  5760. Spawn* spawn = lua_interface->GetSpawn(state);
  5761. lua_interface->ResetFunctionStack(state);
  5762. if (!spawn) {
  5763. lua_interface->LogError("%s: LUA GetArchetypeName command error: spawn is not valid", lua_interface->GetScriptName(state));
  5764. return 0;
  5765. }
  5766. int8 base_class = classes.GetBaseClass(spawn->GetAdventureClass());
  5767. string ret = classes.GetClassNameCase(base_class);
  5768. if (ret.length() > 0) {
  5769. lua_interface->SetStringValue(state, ret.c_str());
  5770. return 1;
  5771. }
  5772. return 0;
  5773. }
  5774. int EQ2Emu_lua_SendWaypoints(lua_State* state) {
  5775. if (!lua_interface)
  5776. return 0;
  5777. Spawn* player = lua_interface->GetSpawn(state);
  5778. lua_interface->ResetFunctionStack(state);
  5779. if (player && player->IsPlayer()) {
  5780. Client* client = player->GetClient();
  5781. if (client)
  5782. client->SendWaypoints();
  5783. }
  5784. return 0;
  5785. }
  5786. int EQ2Emu_lua_AddWaypoint(lua_State* state) {
  5787. if (!lua_interface)
  5788. return 0;
  5789. Spawn* player = lua_interface->GetSpawn(state);
  5790. string name = lua_interface->GetStringValue(state, 2);
  5791. int32 type = lua_interface->GetInt32Value(state, 3);
  5792. lua_interface->ResetFunctionStack(state);
  5793. if (type == 0)
  5794. type = 2;
  5795. if (name.length() > 0) {
  5796. if (player && player->IsPlayer()) {
  5797. Client* client = player->GetClient();
  5798. if (client)
  5799. client->AddWaypoint(name, type);
  5800. }
  5801. }
  5802. return 0;
  5803. }
  5804. int EQ2Emu_lua_RemoveWaypoint(lua_State* state) {
  5805. if (!lua_interface)
  5806. return 0;
  5807. Spawn* player = lua_interface->GetSpawn(state);
  5808. string name = lua_interface->GetStringValue(state, 2);
  5809. lua_interface->ResetFunctionStack(state);
  5810. if (name.length() > 0) {
  5811. if (player && player->IsPlayer()) {
  5812. Client* client = player->GetClient();
  5813. if (client)
  5814. client->RemoveWaypoint(name);
  5815. }
  5816. }
  5817. return 0;
  5818. }
  5819. int EQ2Emu_lua_AddWard(lua_State* state) {
  5820. if (!lua_interface)
  5821. return 0;
  5822. int32 damage = lua_interface->GetInt32Value(state);
  5823. bool keepWard = (lua_interface->GetInt8Value(state, 2) == 1);
  5824. int8 wardType = lua_interface->GetInt8Value(state, 3);
  5825. int8 damageTypes = lua_interface->GetInt8Value(state, 4);
  5826. int32 damageAbsorptionPercent = lua_interface->GetInt32Value(state, 5);
  5827. int32 damageAbsorptionMaxHealthPercent = lua_interface->GetInt32Value(state, 6);
  5828. int32 redirectDamagePercent = lua_interface->GetInt32Value(state, 7);
  5829. int32 maxHitCount = lua_interface->GetInt32Value(state, 8);
  5830. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5831. lua_interface->ResetFunctionStack(state);
  5832. if(!spell || spell->resisted) {
  5833. return 0;
  5834. }
  5835. bool ward_was_added = false;
  5836. ZoneServer* zone = spell->caster->GetZone();
  5837. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5838. for (int32 i = 0; i < spell->targets.size(); i++) {
  5839. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  5840. if (!target)
  5841. continue;
  5842. if (target->IsEntity()) {
  5843. // If the ward is already active remove it
  5844. if (((Entity*)target)->GetWard(spell->spell->GetSpellID()))
  5845. ((Entity*)target)->RemoveWard(spell->spell->GetSpellID());
  5846. // Create new ward info
  5847. WardInfo* ward = new WardInfo;
  5848. ward->Spell = spell;
  5849. ward->BaseDamage = damage;
  5850. ward->DamageLeft = damage;
  5851. ward->AbsorbAllDamage = (damage == 0) ? true : false;
  5852. ward->keepWard = keepWard;
  5853. ward->WardType = wardType;
  5854. if (damageAbsorptionPercent > 100)
  5855. damageAbsorptionPercent = 100;
  5856. ward->DamageAbsorptionPercentage = damageAbsorptionPercent;
  5857. if (damageAbsorptionMaxHealthPercent > 100)
  5858. damageAbsorptionMaxHealthPercent = 100;
  5859. ward->DamageAbsorptionMaxHealthPercent = damageAbsorptionMaxHealthPercent;
  5860. ward->RedirectDamagePercent = redirectDamagePercent;
  5861. ward->LastRedirectDamage = 0;
  5862. ward->LastAbsorbedDamage = 0;
  5863. ward->HitCount = 0;
  5864. spell->num_triggers = maxHitCount;
  5865. spell->had_triggers = true;
  5866. spell->cancel_after_all_triggers = false;
  5867. ward->MaxHitCount = maxHitCount;
  5868. ward->RoundTriggered = false;
  5869. if (wardType == WARD_TYPE_MAGICAL)
  5870. ward->DamageType = damageTypes;
  5871. // Add the ward to the entity
  5872. ((Entity*)target)->AddWard(spell->spell->GetSpellID(), ward);
  5873. ward_was_added = true;
  5874. }
  5875. }
  5876. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5877. if (ward_was_added && spell->caster->IsPlayer()) {
  5878. spell->had_dmg_remaining = true;
  5879. ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, damage, 1);
  5880. }
  5881. return 0;
  5882. }
  5883. int EQ2Emu_lua_AddToWard(lua_State* state) {
  5884. if (!lua_interface)
  5885. return 0;
  5886. int32 amount = lua_interface->GetInt32Value(state);
  5887. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5888. lua_interface->ResetFunctionStack(state);
  5889. WardInfo* ward = 0;
  5890. if(!spell || spell->resisted) {
  5891. return 0;
  5892. }
  5893. ZoneServer* zone = spell->caster->GetZone();
  5894. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5895. if (spell->targets.size() > 0 && zone->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
  5896. Entity* target = (Entity*)zone->GetSpawnByID(spell->targets.at(0));
  5897. ward = target->GetWard(spell->spell->GetSpellID());
  5898. if (target && ward) {
  5899. ward->DamageLeft += amount;
  5900. if (ward->DamageLeft > ward->BaseDamage)
  5901. ward->DamageLeft = ward->BaseDamage;
  5902. for (int32 i = 0; i < spell->targets.size(); i++) {
  5903. if (Spawn* spawn = zone->GetSpawnByID(spell->targets.at(i)))
  5904. zone->SendHealPacket(ward->Spell->caster, spawn, HEAL_PACKET_TYPE_REGEN_ABSORB, amount, ward->Spell->spell->GetName());
  5905. }
  5906. }
  5907. }
  5908. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5909. if (ward && spell->caster->IsPlayer())
  5910. ClientPacketFunctions::SendMaintainedExamineUpdate(((Player*)spell->caster)->GetClient(), spell->slot_pos, ward->DamageLeft, 1);
  5911. return 0;
  5912. }
  5913. int EQ2Emu_lua_GetWardAmountLeft(lua_State* state) {
  5914. if (!lua_interface)
  5915. return 0;
  5916. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5917. lua_interface->ResetFunctionStack(state);
  5918. if (!spell) {
  5919. lua_interface->LogError("%s: LUA GetWardAmountLeft command error: this command can only be used in a spell script", lua_interface->GetScriptName(state));
  5920. return 0;
  5921. }
  5922. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5923. if (spell->caster && spell->caster->GetZone() && spell->targets.size() > 0 && spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
  5924. Entity* target = (Entity*)spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0));
  5925. WardInfo* ward = target->GetWard(spell->spell->GetSpellID());
  5926. if (ward) {
  5927. lua_interface->SetInt32Value(state, ward->DamageLeft);
  5928. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5929. return 1;
  5930. }
  5931. }
  5932. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5933. return 0;
  5934. }
  5935. int EQ2Emu_lua_GetWardValue(lua_State* state) {
  5936. if (!lua_interface)
  5937. return 0;
  5938. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5939. if (!spell) {
  5940. lua_interface->LogError("%s: LUA GetWardValue command error: this command can only be used in a spell script", lua_interface->GetScriptName(state));
  5941. lua_interface->ResetFunctionStack(state);
  5942. return 0;
  5943. }
  5944. string type = lua_interface->GetStringValue(state, 2);
  5945. lua_interface->ResetFunctionStack(state);
  5946. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5947. if (spell->caster && spell->caster->GetZone() && spell->targets.size() > 0 && spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
  5948. Entity* target = (Entity*)spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0));
  5949. WardInfo* ward = target->GetWard(spell->spell->GetSpellID());
  5950. if (ward) {
  5951. if (boost::iequals(type, "damageleft"))
  5952. lua_interface->SetInt32Value(state, ward->DamageLeft);
  5953. else if (boost::iequals(type, "basedamage"))
  5954. lua_interface->SetInt32Value(state, ward->BaseDamage);
  5955. else if (boost::iequals(type, "keepward"))
  5956. lua_interface->SetBooleanValue(state, ward->keepWard);
  5957. else if (boost::iequals(type, "wardtype"))
  5958. lua_interface->SetInt32Value(state, ward->WardType);
  5959. else if (boost::iequals(type, "dmgabsorptionpct"))
  5960. lua_interface->SetInt32Value(state, ward->DamageAbsorptionPercentage);
  5961. else if (boost::iequals(type, "dmgabsorptionmaxhealthpct"))
  5962. lua_interface->SetInt32Value(state, ward->DamageAbsorptionMaxHealthPercent);
  5963. else if (boost::iequals(type, "redirectdamagepercent"))
  5964. lua_interface->SetInt32Value(state, ward->RedirectDamagePercent);
  5965. else if (boost::iequals(type, "lastredirectdamage"))
  5966. lua_interface->SetInt32Value(state, ward->LastRedirectDamage);
  5967. else if (boost::iequals(type, "lastabsorbeddamage"))
  5968. lua_interface->SetInt32Value(state, ward->LastAbsorbedDamage);
  5969. else if (boost::iequals(type, "hitcount"))
  5970. lua_interface->SetInt32Value(state, ward->HitCount);
  5971. else if (boost::iequals(type, "maxhitcount"))
  5972. lua_interface->SetInt32Value(state, ward->MaxHitCount);
  5973. else
  5974. lua_interface->LogError("%s: LUA GetWardValue command argument type '%s' did not match any options", lua_interface->GetScriptName(state), type);
  5975. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5976. return 1;
  5977. }
  5978. }
  5979. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5980. return 0;
  5981. }
  5982. int EQ2Emu_lua_RemoveWard(lua_State* state) {
  5983. if (!lua_interface)
  5984. return 0;
  5985. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5986. lua_interface->ResetFunctionStack(state);
  5987. if(!spell) {
  5988. return 0;
  5989. }
  5990. ZoneServer* zone = spell->caster->GetZone();
  5991. Spawn* target = 0;
  5992. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5993. for (int32 i = 0; i < spell->targets.size(); i++) {
  5994. target = zone->GetSpawnByID(spell->targets.at(i));
  5995. if (target && target->IsEntity()) {
  5996. ((Entity*)target)->RemoveWard(spell->spell->GetSpellID());
  5997. }
  5998. }
  5999. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  6000. return 0;
  6001. }
  6002. int EQ2Emu_lua_Interrupt(lua_State* state)
  6003. {
  6004. if (!lua_interface)
  6005. return 0;
  6006. Spawn* caster = lua_interface->GetSpawn(state); // Second param in lua_interface->get functions defaults to 1
  6007. Spawn* target = lua_interface->GetSpawn(state, 2);
  6008. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  6009. lua_interface->ResetFunctionStack(state);
  6010. if (!caster)
  6011. {
  6012. lua_interface->LogError("%s: LUA Interrupt command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  6013. return 0;
  6014. }
  6015. if (!target)
  6016. {
  6017. lua_interface->LogError("%s: LUA Interrupt command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  6018. return 0;
  6019. }
  6020. if (!spell) {
  6021. lua_interface->LogError("%s: LUA Interrupt command error: spell is not a valid spawn", lua_interface->GetScriptName(state));
  6022. return 0;
  6023. }
  6024. if (!target->IsEntity() && !spell)
  6025. {
  6026. lua_interface->LogError("%s: LUA Interrupt command error: Target is not an entity", lua_interface->GetScriptName(state));
  6027. return 0;
  6028. }
  6029. if (!target && spell) {
  6030. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  6031. for (int8 i = 0; i < spell->targets.size(); i++) {
  6032. target = caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  6033. if (!target || !target->IsEntity())
  6034. continue;
  6035. ((Entity*)target)->GetZone()->GetSpellProcess()->Interrupted((Entity*)target, caster, SPELL_ERROR_INTERRUPTED);
  6036. }
  6037. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  6038. }
  6039. else
  6040. caster->GetZone()->GetSpellProcess()->Interrupted((Entity*)target, caster, SPELL_ERROR_INTERRUPTED);
  6041. return 0;
  6042. }
  6043. int EQ2Emu_lua_Stealth(lua_State* state) {
  6044. if (!lua_interface)
  6045. return 0;
  6046. int8 type = lua_interface->GetInt8Value(state);
  6047. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  6048. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  6049. lua_interface->ResetFunctionStack(state);
  6050. if (!spell) {
  6051. lua_interface->LogError("%s: LUA Stealth command error: must be used from spell script", lua_interface->GetScriptName(state));
  6052. return 0;
  6053. }
  6054. ZoneServer* zone = spell->caster->GetZone();
  6055. if (spawn) {
  6056. if (spawn->IsEntity()) {
  6057. if (type == 1) {
  6058. ((Entity*)spawn)->AddStealthSpell(spell);
  6059. if (!(spell->effect_bitmask & EFFECT_FLAG_STEALTH))
  6060. spell->effect_bitmask += EFFECT_FLAG_STEALTH;
  6061. }
  6062. else if (type == 2) {
  6063. ((Entity*)spawn)->AddInvisSpell(spell);
  6064. if (!(spell->effect_bitmask & EFFECT_FLAG_INVIS))
  6065. spell->effect_bitmask += EFFECT_FLAG_INVIS;
  6066. }
  6067. return 0;
  6068. }
  6069. else {
  6070. lua_interface->LogError("%s: LUA Stealth command error: target override is not Entity", lua_interface->GetScriptName(state));
  6071. return 0;
  6072. }
  6073. }
  6074. else {
  6075. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  6076. for (int32 i = 0; i < spell->targets.size(); i++) {
  6077. spawn = zone->GetSpawnByID(spell->targets.at(i));
  6078. if (!spawn || !spawn->IsEntity())
  6079. continue;
  6080. if (type == 1) {
  6081. ((Entity*)spawn)->AddStealthSpell(spell);
  6082. if (!(spell->effect_bitmask & EFFECT_FLAG_STEALTH))
  6083. spell->effect_bitmask += EFFECT_FLAG_STEALTH;
  6084. }
  6085. else if (type == 2) {
  6086. ((Entity*)spawn)->AddInvisSpell(spell);
  6087. if (!(spell->effect_bitmask & EFFECT_FLAG_INVIS))
  6088. spell->effect_bitmask += EFFECT_FLAG_INVIS;
  6089. }
  6090. else {
  6091. lua_interface->LogError("%s: LUA Stealth command error: invalid stealth type given", lua_interface->GetScriptName(state));
  6092. break;
  6093. }
  6094. }
  6095. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  6096. }
  6097. return 0;
  6098. }
  6099. int EQ2Emu_lua_IsStealthed(lua_State* state) {
  6100. if (!lua_interface)
  6101. return 0;
  6102. Spawn* spawn = lua_interface->GetSpawn(state);
  6103. lua_interface->ResetFunctionStack(state);
  6104. if (!spawn) {
  6105. lua_interface->LogError("%s: LUA IsStealthed command error: spawn is not valid", lua_interface->GetScriptName(state));
  6106. return 0;
  6107. }
  6108. if (spawn->IsEntity()) {
  6109. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsStealthed());
  6110. return 1;
  6111. }
  6112. else
  6113. lua_interface->LogError("%s: LUA IsStealthed command error: spawn is not entity", lua_interface->GetScriptName(state));
  6114. return 0;
  6115. }
  6116. int EQ2Emu_lua_IsInvis(lua_State* state) {
  6117. if (!lua_interface)
  6118. return 0;
  6119. Spawn* spawn = lua_interface->GetSpawn(state);
  6120. lua_interface->ResetFunctionStack(state);
  6121. if (!spawn) {
  6122. lua_interface->LogError("%s: LUA IsInvis command error: spawn is not valid", lua_interface->GetScriptName(state));
  6123. return 0;
  6124. }
  6125. if (spawn->IsEntity()) {
  6126. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsInvis());
  6127. return 1;
  6128. }
  6129. else
  6130. lua_interface->LogError("%s: LUA IsInvis command error: spawn is not entity", lua_interface->GetScriptName(state));
  6131. return 0;
  6132. }
  6133. int EQ2Emu_lua_HasItemEquipped(lua_State* state) {
  6134. if (!lua_interface)
  6135. return 0;
  6136. Spawn* player = lua_interface->GetSpawn(state);
  6137. int32 item_id = lua_interface->GetInt32Value(state, 2);
  6138. lua_interface->ResetFunctionStack(state);
  6139. if (!player->IsPlayer()) {
  6140. lua_interface->LogError("%s: LUA HasItemEquipped command error: spawn is not player", lua_interface->GetScriptName(state));
  6141. return 0;
  6142. }
  6143. lua_interface->SetBooleanValue(state, ((Player*)player)->GetEquipmentList()->HasItem(item_id));
  6144. return 1;
  6145. }
  6146. int EQ2Emu_lua_GetEquippedItemBySlot(lua_State* state) {
  6147. if (!lua_interface)
  6148. return 0;
  6149. Spawn* spawn = lua_interface->GetSpawn(state);
  6150. int8 slot = lua_interface->GetInt8Value(state, 2);
  6151. lua_interface->ResetFunctionStack(state);
  6152. if (!spawn) {
  6153. lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: spawn is not valid", lua_interface->GetScriptName(state));
  6154. return 0;
  6155. }
  6156. if (!spawn->IsEntity()) {
  6157. lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6158. return 0;
  6159. }
  6160. Item* item = ((Entity*)spawn)->GetEquipmentList()->GetItem(slot);
  6161. if (!item) {
  6162. lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: item was not found in slot", lua_interface->GetScriptName(state));
  6163. return 0;
  6164. }
  6165. lua_interface->SetItemValue(state, item);
  6166. return 1;
  6167. }
  6168. int EQ2Emu_lua_GetEquippedItemByID(lua_State* state) {
  6169. if (!lua_interface)
  6170. return 0;
  6171. Spawn* player = lua_interface->GetSpawn(state);
  6172. int32 id = lua_interface->GetInt32Value(state, 2);
  6173. lua_interface->ResetFunctionStack(state);
  6174. if (!player) {
  6175. lua_interface->LogError("%s: LUA GetEquippedItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
  6176. return 0;
  6177. }
  6178. if (!player->IsPlayer()) {
  6179. lua_interface->LogError("%s: LUA GetEquippedItemByID command error: spawn is not player", lua_interface->GetScriptName(state));
  6180. return 0;
  6181. }
  6182. Item* item = ((Player*)player)->GetEquipmentList()->GetItemFromItemID(id);
  6183. if (!item) {
  6184. lua_interface->LogError("%s: LUA GetEquippedItemByID command error: equipped item with used id not found", lua_interface->GetScriptName(state));
  6185. return 0;
  6186. }
  6187. lua_interface->SetItemValue(state, item);
  6188. return 1;
  6189. }
  6190. int EQ2Emu_lua_SetEquippedItemByID(lua_State* state) {
  6191. if (!lua_interface)
  6192. return 0;
  6193. Spawn* spawn = lua_interface->GetSpawn(state);
  6194. int8 slot = lua_interface->GetInt8Value(state, 2);
  6195. int32 item_id = lua_interface->GetInt32Value(state, 3);
  6196. lua_interface->ResetFunctionStack(state);
  6197. if (!spawn) {
  6198. lua_interface->LogError("%s: LUA SetEquippedItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
  6199. return 0;
  6200. }
  6201. if (!spawn->IsEntity()) {
  6202. lua_interface->LogError("%s: LUA SetEquippedItemByID command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6203. return 0;
  6204. }
  6205. Item* item = master_item_list.GetItem(item_id);
  6206. if (!item) {
  6207. lua_interface->LogError("%s: LUA SetEquippedItemByID command error: equipped item with used id %u not found", item_id, lua_interface->GetScriptName(state));
  6208. return 0;
  6209. }
  6210. Item* copy = new Item(item);
  6211. bool result = ((Entity*)spawn)->GetEquipmentList()->AddItem(slot, copy);
  6212. if(result)
  6213. {
  6214. ((Entity*)spawn)->SetEquipment(copy, slot);
  6215. spawn->vis_changed = true;
  6216. if(spawn->IsPlayer())
  6217. ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
  6218. }
  6219. else
  6220. {
  6221. safe_delete(copy);
  6222. }
  6223. lua_interface->SetBooleanValue(state, result);
  6224. return 1;
  6225. }
  6226. int EQ2Emu_lua_SetEquippedItem(lua_State* state) {
  6227. if (!lua_interface)
  6228. return 0;
  6229. Spawn* spawn = lua_interface->GetSpawn(state);
  6230. int8 slot = lua_interface->GetInt8Value(state, 2);
  6231. Item* item = lua_interface->GetItem(state, 3);
  6232. lua_interface->ResetFunctionStack(state);
  6233. if (!spawn) {
  6234. lua_interface->LogError("%s: LUA SetEquippedItem command error: spawn is not valid", lua_interface->GetScriptName(state));
  6235. return 0;
  6236. }
  6237. if (!spawn->IsEntity()) {
  6238. lua_interface->LogError("%s: LUA SetEquippedItem command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6239. return 0;
  6240. }
  6241. if (!item) {
  6242. lua_interface->LogError("%s: LUA SetEquippedItem command error: passed item not found", lua_interface->GetScriptName(state));
  6243. return 0;
  6244. }
  6245. bool result = ((Entity*)spawn)->GetEquipmentList()->AddItem(slot, item);
  6246. if(result)
  6247. {
  6248. ((Entity*)spawn)->SetEquipment(item, slot);
  6249. spawn->vis_changed = true;
  6250. if(spawn->IsPlayer())
  6251. ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
  6252. }
  6253. lua_interface->SetBooleanValue(state, result);
  6254. return 1;
  6255. }
  6256. int EQ2Emu_lua_UnequipSlot(lua_State* state) {
  6257. if (!lua_interface)
  6258. return 0;
  6259. Spawn* spawn = lua_interface->GetSpawn(state);
  6260. int8 slot = lua_interface->GetInt8Value(state, 2);
  6261. 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
  6262. lua_interface->ResetFunctionStack(state);
  6263. if (!spawn) {
  6264. lua_interface->LogError("%s: LUA UnequipSlot command error: spawn is not valid", lua_interface->GetScriptName(state));
  6265. return 0;
  6266. }
  6267. if (!spawn->IsEntity()) {
  6268. lua_interface->LogError("%s: LUA UnequipSlot command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6269. return 0;
  6270. }
  6271. if(slot >= NUM_SLOTS) {
  6272. lua_interface->LogError("%s: LUA UnequipSlot command error: wrong slot id given %u, max %u", lua_interface->GetScriptName(state), slot, NUM_SLOTS);
  6273. return 0;
  6274. }
  6275. if(spawn->IsPlayer() && ((Player*)spawn)->GetClient()) {
  6276. Item* item = ((Player*)spawn)->GetEquipmentList()->GetItem(slot);
  6277. if(item) {
  6278. item->save_needed = true;
  6279. if(no_delete_item) {
  6280. database.DeleteItem(((Player*)spawn)->GetClient()->GetCharacterID(), item, 0);
  6281. ((Player*)spawn)->GetEquipmentList()->RemoveItem(slot, no_delete_item);
  6282. }
  6283. else{
  6284. Client* client = ((Player*)spawn)->GetClient();
  6285. client->UnequipItem(item->details.index);
  6286. }
  6287. }
  6288. }
  6289. else
  6290. ((Entity*)spawn)->GetEquipmentList()->RemoveItem(slot, no_delete_item);
  6291. ((Entity*)spawn)->SetEquipment(nullptr, slot);
  6292. spawn->vis_changed = true;
  6293. if(spawn->IsPlayer())
  6294. ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
  6295. lua_interface->SetBooleanValue(state, true);
  6296. return 1;
  6297. }
  6298. int EQ2Emu_lua_SetEquipment(lua_State* state) {
  6299. if (!lua_interface)
  6300. return 0;
  6301. Spawn* spawn = lua_interface->GetSpawn(state);
  6302. int8 slot = lua_interface->GetInt8Value(state, 2);
  6303. int16 type = lua_interface->GetInt16Value(state, 3);
  6304. int8 r = lua_interface->GetInt8Value(state, 4);
  6305. int8 g = lua_interface->GetInt8Value(state, 5);
  6306. int8 b = lua_interface->GetInt8Value(state, 6);
  6307. int8 h_r = lua_interface->GetInt8Value(state, 7);
  6308. int8 h_g = lua_interface->GetInt8Value(state, 8);
  6309. int8 h_b = lua_interface->GetInt8Value(state, 9);
  6310. lua_interface->ResetFunctionStack(state);
  6311. if (!spawn) {
  6312. lua_interface->LogError("%s: LUA SetEquipment command error: spawn is not valid", lua_interface->GetScriptName(state));
  6313. return 0;
  6314. }
  6315. if (!spawn->IsEntity()) {
  6316. lua_interface->LogError("%s: LUA SetEquipment command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6317. return 0;
  6318. }
  6319. ((Entity*)spawn)->SetEquipment(slot, type, r, g, b, h_r, h_g, h_b);
  6320. spawn->vis_changed = true;
  6321. lua_interface->SetBooleanValue(state, true);
  6322. return 1;
  6323. }
  6324. int EQ2Emu_lua_GetItemByID(lua_State* state) {
  6325. if (!lua_interface)
  6326. return 0;
  6327. Spawn* player = lua_interface->GetSpawn(state);
  6328. int32 id = lua_interface->GetInt32Value(state, 2);
  6329. int8 count = lua_interface->GetInt8Value(state, 3);
  6330. bool include_bank = lua_interface->GetInt8Value(state, 4);
  6331. lua_interface->ResetFunctionStack(state);
  6332. if (!player) {
  6333. lua_interface->LogError("%s: LUA GetItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
  6334. return 0;
  6335. }
  6336. if (!player->IsPlayer()) {
  6337. lua_interface->LogError("%s: LUA GetItemByID command error: spawn is not player", lua_interface->GetScriptName(state));
  6338. return 0;
  6339. }
  6340. if (!count)
  6341. count = 1;
  6342. Item* item = ((Player*)player)->GetPlayerItemList()->GetItemFromID(id, count, include_bank);
  6343. if (!item) {
  6344. lua_interface->LogError("%s: LUA GetItemByID command error: item with used id not found", lua_interface->GetScriptName(state));
  6345. return 0;
  6346. }
  6347. lua_interface->SetItemValue(state, item);
  6348. return 1;
  6349. }
  6350. int EQ2Emu_lua_PlayAnimation(lua_State* state) {
  6351. if (!lua_interface)
  6352. return 0;
  6353. Spawn* spawn = lua_interface->GetSpawn(state);
  6354. int32 anim = lua_interface->GetInt32Value(state, 2);
  6355. Spawn* spawn2 = lua_interface->GetSpawn(state, 3);
  6356. int8 type = lua_interface->GetInt8Value(state, 4);
  6357. lua_interface->ResetFunctionStack(state);
  6358. if (!spawn) {
  6359. lua_interface->LogError("%s: LUA PlayAnimation command error: spawn is not valid", lua_interface->GetScriptName(state));
  6360. return 0;
  6361. }
  6362. if (spawn2) {
  6363. if (spawn2->IsPlayer()) {
  6364. if (type != 1 && type != 2)
  6365. spawn->GetZone()->PlayAnimation(spawn, anim, spawn2);
  6366. else
  6367. spawn->GetZone()->PlayAnimation(spawn, anim, spawn2, type);
  6368. return 0;
  6369. }
  6370. else {
  6371. lua_interface->LogError("%s: LUA PlayAnimation command error: second spawn not a player", lua_interface->GetScriptName(state));
  6372. return 0;
  6373. }
  6374. }
  6375. else
  6376. spawn->GetZone()->PlayAnimation(spawn, anim);
  6377. return 0;
  6378. }
  6379. int EQ2Emu_lua_IsPet(lua_State* state) {
  6380. if (!lua_interface)
  6381. return 0;
  6382. Spawn* spawn = lua_interface->GetSpawn(state);
  6383. lua_interface->ResetFunctionStack(state);
  6384. if (!spawn) {
  6385. lua_interface->LogError("%s: LUA IsPet command error: spawn is not valid", lua_interface->GetScriptName(state));
  6386. return 0;
  6387. }
  6388. lua_interface->SetBooleanValue(state, spawn->IsPet());
  6389. return 1;
  6390. }
  6391. int EQ2Emu_lua_GetOwner(lua_State* state) {
  6392. if (!lua_interface)
  6393. return 0;
  6394. Spawn* spawn = lua_interface->GetSpawn(state);
  6395. lua_interface->ResetFunctionStack(state);
  6396. if (!spawn) {
  6397. lua_interface->LogError("%s: LUA GetOwner command error: spawn is not valid", lua_interface->GetScriptName(state));
  6398. return 0;
  6399. }
  6400. if (!spawn->IsNPC()) {
  6401. lua_interface->LogError("%s: LUA GetOwner command error: spawn is not a NPC", lua_interface->GetScriptName(state));
  6402. return 0;
  6403. }
  6404. if (((NPC*)spawn)->GetOwner()) {
  6405. lua_interface->SetSpawnValue(state, ((NPC*)spawn)->GetOwner());
  6406. return 1;
  6407. }
  6408. return 0;
  6409. }
  6410. int EQ2Emu_lua_SetTarget(lua_State* state) {
  6411. if (!lua_interface)
  6412. return 0;
  6413. Spawn* spawn = lua_interface->GetSpawn(state);
  6414. Spawn* target = lua_interface->GetSpawn(state, 2);
  6415. lua_interface->ResetFunctionStack(state);
  6416. if (!spawn) {
  6417. lua_interface->LogError("%s: LUA SetTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
  6418. return 0;
  6419. }
  6420. if (!spawn) {
  6421. lua_interface->LogError("%s: LUA SetTarget command error: target is not valid", lua_interface->GetScriptName(state));
  6422. return 0;
  6423. }
  6424. spawn->SetTarget(target);
  6425. return 0;
  6426. }
  6427. int EQ2Emu_lua_SetInCombat(lua_State* state) {
  6428. if (!lua_interface)
  6429. return 0;
  6430. Spawn* spawn = lua_interface->GetSpawn(state);
  6431. bool val = lua_interface->GetBooleanValue(state, 2);
  6432. lua_interface->ResetFunctionStack(state);
  6433. if (!spawn) {
  6434. lua_interface->LogError("%s: LUA SetInCombat command error: spawn is not valid", lua_interface->GetScriptName(state));
  6435. return 0;
  6436. }
  6437. if (!spawn->IsEntity()) {
  6438. lua_interface->LogError("%s: LUA SetInCombat command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6439. return 0;
  6440. }
  6441. ((Entity*)spawn)->InCombat(val);
  6442. if (val) {
  6443. spawn->ClearRunningLocations();
  6444. spawn->CalculateRunningLocation(true);
  6445. }
  6446. return 0;
  6447. }
  6448. int EQ2Emu_lua_CompareSpawns(lua_State* state) {
  6449. if (!lua_interface)
  6450. return 0;
  6451. Spawn* spawn1 = lua_interface->GetSpawn(state);
  6452. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  6453. lua_interface->ResetFunctionStack(state);
  6454. if (!spawn1) {
  6455. lua_interface->LogError("%s: LUA CompareSpawns command error: first spawn is not valid", lua_interface->GetScriptName(state));
  6456. return 0;
  6457. }
  6458. if (!spawn2) {
  6459. lua_interface->LogError("%s: LUA CompareSpawns command error: second spawn is not valid", lua_interface->GetScriptName(state));
  6460. return 0;
  6461. }
  6462. lua_interface->SetBooleanValue(state, (spawn1 == spawn2));
  6463. return 1;
  6464. }
  6465. int EQ2Emu_lua_ClearRunback(lua_State* state){
  6466. if (!lua_interface)
  6467. return 0;
  6468. Spawn* spawn = lua_interface->GetSpawn(state);
  6469. lua_interface->ResetFunctionStack(state);
  6470. if (!spawn) {
  6471. lua_interface->LogError("%s: LUA ClearRunback command error: spawn is not valid", lua_interface->GetScriptName(state));
  6472. return 0;
  6473. }
  6474. if (!spawn->IsNPC()) {
  6475. lua_interface->LogError("%s: LUA ClearRunback command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6476. return 0;
  6477. }
  6478. ((NPC*)spawn)->ClearRunback();
  6479. return 0;
  6480. }
  6481. int EQ2Emu_lua_Runback(lua_State* state) {
  6482. if (!lua_interface)
  6483. return 0;
  6484. Spawn* spawn = lua_interface->GetSpawn(state);
  6485. lua_interface->ResetFunctionStack(state);
  6486. if (!spawn) {
  6487. lua_interface->LogError("%s: LUA Runback command error: spawn is not valid", lua_interface->GetScriptName(state));
  6488. return 0;
  6489. }
  6490. if (!spawn->IsNPC()) {
  6491. lua_interface->LogError("%s: LUA Runback command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6492. return 0;
  6493. }
  6494. ((NPC*)spawn)->Runback();
  6495. return 0;
  6496. }
  6497. int EQ2Emu_lua_GetRunbackDistance(lua_State* state) {
  6498. if (!lua_interface)
  6499. return 0;
  6500. Spawn* spawn = lua_interface->GetSpawn(state);
  6501. lua_interface->ResetFunctionStack(state);
  6502. if (!spawn) {
  6503. lua_interface->LogError("%s: LUA GetRunbackDistance command error: spawn is not valid", lua_interface->GetScriptName(state));
  6504. return 0;
  6505. }
  6506. if (!spawn->IsNPC()) {
  6507. lua_interface->LogError("%s: LUA GetRunbackDistance command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6508. return 0;
  6509. }
  6510. lua_interface->SetFloatValue(state, ((NPC*)spawn)->GetRunbackDistance());
  6511. return 1;
  6512. }
  6513. int EQ2Emu_lua_IsCasting(lua_State* state) {
  6514. if (!lua_interface)
  6515. return 0;
  6516. Spawn* spawn = lua_interface->GetSpawn(state);
  6517. lua_interface->ResetFunctionStack(state);
  6518. if (!spawn) {
  6519. lua_interface->LogError("%s: LUA IsCasting command error: spawn is not valid", lua_interface->GetScriptName(state));
  6520. return 0;
  6521. }
  6522. if (!spawn->IsEntity()) {
  6523. lua_interface->LogError("%s: LUA IsCasting command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6524. return 0;
  6525. }
  6526. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsCasting());
  6527. return 1;
  6528. }
  6529. int EQ2Emu_lua_IsMezzed(lua_State* state) {
  6530. if (!lua_interface)
  6531. return 0;
  6532. Spawn* spawn = lua_interface->GetSpawn(state);
  6533. lua_interface->ResetFunctionStack(state);
  6534. if (!spawn) {
  6535. lua_interface->LogError("%s: LUA IsMezzed command error: spawn is not valid", lua_interface->GetScriptName(state));
  6536. return 0;
  6537. }
  6538. if (!spawn->IsEntity()) {
  6539. lua_interface->LogError("%s: LUA IsMezzed command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6540. return 0;
  6541. }
  6542. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsMezzed());
  6543. return 1;
  6544. }
  6545. int EQ2Emu_lua_IsStunned(lua_State* state) {
  6546. if (!lua_interface)
  6547. return 0;
  6548. Spawn* spawn = lua_interface->GetSpawn(state);
  6549. lua_interface->ResetFunctionStack(state);
  6550. if (!spawn) {
  6551. lua_interface->LogError("%s: LUA IsStunned command error: spawn is not valid", lua_interface->GetScriptName(state));
  6552. return 0;
  6553. }
  6554. if (!spawn->IsEntity()) {
  6555. lua_interface->LogError("%s: LUA IsStunned command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6556. return 0;
  6557. }
  6558. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsStunned());
  6559. return 1;
  6560. }
  6561. int EQ2Emu_lua_IsMezzedOrStunned(lua_State* state) {
  6562. if (!lua_interface)
  6563. return 0;
  6564. Spawn* spawn = lua_interface->GetSpawn(state);
  6565. lua_interface->ResetFunctionStack(state);
  6566. if (!spawn) {
  6567. lua_interface->LogError("%s: LUA IsMezzedOrStunned command error: spawn is not valid", lua_interface->GetScriptName(state));
  6568. return 0;
  6569. }
  6570. if (!spawn->IsEntity()) {
  6571. lua_interface->LogError("%s: LUA IsMezzedOrStunned command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6572. return 0;
  6573. }
  6574. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsMezzedOrStunned());
  6575. return 1;
  6576. }
  6577. int EQ2Emu_lua_ProcessSpell(lua_State* state) {
  6578. if (!lua_interface)
  6579. return 0;
  6580. Spawn* spawn = lua_interface->GetSpawn(state);
  6581. Spawn* target = lua_interface->GetSpawn(state, 2);
  6582. float distance = lua_interface->GetFloatValue(state, 3);
  6583. lua_interface->ResetFunctionStack(state);
  6584. if (!spawn) {
  6585. lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not valid", lua_interface->GetScriptName(state));
  6586. return 0;
  6587. }
  6588. if (!target) {
  6589. lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6590. return 0;
  6591. }
  6592. if (!spawn->IsNPC()) {
  6593. lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6594. return 0;
  6595. }
  6596. if (!target->IsEntity()) {
  6597. lua_interface->LogError("%s: LUA ProcessSpell command error: target is not an entity", lua_interface->GetScriptName(state));
  6598. return 0;
  6599. }
  6600. lua_interface->SetBooleanValue(state, ((NPC*)spawn)->Brain()->ProcessSpell(((Entity*)target), distance));
  6601. return 1;
  6602. }
  6603. int EQ2Emu_lua_ProcessMelee(lua_State* state) {
  6604. if (!lua_interface)
  6605. return 0;
  6606. Spawn* spawn = lua_interface->GetSpawn(state);
  6607. Spawn* target = lua_interface->GetSpawn(state, 2);
  6608. float distance = lua_interface->GetFloatValue(state, 3);
  6609. lua_interface->ResetFunctionStack(state);
  6610. if (!spawn) {
  6611. lua_interface->LogError("%s: LUA ProcessMelee command error: spawn is not valid", lua_interface->GetScriptName(state));
  6612. return 0;
  6613. }
  6614. if (!target) {
  6615. lua_interface->LogError("%s: LUA ProcessMelee command error: target is not valid", lua_interface->GetScriptName(state));
  6616. return 0;
  6617. }
  6618. if (!spawn->IsNPC()) {
  6619. lua_interface->LogError("%s: LUA ProcessMelee command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6620. return 0;
  6621. }
  6622. if (!target->IsEntity()) {
  6623. lua_interface->LogError("%s: LUA ProcessMelee command error: target is not an entity", lua_interface->GetScriptName(state));
  6624. return 0;
  6625. }
  6626. ((NPC*)spawn)->Brain()->ProcessMelee(((Entity*)target), distance);
  6627. return 0;
  6628. }
  6629. int EQ2Emu_lua_HasRecovered(lua_State* state) {
  6630. if (!lua_interface)
  6631. return 0;
  6632. Spawn* spawn = lua_interface->GetSpawn(state);
  6633. lua_interface->ResetFunctionStack(state);
  6634. if (!spawn) {
  6635. lua_interface->LogError("%s: LUA HasRecovered command error: spawn is not valid", lua_interface->GetScriptName(state));
  6636. return 0;
  6637. }
  6638. if (!spawn->IsNPC()) {
  6639. lua_interface->LogError("%s: LUA HasRecovered command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6640. return 0;
  6641. }
  6642. lua_interface->SetBooleanValue(state, ((NPC*)spawn)->Brain()->HasRecovered());
  6643. return 1;
  6644. }
  6645. int EQ2Emu_lua_GetEncounterSize(lua_State* state) {
  6646. if (!lua_interface)
  6647. return 0;
  6648. Spawn* spawn = lua_interface->GetSpawn(state);
  6649. lua_interface->ResetFunctionStack(state);
  6650. if (!spawn) {
  6651. lua_interface->LogError("%s: LUA GetEncounterSize command error: spawn is not valid", lua_interface->GetScriptName(state));
  6652. return 0;
  6653. }
  6654. if (!spawn->IsNPC()) {
  6655. lua_interface->LogError("%s: LUA GetEncounterSize command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6656. return 0;
  6657. }
  6658. lua_interface->SetInt32Value(state, ((NPC*)spawn)->Brain()->GetEncounterSize());
  6659. return 1;
  6660. }
  6661. int EQ2Emu_lua_GetMostHated(lua_State* state) {
  6662. if (!lua_interface)
  6663. return 0;
  6664. Spawn* spawn = lua_interface->GetSpawn(state);
  6665. lua_interface->ResetFunctionStack(state);
  6666. if (!spawn) {
  6667. lua_interface->LogError("%s: LUA GetMostHated command error: spawn is not valid", lua_interface->GetScriptName(state));
  6668. return 0;
  6669. }
  6670. if (!spawn->IsNPC()) {
  6671. lua_interface->LogError("%s: LUA GetMostHated command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6672. return 0;
  6673. }
  6674. Entity* hated = ((NPC*)spawn)->Brain()->GetMostHated();
  6675. if (hated) {
  6676. lua_interface->SetSpawnValue(state, hated);
  6677. return 1;
  6678. }
  6679. return 0;
  6680. }
  6681. int EQ2Emu_lua_ClearHate(lua_State* state) {
  6682. if (!lua_interface)
  6683. return 0;
  6684. Spawn* spawn = lua_interface->GetSpawn(state);
  6685. Spawn* hated = lua_interface->GetSpawn(state, 2);
  6686. lua_interface->ResetFunctionStack(state);
  6687. if (!spawn) {
  6688. lua_interface->LogError("%s: LUA ClearHate command error: spawn is not valid", lua_interface->GetScriptName(state));
  6689. return 0;
  6690. }
  6691. if (!spawn->IsNPC()) {
  6692. lua_interface->LogError("%s: LUA ClearHate command error: spawn is not NPC", lua_interface->GetScriptName(state));
  6693. return 0;
  6694. }
  6695. if (!hated) {
  6696. ((NPC*)spawn)->Brain()->ClearHate();
  6697. return 0;
  6698. }
  6699. else
  6700. {
  6701. if (!hated->IsEntity()) {
  6702. lua_interface->LogError("%s: LUA ClearHate command error: second param is not entity", lua_interface->GetScriptName(state));
  6703. return 0;
  6704. }
  6705. ((NPC*)spawn)->Brain()->ClearHate(((Entity*)hated));
  6706. return 0;
  6707. }
  6708. return 0;
  6709. }
  6710. int EQ2Emu_lua_ClearEncounter(lua_State* state) {
  6711. if (!lua_interface)
  6712. return 0;
  6713. Spawn* spawn = lua_interface->GetSpawn(state);
  6714. lua_interface->ResetFunctionStack(state);
  6715. if (!spawn) {
  6716. lua_interface->LogError("%s: LUA ClearEncounter command error: spawn is not valid", lua_interface->GetScriptName(state));
  6717. return 0;
  6718. }
  6719. if (!spawn->IsNPC()) {
  6720. lua_interface->LogError("%s: LUA ClearEncounter command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6721. return 0;
  6722. }
  6723. ((NPC*)spawn)->Brain()->ClearEncounter();
  6724. return 0;
  6725. }
  6726. int EQ2Emu_lua_GetEncounter(lua_State* state) {
  6727. if (!lua_interface)
  6728. return 0;
  6729. Spawn* spawn = lua_interface->GetSpawn(state);
  6730. lua_interface->ResetFunctionStack(state);
  6731. if (!spawn) {
  6732. lua_interface->LogError("%s: LUA GetEncounter command error: Spawn is not valid", lua_interface->GetScriptName(state));
  6733. return 0;
  6734. }
  6735. if (!spawn->IsNPC()) {
  6736. lua_interface->LogError("%s: LUA GetEncounter command error: spawn is not a NPC", lua_interface->GetScriptName(state));
  6737. return 0;
  6738. }
  6739. // Temp list to store hate list
  6740. vector<int32>* encounterList = ((NPC*)spawn)->Brain()->GetEncounter();
  6741. if (encounterList->size() == 0) {
  6742. safe_delete(encounterList);
  6743. return 0;
  6744. }
  6745. lua_createtable(state, encounterList->size(), 0);
  6746. int newTable = lua_gettop(state);
  6747. for (int32 i = 0; i < encounterList->size(); i++) {
  6748. Spawn* temp = spawn->GetZone()->GetSpawnByID(encounterList->at(i));
  6749. if (temp)
  6750. lua_interface->SetSpawnValue(state, temp);
  6751. lua_rawseti(state, newTable, i + 1);
  6752. }
  6753. safe_delete(encounterList);
  6754. return 1;
  6755. }
  6756. int EQ2Emu_lua_GetHateList(lua_State* state) {
  6757. if (!lua_interface)
  6758. return 0;
  6759. Spawn* spawn = lua_interface->GetSpawn(state);
  6760. lua_interface->ResetFunctionStack(state);
  6761. if (!spawn) {
  6762. lua_interface->LogError("%s: LUA GetHateList command error: spawn is not valid", lua_interface->GetScriptName(state));
  6763. return 0;
  6764. }
  6765. if (!spawn->IsNPC()) {
  6766. lua_interface->LogError("%s: LUA GetHateList command error: spawn is not a NPC", lua_interface->GetScriptName(state));
  6767. return 0;
  6768. }
  6769. // Temp list to store hate list
  6770. vector<Entity*>* hateList = ((NPC*)spawn)->Brain()->GetHateList();
  6771. if (hateList->size() == 0) {
  6772. safe_delete(hateList);
  6773. return 0;
  6774. }
  6775. lua_createtable(state, hateList->size(), 0);
  6776. int newTable = lua_gettop(state);
  6777. for (int32 i = 0; i < hateList->size(); i++) {
  6778. lua_interface->SetSpawnValue(state, hateList->at(i));
  6779. lua_rawseti(state, newTable, i + 1);
  6780. }
  6781. safe_delete(hateList);
  6782. return 1;
  6783. }
  6784. int EQ2Emu_lua_HasGroup(lua_State* state) {
  6785. if (!lua_interface)
  6786. return 0;
  6787. Spawn* spawn = lua_interface->GetSpawn(state);
  6788. lua_interface->ResetFunctionStack(state);
  6789. if (!spawn) {
  6790. lua_interface->LogError("%s: LUA HasGroup command error: spawn is not valid", lua_interface->GetScriptName(state));
  6791. return 0;
  6792. }
  6793. if (spawn->IsPlayer()) {
  6794. if (((Player*)spawn)->GetGroupMemberInfo() && world.GetGroupManager()->GetGroupSize(((Player*)spawn)->GetGroupMemberInfo()->group_id) > 1)
  6795. lua_interface->SetBooleanValue(state, true);
  6796. else
  6797. lua_interface->SetBooleanValue(state, false);
  6798. return 1;
  6799. }
  6800. else {
  6801. lua_interface->SetBooleanValue(state, spawn->HasSpawnGroup());
  6802. return 1;
  6803. }
  6804. }
  6805. int EQ2Emu_lua_SetCompleteFlag(lua_State* state) {
  6806. if (!lua_interface)
  6807. return 0;
  6808. Quest* quest = lua_interface->GetQuest(state);
  6809. lua_interface->ResetFunctionStack(state);
  6810. if (!quest) {
  6811. lua_interface->LogError("%s: LUA SetCompleteFlag command error: quest is not valid", lua_interface->GetScriptName(state));
  6812. return 0;
  6813. }
  6814. quest->SetCompletedFlag(true);
  6815. return 0;
  6816. }
  6817. int EQ2Emu_lua_HasSpellEffect(lua_State* state) {
  6818. if (!lua_interface)
  6819. return 0;
  6820. Spawn* spawn = lua_interface->GetSpawn(state);
  6821. int32 spellID = lua_interface->GetInt32Value(state, 2);
  6822. int8 tier = lua_interface->GetInt8Value(state, 3);
  6823. lua_interface->ResetFunctionStack(state);
  6824. if (!spawn) {
  6825. lua_interface->LogError("%s: LUA HasSpellEffect command error: spawn is not valid", lua_interface->GetScriptName(state));
  6826. return 0;
  6827. }
  6828. if (!spawn->IsEntity()) {
  6829. lua_interface->LogError("%s: LUA HasSpellEffect command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6830. return 0;
  6831. }
  6832. if (spellID == 0) {
  6833. lua_interface->LogError("%s: LUA HasSpellEffect command error: spell id is not valid", lua_interface->GetScriptName(state));
  6834. return 0;
  6835. }
  6836. SpellEffects* effect = ((Entity*)spawn)->GetSpellEffect(spellID);
  6837. if (effect) {
  6838. if (tier > 0) {
  6839. // If a tier was passed chec to see if it is the same as the effect
  6840. if (tier == effect->tier)
  6841. lua_interface->SetBooleanValue(state, true);
  6842. else
  6843. lua_interface->SetBooleanValue(state, false);
  6844. return 1;
  6845. }
  6846. else {
  6847. // Have an effect but no tier was passed so return true
  6848. lua_interface->SetBooleanValue(state, true);
  6849. }
  6850. return 1;
  6851. }
  6852. // no effect so return false
  6853. lua_interface->SetBooleanValue(state, false);
  6854. return 1;
  6855. }
  6856. int EQ2Emu_lua_AddSpawnIDAccess(lua_State* state) {
  6857. if (!lua_interface)
  6858. return 0;
  6859. Spawn* spawn = lua_interface->GetSpawn(state);
  6860. int32 id = lua_interface->GetInt32Value(state, 2);
  6861. ZoneServer* zone = lua_interface->GetZone(state, 3);
  6862. lua_interface->ResetFunctionStack(state);
  6863. Spawn* spawn2 = 0;
  6864. vector<Spawn*> list;
  6865. if (!spawn) {
  6866. lua_interface->LogError("%s: LUA AddSpawnIDAccess command error: spawn is not valid", lua_interface->GetScriptName(state));
  6867. return 0;
  6868. }
  6869. //If zone not provided, use spawn's zone
  6870. if (!zone)
  6871. zone = spawn->GetZone();
  6872. list = zone->GetSpawnsByID(id);
  6873. if (list.size() == 0) {
  6874. lua_interface->LogError("%s: LUA AddSpawnIDAccess command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  6875. return 0;
  6876. }
  6877. vector<Spawn*>::iterator itr = list.begin();
  6878. for (int8 i = 0; i < list.size(); i++) {
  6879. spawn2 = itr[i];
  6880. if (spawn2)
  6881. spawn2->AddAllowAccessSpawn(spawn);
  6882. }
  6883. return 0;
  6884. }
  6885. int EQ2Emu_lua_RemoveSpawnIDAccess(lua_State* state) {
  6886. if (!lua_interface)
  6887. return 0;
  6888. Spawn* spawn = lua_interface->GetSpawn(state);
  6889. int32 id = lua_interface->GetInt32Value(state, 2);
  6890. ZoneServer* zone = lua_interface->GetZone(state, 3);
  6891. lua_interface->ResetFunctionStack(state);
  6892. Spawn* spawn2 = 0;
  6893. if (!spawn) {
  6894. lua_interface->LogError("%s: LUA RemoveSpawnIDAccess command error: spawn is not valid", lua_interface->GetScriptName(state));
  6895. return 0;
  6896. }
  6897. //If zone not provided, use spawn's zone
  6898. if (!zone)
  6899. zone = spawn->GetZone();
  6900. vector<Spawn*> list = zone->GetSpawnsByID(id);
  6901. vector<Spawn*>::iterator itr = list.begin();
  6902. if (list.size() == 0) {
  6903. lua_interface->LogError("%s: LUA RemoveSpawnIDAccess command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  6904. return 0;
  6905. }
  6906. for (int8 i = 0; i < list.size(); i++) {
  6907. spawn2 = itr[i];
  6908. if (spawn2)
  6909. spawn2->RemoveSpawnAccess(spawn);
  6910. }
  6911. return 0;
  6912. }
  6913. int EQ2Emu_lua_SetQuestYellow(lua_State* state) {
  6914. if (!lua_interface)
  6915. return 0;
  6916. Quest* quest = lua_interface->GetQuest(state);
  6917. lua_interface->ResetFunctionStack(state);
  6918. if (!quest) {
  6919. lua_interface->LogError("%s: LUA SetQuestYellow command error: quest is not valid", lua_interface->GetScriptName(state));
  6920. return 0;
  6921. }
  6922. quest->SetYellowName(true);
  6923. return 0;
  6924. }
  6925. int EQ2Emu_lua_CanReceiveQuest(lua_State* state) {
  6926. if (!lua_interface)
  6927. return 0;
  6928. Spawn* spawn = lua_interface->GetSpawn(state);
  6929. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  6930. lua_interface->ResetFunctionStack(state);
  6931. if (!spawn) {
  6932. lua_interface->LogError("%s: LUA CanReceieveQuest command error: spawn is not valid", lua_interface->GetScriptName(state));
  6933. return 0;
  6934. }
  6935. if (!spawn->IsPlayer()) {
  6936. lua_interface->LogError("%s: LUA CanReceieveQuest command error: spawn is not player", lua_interface->GetScriptName(state));
  6937. return 0;
  6938. }
  6939. lua_interface->SetBooleanValue(state, ((Player*)spawn)->CanReceiveQuest(quest_id));
  6940. return 1;
  6941. }
  6942. int EQ2Emu_lua_SetSuccessTimer(lua_State* state) {
  6943. if (!lua_interface)
  6944. return 0;
  6945. Spawn* spawn = lua_interface->GetSpawn(state);
  6946. lua_interface->ResetFunctionStack(state);
  6947. if (!spawn) {
  6948. lua_interface->LogError("%s: LUA SetSuccessTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  6949. return 0;
  6950. }
  6951. if (!spawn->IsPlayer()) {
  6952. lua_interface->LogError("%s: LUA SetSuccessTimer command error: spawn is not a player", lua_interface->GetScriptName(state));
  6953. return 0;
  6954. }
  6955. ZoneServer* zone = spawn->GetZone();
  6956. if (!zone) {
  6957. lua_interface->LogError("%s: LUA SetSuccessTimer command error: unable to get a valid zone for the given spawn", lua_interface->GetScriptName(state));
  6958. return 0;
  6959. }
  6960. Instance_Type iType = zone->GetInstanceType();
  6961. if (iType == SOLO_LOCKOUT_INSTANCE ||
  6962. iType == GROUP_LOCKOUT_INSTANCE ||
  6963. iType == RAID_LOCKOUT_INSTANCE ||
  6964. iType == SOLO_PERSIST_INSTANCE ||
  6965. iType == GROUP_PERSIST_INSTANCE ||
  6966. iType == RAID_PERSIST_INSTANCE) {
  6967. InstanceData* data = ((Player*)spawn)->GetCharacterInstances()->FindInstanceByZoneID(spawn->GetZone()->GetZoneID());
  6968. if (data) {
  6969. // Check to see if the timer has already been set, if it has return out.
  6970. if (Timer::GetUnixTimeStamp() <= data->last_success_timestamp + data->success_lockout_time)
  6971. return 0;
  6972. database.UpdateCharacterInstance(((Player*)spawn)->GetCharacterID(), string(spawn->GetZone()->GetZoneName()), spawn->GetZone()->GetInstanceID(), 1, Timer::GetUnixTimeStamp());
  6973. data->last_success_timestamp = Timer::GetUnixTimeStamp();
  6974. if(spawn->IsPlayer()) {
  6975. Client* client = ((Player*)spawn)->GetClient();
  6976. if (client) {
  6977. string time_msg = "";
  6978. int32 time = data->success_lockout_time;
  6979. int16 hour;
  6980. int8 min;
  6981. int8 sec;
  6982. hour = time / 3600;
  6983. time = time % 3600;
  6984. min = time / 60;
  6985. time = time % 60;
  6986. sec = time;
  6987. if (hour > 0) {
  6988. char temp[10];
  6989. sprintf(temp, " %i", hour);
  6990. time_msg.append(temp);
  6991. time_msg.append(" hour");
  6992. time_msg.append((hour > 1) ? "s" : "");
  6993. }
  6994. if (min > 0) {
  6995. char temp[5];
  6996. sprintf(temp, " %i", min);
  6997. time_msg.append(temp);
  6998. time_msg.append(" minute");
  6999. time_msg.append((min > 1) ? "s" : "");
  7000. }
  7001. // Only add seconds if minutes and hours are 0
  7002. if (hour == 0 && min == 0 && sec > 0) {
  7003. char temp[5];
  7004. sprintf(temp, " %i", sec);
  7005. time_msg.append(temp);
  7006. time_msg.append(" second");
  7007. time_msg.append((sec > 1) ? "s" : "");
  7008. }
  7009. 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());
  7010. }
  7011. else {
  7012. lua_interface->LogError("LUA SetSuccessTimer command error: instance id %u client missing for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  7013. }
  7014. }
  7015. }
  7016. else
  7017. lua_interface->LogError("LUA SetSuccessTimer command error: unable to get instance data for instance %u for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  7018. }
  7019. else
  7020. lua_interface->LogError("%s: LUA SetSuccessTimer command error: current zone for given spawn is not a lockout or persistent instance", lua_interface->GetScriptName(state));
  7021. return 0;
  7022. }
  7023. int EQ2Emu_lua_SetFailureTimer(lua_State* state) {
  7024. if (!lua_interface)
  7025. return 0;
  7026. Spawn* spawn = lua_interface->GetSpawn(state);
  7027. lua_interface->ResetFunctionStack(state);
  7028. if (!spawn) {
  7029. lua_interface->LogError("%s: LUA SetFailureTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  7030. return 0;
  7031. }
  7032. if (!spawn->IsPlayer()) {
  7033. lua_interface->LogError("%s: LUA SetFailureTimer command error: spawn is not a player", lua_interface->GetScriptName(state));
  7034. return 0;
  7035. }
  7036. ZoneServer* zone = spawn->GetZone();
  7037. if (!zone) {
  7038. lua_interface->LogError("%s: LUA SetFailureTimer command error: unable to get a valid zone for the given spawn", lua_interface->GetScriptName(state));
  7039. return 0;
  7040. }
  7041. Instance_Type iType = zone->GetInstanceType();
  7042. if (iType == SOLO_LOCKOUT_INSTANCE ||
  7043. iType == GROUP_LOCKOUT_INSTANCE ||
  7044. iType == RAID_LOCKOUT_INSTANCE ||
  7045. iType == SOLO_PERSIST_INSTANCE ||
  7046. iType == GROUP_PERSIST_INSTANCE ||
  7047. iType == RAID_PERSIST_INSTANCE) {
  7048. InstanceData* data = ((Player*)spawn)->GetCharacterInstances()->FindInstanceByZoneID(spawn->GetZone()->GetZoneID());
  7049. if (data) {
  7050. // Check to see if the timer has already been set, if it has return out.
  7051. if (Timer::GetUnixTimeStamp() <= data->last_failure_timestamp + data->failure_lockout_time)
  7052. return 0;
  7053. database.UpdateCharacterInstance(((Player*)spawn)->GetCharacterID(), string(spawn->GetZone()->GetZoneName()), spawn->GetZone()->GetInstanceID(), 2, Timer::GetUnixTimeStamp());
  7054. data->last_failure_timestamp = Timer::GetUnixTimeStamp();
  7055. if(spawn->IsPlayer()) {
  7056. Client* client = ((Player*)spawn)->GetClient();
  7057. if (client) {
  7058. string time_msg = "";
  7059. int32 time = data->failure_lockout_time;
  7060. int16 hour;
  7061. int8 min;
  7062. int8 sec;
  7063. hour = time / 3600;
  7064. time = time % 3600;
  7065. min = time / 60;
  7066. time = time % 60;
  7067. sec = time;
  7068. if (hour > 0) {
  7069. char temp[10];
  7070. sprintf(temp, " %i", hour);
  7071. time_msg.append(temp);
  7072. time_msg.append(" hour");
  7073. time_msg.append((hour > 1) ? "s" : "");
  7074. }
  7075. if (min > 0) {
  7076. char temp[5];
  7077. sprintf(temp, " %i", min);
  7078. time_msg.append(temp);
  7079. time_msg.append(" minute");
  7080. time_msg.append((min > 1) ? "s" : "");
  7081. }
  7082. // Only add seconds if minutes and hours are 0
  7083. if (hour == 0 && min == 0 && sec > 0) {
  7084. char temp[5];
  7085. sprintf(temp, " %i", sec);
  7086. time_msg.append(temp);
  7087. time_msg.append(" second");
  7088. time_msg.append((sec > 1) ? "s" : "");
  7089. }
  7090. 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());
  7091. }
  7092. }
  7093. else {
  7094. lua_interface->LogError("LUA SetFailureTimer command error: instance id %u client missing for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  7095. }
  7096. }
  7097. else
  7098. lua_interface->LogError("LUA SetFailureTimer command error: unable to get instance data for instance %u for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  7099. }
  7100. else
  7101. lua_interface->LogError("%s: LUA SetFailureTimer command error: current zone for given spawn is not a lockout or persistent instance", lua_interface->GetScriptName(state));
  7102. return 0;
  7103. }
  7104. int EQ2Emu_lua_IsGroundSpawn(lua_State* state) {
  7105. if (!lua_interface)
  7106. return 0;
  7107. Spawn* spawn = lua_interface->GetSpawn(state);
  7108. lua_interface->ResetFunctionStack(state);
  7109. if (!spawn) {
  7110. lua_interface->LogError("%s: LUA IsGroundSpawn command error: not a valid spawn", lua_interface->GetScriptName(state));
  7111. return 0;
  7112. }
  7113. lua_interface->SetBooleanValue(state, spawn->IsGroundSpawn());
  7114. return 1;
  7115. }
  7116. int EQ2Emu_lua_CanHarvest(lua_State* state) {
  7117. if (!lua_interface)
  7118. return 0;
  7119. Spawn* player = lua_interface->GetSpawn(state);
  7120. Spawn* ground = lua_interface->GetSpawn(state, 2);
  7121. if (!player) {
  7122. lua_interface->LogError("%s: LUA CanHarvest command error: not a valid spawn", lua_interface->GetScriptName(state));
  7123. lua_interface->ResetFunctionStack(state);
  7124. return 0;
  7125. }
  7126. if (!player->IsPlayer()) {
  7127. lua_interface->LogError("%s: LUA CanHarvest command error: spawn is not a player", lua_interface->GetScriptName(state));
  7128. lua_interface->ResetFunctionStack(state);
  7129. return 0;
  7130. }
  7131. if (!ground) {
  7132. lua_interface->LogError("%s: LUA CanHarvest command error: not a valid spawn", lua_interface->GetScriptName(state));
  7133. lua_interface->ResetFunctionStack(state);
  7134. return 0;
  7135. }
  7136. if (!ground->IsGroundSpawn()) {
  7137. lua_interface->LogError("%s: LUA CanHarvest command error: spawn is not a ground spawn", lua_interface->GetScriptName(state));
  7138. lua_interface->ResetFunctionStack(state);
  7139. return 0;
  7140. }
  7141. vector<GroundSpawnEntry*>* groundspawn_entries = player->GetZone()->GetGroundSpawnEntries(((GroundSpawn*)ground)->GetGroundSpawnEntryID());
  7142. if (!groundspawn_entries) {
  7143. lua_interface->LogError("LUA CanHarvest command error: No groundspawn entries assigned to groundspawn id: %u", ((GroundSpawn*)ground)->GetGroundSpawnEntryID());
  7144. lua_interface->ResetFunctionStack(state);
  7145. return 0;
  7146. }
  7147. Skill* skill = 0;
  7148. string collection_skill = string(((GroundSpawn*)ground)->GetCollectionSkill());
  7149. if (collection_skill == "Collecting")
  7150. skill = ((Player*)player)->GetSkillByName("Gathering");
  7151. else
  7152. skill = ((Player*)player)->GetSkillByName(collection_skill.c_str());
  7153. if (!skill) {
  7154. lua_interface->LogError("LUA CanHarvest command error: Player '%s' lacks the skill: '%s'", player->GetName(), collection_skill.c_str());
  7155. lua_interface->ResetFunctionStack(state);
  7156. return 0;
  7157. }
  7158. vector<GroundSpawnEntry*>::iterator itr;
  7159. GroundSpawnEntry* entry = 0;
  7160. bool can_harvest = false;
  7161. sint32 min_skill = -1;
  7162. int16 totalSkill = skill->current_val;
  7163. int32 skillID = master_item_list.GetItemStatIDByName(collection_skill);
  7164. if(skillID != 0xFFFFFFFF)
  7165. {
  7166. ((Entity*)player)->MStats.lock();
  7167. totalSkill += ((Entity*)player)->stats[skillID];
  7168. ((Entity*)player)->MStats.unlock();
  7169. }
  7170. // first, iterate through groundspawn_entries, discard tables player cannot use
  7171. for (itr = groundspawn_entries->begin(); itr != groundspawn_entries->end(); itr++)
  7172. {
  7173. entry = *itr;
  7174. if (min_skill == -1 || entry->min_skill_level < min_skill)
  7175. min_skill = entry->min_skill_level;
  7176. // if player lacks skill, skip table
  7177. if (entry->min_skill_level > totalSkill)
  7178. continue;
  7179. // if bonus, but player lacks level, skip table
  7180. if (entry->bonus_table && (player->GetLevel() < entry->min_adventure_level))
  7181. continue;
  7182. can_harvest = true;
  7183. break;
  7184. }
  7185. lua_interface->SetBooleanValue(state, can_harvest);
  7186. // If false, send the message to the client
  7187. if (!can_harvest) {
  7188. Client* client = ((Player*)player)->GetClient();
  7189. if (client) {
  7190. string msg = "You do not have enough skill to ";
  7191. if (collection_skill == "Gathering" || collection_skill == "Collecting")
  7192. msg.append("gather");
  7193. else if (collection_skill == "Mining")
  7194. msg.append("mine");
  7195. else if (collection_skill == "Trapping")
  7196. msg.append("trap");
  7197. else if (collection_skill == "Foresting")
  7198. msg.append("forest");
  7199. else if (collection_skill == "Fishing")
  7200. msg.append("catch");
  7201. msg.append(" the %s. It requires %i %s skill, and your skill is %i.");
  7202. client->Message(CHANNEL_HARVESTING_WARNINGS, msg.c_str(), ground->GetName(), min_skill, skill->name.data.c_str(), totalSkill);
  7203. // You do not have enough skill to catch the band of fish. It requires 20 Fishing skill, and your skill is 12.
  7204. }
  7205. }
  7206. lua_interface->ResetFunctionStack(state);
  7207. return 1;
  7208. }
  7209. int EQ2Emu_lua_HasRecipeBook(lua_State* state) {
  7210. if (!lua_interface)
  7211. return 0;
  7212. Spawn* player = lua_interface->GetSpawn(state);
  7213. int32 recipe_id = lua_interface->GetInt32Value(state, 2);
  7214. lua_interface->ResetFunctionStack(state);
  7215. if (!player) {
  7216. lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not valid", lua_interface->GetScriptName(state));
  7217. return 0;
  7218. }
  7219. if (!player->IsPlayer()) {
  7220. lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not a player", lua_interface->GetScriptName(state));
  7221. return 0;
  7222. }
  7223. bool ret = ((Player*)player)->HasRecipeBook(recipe_id);
  7224. lua_interface->SetBooleanValue(state, ret);
  7225. return 1;
  7226. }
  7227. int EQ2Emu_lua_SummonDumbFirePet(lua_State* state) {
  7228. // Check to see if we have a valid lua_interface
  7229. if (!lua_interface)
  7230. return 0;
  7231. // Get the spawn that is getting the pet
  7232. Spawn* spawn = lua_interface->GetSpawn(state);
  7233. Spawn* target = lua_interface->GetSpawn(state, 2);
  7234. // Get the DB ID of the pet
  7235. int32 pet_id = lua_interface->GetInt32Value(state, 3);
  7236. float x = lua_interface->GetFloatValue(state, 4);
  7237. float y = lua_interface->GetFloatValue(state, 5);
  7238. float z = lua_interface->GetFloatValue(state, 6);
  7239. // Get the spell that this command was called from
  7240. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  7241. lua_interface->ResetFunctionStack(state);
  7242. // Check to make sure the spawn pointer is valid
  7243. if (!spawn) {
  7244. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  7245. return 0;
  7246. }
  7247. // Check to make sure the spawn is an entity
  7248. if (!spawn->IsEntity()) {
  7249. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  7250. return 0;
  7251. }
  7252. if (!target) {
  7253. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: target is not valid", lua_interface->GetScriptName(state));
  7254. return 0;
  7255. }
  7256. if (!target->IsEntity()) {
  7257. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: target is not an entity", lua_interface->GetScriptName(state));
  7258. return 0;
  7259. }
  7260. // Check to see if the DB ID for the pet is set
  7261. if (pet_id == 0) {
  7262. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  7263. return 0;
  7264. }
  7265. // Check to see if the pointer to the spell is valid
  7266. if (!luaspell) {
  7267. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: valid spell not found, SummonPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  7268. return 0;
  7269. }
  7270. if(luaspell->resisted) {
  7271. return 0;
  7272. }
  7273. // Get a pointer to a spawn with the given DB ID and check if the pointer is valid
  7274. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  7275. if (!pet) {
  7276. lua_interface->LogError("LUA SummonDumbFirePet command error: Could not find spawn with id of %u.", pet_id);
  7277. return 0;
  7278. }
  7279. // Check to make sure the pet is an npc
  7280. if (!pet->IsNPC()) {
  7281. lua_interface->LogError("LUA SummonDumbFirePet command error: id (%u) did not point to a npc", pet_id);
  7282. return 0;
  7283. }
  7284. if (x == 0)
  7285. x = spawn->GetX();
  7286. if (y == 0)
  7287. y = spawn->GetY();
  7288. if (z == 0)
  7289. z = spawn->GetZ();
  7290. // Spawn the pet at the same location as the owner
  7291. pet->SetX(x);
  7292. pet->SetY(y);
  7293. pet->SetZ(z);
  7294. pet->SetLocation(spawn->GetLocation());
  7295. pet->SetHeading(spawn->GetHeading());
  7296. spawn->GetZone()->AddSpawn(pet);
  7297. const char* spawn_script = world.GetSpawnScript(pet_id);
  7298. if(spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0){
  7299. spawn->SetSpawnScript(string(spawn_script));
  7300. spawn->GetZone()->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  7301. }
  7302. std::string petName = std::string("");
  7303. if(spawn->IsEntity()) {
  7304. petName = ((Entity*)spawn)->GetInfoStruct()->get_pet_name();
  7305. }
  7306. if(petName.size() < 1) {
  7307. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  7308. petName = spawn->GetZone()->pet_names.at(rand_index);
  7309. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", petName.c_str(), rand_index);
  7310. }
  7311. // Set the pets name
  7312. pet->SetName(petName.c_str());
  7313. // Set the level of the pet to the owners level
  7314. pet->SetLevel(spawn->GetLevel());
  7315. // Set the faction of the pet to the same faction as the owner
  7316. pet->SetFactionID(spawn->GetFactionID());
  7317. // Set the spawn as a pet
  7318. pet->SetPet(true);
  7319. // Give a pointer of the owner to the pet
  7320. ((NPC*)pet)->SetOwner((Entity*)spawn);
  7321. // Set the pet type
  7322. ((NPC*)pet)->SetPetType(PET_TYPE_DUMBFIRE);
  7323. // Set the spell id used to create this pet
  7324. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  7325. // Set the spell tier used to create this pet
  7326. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  7327. // Set the pets spawn type to 6
  7328. pet->SetSpawnType(6);
  7329. // Set the pets brain
  7330. ((NPC*)pet)->SetBrain(new DumbFirePetBrain((NPC*)pet, (Entity*)target, luaspell->spell->GetSpellDuration() * 100));
  7331. // Check to see if the pet has a subtitle
  7332. if (strlen(pet->GetSubTitle()) > 0) {
  7333. // Add the players name to the front of the sub title
  7334. string pet_subtitle;
  7335. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  7336. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  7337. // Set the pets subtitle to the new one
  7338. pet->SetSubTitle(pet_subtitle.c_str());
  7339. }
  7340. // Set the pet as the return value for this function
  7341. lua_interface->SetSpawnValue(state, pet);
  7342. return 1;
  7343. }
  7344. int EQ2Emu_lua_SpawnMove(lua_State* state) {
  7345. if (!lua_interface)
  7346. return 0;
  7347. Spawn* spawn = lua_interface->GetSpawn(state);
  7348. Spawn* player = lua_interface->GetSpawn(state, 2);
  7349. float max_distance = lua_interface->GetFloatValue(state, 3);
  7350. string type = lua_interface->GetStringValue(state, 4);
  7351. lua_interface->ResetFunctionStack(state);
  7352. if (!spawn || (spawn && spawn->IsPlayer())) {
  7353. lua_interface->LogError("%s: LUA SpawnMove command error: first param spawn is not valid or is player", lua_interface->GetScriptName(state));
  7354. return 0;
  7355. }
  7356. if (!player || !player->IsPlayer()) {
  7357. lua_interface->LogError("%s: LUA SpawnMove command error: second param is not player", lua_interface->GetScriptName(state));
  7358. return 0;
  7359. }
  7360. Client* client = ((Player*)player)->GetClient();
  7361. if (!client) {
  7362. lua_interface->LogError("%s: LUA SpawnMove command error: could not find client", lua_interface->GetScriptName(state));
  7363. return 0;
  7364. }
  7365. //Set max_distance to default if not set or not proper value
  7366. if (max_distance <= 0)
  7367. max_distance = 500;
  7368. PacketStruct* packet = configReader.getStruct("WS_MoveObjectMode", client->GetVersion());
  7369. if (packet) {
  7370. float unknown2_3 = 0;
  7371. int8 placement_mode = 0;
  7372. if (type == "wall") {
  7373. placement_mode = 2;
  7374. unknown2_3 = 150;
  7375. }
  7376. else if (type == "ceiling")
  7377. placement_mode = 1;
  7378. packet->setDataByName("placement_mode", placement_mode);
  7379. packet->setDataByName("spawn_id", ((Player*)player)->GetIDWithPlayerSpawn(spawn));
  7380. packet->setDataByName("model_type", spawn->GetModelType());
  7381. packet->setDataByName("unknown", 1); //size
  7382. packet->setDataByName("unknown2", 1); //size 2
  7383. packet->setDataByName("unknown2", .5, 1); //size 3
  7384. packet->setDataByName("unknown2", 3, 2);
  7385. packet->setDataByName("unknown2", unknown2_3, 3);
  7386. packet->setDataByName("max_distance", max_distance);
  7387. packet->setDataByName("CoEunknown", 0xFFFFFFFF);
  7388. client->QueuePacket(packet->serialize());
  7389. safe_delete(packet);
  7390. }
  7391. return 0;
  7392. }
  7393. int EQ2Emu_lua_GetItemType(lua_State* state) {
  7394. if (!lua_interface)
  7395. return 0;
  7396. Item* item = lua_interface->GetItem(state);
  7397. lua_interface->ResetFunctionStack(state);
  7398. if (!item) {
  7399. lua_interface->LogError("%s: LUA GetItemType command error: item pointer is not valid", lua_interface->GetScriptName(state));
  7400. return 0;
  7401. }
  7402. lua_interface->SetInt32Value(state, item->generic_info.item_type);
  7403. return 1;
  7404. }
  7405. int EQ2Emu_lua_GetItemEffectType(lua_State* state) {
  7406. if (!lua_interface)
  7407. return 0;
  7408. Item* item = lua_interface->GetItem(state);
  7409. lua_interface->ResetFunctionStack(state);
  7410. if (!item) {
  7411. lua_interface->LogError("%s: LUA GetItemEffectType command error: item pointer is not valid", lua_interface->GetScriptName(state));
  7412. return 0;
  7413. }
  7414. lua_interface->SetInt32Value(state, item->effect_type);
  7415. return 1;
  7416. }
  7417. int EQ2Emu_lua_AddTransportSpawn(lua_State* state) {
  7418. if (!lua_interface)
  7419. return 0;
  7420. Spawn* spawn = lua_interface->GetSpawn(state);
  7421. lua_interface->ResetFunctionStack(state);
  7422. if (!spawn) {
  7423. lua_interface->LogError("%s: LUA AddTransportSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
  7424. return 0;
  7425. }
  7426. if (spawn->GetZone())
  7427. spawn->GetZone()->AddTransportSpawn(spawn);
  7428. return 0;
  7429. }
  7430. int EQ2Emu_lua_IsTransportSpawn(lua_State* state) {
  7431. if (!lua_interface)
  7432. return 0;
  7433. Spawn* spawn = lua_interface->GetSpawn(state);
  7434. lua_interface->ResetFunctionStack(state);
  7435. if (!spawn) {
  7436. lua_interface->LogError("%s: LUA AddTransportSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
  7437. return 0;
  7438. }
  7439. lua_interface->SetBooleanValue(state, spawn->IsTransportSpawn());
  7440. return 1;
  7441. }
  7442. int EQ2Emu_lua_GetSkillValue(lua_State* state) {
  7443. if (!lua_interface)
  7444. return 0;
  7445. Skill* skill = lua_interface->GetSkill(state);
  7446. lua_interface->ResetFunctionStack(state);
  7447. if (!skill) {
  7448. lua_interface->LogError("%s: LUA GetSkillValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7449. return 0;
  7450. }
  7451. lua_interface->SetInt32Value(state, skill->current_val);
  7452. return 1;
  7453. }
  7454. int EQ2Emu_lua_GetSkillMaxValue(lua_State* state) {
  7455. if (!lua_interface)
  7456. return 0;
  7457. Skill* skill = lua_interface->GetSkill(state);
  7458. lua_interface->ResetFunctionStack(state);
  7459. if (!skill) {
  7460. lua_interface->LogError("%s: LUA GetSkillMaxValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7461. return 0;
  7462. }
  7463. lua_interface->SetInt32Value(state, skill->max_val);
  7464. return 1;
  7465. }
  7466. int EQ2Emu_lua_GetSkillName(lua_State* state) {
  7467. if (!lua_interface)
  7468. return 0;
  7469. Skill* skill = lua_interface->GetSkill(state);
  7470. lua_interface->ResetFunctionStack(state);
  7471. if (!skill) {
  7472. lua_interface->LogError("%s: LUA GetSkillName command error: skill is not valid", lua_interface->GetScriptName(state));
  7473. return 0;
  7474. }
  7475. lua_interface->SetStringValue(state, skill->name.data.c_str());
  7476. return 1;
  7477. }
  7478. int EQ2Emu_lua_SetSkillMaxValue(lua_State* state) {
  7479. if (!lua_interface)
  7480. return 0;
  7481. Skill* skill = lua_interface->GetSkill(state);
  7482. int16 value = lua_interface->GetInt16Value(state, 2);
  7483. lua_interface->ResetFunctionStack(state);
  7484. if (!skill) {
  7485. lua_interface->LogError("%s: LUA SetSkillMaxValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7486. return 0;
  7487. }
  7488. skill->max_val = value;
  7489. if (skill->max_val < skill->current_val)
  7490. skill->current_val = skill->max_val;
  7491. return 0;
  7492. }
  7493. int EQ2Emu_lua_SetSkillValue(lua_State* state) {
  7494. if (!lua_interface)
  7495. return 0;
  7496. Skill* skill = lua_interface->GetSkill(state);
  7497. int16 value = lua_interface->GetInt16Value(state, 2);
  7498. lua_interface->ResetFunctionStack(state);
  7499. if (!skill) {
  7500. lua_interface->LogError("%s: LUA SetSkillValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7501. return 0;
  7502. }
  7503. if (value > skill->max_val)
  7504. skill->current_val = skill->max_val;
  7505. else
  7506. skill->current_val = value;
  7507. return 0;
  7508. }
  7509. int EQ2Emu_lua_HasSkill(lua_State* state) {
  7510. if (!lua_interface)
  7511. return 0;
  7512. Spawn* player = lua_interface->GetSpawn(state);
  7513. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  7514. lua_interface->ResetFunctionStack(state);
  7515. if (skill_id > 0 && player && player->IsPlayer()) {
  7516. lua_interface->SetBooleanValue(state, ((Player*)player)->skill_list.HasSkill(skill_id));
  7517. return 1;
  7518. }
  7519. return 0;
  7520. }
  7521. int EQ2Emu_lua_AddSkill(lua_State* state) {
  7522. if (!lua_interface)
  7523. return 0;
  7524. Spawn* player_spawn = lua_interface->GetSpawn(state);
  7525. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  7526. int16 current_val = lua_interface->GetInt16Value(state, 3);
  7527. int16 max_val = lua_interface->GetInt16Value(state, 4);
  7528. bool more_to_add = lua_interface->GetBooleanValue(state, 5);
  7529. lua_interface->ResetFunctionStack(state);
  7530. if (skill_id > 0 && current_val > 0 && max_val > 0) {
  7531. if (player_spawn && player_spawn->IsPlayer()) {
  7532. Player* player = (Player*)player_spawn;
  7533. bool added = false;
  7534. if (!player->skill_list.HasSkill(skill_id)) {
  7535. player->AddSkill(skill_id, current_val, max_val, true);
  7536. added = true;
  7537. }
  7538. 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
  7539. Client* client = player->GetClient();
  7540. if (client) {
  7541. EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
  7542. if (packet)
  7543. client->QueuePacket(packet);
  7544. }
  7545. }
  7546. if (added) {
  7547. lua_interface->SetBooleanValue(state, true);
  7548. return 1;
  7549. }
  7550. }
  7551. else {
  7552. lua_interface->LogError("%s: LUA AddSkill command error: Given spawn is not a player", lua_interface->GetScriptName(state));
  7553. }
  7554. }
  7555. else {
  7556. lua_interface->LogError("%s: LUA AddSkill command error: Required parameters not set", lua_interface->GetScriptName(state));
  7557. }
  7558. lua_interface->SetBooleanValue(state, false);
  7559. return 1;
  7560. }
  7561. int EQ2Emu_lua_RemoveSkill(lua_State* state) {
  7562. if (!lua_interface)
  7563. return 0;
  7564. Spawn* player_spawn = lua_interface->GetSpawn(state);
  7565. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  7566. bool more_to_remove = lua_interface->GetBooleanValue(state, 3);
  7567. lua_interface->ResetFunctionStack(state);
  7568. if (skill_id > 0) {
  7569. if (player_spawn && player_spawn->IsPlayer()) {
  7570. Player* player = (Player*)player_spawn;
  7571. if (player->skill_list.HasSkill(skill_id)) {
  7572. player->RemovePlayerSkill(skill_id, true);
  7573. if (!more_to_remove) {
  7574. Client* client = player->GetClient();
  7575. if (client) {
  7576. EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
  7577. if (packet)
  7578. client->QueuePacket(packet);
  7579. }
  7580. }
  7581. }
  7582. }
  7583. else {
  7584. lua_interface->LogError("%s: LUA RemoveSkill command error: Given spawn is not a player", lua_interface->GetScriptName(state));
  7585. }
  7586. }
  7587. else {
  7588. lua_interface->LogError("%s: LUA RemoveSkill command error: skill_id not set", lua_interface->GetScriptName(state));
  7589. }
  7590. return 0;
  7591. }
  7592. int EQ2Emu_lua_IncreaseSkillCapsByType(lua_State* state) {
  7593. if (!lua_interface)
  7594. return 0;
  7595. Spawn* player_spawn = lua_interface->GetSpawn(state);
  7596. int8 skill_type = lua_interface->GetInt8Value(state, 2);
  7597. int16 amount = lua_interface->GetInt8Value(state, 3);
  7598. bool more_to_increase = lua_interface->GetBooleanValue(state, 4);
  7599. lua_interface->ResetFunctionStack(state);
  7600. if (amount > 0 && skill_type < 100) {
  7601. if (player_spawn && player_spawn->IsPlayer()) {
  7602. Player* player = (Player*)player_spawn;
  7603. player->skill_list.IncreaseSkillCapsByType(skill_type, amount);
  7604. if (!more_to_increase) {
  7605. Client* client = player->GetClient();
  7606. if (client) {
  7607. EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
  7608. if (packet)
  7609. client->QueuePacket(packet);
  7610. }
  7611. }
  7612. }
  7613. else {
  7614. lua_interface->LogError("%s: LUA IncreaseSkillCapsByType command error: Given spawn is not a player", lua_interface->GetScriptName(state));
  7615. }
  7616. }
  7617. else {
  7618. lua_interface->LogError("%s: LUA IncreaseSkillCapsByType command error: Invalid parameters", lua_interface->GetScriptName(state));
  7619. }
  7620. return 0;
  7621. }
  7622. int EQ2Emu_lua_GetSkill(lua_State* state) {
  7623. if (!lua_interface)
  7624. return 0;
  7625. Spawn* spawn = lua_interface->GetSpawn(state);
  7626. string name = lua_interface->GetStringValue(state, 2);
  7627. lua_interface->ResetFunctionStack(state);
  7628. if (!spawn) {
  7629. lua_interface->LogError("%s: LUA GetSkill command error: spawn is not valid", lua_interface->GetScriptName(state));
  7630. return 0;
  7631. }
  7632. if (!spawn->IsEntity()) {
  7633. lua_interface->LogError("%s: LUA GetSkill command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
  7634. return 0;
  7635. }
  7636. Skill* skill = ((Entity*)spawn)->GetSkillByName(name.c_str());
  7637. if (skill) {
  7638. lua_interface->SetSkillValue(state, skill);
  7639. return 1;
  7640. }
  7641. return 0;
  7642. }
  7643. int EQ2Emu_lua_AddProc(lua_State* state) {
  7644. if (!lua_interface)
  7645. return 0;
  7646. Spawn* spawn = lua_interface->GetSpawn(state);
  7647. int8 type = lua_interface->GetInt8Value(state, 2);
  7648. float chance = lua_interface->GetFloatValue(state, 3);
  7649. Item* item = lua_interface->GetItem(state, 4);
  7650. bool use_all_spelltargets = (lua_interface->GetInt8Value(state, 5) == 1);
  7651. LuaSpell* spell = 0;
  7652. if (!spawn && (!spell || !use_all_spelltargets)) {
  7653. lua_interface->LogError("%s: LUA AddProc command error: spawn is not valid", lua_interface->GetScriptName(state));
  7654. return 0;
  7655. }
  7656. if ((!spell || use_all_spelltargets) && spawn && !spawn->IsEntity()) {
  7657. lua_interface->LogError("%s: LUA AddProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
  7658. return 0;
  7659. }
  7660. if (!item)
  7661. spell = lua_interface->GetCurrentSpell(state);
  7662. if (!item && !spell) {
  7663. lua_interface->LogError("%s: LUA AddProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state));
  7664. return 0;
  7665. }
  7666. if(spell && spell->resisted) {
  7667. return 0;
  7668. }
  7669. if (spell && spell->caster && spell->caster->GetZone() && use_all_spelltargets) {
  7670. Spawn* target;
  7671. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  7672. for (int8 i = 0; i < spell->targets.size(); i++) {
  7673. target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  7674. if (!target || !target->IsEntity())
  7675. continue;
  7676. ((Entity*)target)->AddProc(type, chance, item, spell);
  7677. }
  7678. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  7679. }
  7680. else
  7681. ((Entity*)spawn)->AddProc(type, chance, item, spell);
  7682. return 0;
  7683. }
  7684. int EQ2Emu_lua_RemoveProc(lua_State* state) {
  7685. if (!lua_interface)
  7686. return 0;
  7687. Spawn* spawn = lua_interface->GetSpawn(state);
  7688. Item* item = lua_interface->GetItem(state, 2);
  7689. LuaSpell* spell = 0;
  7690. if (!spawn) {
  7691. lua_interface->LogError("%s: LUA RemoveProc command error: spawn is not valid", lua_interface->GetScriptName(state));
  7692. lua_interface->ResetFunctionStack(state);
  7693. return 0;
  7694. }
  7695. if (!spawn->IsEntity()) {
  7696. lua_interface->LogError("%s: LUA RemoveProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
  7697. lua_interface->ResetFunctionStack(state);
  7698. return 0;
  7699. }
  7700. if (!item)
  7701. spell = lua_interface->GetCurrentSpell(state);
  7702. lua_interface->ResetFunctionStack(state);
  7703. if (!item && !spell) {
  7704. lua_interface->LogError("%s: LUA RemoveProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state));
  7705. return 0;
  7706. }
  7707. if (spell && spell->caster && spell->caster->GetZone()) {
  7708. Spawn* target;
  7709. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  7710. for (int8 i = 0; i < spell->targets.size(); i++) {
  7711. target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  7712. if (!target || !target->IsEntity())
  7713. continue;
  7714. ((Entity*)target)->RemoveProc(item, spell);
  7715. }
  7716. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  7717. spell->caster->RemoveProc(item, spell);
  7718. }
  7719. else
  7720. ((Entity*)spawn)->RemoveProc(item, spell);
  7721. return 0;
  7722. }
  7723. int EQ2Emu_lua_Knockback(lua_State* state) {
  7724. if (!lua_interface)
  7725. return 0;
  7726. Spawn* target_spawn = lua_interface->GetSpawn(state);
  7727. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  7728. int32 duration = lua_interface->GetInt32Value(state, 3);
  7729. float vertical = lua_interface->GetFloatValue(state, 4);
  7730. float horizontal = lua_interface->GetFloatValue(state, 5);
  7731. bool use_heading = lua_interface->GetInt8Value(state, 6) == 1 ? true : false;
  7732. lua_interface->ResetFunctionStack(state);
  7733. if (!target_spawn) {
  7734. lua_interface->LogError("%s: LUA Knockback command error: target_spawn is not valid", lua_interface->GetScriptName(state));
  7735. return 0;
  7736. }
  7737. if (!spawn) {
  7738. lua_interface->LogError("%s: LUA Knockback command error: spawn is not valid", lua_interface->GetScriptName(state));
  7739. return 0;
  7740. }
  7741. if (spawn->IsPlayer() && (vertical != 0 || horizontal != 0)) {
  7742. Client* client = ((Player*)spawn)->GetClient();
  7743. PacketStruct* packet = configReader.getStruct("WS_PlayerKnockback", client->GetVersion());
  7744. if (packet) {
  7745. packet->setDataByName("target_x", target_spawn->GetX());
  7746. packet->setDataByName("target_y", target_spawn->GetY());
  7747. packet->setDataByName("target_z", target_spawn->GetZ());
  7748. packet->setDataByName("vertical_movement", vertical);
  7749. packet->setDataByName("horizontal_movement", horizontal);
  7750. if (use_heading)
  7751. packet->setDataByName("use_player_heading", 1);
  7752. client->QueuePacket(packet->serialize());
  7753. }
  7754. safe_delete(packet);
  7755. }
  7756. return 0;
  7757. }
  7758. int EQ2Emu_lua_IsEpic(lua_State* state) {
  7759. if (!lua_interface)
  7760. return 0;
  7761. Spawn* spawn = lua_interface->GetSpawn(state);
  7762. lua_interface->ResetFunctionStack(state);
  7763. if (!spawn) {
  7764. lua_interface->LogError("%s: LUA IsEpic command error: spawn is not valid", lua_interface->GetScriptName(state));
  7765. return 0;
  7766. }
  7767. lua_interface->SetBooleanValue(state, (spawn->GetHeroic() >= 2));
  7768. return 1;
  7769. }
  7770. int EQ2Emu_lua_ProcDamage(lua_State* state) {
  7771. if (!lua_interface)
  7772. return 0;
  7773. Spawn* caster = lua_interface->GetSpawn(state);
  7774. Spawn* target = lua_interface->GetSpawn(state, 2);
  7775. string name = lua_interface->GetStringValue(state, 3);
  7776. int8 dmg_type = lua_interface->GetInt8Value(state, 4);
  7777. int32 low_damage = lua_interface->GetInt32Value(state, 5);
  7778. int32 high_damage = lua_interface->GetInt32Value(state, 6);
  7779. string success_msg = lua_interface->GetStringValue(state, 7);
  7780. string effect_msg = lua_interface->GetStringValue(state, 8);
  7781. lua_interface->ResetFunctionStack(state);
  7782. if (!caster) {
  7783. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  7784. return 0;
  7785. }
  7786. if (!caster->IsEntity()) {
  7787. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not an entity", lua_interface->GetScriptName(state));
  7788. return 0;
  7789. }
  7790. if (!target) {
  7791. lua_interface->LogError("%s: LUA ProcDamage command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  7792. return 0;
  7793. }
  7794. if (!target->IsEntity()) {
  7795. lua_interface->LogError("%s: LUA ProcDamage command error: target is not an entity", lua_interface->GetScriptName(state));
  7796. return 0;
  7797. }
  7798. if (name.length() == 0) {
  7799. lua_interface->LogError("%s: LUA ProcDamage command error: name is empty", lua_interface->GetScriptName(state));
  7800. return 0;
  7801. }
  7802. ((Entity*)caster)->ProcAttack(target, dmg_type, low_damage, high_damage, name, success_msg, effect_msg);
  7803. return 0;
  7804. }
  7805. int EQ2Emu_lua_GetSkillIDByName(lua_State* state) {
  7806. if (!lua_interface)
  7807. return 0;
  7808. string name = lua_interface->GetStringValue(state);
  7809. lua_interface->ResetFunctionStack(state);
  7810. if (name.length() == 0) {
  7811. lua_interface->LogError("%s: LUA GetSkillIDByName command error: name param was not set", lua_interface->GetScriptName(state));
  7812. return 0;
  7813. }
  7814. Skill* skill = master_skill_list.GetSkillByName(name.c_str());
  7815. if (!skill) {
  7816. lua_interface->LogError("LUA GetSkillIDByName command error: skill with name of %s not found", name.c_str());
  7817. return 0;
  7818. }
  7819. lua_interface->SetInt32Value(state, skill->skill_id);
  7820. return 1;
  7821. }
  7822. int EQ2Emu_lua_IsHeroic(lua_State* state) {
  7823. if (!lua_interface)
  7824. return 0;
  7825. Spawn* spawn = lua_interface->GetSpawn(state);
  7826. lua_interface->ResetFunctionStack(state);
  7827. if (!spawn) {
  7828. lua_interface->LogError("%s: LUA IsHeroic command error: spawn is not valid", lua_interface->GetScriptName(state));
  7829. return 0;
  7830. }
  7831. lua_interface->SetBooleanValue(state, spawn->GetHeroic() == 1);
  7832. return 1;
  7833. }
  7834. int EQ2Emu_lua_LastSpellAttackHit(lua_State* state) {
  7835. if (!lua_interface)
  7836. return 0;
  7837. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  7838. lua_interface->ResetFunctionStack(state);
  7839. if (!luaspell) {
  7840. lua_interface->LogError("%s: LUA LastSpellAttackHit command error: this must be called from a spellscript", lua_interface->GetScriptName(state));
  7841. return 0;
  7842. }
  7843. lua_interface->SetBooleanValue(state, luaspell->last_spellattack_hit);
  7844. return 1;
  7845. }
  7846. int EQ2Emu_lua_IsBehind(lua_State* state) {
  7847. if (!lua_interface)
  7848. return 0;
  7849. Spawn* spawn = lua_interface->GetSpawn(state);
  7850. Spawn* target = lua_interface->GetSpawn(state, 2);
  7851. lua_interface->ResetFunctionStack(state);
  7852. if (!spawn) {
  7853. lua_interface->LogError("%s: LUA IsBehind command error: spawn is not valid", lua_interface->GetScriptName(state));
  7854. return 0;
  7855. }
  7856. if (!spawn->IsEntity()) {
  7857. lua_interface->LogError("%s: LUA IsBehind command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7858. return 0;
  7859. }
  7860. if (!target) {
  7861. lua_interface->LogError("%s: LUA IsBehind command error: target is not valid", lua_interface->GetScriptName(state));
  7862. return 0;
  7863. }
  7864. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->BehindTarget(target));
  7865. return 1;
  7866. }
  7867. int EQ2Emu_lua_IsFlanking(lua_State* state) {
  7868. if (!lua_interface)
  7869. return 0;
  7870. Spawn* spawn = lua_interface->GetSpawn(state);
  7871. Spawn* target = lua_interface->GetSpawn(state, 2);
  7872. lua_interface->ResetFunctionStack(state);
  7873. if (!spawn) {
  7874. lua_interface->LogError("%s: LUA IsFlanking command error: spawn is not valid", lua_interface->GetScriptName(state));
  7875. return 0;
  7876. }
  7877. if (!spawn->IsEntity()) {
  7878. lua_interface->LogError("%s: LUA IsFlanking command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7879. return 0;
  7880. }
  7881. if (!target) {
  7882. lua_interface->LogError("%s: LUA IsFlanking command error: target is not valid", lua_interface->GetScriptName(state));
  7883. return 0;
  7884. }
  7885. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->FlankingTarget(target));
  7886. return 1;
  7887. }
  7888. int EQ2Emu_lua_InFront(lua_State* state) {
  7889. if (!lua_interface)
  7890. return 0;
  7891. Spawn* spawn = lua_interface->GetSpawn(state);
  7892. Spawn* target = lua_interface->GetSpawn(state, 2);
  7893. lua_interface->ResetFunctionStack(state);
  7894. if (!spawn) {
  7895. lua_interface->LogError("%s: LUA InFrontSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
  7896. return 0;
  7897. }
  7898. if (!spawn->IsEntity()) {
  7899. lua_interface->LogError("%s: LUA InFrontSpawn command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7900. return 0;
  7901. }
  7902. if (!target) {
  7903. lua_interface->LogError("%s: LUA InFrontSpawn command error: target is not valid", lua_interface->GetScriptName(state));
  7904. return 0;
  7905. }
  7906. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->InFrontSpawn(target, spawn->GetX(), spawn->GetZ()));
  7907. return 1;
  7908. }
  7909. int EQ2Emu_lua_GetItemCount(lua_State* state) {
  7910. if (!lua_interface)
  7911. return 0;
  7912. Item* item = lua_interface->GetItem(state);
  7913. lua_interface->ResetFunctionStack(state);
  7914. if (!item) {
  7915. lua_interface->LogError("%s: LUA GetItemCount command error: item not valid", lua_interface->GetScriptName(state));
  7916. return 0;
  7917. }
  7918. lua_interface->SetInt32Value(state, item->details.count);
  7919. return 1;
  7920. }
  7921. int EQ2Emu_lua_SetItemCount(lua_State* state) {
  7922. if (!lua_interface)
  7923. return 0;
  7924. Item* item = lua_interface->GetItem(state);
  7925. Spawn* owner = lua_interface->GetSpawn(state, 2);
  7926. int16 new_count = lua_interface->GetInt32Value(state, 3);
  7927. lua_interface->ResetFunctionStack(state);
  7928. if (!item) {
  7929. lua_interface->LogError("%s: LUA SetItemCount command error: item not valid", lua_interface->GetScriptName(state));
  7930. return 0;
  7931. }
  7932. if (!owner) {
  7933. lua_interface->LogError("%s: LUA SetItemCount command error: spawn not valid", lua_interface->GetScriptName(state));
  7934. return 0;
  7935. }
  7936. if (!owner->IsPlayer()) {
  7937. lua_interface->LogError("%s: LUA SetItemCount command error: spawn is not a player", lua_interface->GetScriptName(state));
  7938. return 0;
  7939. }
  7940. if (item->stack_count < new_count) {
  7941. lua_interface->LogError("%s: LUA SetItemCount command error: new item count cannot be more than max stack count", lua_interface->GetScriptName(state));
  7942. return 0;
  7943. }
  7944. if (new_count > 0) {
  7945. item->details.count = new_count;
  7946. item->save_needed = true;
  7947. }
  7948. else if (((Player*)owner)->GetEquipmentList()->GetItem(item->details.slot_id) == item)
  7949. ((Player*)owner)->GetEquipmentList()->RemoveItem(item->details.slot_id, true);
  7950. else if (((Player*)owner)->GetPlayerItemList()->GetItemFromUniqueID(item->details.unique_id) == item)
  7951. ((Player*)owner)->GetPlayerItemList()->RemoveItem(item, true);
  7952. else
  7953. {
  7954. lua_interface->LogError("%s: LUA SetItemCount command error: could not remove item from player", lua_interface->GetScriptName(state));
  7955. return 0;
  7956. }
  7957. Client* client = ((Player*)owner)->GetClient();
  7958. if (!client)
  7959. return 0;
  7960. ((Player*)owner)->SendInventoryUpdate(client->GetVersion());
  7961. EQ2Packet* app = ((Player*)owner)->GetEquipmentList()->serialize(client->GetVersion(), client->GetPlayer());
  7962. if (app)
  7963. client->QueuePacket(app);
  7964. return 0;
  7965. }
  7966. int EQ2Emu_lua_AddSpellTimer(lua_State* state) {
  7967. if (!lua_interface)
  7968. return 0;
  7969. int32 time = lua_interface->GetInt32Value(state);
  7970. string function = lua_interface->GetStringValue(state, 2);
  7971. Spawn* caster = lua_interface->GetSpawn(state, 3);
  7972. Spawn* target = lua_interface->GetSpawn(state, 4);
  7973. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7974. lua_interface->ResetFunctionStack(state);
  7975. if (time == 0) {
  7976. lua_interface->LogError("%s: LUA AddSpellTimer command error: time must be set", lua_interface->GetScriptName(state));
  7977. return 0;
  7978. }
  7979. if (function.length() == 0) {
  7980. lua_interface->LogError("%s: LUA AddSpellTimer command error: function name must be set", lua_interface->GetScriptName(state));
  7981. return 0;
  7982. }
  7983. if (!spell || (!spell->caster || !spell->caster->GetZone())) {
  7984. lua_interface->LogError("%s: LUA AddSpellTimer command error: spell not found, AddSpellTimer must be used in a spell script", lua_interface->GetScriptName(state));
  7985. return 0;
  7986. }
  7987. SpellScriptTimer* timer = new SpellScriptTimer;
  7988. /* //Google tells me memsetting a string is bad, manually setting just in case - Foof
  7989. #ifdef WIN32
  7990. ZeroMemory(timer, sizeof(SpellScriptTimer));
  7991. #else
  7992. bzero(timer, sizeof(SpellScriptTimer));
  7993. #endif*/
  7994. timer->caster = 0;
  7995. timer->deleteWhenDone = false;
  7996. timer->target = 0;
  7997. timer->time = Timer::GetCurrentTime2() + time;
  7998. timer->customFunction = function;
  7999. timer->spell = spell;
  8000. if (caster)
  8001. timer->caster = caster->GetID();
  8002. if (target)
  8003. timer->target = target->GetID();
  8004. spell->caster->GetZone()->GetSpellProcess()->AddSpellScriptTimer(timer);
  8005. return 0;
  8006. }
  8007. int EQ2Emu_lua_Resurrect(lua_State* state) {
  8008. if (!lua_interface)
  8009. return 0;
  8010. float hp_perc = lua_interface->GetFloatValue(state);
  8011. float power_perc = lua_interface->GetFloatValue(state, 2);
  8012. bool send_window = lua_interface->GetInt32Value(state, 3) == 1;
  8013. Spawn* target = lua_interface->GetSpawn(state, 4);
  8014. string heal_name = lua_interface->GetStringValue(state, 5);
  8015. int8 crit_mod = lua_interface->GetInt32Value(state, 6);
  8016. bool no_calcs = lua_interface->GetInt32Value(state, 7) == 1;
  8017. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8018. lua_interface->ResetFunctionStack(state);
  8019. if (!spell) {
  8020. lua_interface->LogError("%s: LUA command error: this function must be used in a spellscript", lua_interface->GetScriptName(state));
  8021. return 0;
  8022. }
  8023. Entity* caster = spell->caster;
  8024. if (!caster) {
  8025. lua_interface->LogError("%s: LUA command error: could not find caster", lua_interface->GetScriptName(state));
  8026. return 0;
  8027. }
  8028. Client* client = 0;
  8029. PendingResurrection* rez = 0;
  8030. ZoneServer* zone = spell->caster->GetZone();
  8031. if (!target) {
  8032. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8033. if (spell->targets.size() > 0) {
  8034. vector<int32> spell_targets = spell->targets;
  8035. for (int8 i = 0; i < spell_targets.size(); i++) {
  8036. target = zone->GetSpawnByID(spell_targets.at(i));
  8037. if (!target)
  8038. continue;
  8039. if (!target->IsPlayer())
  8040. continue;
  8041. client = ((Player*)target)->GetClient();
  8042. if (!client)
  8043. continue;
  8044. rez = client->GetCurrentRez();
  8045. if (rez->active)
  8046. continue;
  8047. client->GetResurrectMutex()->writelock(__FUNCTION__, __LINE__);
  8048. rez->active = true;
  8049. rez->caster = caster;
  8050. rez->expire_timer = new Timer;
  8051. int32 duration = spell->spell->GetSpellDuration();
  8052. rez->expire_timer->Start(duration * 100);
  8053. rez->hp_perc = hp_perc;
  8054. rez->mp_perc = power_perc;
  8055. rez->range = spell->spell->GetSpellData()->range;
  8056. rez->spell_name = spell->spell->GetName();
  8057. if (heal_name.length() > 0)
  8058. rez->heal_name = heal_name;
  8059. else
  8060. rez->heal_name = rez->spell_name;
  8061. rez->no_calcs = no_calcs;
  8062. rez->crit_mod = crit_mod;
  8063. rez->spell_visual = spell->spell->GetSpellData()->spell_visual;
  8064. if (send_window)
  8065. client->SendResurrectionWindow();
  8066. else {
  8067. target->GetZone()->ResurrectSpawn(target, client);
  8068. rez->should_delete = true;
  8069. }
  8070. client->GetResurrectMutex()->releasewritelock(__FUNCTION__, __LINE__);
  8071. }
  8072. }
  8073. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8074. }
  8075. else {
  8076. if(!target->IsPlayer())
  8077. return 0;
  8078. client = ((Player*)target)->GetClient();
  8079. if (!client)
  8080. return 0;
  8081. rez = client->GetCurrentRez();
  8082. if (rez->active)
  8083. return 0;
  8084. client->GetResurrectMutex()->writelock(__FUNCTION__, __LINE__);
  8085. rez->active = true;
  8086. rez->caster = caster;
  8087. rez->expire_timer = new Timer;
  8088. int32 duration = spell->spell->GetSpellDuration();
  8089. rez->expire_timer->Start(duration * 100);
  8090. rez->hp_perc = hp_perc;
  8091. rez->mp_perc = power_perc;
  8092. rez->range = spell->spell->GetSpellData()->range;
  8093. rez->spell_name = spell->spell->GetName();
  8094. if (heal_name.length() > 0)
  8095. rez->heal_name = heal_name;
  8096. else
  8097. rez->heal_name = rez->spell_name;
  8098. rez->no_calcs = no_calcs;
  8099. rez->crit_mod = crit_mod;
  8100. rez->spell_visual = spell->spell->GetSpellData()->spell_visual;
  8101. if (send_window)
  8102. client->SendResurrectionWindow();
  8103. else {
  8104. target->GetZone()->ResurrectSpawn(target, client);
  8105. rez->should_delete = true;
  8106. }
  8107. client->GetResurrectMutex()->releasewritelock(__FUNCTION__, __LINE__);
  8108. }
  8109. return 0;
  8110. }
  8111. int EQ2Emu_lua_SetVision(lua_State* state) {
  8112. if (!lua_interface)
  8113. return 0;
  8114. Spawn* spawn = lua_interface->GetSpawn(state);
  8115. int32 vision = lua_interface->GetInt32Value(state, 2);
  8116. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8117. lua_interface->ResetFunctionStack(state);
  8118. if (!spawn) {
  8119. lua_interface->LogError("%s: LUA SetVision command error: spawn is not valid", lua_interface->GetScriptName(state));
  8120. return 0;
  8121. }
  8122. if (!spawn->IsEntity()) {
  8123. lua_interface->LogError("%s: LUA SetVision command error: spawn is not an entity", lua_interface->GetScriptName(state));
  8124. return 0;
  8125. }
  8126. if (spell && spell->targets.size() > 0) {
  8127. ZoneServer* zone = spell->caster->GetZone();
  8128. for (int8 i = 0; i < spell->targets.size(); i++) {
  8129. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8130. if (target && target->IsEntity()) {
  8131. ((Entity*)target)->GetInfoStruct()->set_vision(vision);
  8132. if (target->IsPlayer())
  8133. ((Player*)target)->SetCharSheetChanged(true);
  8134. }
  8135. }
  8136. }
  8137. else {
  8138. ((Entity*)spawn)->GetInfoStruct()->set_vision(vision);
  8139. if (spawn->IsPlayer())
  8140. ((Player*)spawn)->SetCharSheetChanged(true);
  8141. }
  8142. return 0;
  8143. }
  8144. int EQ2Emu_lua_BlurVision(lua_State* state) {
  8145. if (!lua_interface)
  8146. return 0;
  8147. Spawn* spawn = lua_interface->GetSpawn(state);
  8148. float intensity = lua_interface->GetFloatValue(state, 2);
  8149. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8150. lua_interface->ResetFunctionStack(state);
  8151. if (!spawn) {
  8152. lua_interface->LogError("%s: LUA BlurVision command error: spawn is not valid", lua_interface->GetScriptName(state));
  8153. return 0;
  8154. }
  8155. if (!spawn->IsEntity()) {
  8156. lua_interface->LogError("%s: LUA BlurVision command error: spawn is not an entity", lua_interface->GetScriptName(state));
  8157. return 0;
  8158. }
  8159. if (spell && spell->targets.size() > 0) {
  8160. ZoneServer* zone = spell->caster->GetZone();
  8161. for (int8 i = 0; i < spell->targets.size(); i++) {
  8162. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8163. if (target && target->IsEntity()) {
  8164. ((Entity*)target)->GetInfoStruct()->set_drunk(intensity);
  8165. if (target->IsPlayer())
  8166. ((Player*)target)->SetCharSheetChanged(true);
  8167. }
  8168. }
  8169. }
  8170. else {
  8171. ((Entity*)spawn)->GetInfoStruct()->set_drunk(intensity);
  8172. if (spawn->IsPlayer())
  8173. ((Player*)spawn)->SetCharSheetChanged(true);
  8174. }
  8175. return 0;
  8176. }
  8177. int EQ2Emu_lua_BreatheUnderwater(lua_State* state) {
  8178. if (!lua_interface)
  8179. return 0;
  8180. Spawn* spawn = lua_interface->GetSpawn(state);
  8181. bool breatheUnderwater = lua_interface->GetBooleanValue(state, 2);
  8182. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8183. lua_interface->ResetFunctionStack(state);
  8184. if (!spawn) {
  8185. lua_interface->LogError("%s: LUA BreathUnderwater command error: spawn is not valid", lua_interface->GetScriptName(state));
  8186. return 0;
  8187. }
  8188. if (!spawn->IsEntity()) {
  8189. lua_interface->LogError("%s: LUA BreathUnderwater command error: spawn is not en entity", lua_interface->GetScriptName(state));
  8190. return 0;
  8191. }
  8192. if (spell && spell->targets.size() > 0) {
  8193. ZoneServer* zone = spell->caster->GetZone();
  8194. for (int8 i = 0; i < spell->targets.size(); i++) {
  8195. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8196. if (target && target->IsEntity()) {
  8197. ((Entity*)target)->GetInfoStruct()->set_breathe_underwater(breatheUnderwater);
  8198. if (target->IsPlayer())
  8199. ((Player*)target)->SetCharSheetChanged(true);
  8200. }
  8201. }
  8202. }
  8203. else {
  8204. ((Entity*)spawn)->GetInfoStruct()->set_breathe_underwater(breatheUnderwater);
  8205. if (spawn->IsPlayer())
  8206. ((Player*)spawn)->SetCharSheetChanged(true);
  8207. }
  8208. return 0;
  8209. }
  8210. int EQ2Emu_lua_GetItemSkillReq(lua_State* state) {
  8211. if (!lua_interface)
  8212. return 0;
  8213. Item* item = lua_interface->GetItem(state);
  8214. int8 type = lua_interface->GetInt32Value(state, 2);
  8215. lua_interface->ResetFunctionStack(state);
  8216. if (!item) {
  8217. lua_interface->LogError("%s: LUA GetItemSkillReq command error: item not valid", lua_interface->GetScriptName(state));
  8218. return 0;
  8219. }
  8220. if (type == 1)
  8221. lua_interface->SetInt32Value(state, item->generic_info.skill_req1);
  8222. else if (type == 2)
  8223. lua_interface->SetInt32Value(state, item->generic_info.skill_req2);
  8224. return 1;
  8225. }
  8226. int EQ2Emu_lua_SetSpeedMultiplier(lua_State* state) {
  8227. if (!lua_interface)
  8228. return 0;
  8229. Spawn* target = lua_interface->GetSpawn(state);
  8230. float val = lua_interface->GetFloatValue(state, 2);
  8231. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8232. lua_interface->ResetFunctionStack(state);
  8233. // Added from Gangrenous post
  8234. if (spell && spell->resisted)
  8235. return 0;
  8236. // if its a percentage of 100 its a slow, we want to go at a fraction of the speed
  8237. if (val > 1.0f)
  8238. val = 1.0f - (val / 100.0f);
  8239. if (spell && spell->spell && spell->targets.size() > 0) {
  8240. ZoneServer* zone = spell->caster->GetZone();
  8241. for (int32 i = 0; i != spell->targets.size(); i++) {
  8242. Spawn* spawn = zone->GetSpawnByID(spell->targets.at(i));
  8243. if (spawn && spawn->IsEntity()) {
  8244. ((Entity*)spawn)->SetSpeedMultiplier(val);
  8245. if (spawn->IsPlayer())
  8246. ((Player*)spawn)->SetCharSheetChanged(true);
  8247. }
  8248. }
  8249. }
  8250. else {
  8251. if (target && target->IsEntity()) {
  8252. ((Entity*)target)->SetSpeedMultiplier(val);
  8253. if (target->IsPlayer())
  8254. ((Player*)target)->SetCharSheetChanged(true);
  8255. }
  8256. }
  8257. return 0;
  8258. }
  8259. int EQ2Emu_lua_SetIllusion(lua_State* state) {
  8260. if (!lua_interface)
  8261. return 0;
  8262. Spawn* spawn = lua_interface->GetSpawn(state);
  8263. int16 model = lua_interface->GetInt16Value(state, 2);
  8264. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8265. lua_interface->ResetFunctionStack(state);
  8266. if (spell && spell->spell && spell->targets.size() > 0) {
  8267. ZoneServer* zone = spell->caster->GetZone();
  8268. for (int32 i = 0; i < spell->targets.size(); i++) {
  8269. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8270. if (target)
  8271. target->SetIllusionModel(model);
  8272. }
  8273. }
  8274. else {
  8275. if (!spawn) {
  8276. lua_interface->LogError("%s: LUA SetIllusion command error: spawn is not valid", lua_interface->GetScriptName(state));
  8277. return 0;
  8278. }
  8279. spawn->SetIllusionModel(model);
  8280. }
  8281. return 0;
  8282. }
  8283. int EQ2Emu_lua_ResetIllusion(lua_State* state) {
  8284. if (!lua_interface)
  8285. return 0;
  8286. Spawn* spawn = lua_interface->GetSpawn(state);
  8287. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8288. lua_interface->ResetFunctionStack(state);
  8289. if (spell && spell->spell && spell->targets.size() > 0) {
  8290. ZoneServer* zone = spell->caster->GetZone();
  8291. for (int32 i = 0; i < spell->targets.size(); i++) {
  8292. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  8293. if (target)
  8294. target->SetIllusionModel(0);
  8295. }
  8296. }
  8297. else {
  8298. if (!spawn) {
  8299. lua_interface->LogError("%s: LUA ResetIllusion command error: spawn is not valid", lua_interface->GetScriptName(state));
  8300. return 0;
  8301. }
  8302. spawn->SetIllusionModel(0);
  8303. }
  8304. return 0;
  8305. }
  8306. int EQ2Emu_lua_AddThreatTransfer(lua_State* state) {
  8307. if (!lua_interface)
  8308. return 0;
  8309. Spawn* caster = lua_interface->GetSpawn(state);
  8310. Spawn* target = lua_interface->GetSpawn(state, 2);
  8311. float chance = lua_interface->GetFloatValue(state, 3);
  8312. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8313. lua_interface->ResetFunctionStack(state);
  8314. if (!caster) {
  8315. lua_interface->LogError("%s: LUA AddThreatTransfer command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  8316. return 0;
  8317. }
  8318. if (!caster->IsEntity()) {
  8319. lua_interface->LogError("%s: LUA AddThreatTransfer command error: caster is not an entity", lua_interface->GetScriptName(state));
  8320. return 0;
  8321. }
  8322. if (!target) {
  8323. lua_interface->LogError("%s: LUA AddThreatTransfer command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  8324. return 0;
  8325. }
  8326. if (!target->IsEntity()) {
  8327. lua_interface->LogError("%s: LUA AddThreatTransfer command error: target is not an entity", lua_interface->GetScriptName(state));
  8328. return 0;
  8329. }
  8330. if (chance <= 0) {
  8331. lua_interface->LogError("%s: LUA AddThreatTransfer command error: chance must be greater then 0%", lua_interface->GetScriptName(state));
  8332. return 0;
  8333. }
  8334. if (!spell) {
  8335. lua_interface->LogError("%s: LUA AddThreatTransfer command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  8336. return 0;
  8337. }
  8338. if(spell->resisted) {
  8339. return 0;
  8340. }
  8341. if (((Entity*)caster)->GetThreatTransfer()) {
  8342. return 0;
  8343. }
  8344. ThreatTransfer* transfer = new ThreatTransfer;
  8345. transfer->Target = target->GetID();
  8346. transfer->Amount = chance;
  8347. transfer->Spell = spell;
  8348. ((Entity*)caster)->SetThreatTransfer(transfer);
  8349. return 0;
  8350. }
  8351. int EQ2Emu_lua_RemoveThreatTransfer(lua_State* state) {
  8352. if (!lua_interface)
  8353. return 0;
  8354. Spawn* spawn = lua_interface->GetSpawn(state);
  8355. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8356. lua_interface->ResetFunctionStack(state);
  8357. if (!spawn) {
  8358. lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: spawn is not valid", lua_interface->GetScriptName(state));
  8359. return 0;
  8360. }
  8361. if (!spell) {
  8362. lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  8363. return 0;
  8364. }
  8365. if (((Entity*)spawn)->GetThreatTransfer() && ((Entity*)spawn)->GetThreatTransfer()->Spell == spell) {
  8366. ThreatTransfer* transfer = ((Entity*)spawn)->GetThreatTransfer();
  8367. if(transfer && transfer->Spell != spell) {
  8368. lua_interface->LogError("%s: LUA RemoveThreatTransfer called, but there was a different spell set for the threat transfer.", lua_interface->GetScriptName(state));
  8369. return 0;
  8370. }
  8371. ((Entity*)spawn)->SetThreatTransfer(nullptr);
  8372. }
  8373. return 0;
  8374. }
  8375. int EQ2Emu_lua_CureByType(lua_State* state) {
  8376. if (!lua_interface)
  8377. return 0;
  8378. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8379. int8 cure_count = lua_interface->GetInt8Value(state);
  8380. int8 cure_type = lua_interface->GetInt8Value(state, 2);
  8381. string cure_name = lua_interface->GetStringValue(state, 3);
  8382. int8 cure_level = lua_interface->GetInt8Value(state, 4);
  8383. Spawn* target = lua_interface->GetSpawn(state, 5);
  8384. Spawn* caster = lua_interface->GetSpawn(state, 6); // optional
  8385. lua_interface->ResetFunctionStack(state);
  8386. if(spell && spell->resisted) {
  8387. return 0;
  8388. }
  8389. if (target) {
  8390. if (!target->IsEntity()) {
  8391. lua_interface->LogError("%s: LUA CureByType command error: spawn override must be entity if used", lua_interface->GetScriptName(state));
  8392. return 0;
  8393. }
  8394. if (((Entity*)target)->GetDetTypeCount(cure_type) > 0) {
  8395. std::string alternate_name = "item";
  8396. if(spell)
  8397. alternate_name = std::string(spell->spell->GetName());
  8398. if(!caster && spell)
  8399. caster = (Spawn*)spell->caster;
  8400. ((Entity*)target)->CureDetrimentByType(cure_count, cure_type, cure_name.length() > 0 ? cure_name : alternate_name, (Entity*)caster, cure_level);
  8401. }
  8402. }
  8403. else {
  8404. ZoneServer* zone = spell->caster->GetZone();
  8405. vector<int32> targets = spell->targets;
  8406. vector<Entity*> targets_to_cure;
  8407. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8408. for (int8 i = 0; i < targets.size(); i++) {
  8409. target = zone->GetSpawnByID(targets.at(i));
  8410. if (!target || !target->IsEntity())
  8411. continue;
  8412. if (((Entity*)target)->GetDetTypeCount(cure_type) > 0) {
  8413. targets_to_cure.push_back((Entity*)target);
  8414. }
  8415. }
  8416. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8417. vector<Entity*>::iterator itr;
  8418. for(itr = targets_to_cure.begin(); itr != targets_to_cure.end(); itr++) {
  8419. ((Entity*)*itr)->CureDetrimentByType(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
  8420. }
  8421. }
  8422. return 0;
  8423. }
  8424. int EQ2Emu_lua_CureByControlEffect(lua_State* state) {
  8425. if (!lua_interface)
  8426. return 0;
  8427. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8428. if (!spell) {
  8429. lua_interface->LogError("%s: LUA CureByControlEffect command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  8430. lua_interface->ResetFunctionStack(state);
  8431. return 0;
  8432. }
  8433. if(spell->resisted) {
  8434. lua_interface->ResetFunctionStack(state);
  8435. return 0;
  8436. }
  8437. int8 cure_count = lua_interface->GetInt8Value(state);
  8438. int8 cure_type = lua_interface->GetInt8Value(state, 2);
  8439. string cure_name = lua_interface->GetStringValue(state, 3);
  8440. int8 cure_level = lua_interface->GetInt8Value(state, 4);
  8441. Spawn* target = lua_interface->GetSpawn(state, 5);
  8442. lua_interface->ResetFunctionStack(state);
  8443. if (target) {
  8444. if (!target->IsEntity()) {
  8445. lua_interface->LogError("%s: LUA CureByControlEffect command error: spawn override must be entity if used", lua_interface->GetScriptName(state));
  8446. return 0;
  8447. }
  8448. if (((Entity*)target)->GetDetCount() > 0)
  8449. ((Entity*)target)->CureDetrimentByControlEffect(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
  8450. }
  8451. else {
  8452. ZoneServer* zone = spell->caster->GetZone();
  8453. vector<int32> targets = spell->targets;
  8454. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8455. for (int8 i = 0; i < targets.size(); i++) {
  8456. target = zone->GetSpawnByID(targets.at(i));
  8457. if (!target || !target->IsEntity())
  8458. continue;
  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. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8463. }
  8464. return 0;
  8465. }
  8466. int EQ2Emu_lua_CancelSpell(lua_State* state) {
  8467. if (!lua_interface)
  8468. return 0;
  8469. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8470. lua_interface->ResetFunctionStack(state);
  8471. if (!spell) {
  8472. lua_interface->LogError("%s: LUA CancelSpell command error: can only be use in a spell script", lua_interface->GetScriptName(state));
  8473. return 0;
  8474. }
  8475. if (!spell->caster) {
  8476. lua_interface->LogError("%s: LUA CancelSpell command error: unable to get the caster of the spell", lua_interface->GetScriptName(state));
  8477. return 0;
  8478. }
  8479. if (!spell->caster->GetZone()) {
  8480. lua_interface->LogError("%s: LUA CancelSpell command error: unable to get the zone of the caster", lua_interface->GetScriptName(state));
  8481. return 0;
  8482. }
  8483. spell->caster->GetZone()->GetSpellProcess()->AddSpellCancel(spell);
  8484. return 0;
  8485. }
  8486. int EQ2Emu_lua_RemoveStealth(lua_State* state) {
  8487. if (!lua_interface)
  8488. return 0;
  8489. Spawn* spawn = lua_interface->GetSpawn(state);
  8490. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8491. lua_interface->ResetFunctionStack(state);
  8492. if (!spell) {
  8493. lua_interface->LogError("%s: LUA RemoveStealth command error: must be used from spell script", lua_interface->GetScriptName(state));
  8494. return 0;
  8495. }
  8496. if (spawn && spawn->IsEntity())
  8497. ((Entity*)spawn)->RemoveStealthSpell(spell);
  8498. else {
  8499. ZoneServer* zone = spell->caster->GetZone();
  8500. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8501. for (int32 i = 0; i < spell->targets.size(); i++) {
  8502. spawn = zone->GetSpawnByID(spell->targets.at(i));
  8503. if (!spawn || !spawn->IsEntity())
  8504. continue;
  8505. ((Entity*)spawn)->RemoveStealthSpell(spell);
  8506. }
  8507. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8508. }
  8509. return 0;
  8510. }
  8511. int EQ2Emu_lua_RemoveInvis(lua_State* state) {
  8512. if (!lua_interface)
  8513. return 0;
  8514. Spawn* spawn = lua_interface->GetSpawn(state);
  8515. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8516. lua_interface->ResetFunctionStack(state);
  8517. if (!spell) {
  8518. lua_interface->LogError("%s: LUA RemoveInvis command error: must be used from spell script", lua_interface->GetScriptName(state));
  8519. return 0;
  8520. }
  8521. if (spawn && spawn->IsEntity())
  8522. ((Entity*)spawn)->RemoveInvisSpell(spell);
  8523. else {
  8524. ZoneServer* zone = spell->caster->GetZone();
  8525. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8526. for (int32 i = 0; i < spell->targets.size(); i++) {
  8527. spawn = zone->GetSpawnByID(spell->targets.at(i));
  8528. if (!spawn || !spawn->IsEntity())
  8529. continue;
  8530. ((Entity*)spawn)->RemoveInvisSpell(spell);
  8531. }
  8532. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8533. }
  8534. return 0;
  8535. }
  8536. int EQ2Emu_lua_StartHeroicOpportunity(lua_State* state) {
  8537. if (!lua_interface)
  8538. return 0;
  8539. Spawn* caster = lua_interface->GetSpawn(state);
  8540. int8 class_id = lua_interface->GetInt8Value(state, 2);
  8541. lua_interface->ResetFunctionStack(state);
  8542. if (!caster) {
  8543. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: caster is not valid", lua_interface->GetScriptName(state));
  8544. return 0;
  8545. }
  8546. if (!caster->IsPlayer()) {
  8547. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: caster must be a player", lua_interface->GetScriptName(state));
  8548. return 0;
  8549. }
  8550. Spawn* target = caster->GetTarget();
  8551. if (!target) {
  8552. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: target is not valid", lua_interface->GetScriptName(state));
  8553. return 0;
  8554. }
  8555. Client* client = ((Player*)caster)->GetClient();
  8556. if (!client) {
  8557. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: unable to get a client for the given caster", lua_interface->GetScriptName(state));
  8558. return 0;
  8559. }
  8560. HeroicOP* ho = master_ho_list.GetHeroicOP(class_id);
  8561. if (ho) {
  8562. ho->SetTarget(target->GetID());
  8563. LogWrite(SPELL__ERROR, 0, "HO", "caster: %u", caster->GetID());
  8564. LogWrite(SPELL__ERROR, 0, "HO", "target: %u", target->GetID());
  8565. if (((Entity*)caster)->GetGroupMemberInfo()) {
  8566. if (caster->GetZone()->GetSpellProcess()->AddHO(client, ho)) {
  8567. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  8568. deque<GroupMemberInfo*>::iterator itr;
  8569. PlayerGroup* group = world.GetGroupManager()->GetGroup(((Entity*)caster)->GetGroupMemberInfo()->group_id);
  8570. if (group)
  8571. {
  8572. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  8573. deque<GroupMemberInfo*>* members = group->GetMembers();
  8574. for (itr = members->begin(); itr != members->end(); itr++) {
  8575. if ((*itr)->client)
  8576. ClientPacketFunctions::SendHeroicOPUpdate((*itr)->client, ho);
  8577. }
  8578. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  8579. }
  8580. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  8581. }
  8582. else
  8583. safe_delete(ho);
  8584. }
  8585. else {
  8586. if (caster->GetZone()->GetSpellProcess()->AddHO(client, ho)) {
  8587. ClientPacketFunctions::SendHeroicOPUpdate(client, ho);
  8588. }
  8589. else
  8590. safe_delete(ho);
  8591. }
  8592. }
  8593. return 0;
  8594. }
  8595. int EQ2Emu_lua_SetSpellTriggerCount(lua_State* state) {
  8596. if (!lua_interface)
  8597. return 0;
  8598. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8599. if (!spell) {
  8600. lua_interface->LogError("%s: LUA SetSpellTriggerCount command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
  8601. return 0;
  8602. }
  8603. int16 triggerCount = lua_interface->GetInt16Value(state);
  8604. bool cancel_after_triggers = (lua_interface->GetInt8Value(state, 2) == 1);
  8605. if (!triggerCount) {
  8606. lua_interface->LogError("%s: LUA SetSpellTriggerCount command error: used trigger value equals zero!", lua_interface->GetScriptName(state));
  8607. return 0;
  8608. }
  8609. spell->num_triggers = triggerCount;
  8610. spell->had_triggers = true;
  8611. spell->cancel_after_all_triggers = cancel_after_triggers;
  8612. return 0;
  8613. }
  8614. int EQ2Emu_lua_GetSpellTriggerCount(lua_State* state) {
  8615. if (!lua_interface)
  8616. return 0;
  8617. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8618. lua_interface->ResetFunctionStack(state);
  8619. if (!spell) {
  8620. lua_interface->LogError("%s: LUA GetSpellTriggerCount command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
  8621. return 0;
  8622. }
  8623. lua_interface->SetInt32Value(state, spell->num_triggers);
  8624. return 1;
  8625. }
  8626. int EQ2Emu_lua_RemoveTriggerFromSpell(lua_State* state) {
  8627. if (!lua_interface)
  8628. return 0;
  8629. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8630. if (!spell) {
  8631. lua_interface->LogError("%s: LUA RemoveTriggerFromSpell command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
  8632. lua_interface->ResetFunctionStack(state);
  8633. return 0;
  8634. }
  8635. if (!spell->caster || !spell->caster->GetZone()) {
  8636. lua_interface->LogError("%s: LUA RemoveTriggerFromSpell command error: caster / caster zone must be set!", lua_interface->GetScriptName(state));
  8637. lua_interface->ResetFunctionStack(state);
  8638. return 0;
  8639. }
  8640. int16 remove_count = lua_interface->GetInt16Value(state);
  8641. lua_interface->ResetFunctionStack(state);
  8642. if (!remove_count)
  8643. remove_count = 1;
  8644. if (remove_count >= spell->num_triggers) {
  8645. spell->num_triggers = 0;
  8646. if (spell->cancel_after_all_triggers)
  8647. spell->caster->GetZone()->GetSpellProcess()->AddSpellCancel(spell);
  8648. }
  8649. else {
  8650. spell->num_triggers -= remove_count;
  8651. Client* client = spell->caster->IsPlayer() ? ((Player*)spell->caster)->GetClient() : nullptr;
  8652. ClientPacketFunctions::SendMaintainedExamineUpdate(client, spell->slot_pos, spell->num_triggers, 0);
  8653. }
  8654. return 0;
  8655. }
  8656. int EQ2Emu_lua_CopySpawnAppearance(lua_State* state) {
  8657. if (!lua_interface)
  8658. return 0;
  8659. Spawn* spawn = lua_interface->GetSpawn(state);
  8660. Spawn* copy_spawn = lua_interface->GetSpawn(state, 2);
  8661. lua_interface->ResetFunctionStack(state);
  8662. if (!spawn) {
  8663. lua_interface->LogError("%s: LUA CopySpawnAppearance command error: the first spawn used was not valid!", lua_interface->GetScriptName(state));
  8664. return 0;
  8665. }
  8666. if (!copy_spawn) {
  8667. lua_interface->LogError("%s: LUA CopySpawnAppearance command error: the second spawn used was not valid!", lua_interface->GetScriptName(state));
  8668. return 0;
  8669. }
  8670. spawn->CopySpawnAppearance(copy_spawn);
  8671. return 0;
  8672. }
  8673. int EQ2Emu_lua_HasSpellImmunity(lua_State* state) {
  8674. Spawn* spawn = lua_interface->GetSpawn(state);
  8675. int8 type = lua_interface->GetInt8Value(state, 2);
  8676. lua_interface->ResetFunctionStack(state);
  8677. if (!spawn) {
  8678. lua_interface->LogError("%s: LUA HasSpellImmunity command error: spawn does not exist.", lua_interface->GetScriptName(state));
  8679. return 0;
  8680. }
  8681. else if (!spawn->IsEntity()) {
  8682. lua_interface->LogError("%s: LUA HasSpellImmunity command error: spawn %s is not an entity.", lua_interface->GetScriptName(state), spawn->GetName());
  8683. return 0;
  8684. }
  8685. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsImmune(type));
  8686. return 1;
  8687. }
  8688. int EQ2Emu_lua_AddImmunitySpell(lua_State* state) {
  8689. if (!lua_interface)
  8690. return 0;
  8691. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8692. int8 type = lua_interface->GetInt8Value(state);
  8693. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  8694. lua_interface->ResetFunctionStack(state);
  8695. if (!spell) {
  8696. lua_interface->LogError("%s: LUA AddImmunitySpell command error: This must be used in a spellscript", lua_interface->GetScriptName(state));
  8697. return 0;
  8698. }
  8699. if(spell->resisted) {
  8700. return 0;
  8701. }
  8702. if (spawn) {
  8703. if (!spawn->IsEntity()) {
  8704. lua_interface->LogError("%s: LUA AddImmunitySpell command error: The spawn provided is not an entity", lua_interface->GetScriptName(state));
  8705. return 0;
  8706. }
  8707. Entity* entity = ((Entity*)spawn);
  8708. entity->AddImmunity(spell, type);
  8709. }
  8710. else if(spell->caster && spell->caster->GetZone()) {
  8711. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8712. for (int8 i = 0; i < spell->targets.size(); i++) {
  8713. spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  8714. if (!spawn || !spawn->IsEntity())
  8715. continue;
  8716. Entity* entity = ((Entity*)spawn);
  8717. entity->AddImmunity(spell, type);
  8718. }
  8719. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8720. }
  8721. return 0;
  8722. }
  8723. int EQ2Emu_lua_RemoveImmunitySpell(lua_State* state) {
  8724. if (!lua_interface)
  8725. return 0;
  8726. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8727. int8 type = lua_interface->GetInt8Value(state);
  8728. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  8729. lua_interface->ResetFunctionStack(state);
  8730. if (!spell) {
  8731. lua_interface->LogError("%s: LUA RemoveImmunitySpell command error: This must be used in a spellscript", lua_interface->GetScriptName(state));
  8732. return 0;
  8733. }
  8734. if (spawn) {
  8735. if (!spawn->IsEntity()) {
  8736. lua_interface->LogError("%s: LUA RemoveImmunitySpell command error: The spawn provided is not an entity", lua_interface->GetScriptName(state));
  8737. return 0;
  8738. }
  8739. Entity* entity = ((Entity*)spawn);
  8740. entity->RemoveImmunity(spell, type);
  8741. }
  8742. else if(spell->caster && spell->caster->GetZone()) {
  8743. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8744. for (int8 i = 0; i < spell->targets.size(); i++) {
  8745. spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  8746. if (!spawn || !spawn->IsEntity())
  8747. continue;
  8748. Entity* entity = ((Entity*)spawn);
  8749. entity->RemoveImmunity(spell, type);
  8750. }
  8751. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8752. }
  8753. return 0;
  8754. }
  8755. int EQ2Emu_lua_SetSpellSnareValue(lua_State* state) {
  8756. if (!lua_interface)
  8757. return 0;
  8758. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8759. if (!spell) {
  8760. lua_interface->LogError("%s: LUA SetSpellSnareValue command error: This can only be used in a spell script!", lua_interface->GetScriptName(state));
  8761. lua_interface->ResetFunctionStack(state);
  8762. return 0;
  8763. }
  8764. if(spell->resisted) {
  8765. lua_interface->ResetFunctionStack(state);
  8766. return 0;
  8767. }
  8768. float snare = lua_interface->GetFloatValue(state);
  8769. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  8770. lua_interface->ResetFunctionStack(state);
  8771. // convert the val to the speed multipler value (100 - val)
  8772. float val = 100.0 - snare;
  8773. val /= 100.0;
  8774. if (spawn) {
  8775. if (!spawn->IsEntity()) {
  8776. lua_interface->LogError("%s: LUA SetSpellSnareValue command error: spawn must be an entity.", lua_interface->GetScriptName(state));
  8777. return 0;
  8778. }
  8779. ((Entity*)spawn)->SetSnareValue(spell, val);
  8780. }
  8781. else if(spell->caster && spell->caster->GetZone()) {
  8782. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8783. for (int8 i = 0; i < spell->targets.size(); i++) {
  8784. spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  8785. if (!spawn || !spawn->IsEntity())
  8786. continue;
  8787. ((Entity*)spawn)->SetSnareValue(spell, val);
  8788. }
  8789. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8790. }
  8791. return 0;
  8792. }
  8793. int EQ2Emu_lua_CheckRaceType(lua_State* state) {
  8794. if (!lua_interface)
  8795. return 0;
  8796. Spawn* spawn = lua_interface->GetSpawn(state);
  8797. int16 race_id = lua_interface->GetInt16Value(state, 2);
  8798. lua_interface->ResetFunctionStack(state);
  8799. if (!spawn) {
  8800. lua_interface->LogError("%s: LUA CheckRaceType command error: spawn is not valid", lua_interface->GetScriptName(state));
  8801. return 0;
  8802. }
  8803. if (race_id == 0) {
  8804. lua_interface->LogError("%s: LUA CheckRaceType command error: race id must be set", lua_interface->GetScriptName(state));
  8805. return 0;
  8806. }
  8807. lua_interface->SetBooleanValue(state, (race_id == race_types_list.GetRaceType(spawn->GetModelType()) || race_id == race_types_list.GetRaceBaseType(spawn->GetModelType())));
  8808. return 1;
  8809. }
  8810. int EQ2Emu_lua_GetRaceType(lua_State* state) {
  8811. if (!lua_interface)
  8812. return 0;
  8813. Spawn* spawn = lua_interface->GetSpawn(state);
  8814. lua_interface->ResetFunctionStack(state);
  8815. if (!spawn) {
  8816. lua_interface->LogError("%s: LUA GetRaceType command error: spawn is not valid", lua_interface->GetScriptName(state));
  8817. return 0;
  8818. }
  8819. lua_interface->SetInt32Value(state, race_types_list.GetRaceType(spawn->GetModelType()));
  8820. return 1;
  8821. }
  8822. int EQ2Emu_lua_GetRaceBaseType(lua_State* state) {
  8823. if (!lua_interface)
  8824. return 0;
  8825. Spawn* spawn = lua_interface->GetSpawn(state);
  8826. lua_interface->ResetFunctionStack(state);
  8827. if (!spawn) {
  8828. lua_interface->LogError("%s: LUA GetRaceBaseType command error: spawn is not valid", lua_interface->GetScriptName(state));
  8829. return 0;
  8830. }
  8831. lua_interface->SetInt32Value(state, race_types_list.GetRaceBaseType(spawn->GetModelType()));
  8832. return 1;
  8833. }
  8834. int EQ2Emu_lua_GetSpellName(lua_State* state) {
  8835. if (!lua_interface)
  8836. return 0;
  8837. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8838. lua_interface->ResetFunctionStack(state);
  8839. if (!spell) {
  8840. lua_interface->LogError("%s: LUA GetSpellName command error: this function must be used from a spell script!", lua_interface->GetScriptName(state));
  8841. return 0;
  8842. }
  8843. lua_interface->SetStringValue(state, spell->spell->GetName());
  8844. return 1;
  8845. }
  8846. int EQ2Emu_lua_GetQuestFlags(lua_State* state) {
  8847. if (!lua_interface)
  8848. return 0;
  8849. Quest* quest = lua_interface->GetQuest(state);
  8850. lua_interface->ResetFunctionStack(state);
  8851. if (!quest) {
  8852. lua_interface->LogError("%s: LUA GetQuestFlags command error: quest is not valid.", lua_interface->GetScriptName(state));
  8853. return 0;
  8854. }
  8855. lua_interface->SetInt32Value(state, quest->GetQuestFlags());
  8856. return 1;
  8857. }
  8858. int EQ2Emu_lua_SetQuestFlags(lua_State* state) {
  8859. if (!lua_interface)
  8860. return 0;
  8861. Quest* quest = lua_interface->GetQuest(state);
  8862. int32 flags = lua_interface->GetInt32Value(state, 2);
  8863. lua_interface->ResetFunctionStack(state);
  8864. if (!quest) {
  8865. lua_interface->LogError("%s: LUA SetQuestFlags command error: quest is not valid.", lua_interface->GetScriptName(state));
  8866. return 0;
  8867. }
  8868. quest->SetQuestFlags(flags);
  8869. return 0;
  8870. }
  8871. int EQ2Emu_lua_SetQuestTimer(lua_State* state) {
  8872. if (!lua_interface)
  8873. return 0;
  8874. Quest* quest = lua_interface->GetQuest(state);
  8875. Spawn* player = lua_interface->GetSpawn(state, 2);
  8876. int32 step = lua_interface->GetInt32Value(state, 3);
  8877. int32 duration = lua_interface->GetInt32Value(state, 4);
  8878. string action = lua_interface->GetStringValue(state, 5);
  8879. lua_interface->ResetFunctionStack(state);
  8880. if (!quest) {
  8881. lua_interface->LogError("%s: LUA SetQuestTimer command error: quest is not valid.", lua_interface->GetScriptName(state));
  8882. return 0;
  8883. }
  8884. if (!player) {
  8885. lua_interface->LogError("%s: LUA SetQuestTimer command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8886. return 0;
  8887. }
  8888. if (!player->IsPlayer()) {
  8889. lua_interface->LogError("%s: LUA SetQuestTimer command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8890. return 0;
  8891. }
  8892. if (step == 0) {
  8893. lua_interface->LogError("%s: LUA SetQuestTimer command error: step must be set.", lua_interface->GetScriptName(state));
  8894. return 0;
  8895. }
  8896. if (duration == 0) {
  8897. lua_interface->LogError("%s: LUA SetQuestTimer command error: duration must be set.", lua_interface->GetScriptName(state));
  8898. return 0;
  8899. }
  8900. if (action.length() == 0) {
  8901. lua_interface->LogError("%s: LUA SetQuestTimer command error: failed action must be set.", lua_interface->GetScriptName(state));
  8902. return 0;
  8903. }
  8904. Client* client = ((Player*)player)->GetClient();
  8905. if (!client) {
  8906. lua_interface->LogError("%s: LUA SetQuestTimer command error: failed to get a valid client pointer for the given player", lua_interface->GetScriptName(state));
  8907. return 0;
  8908. }
  8909. quest->SetTimerStep(step);
  8910. quest->AddFailedAction(step, action);
  8911. quest->SetStepTimer(duration);
  8912. client->AddQuestTimer(quest->GetQuestID());
  8913. return 0;
  8914. }
  8915. int EQ2Emu_lua_SetQuestTimerComplete(lua_State* state) {
  8916. if (!lua_interface)
  8917. return 0;
  8918. Quest* quest = lua_interface->GetQuest(state);
  8919. Spawn* player = lua_interface->GetSpawn(state, 2);
  8920. lua_interface->ResetFunctionStack(state);
  8921. if (!quest) {
  8922. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: quest is not valid.", lua_interface->GetScriptName(state));
  8923. return 0;
  8924. }
  8925. if (!player) {
  8926. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8927. return 0;
  8928. }
  8929. if (!player->IsPlayer()) {
  8930. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8931. return 0;
  8932. }
  8933. Client* client = ((Player*)player)->GetClient();
  8934. if (!client) {
  8935. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: failed to get a valid client pointer for the given player", lua_interface->GetScriptName(state));
  8936. return 0;
  8937. }
  8938. quest->SetTimerStep(0);
  8939. quest->SetStepTimer(0);
  8940. client->RemoveQuestTimer(quest->GetQuestID());
  8941. return 0;
  8942. }
  8943. int EQ2Emu_lua_RemoveQuestStep(lua_State* state) {
  8944. if (!lua_interface)
  8945. return 0;
  8946. Spawn* player = lua_interface->GetSpawn(state);
  8947. Quest* quest = lua_interface->GetQuest(state, 2);
  8948. int32 step = lua_interface->GetInt32Value(state, 3);
  8949. lua_interface->ResetFunctionStack(state);
  8950. if (!player) {
  8951. lua_interface->LogError("%s: LUA RemoveQuestStep command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8952. return 0;
  8953. }
  8954. if (!player->IsPlayer()) {
  8955. lua_interface->LogError("%s: LUA RemoveQuestStep command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8956. return 0;
  8957. }
  8958. if (!quest) {
  8959. lua_interface->LogError("%s: LUA RemoveQuestStep command error: quest is not valid.", lua_interface->GetScriptName(state));
  8960. return 0;
  8961. }
  8962. if (step == 0) {
  8963. lua_interface->LogError("%s: LUA RemoveQuestStep command error: step must be set.", lua_interface->GetScriptName(state));
  8964. return 0;
  8965. }
  8966. Client* client = ((Player*)player)->GetClient();
  8967. if (!client) {
  8968. lua_interface->LogError("%s: LUA RemoveQuestStep command error: unable to get a valid client pointer from the given player.", lua_interface->GetScriptName(state));
  8969. return 0;
  8970. }
  8971. if (quest->RemoveQuestStep(step, client)) {
  8972. client->QueuePacket(quest->QuestJournalReply(client->GetVersion(), client->GetNameCRC(), (Player*)player, 0, 0, 0, true));
  8973. client->GetCurrentZone()->SendQuestUpdates(client);
  8974. }
  8975. else
  8976. lua_interface->LogError("LUA RemoveQuestStep command error: unable to remove the step (%u) from the quest (%s).", step, quest->GetName());
  8977. return 0;
  8978. }
  8979. int EQ2Emu_lua_ResetQuestStep(lua_State* state) {
  8980. if (!lua_interface)
  8981. return 0;
  8982. Quest* quest = lua_interface->GetQuest(state, 1);
  8983. int32 step = lua_interface->GetInt32Value(state, 2);
  8984. string desc = lua_interface->GetStringValue(state, 3);
  8985. string task_group = lua_interface->GetStringValue(state, 4);
  8986. lua_interface->ResetFunctionStack(state);
  8987. if (!quest) {
  8988. lua_interface->LogError("%s: LUA ResetQuestStep command error: quest is not valid.", lua_interface->GetScriptName(state));
  8989. return 0;
  8990. }
  8991. if (step == 0) {
  8992. lua_interface->LogError("%s: LUA ResetQuestStep command error: step must be set.", lua_interface->GetScriptName(state));
  8993. return 0;
  8994. }
  8995. QuestStep* quest_step = quest->GetQuestStep(step);
  8996. if (!quest_step) {
  8997. lua_interface->LogError("%s: LUA ResetQuestStep command error: unable to get a valid quest step.", lua_interface->GetScriptName(state));
  8998. return 0;
  8999. }
  9000. quest_step->SetStepProgress(0);
  9001. quest_step->SetTaskGroup(task_group);
  9002. quest_step->SetDescription(desc);
  9003. return 0;
  9004. }
  9005. int EQ2Emu_lua_AddQuestStepFailureAction(lua_State* state) {
  9006. if (!lua_interface)
  9007. return 0;
  9008. Quest* quest = lua_interface->GetQuest(state);
  9009. int32 step = lua_interface->GetInt32Value(state, 2);
  9010. string action = lua_interface->GetStringValue(state, 3);
  9011. lua_interface->ResetFunctionStack(state);
  9012. if (!quest) {
  9013. lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: quest is not valid.", lua_interface->GetScriptName(state));
  9014. return 0;
  9015. }
  9016. if (step == 0) {
  9017. lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: step must be set.", lua_interface->GetScriptName(state));
  9018. return 0;
  9019. }
  9020. if (action.length() == 0) {
  9021. lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: action must be set.", lua_interface->GetScriptName(state));
  9022. return 0;
  9023. }
  9024. quest->AddFailedAction(step, action);
  9025. return 0;
  9026. }
  9027. int EQ2Emu_lua_SetStepFailed(lua_State* state) {
  9028. if (!lua_interface)
  9029. return 0;
  9030. Spawn* player = lua_interface->GetSpawn(state);
  9031. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  9032. int32 step = lua_interface->GetInt32Value(state, 3);
  9033. lua_interface->ResetFunctionStack(state);
  9034. if (!player) {
  9035. lua_interface->LogError("%s: LUA SetStepFailed command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  9036. return 0;
  9037. }
  9038. if (!player->IsPlayer()) {
  9039. lua_interface->LogError("%s: LUA SetStepFailed command error: player is not a valid player.", lua_interface->GetScriptName(state));
  9040. return 0;
  9041. }
  9042. if (quest_id == 0) {
  9043. lua_interface->LogError("%s: LUA SetStepFailed command error: quest_id must be set.", lua_interface->GetScriptName(state));
  9044. return 0;
  9045. }
  9046. if (step == 0) {
  9047. lua_interface->LogError("%s: LUA SetStepFailed command error: step must be set.", lua_interface->GetScriptName(state));
  9048. return 0;
  9049. }
  9050. Quest* quest = ((Player*)player)->GetQuest(quest_id);
  9051. if (!quest) {
  9052. lua_interface->LogError("LUA SetStepFailed command error: unable to get a valid quest from the given id (%u).", quest_id);
  9053. return 0;
  9054. }
  9055. quest->StepFailed(step);
  9056. return 0;
  9057. }
  9058. int EQ2Emu_lua_GetQuestCompleteCount(lua_State* state) {
  9059. if (!lua_interface)
  9060. return 0;
  9061. Spawn* player = lua_interface->GetSpawn(state);
  9062. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  9063. lua_interface->ResetFunctionStack(state);
  9064. if (!player) {
  9065. lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: player is not a valid spawn", lua_interface->GetScriptName(state));
  9066. return 0;
  9067. }
  9068. if (!player->IsPlayer()) {
  9069. lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: player is not a valid player", lua_interface->GetScriptName(state));
  9070. return 0;
  9071. }
  9072. if (quest_id == 0) {
  9073. lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: quest id is not valid", lua_interface->GetScriptName(state));
  9074. return 0;
  9075. }
  9076. lua_interface->SetInt32Value(state, ((Player*)player)->GetQuestCompletedCount(quest_id));
  9077. return 1;
  9078. }
  9079. int EQ2Emu_lua_SetServerVariable(lua_State* state) {
  9080. if (!lua_interface)
  9081. return 0;
  9082. string name = lua_interface->GetStringValue(state);
  9083. string value = lua_interface->GetStringValue(state, 2);
  9084. string comment = lua_interface->GetStringValue(state, 3);
  9085. lua_interface->ResetFunctionStack(state);
  9086. if (name.length() == 0) {
  9087. lua_interface->LogError("%s: LUA SetServerVariable command error: name is not valid", lua_interface->GetScriptName(state));
  9088. return 0;
  9089. }
  9090. if (value.length() == 0) {
  9091. lua_interface->LogError("%s: LUA SetServerVariable command error: value is not valid", lua_interface->GetScriptName(state));
  9092. return 0;
  9093. }
  9094. string varname = string("lua_").append(name);
  9095. Variable* var = variables.FindVariable(varname);
  9096. if (var)
  9097. var->SetValue(value.c_str());
  9098. else {
  9099. var = new Variable(varname.c_str(), value.c_str(), comment.c_str());
  9100. variables.AddVariable(var);
  9101. }
  9102. database.SaveVariable(var->GetName(), var->GetValue(), var->GetComment());
  9103. return 0;
  9104. }
  9105. int EQ2Emu_lua_GetServerVariable(lua_State* state) {
  9106. if (!lua_interface)
  9107. return 0;
  9108. string name = lua_interface->GetStringValue(state);
  9109. lua_interface->ResetFunctionStack(state);
  9110. if (name.length() == 0) {
  9111. lua_interface->LogError("%s: LUA GetServerVariable command error: name is not valid", lua_interface->GetScriptName(state));
  9112. return 0;
  9113. }
  9114. string varname = string("lua_").append(name);
  9115. Variable* var = variables.FindVariable(varname);
  9116. if (var)
  9117. lua_interface->SetStringValue(state, var->GetValue());
  9118. else
  9119. lua_interface->SetStringValue(state, "NULL");
  9120. return 1;
  9121. }
  9122. int EQ2Emu_lua_HasLanguage(lua_State* state) {
  9123. if (!lua_interface)
  9124. return 0;
  9125. Spawn* player = lua_interface->GetSpawn(state);
  9126. int32 language_id = lua_interface->GetInt32Value(state, 2);
  9127. lua_interface->ResetFunctionStack(state);
  9128. if (!player) {
  9129. lua_interface->LogError("%s: LUA HasLanguage command error: player is not valid", lua_interface->GetScriptName(state));
  9130. return 0;
  9131. }
  9132. if (!player->IsPlayer()) {
  9133. lua_interface->LogError("%s: LUA HasLanguage command error: player is not a valid player", lua_interface->GetScriptName(state));
  9134. return 0;
  9135. }
  9136. lua_interface->SetBooleanValue(state, ((Player*)player)->HasLanguage(language_id));
  9137. return 1;
  9138. }
  9139. int EQ2Emu_lua_AddLanguage(lua_State* state) {
  9140. if (!lua_interface)
  9141. return 0;
  9142. Spawn* player = lua_interface->GetSpawn(state);
  9143. int32 language_id = lua_interface->GetInt32Value(state, 2);
  9144. lua_interface->ResetFunctionStack(state);
  9145. if (!player) {
  9146. lua_interface->LogError("%s: LUA AddLanguage command error: player is not valid", lua_interface->GetScriptName(state));
  9147. return 0;
  9148. }
  9149. if (!player->IsPlayer()) {
  9150. lua_interface->LogError("%s: LUA AddLanguage command error: player is not a valid player", lua_interface->GetScriptName(state));
  9151. return 0;
  9152. }
  9153. Language* language = master_languages_list.GetLanguage(language_id);
  9154. if (language)
  9155. {
  9156. ((Player*)player)->AddLanguage(language->GetID(), language->GetName(), true);
  9157. ((Player*)player)->GetClient()->SendLanguagesUpdate(language->GetID(), 0);
  9158. }
  9159. return 0;
  9160. }
  9161. int EQ2Emu_lua_IsNight(lua_State* state) {
  9162. if (!lua_interface)
  9163. return 0;
  9164. ZoneServer* zone = lua_interface->GetZone(state);
  9165. lua_interface->ResetFunctionStack(state);
  9166. if (!zone) {
  9167. lua_interface->LogError("%s: LUA IsNight command error: zone is not valid", lua_interface->GetScriptName(state));
  9168. return 0;
  9169. }
  9170. lua_interface->SetBooleanValue(state, zone->IsDusk());
  9171. return 1;
  9172. }
  9173. int EQ2Emu_lua_AddMultiFloorLift(lua_State* state) {
  9174. if (!lua_interface)
  9175. return 0;
  9176. Spawn* spawn = lua_interface->GetSpawn(state);
  9177. lua_interface->ResetFunctionStack(state);
  9178. if (!spawn) {
  9179. lua_interface->LogError("%s: LUA AddMultiFloorLift command error: spawn is not valid", lua_interface->GetScriptName(state));
  9180. return 0;
  9181. }
  9182. if (!spawn->IsWidget()) {
  9183. lua_interface->LogError("%s: LUA AddMultiFloorLift command error: spawn is not a widget", lua_interface->GetScriptName(state));
  9184. return 0;
  9185. }
  9186. ((Widget*)spawn)->SetMultiFloorLift(true);
  9187. if (spawn->GetZone())
  9188. spawn->GetZone()->AddTransportSpawn(spawn);
  9189. return 0;
  9190. }
  9191. int EQ2Emu_lua_StartAutoMount(lua_State* state) {
  9192. if (!lua_interface)
  9193. return 0;
  9194. Spawn* player = lua_interface->GetSpawn(state);
  9195. int32 path = lua_interface->GetInt32Value(state, 2);
  9196. lua_interface->ResetFunctionStack(state);
  9197. if (!player) {
  9198. lua_interface->LogError("%s: LUA StartAutoMount command error: spawn is not valid", lua_interface->GetScriptName(state));
  9199. return 0;
  9200. }
  9201. if (!player->IsPlayer()) {
  9202. lua_interface->LogError("%s: LUA StartAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
  9203. return 0;
  9204. }
  9205. if (path == 0) {
  9206. lua_interface->LogError("%s: LUA StartAutoMount command error: path must be greater then zero", lua_interface->GetScriptName(state));
  9207. return 0;
  9208. }
  9209. Client* client = ((Player*)player)->GetClient();
  9210. if (!client) {
  9211. lua_interface->LogError("%s: LUA StartAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
  9212. return 0;
  9213. }
  9214. client->SendFlightAutoMount(path);
  9215. return 0;
  9216. }
  9217. int EQ2Emu_lua_EndAutoMount(lua_State* state) {
  9218. if (!lua_interface)
  9219. return 0;
  9220. Spawn* player = lua_interface->GetSpawn(state);
  9221. if (!player) {
  9222. lua_interface->LogError("%s: LUA EndAutoMount command error: spawn is not valid", lua_interface->GetScriptName(state));
  9223. return 0;
  9224. }
  9225. if (!player->IsPlayer()) {
  9226. lua_interface->LogError("%s: LUA EndAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
  9227. return 0;
  9228. }
  9229. Client* client = ((Player*)player)->GetClient();
  9230. if (!client) {
  9231. lua_interface->LogError("%s: LUA EndAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
  9232. return 0;
  9233. }
  9234. client->EndAutoMount();
  9235. return 0;
  9236. }
  9237. int EQ2Emu_lua_IsOnAutoMount(lua_State* state) {
  9238. if (!lua_interface)
  9239. return 0;
  9240. Spawn* player = lua_interface->GetSpawn(state);
  9241. lua_interface->ResetFunctionStack(state);
  9242. if (!player) {
  9243. lua_interface->LogError("%s: LUA IsOnAutoMount command error: spawn in not valid", lua_interface->GetScriptName(state));
  9244. return 0;
  9245. }
  9246. if (!player->IsPlayer()) {
  9247. lua_interface->LogError("%s: LUA IsOnAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
  9248. return 0;
  9249. }
  9250. Client* client = ((Player*)player)->GetClient();
  9251. if (!client) {
  9252. lua_interface->LogError("%s: LUA IsOnAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
  9253. return 0;
  9254. }
  9255. lua_interface->SetBooleanValue(state, client->GetOnAutoMount());
  9256. return 1;
  9257. }
  9258. int EQ2Emu_lua_SetPlayerHistory(lua_State* state) {
  9259. if (!lua_interface)
  9260. return 0;
  9261. Spawn* player = lua_interface->GetSpawn(state);
  9262. int32 event_id = lua_interface->GetInt32Value(state, 2);
  9263. int32 value = lua_interface->GetInt32Value(state, 3);
  9264. int32 value2 = lua_interface->GetInt32Value(state, 4);
  9265. lua_interface->ResetFunctionStack(state);
  9266. if (!player) {
  9267. lua_interface->LogError("%s: LUA SetPlayerHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
  9268. return 0;
  9269. }
  9270. if (!player->IsPlayer()) {
  9271. lua_interface->LogError("%s: LUA SetPlayerHistory command error: spawn is not a player", lua_interface->GetScriptName(state));
  9272. return 0;
  9273. }
  9274. ((Player*)player)->UpdateLUAHistory(event_id, value, value2);
  9275. return 0;
  9276. }
  9277. int EQ2Emu_lua_GetPlayerHistory(lua_State* state) {
  9278. if (!lua_interface)
  9279. return 0;
  9280. Spawn* player = lua_interface->GetSpawn(state);
  9281. int32 event_id = lua_interface->GetInt32Value(state, 2);
  9282. lua_interface->ResetFunctionStack(state);
  9283. if (!player) {
  9284. lua_interface->LogError("%s: LUA GetPlayerHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
  9285. return 0;
  9286. }
  9287. if (!player->IsPlayer()) {
  9288. lua_interface->LogError("%s: LUA GetPlayerHistory command error: spawn is not a player", lua_interface->GetScriptName(state));
  9289. return 0;
  9290. }
  9291. LUAHistory* hd = ((Player*)player)->GetLUAHistory(event_id);
  9292. if (!hd)
  9293. return 0;
  9294. lua_interface->SetInt32Value(state, hd->Value);
  9295. lua_interface->SetInt32Value(state, hd->Value2);
  9296. return 2;
  9297. }
  9298. int EQ2Emu_lua_SetGridID(lua_State* state) {
  9299. if (!lua_interface)
  9300. return 0;
  9301. Spawn* spawn = lua_interface->GetSpawn(state);
  9302. int32 grid = lua_interface->GetInt32Value(state, 2);
  9303. lua_interface->ResetFunctionStack(state);
  9304. if (!spawn) {
  9305. lua_interface->LogError("%s: LUA SetGridID command error: spawn is not valid", lua_interface->GetScriptName(state));
  9306. return 0;
  9307. }
  9308. if (grid == 0) {
  9309. lua_interface->LogError("%s: LUA SetGridID command error: grid is not valid", lua_interface->GetScriptName(state));
  9310. return 0;
  9311. }
  9312. spawn->SetLocation(grid);
  9313. return 0;
  9314. }
  9315. int EQ2Emu_lua_SetRequiredHistory(lua_State* state) {
  9316. if (!lua_interface)
  9317. return 0;
  9318. Spawn* spawn = lua_interface->GetSpawn(state);
  9319. int32 event_id = lua_interface->GetInt32Value(state, 2);
  9320. int32 value1 = lua_interface->GetInt32Value(state, 3);
  9321. int32 value2 = lua_interface->GetInt32Value(state, 4);
  9322. bool private_spawn = (lua_interface->GetInt8Value(state, 5) == 1);
  9323. int16 flag_override = lua_interface->GetInt16Value(state, 6);
  9324. lua_interface->ResetFunctionStack(state);
  9325. if (!spawn) {
  9326. lua_interface->LogError("%s: LUA SetRequiredHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
  9327. return 0;
  9328. }
  9329. //Add this quest to the list of required quests for this spawn
  9330. spawn->SetRequiredHistory(event_id, value1, value2);
  9331. //If private spawn value set
  9332. if (private_spawn) {
  9333. //Set the spawn to be private when not granted access via history
  9334. spawn->AddAllowAccessSpawn(spawn);
  9335. spawn->SetPrivateQuestSpawn(true);
  9336. }
  9337. //This value will override vis_flags in the vis packet
  9338. if (flag_override > 0)
  9339. spawn->SetQuestsRequiredOverride(flag_override);
  9340. return 0;
  9341. }
  9342. int EQ2Emu_lua_GetQuestStepProgress(lua_State* state) {
  9343. if (!lua_interface)
  9344. return 0;
  9345. Spawn* player = lua_interface->GetSpawn(state);
  9346. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  9347. int32 step_id = lua_interface->GetInt32Value(state, 3);
  9348. lua_interface->ResetFunctionStack(state);
  9349. if (!player) {
  9350. lua_interface->LogError("%s: LUA GetQuestStepProgress command error: spawn is not valid", lua_interface->GetScriptName(state));
  9351. return 0;
  9352. }
  9353. if (!player->IsPlayer()) {
  9354. lua_interface->LogError("%s: LUA GetQuestStepProgress command error: spawn is not a player", lua_interface->GetScriptName(state));
  9355. return 0;
  9356. }
  9357. lua_interface->SetInt32Value(state, ((Player*)player)->GetStepProgress(quest_id, step_id));
  9358. return 1;
  9359. }
  9360. int EQ2Emu_lua_SetPlayerLevel(lua_State* state) {
  9361. if (!lua_interface)
  9362. return 0;
  9363. Spawn* player = lua_interface->GetSpawn(state);
  9364. int8 level = lua_interface->GetInt8Value(state, 2);
  9365. lua_interface->ResetFunctionStack(state);
  9366. if (!player) {
  9367. lua_interface->LogError("%s: LUA SetPlayerLevel command error: spawn is not valid", lua_interface->GetScriptName(state));
  9368. return 0;
  9369. }
  9370. if (!player->IsPlayer()) {
  9371. lua_interface->LogError("%s: LUA SetPlayerLevel command error: spawn is not a player", lua_interface->GetScriptName(state));
  9372. return 0;
  9373. }
  9374. if (level == 0) {
  9375. lua_interface->LogError("%s: LUA SetPlayerLevel command error: new level can't be 0", lua_interface->GetScriptName(state));
  9376. return 0;
  9377. }
  9378. Client* client = ((Player*)player)->GetClient();
  9379. if (!client) {
  9380. lua_interface->LogError("%s: LUA SetPlayerLevel command error: unable to get a client from the given spawn", lua_interface->GetScriptName(state));
  9381. return 0;
  9382. }
  9383. client->ChangeLevel(client->GetPlayer()->GetLevel(), level);
  9384. return 0;
  9385. }
  9386. int EQ2Emu_lua_AddCoin(lua_State* state) {
  9387. if (!lua_interface)
  9388. return 0;
  9389. Spawn* player = lua_interface->GetSpawn(state);
  9390. int32 amount = lua_interface->GetInt32Value(state, 2);
  9391. lua_interface->ResetFunctionStack(state);
  9392. if (!player) {
  9393. lua_interface->LogError("%s: LUA AddCoin command error: spawn is not valid", lua_interface->GetScriptName(state));
  9394. return 0;
  9395. }
  9396. if (!player->IsPlayer()) {
  9397. lua_interface->LogError("%s: LUA AddCoin command error: spawn is not a player", lua_interface->GetScriptName(state));
  9398. return 0;
  9399. }
  9400. if (amount == 0) {
  9401. lua_interface->LogError("%s: LUA AddCoin command error: amount must be greater then 0", lua_interface->GetScriptName(state));
  9402. return 0;
  9403. }
  9404. ((Player*)player)->AddCoins(amount);
  9405. return 0;
  9406. }
  9407. int EQ2Emu_lua_RemoveCoin(lua_State* state) {
  9408. if (!lua_interface)
  9409. return 0;
  9410. Spawn* player = lua_interface->GetSpawn(state);
  9411. int32 amount = lua_interface->GetInt32Value(state, 2);
  9412. lua_interface->ResetFunctionStack(state);
  9413. if (!player) {
  9414. lua_interface->LogError("%s: LUA RemoveCoin command error: spawn is not valid", lua_interface->GetScriptName(state));
  9415. return 0;
  9416. }
  9417. if (!player->IsPlayer()) {
  9418. lua_interface->LogError("%s: LUA RemoveCoin command error: spawn is not a player", lua_interface->GetScriptName(state));
  9419. return 0;
  9420. }
  9421. if (amount == 0) {
  9422. lua_interface->LogError("%s: LUA RemoveCoin command error: amount must be greater then 0", lua_interface->GetScriptName(state));
  9423. return 0;
  9424. }
  9425. lua_interface->SetBooleanValue(state, ((Player*)player)->RemoveCoins(amount));
  9426. return 1;
  9427. }
  9428. int EQ2Emu_lua_GetPlayersInZone(lua_State* state) {
  9429. if (!lua_interface)
  9430. return 0;
  9431. ZoneServer* zone = lua_interface->GetZone(state);
  9432. lua_interface->ResetFunctionStack(state);
  9433. if (!zone) {
  9434. lua_interface->LogError("%s: LUA GetPlayersInZone command error: zone is not valid", lua_interface->GetScriptName(state));
  9435. return 0;
  9436. }
  9437. vector<Entity*> players = zone->GetPlayers();
  9438. if (players.size() == 0)
  9439. return 0;
  9440. lua_createtable(state, players.size(), 0);
  9441. int newTable = lua_gettop(state);
  9442. for (int32 i = 0; i < players.size(); i++) {
  9443. lua_interface->SetSpawnValue(state, players.at(i));
  9444. lua_rawseti(state, newTable, i + 1);
  9445. }
  9446. return 1;
  9447. }
  9448. int EQ2Emu_lua_SpawnGroupByID(lua_State* state) {
  9449. if (!lua_interface)
  9450. return 0;
  9451. ZoneServer* zone = lua_interface->GetZone(state, 1);
  9452. if (!zone) {
  9453. lua_interface->LogError("%s: LUA GetPlayersInZone command error: zone is not valid", lua_interface->GetScriptName(state));
  9454. return 0;
  9455. }
  9456. int32 group_id = lua_interface->GetInt32Value(state, 2);
  9457. lua_interface->ResetFunctionStack(state);
  9458. //Map of <placement_id, location_id>
  9459. map<int32, int32>* locs = zone->GetSpawnLocationsByGroup(group_id);
  9460. map<int32, int32>::iterator itr;
  9461. vector<Spawn*> group;
  9462. for (itr = locs->begin(); itr != locs->end(); itr++) {
  9463. SpawnLocation* location = zone->GetSpawnLocation(itr->second);
  9464. if (!location) {
  9465. lua_interface->LogError("LUA SpawnByLocationID command error: no location found for the given ID (%u)", itr->second);
  9466. return 0;
  9467. }
  9468. Spawn* spawn = 0;
  9469. if (location->entities[0]) {
  9470. if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  9471. spawn = zone->AddNPCSpawn(location, location->entities[0]);
  9472. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  9473. spawn = zone->AddGroundSpawn(location, location->entities[0]);
  9474. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  9475. spawn = zone->AddObjectSpawn(location, location->entities[0]);
  9476. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  9477. spawn = zone->AddWidgetSpawn(location, location->entities[0]);
  9478. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  9479. spawn = zone->AddSignSpawn(location, location->entities[0]);
  9480. if(spawn && spawn->IsOmittedByDBFlag())
  9481. {
  9482. 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);
  9483. safe_delete(spawn);
  9484. continue;
  9485. }
  9486. if (spawn) {
  9487. const char* script = 0;
  9488. for (int x = 0; x < 3; x++) {
  9489. switch (x) {
  9490. case 0:
  9491. script = world.GetSpawnEntryScript(location->entities[0]->spawn_entry_id);
  9492. break;
  9493. case 1:
  9494. script = world.GetSpawnLocationScript(location->entities[0]->spawn_location_id);
  9495. break;
  9496. case 2:
  9497. script = world.GetSpawnScript(location->entities[0]->spawn_id);
  9498. break;
  9499. }
  9500. if (script && lua_interface->GetSpawnScript(script) != 0) {
  9501. spawn->SetSpawnScript(string(script));
  9502. break;
  9503. }
  9504. }
  9505. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  9506. lua_interface->SetSpawnValue(state, spawn);
  9507. group.push_back(spawn);
  9508. }
  9509. else {
  9510. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn by group id to zone %s with location id %u.", zone->GetZoneName(), group_id);
  9511. safe_delete(spawn);
  9512. }
  9513. }
  9514. }
  9515. if (!group.empty()) {
  9516. lua_createtable(state, group.size(), 0);
  9517. int newTable = lua_gettop(state);
  9518. for (int32 i = 0; i < group.size(); i++) {
  9519. lua_interface->SetSpawnValue(state, group[i]);
  9520. lua_rawseti(state, newTable, i + 1);
  9521. }
  9522. }
  9523. else
  9524. lua_pushnil(state);
  9525. return 1;
  9526. }
  9527. int EQ2Emu_lua_SetSpawnAnimation(lua_State* state) {
  9528. if (!lua_interface)
  9529. return 0;
  9530. Spawn* spawn = lua_interface->GetSpawn(state, 1);
  9531. int32 anim_id = lua_interface->GetInt32Value(state, 2);
  9532. int16 leeway = lua_interface->GetInt16Value(state, 3);
  9533. lua_interface->ResetFunctionStack(state);
  9534. if (!spawn) {
  9535. lua_interface->LogError("%s: LUA SetSpawnAnimation command error: spawn is not valid", lua_interface->GetScriptName(state));
  9536. return 0;
  9537. }
  9538. if (anim_id == 0) {
  9539. lua_interface->LogError("%s: LUA SetSpawnAnimation command error: anim_id is not valid", lua_interface->GetScriptName(state));
  9540. return 0;
  9541. }
  9542. if (leeway == 0)
  9543. leeway = 5000;
  9544. spawn->SetSpawnAnim(anim_id);
  9545. spawn->SetSpawnAnimLeeway(leeway);
  9546. return 0;
  9547. }
  9548. int EQ2Emu_lua_GetClientVersion(lua_State* state) {
  9549. if (!lua_interface)
  9550. return 0;
  9551. Spawn* player = lua_interface->GetSpawn(state);
  9552. lua_interface->ResetFunctionStack(state);
  9553. if (!player || !player->IsPlayer()) {
  9554. return 0;
  9555. }
  9556. Client* client = ((Player*)player)->GetClient();
  9557. if (!client) {
  9558. return 0;
  9559. }
  9560. lua_interface->SetInt32Value(state, client->GetVersion());
  9561. return 1;
  9562. }
  9563. int EQ2Emu_lua_GetItemID(lua_State* state) {
  9564. if (!lua_interface)
  9565. return 0;
  9566. Item* item = lua_interface->GetItem(state);
  9567. lua_interface->ResetFunctionStack(state);
  9568. if (!item) {
  9569. lua_interface->LogError("%s: LUA GetItemID command error: item is not valid", lua_interface->GetScriptName(state));
  9570. return 0;
  9571. }
  9572. lua_interface->SetInt32Value(state, item->details.item_id);
  9573. return 1;
  9574. }
  9575. int EQ2Emu_lua_IsEntity(lua_State* state) {
  9576. if (!lua_interface)
  9577. return 0;
  9578. Spawn* spawn = lua_interface->GetSpawn(state);
  9579. lua_interface->ResetFunctionStack(state);
  9580. if (!spawn) {
  9581. lua_interface->LogError("%s: LUA IsEntity command error: spawn is not valid", lua_interface->GetScriptName(state));
  9582. return 0;
  9583. }
  9584. lua_interface->SetBooleanValue(state, spawn->IsEntity());
  9585. return 1;
  9586. }
  9587. int EQ2Emu_lua_GetOrigX(lua_State* state) {
  9588. if (!lua_interface)
  9589. return 0;
  9590. Spawn* spawn = lua_interface->GetSpawn(state);
  9591. lua_interface->ResetFunctionStack(state);
  9592. if (!spawn) {
  9593. lua_interface->LogError("%s: LUA GetOrigX command error: spawn is not valid", lua_interface->GetScriptName(state));
  9594. return 0;
  9595. }
  9596. lua_interface->SetFloatValue(state, spawn->GetSpawnOrigX());
  9597. return 1;
  9598. }
  9599. int EQ2Emu_lua_GetOrigY(lua_State* state) {
  9600. if (!lua_interface)
  9601. return 0;
  9602. Spawn* spawn = lua_interface->GetSpawn(state);
  9603. lua_interface->ResetFunctionStack(state);
  9604. if (!spawn) {
  9605. lua_interface->LogError("%s: LUA GetOrigY command error: spawn is not valid", lua_interface->GetScriptName(state));
  9606. return 0;
  9607. }
  9608. lua_interface->SetFloatValue(state, spawn->GetSpawnOrigY());
  9609. return 1;
  9610. }
  9611. int EQ2Emu_lua_GetOrigZ(lua_State* state) {
  9612. if (!lua_interface)
  9613. return 0;
  9614. Spawn* spawn = lua_interface->GetSpawn(state);
  9615. lua_interface->ResetFunctionStack(state);
  9616. if (!spawn) {
  9617. lua_interface->LogError("%s: LUA GetOrigZ command error: spawn is not valid", lua_interface->GetScriptName(state));
  9618. return 0;
  9619. }
  9620. lua_interface->SetFloatValue(state, spawn->GetSpawnOrigZ());
  9621. return 1;
  9622. }
  9623. int EQ2Emu_lua_GetPCTOfHP(lua_State* state) {
  9624. if (!lua_interface)
  9625. return 0;
  9626. Spawn* spawn = lua_interface->GetSpawn(state);
  9627. float pct = lua_interface->GetFloatValue(state, 2);
  9628. lua_interface->ResetFunctionStack(state);
  9629. if (!spawn) {
  9630. lua_interface->LogError("%s: LUA GetPCTOfHP command error: spawn is not valid", lua_interface->GetScriptName(state));
  9631. return 0;
  9632. }
  9633. if (pct == 0) {
  9634. lua_interface->LogError("%s: LUA GetPCTOfHP command error: pct is not valid", lua_interface->GetScriptName(state));
  9635. return 0;
  9636. }
  9637. int32 amount = std::round(spawn->GetTotalHP() * (pct / 100));
  9638. lua_interface->SetInt32Value(state, amount);
  9639. return 1;
  9640. }
  9641. int EQ2Emu_lua_GetPCTOfPower(lua_State* state) {
  9642. if (!lua_interface)
  9643. return 0;
  9644. Spawn* spawn = lua_interface->GetSpawn(state);
  9645. float pct = lua_interface->GetFloatValue(state, 2);
  9646. lua_interface->ResetFunctionStack(state);
  9647. if (!spawn) {
  9648. lua_interface->LogError("%s: LUA GetPCTOfPower command error: spawn is not valid", lua_interface->GetScriptName(state));
  9649. return 0;
  9650. }
  9651. if (pct == 0) {
  9652. lua_interface->LogError("%s: LUA GetPCTOfPower command error: pct is not valid", lua_interface->GetScriptName(state));
  9653. return 0;
  9654. }
  9655. int32 amount = std::round(spawn->GetTotalPower() * (pct / 100));
  9656. lua_interface->SetInt32Value(state, amount);
  9657. return 1;
  9658. }
  9659. int EQ2Emu_lua_GetBoundZoneID(lua_State* state) {
  9660. if (!lua_interface)
  9661. return 0;
  9662. Spawn* spawn = lua_interface->GetSpawn(state);
  9663. lua_interface->ResetFunctionStack(state);
  9664. if (!spawn) {
  9665. lua_interface->LogError("%s: LUA GetBoundZoneID command error: spawn is not valid", lua_interface->GetScriptName(state));
  9666. return 0;
  9667. }
  9668. if (!spawn->IsPlayer()) {
  9669. lua_interface->LogError("%s: LUA GetBoundZoneID command error: spawn is not a player", lua_interface->GetScriptName(state));
  9670. return 0;
  9671. }
  9672. lua_interface->SetInt32Value(state, ((Player*)spawn)->GetPlayerInfo()->GetBindZoneID());
  9673. return 1;
  9674. }
  9675. int EQ2Emu_lua_Evac(lua_State* state) {
  9676. if (!lua_interface)
  9677. return 0;
  9678. Spawn* target = lua_interface->GetSpawn(state);
  9679. if (target) {
  9680. float x = target->GetZone()->GetSafeX();
  9681. float y = target->GetZone()->GetSafeY();
  9682. float z = target->GetZone()->GetSafeZ();
  9683. float h = target->GetZone()->GetSafeHeading();
  9684. target->SetX(x);
  9685. target->SetY(y);
  9686. target->SetZ(z);
  9687. target->SetHeading(h);
  9688. target->SetSpawnOrigX(x);
  9689. target->SetSpawnOrigY(y);
  9690. target->SetSpawnOrigZ(z);
  9691. target->SetSpawnOrigHeading(h);
  9692. if (target->IsPlayer()) {
  9693. Client* client = ((Player*)target)->GetClient();
  9694. if (client) {
  9695. client->GetCurrentZone()->ClearHate(client->GetPlayer());
  9696. int numargs = lua_interface->GetNumberOfArgs(state);
  9697. if(numargs == 4) {
  9698. x = lua_interface->GetFloatValue(state,1);
  9699. y = lua_interface->GetFloatValue(state,2);
  9700. z = lua_interface->GetFloatValue(state,3);
  9701. h = lua_interface->GetFloatValue(state,4);
  9702. }
  9703. client->SetReloadingZone(true);
  9704. target->SetX(x);
  9705. target->SetY(y);
  9706. target->SetZ(z);
  9707. target->SetHeading(h);
  9708. target->SetSpawnOrigX(x);
  9709. target->SetSpawnOrigY(y);
  9710. target->SetSpawnOrigZ(z);
  9711. target->SetSpawnOrigHeading(h);
  9712. target->SetAppearancePosition(x,y,z);
  9713. client->SetZoningCoords(x,y,z,h);
  9714. PacketStruct* packet = configReader.getStruct("WS_TeleportWithinZone", client->GetVersion());
  9715. if (packet)
  9716. {
  9717. packet->setDataByName("x", x);
  9718. packet->setDataByName("y", y);
  9719. packet->setDataByName("z", z);
  9720. client->QueuePacket(packet->serialize());
  9721. safe_delete(packet);
  9722. }
  9723. client->GetCurrentZone()->RemoveSpawn(target, false, false, true, true);
  9724. client->GetPlayer()->SetSpawnSentState(target, SpawnState::SPAWN_STATE_SENT);
  9725. }
  9726. }
  9727. lua_interface->ResetFunctionStack(state);
  9728. }
  9729. else {
  9730. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  9731. if(!spell || !spell->caster || !spell->caster->GetZone()) {
  9732. lua_interface->ResetFunctionStack(state);
  9733. return 0;
  9734. }
  9735. ZoneServer* zone = spell->caster->GetZone();
  9736. float x = spell->caster->GetZone()->GetSafeX();
  9737. float y = spell->caster->GetZone()->GetSafeY();
  9738. float z = spell->caster->GetZone()->GetSafeZ();
  9739. float h = spell->caster->GetZone()->GetSafeHeading();
  9740. int numargs = lua_interface->GetNumberOfArgs(state);
  9741. if(numargs == 4) {
  9742. x = lua_interface->GetFloatValue(state,1);
  9743. y = lua_interface->GetFloatValue(state,2);
  9744. z = lua_interface->GetFloatValue(state,3);
  9745. h = lua_interface->GetFloatValue(state,4);
  9746. }
  9747. lua_interface->ResetFunctionStack(state);
  9748. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  9749. for (int32 i = 0; i < spell->targets.size(); i++) {
  9750. Spawn* target2 = zone->GetSpawnByID(spell->targets.at(i));
  9751. if (!target2)
  9752. continue;
  9753. if (target2->IsPlayer()) {
  9754. Client* client = ((Player*)target2)->GetClient();
  9755. if (client) {
  9756. client->GetCurrentZone()->ClearHate(client->GetPlayer());
  9757. client->SetReloadingZone(true);
  9758. target2->SetX(x);
  9759. target2->SetY(y);
  9760. target2->SetZ(z);
  9761. target2->SetHeading(h);
  9762. target2->SetSpawnOrigX(x);
  9763. target2->SetSpawnOrigY(y);
  9764. target2->SetSpawnOrigZ(z);
  9765. target2->SetSpawnOrigHeading(h);
  9766. target2->SetAppearancePosition(x,y,z);
  9767. client->SetZoningCoords(x,y,z,h);
  9768. PacketStruct* packet = configReader.getStruct("WS_TeleportWithinZone", client->GetVersion());
  9769. if (packet)
  9770. {
  9771. packet->setDataByName("x", x);
  9772. packet->setDataByName("y", y);
  9773. packet->setDataByName("z", z);
  9774. client->QueuePacket(packet->serialize());
  9775. safe_delete(packet);
  9776. }
  9777. client->GetCurrentZone()->RemoveSpawn(target2, false, false, true, true);
  9778. client->GetPlayer()->SetSpawnSentState(target2, SpawnState::SPAWN_STATE_SENT);
  9779. }
  9780. }
  9781. }
  9782. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  9783. }
  9784. return 0;
  9785. }
  9786. int EQ2Emu_lua_GetSpellTier(lua_State* state) {
  9787. if (!lua_interface)
  9788. return 0;
  9789. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  9790. lua_interface->ResetFunctionStack(state);
  9791. if (!luaspell || !luaspell->spell) {
  9792. lua_interface->LogError("%s: LUA GetSpellTier command error: must be used in a spell script", lua_interface->GetScriptName(state));
  9793. return 0;
  9794. }
  9795. int8 tier = luaspell->spell->GetSpellTier();
  9796. lua_interface->SetInt32Value(state, tier);
  9797. return 1;
  9798. }
  9799. int EQ2Emu_lua_GetSpellID(lua_State* state) {
  9800. if (!lua_interface)
  9801. return 0;
  9802. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  9803. lua_interface->ResetFunctionStack(state);
  9804. if (!luaspell || !luaspell->spell) {
  9805. lua_interface->LogError("%s: LUA GetSpellID command error: must be used in a spell script", lua_interface->GetScriptName(state));
  9806. return 0;
  9807. }
  9808. int32 spell_id = luaspell->spell->GetSpellID();
  9809. lua_interface->SetInt32Value(state, spell_id);
  9810. return 1;
  9811. }
  9812. int EQ2Emu_lua_StartTransmute(lua_State* state) {
  9813. if (!lua_interface)
  9814. return 0;
  9815. Spawn* spawn = lua_interface->GetSpawn(state, 1);
  9816. lua_interface->ResetFunctionStack(state);
  9817. if (!spawn) {
  9818. lua_interface->LogError("%s: Lua StartTransmute command error: no spawn", lua_interface->GetScriptName(state));
  9819. return 0;
  9820. }
  9821. if (!spawn->IsPlayer()) {
  9822. lua_interface->LogError("%s: Lua StartTransmute command error: spawn is not a player", lua_interface->GetScriptName(state));
  9823. return 0;
  9824. }
  9825. ZoneServer* zone = spawn->GetZone();
  9826. if (!zone) {
  9827. return 0;
  9828. }
  9829. Client* client = ((Player*)spawn)->GetClient();
  9830. if (!client) {
  9831. return 0;
  9832. }
  9833. Transmute::CreateItemRequest(client, static_cast<Player*>(spawn));
  9834. return 0;
  9835. }
  9836. int EQ2Emu_lua_CompleteTransmute(lua_State* state) {
  9837. if (!lua_interface)
  9838. return 0;
  9839. Spawn* spawn = lua_interface->GetSpawn(state, 1);
  9840. lua_interface->ResetFunctionStack(state);
  9841. if (!spawn) {
  9842. lua_interface->LogError("%s: Lua CompleteTransmute command error: no spawn", lua_interface->GetScriptName(state));
  9843. return 0;
  9844. }
  9845. if (!spawn->IsPlayer()) {
  9846. lua_interface->LogError("%s: Lua CompleteTransmute command error: spawn is not a player", lua_interface->GetScriptName(state));
  9847. return 0;
  9848. }
  9849. ZoneServer* zone = spawn->GetZone();
  9850. if (!zone) {
  9851. return 0;
  9852. }
  9853. Client* client = ((Player*)spawn)->GetClient();
  9854. if (!client) {
  9855. return 0;
  9856. }
  9857. Transmute::CompleteTransmutation(client, static_cast<Player*>(spawn));
  9858. return 0;
  9859. }
  9860. int EQ2Emu_lua_ProcHate(lua_State* state) {
  9861. if (!lua_interface)
  9862. return 0;
  9863. Spawn* caster = lua_interface->GetSpawn(state);
  9864. Spawn* target = lua_interface->GetSpawn(state, 2);
  9865. int32 threat_amt = lua_interface->GetInt32Value(state, 3);
  9866. string spell_name = lua_interface->GetStringValue(state, 4);
  9867. lua_interface->ResetFunctionStack(state);
  9868. if (!caster) {
  9869. lua_interface->LogError("%s: LUA ProcHate command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  9870. return 0;
  9871. }
  9872. if (!caster->IsEntity()) {
  9873. lua_interface->LogError("%s: LUA ProcHate command error: caster is not an entity", lua_interface->GetScriptName(state));
  9874. return 0;
  9875. }
  9876. if (!target) {
  9877. lua_interface->LogError("%s: LUA ProcHate command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  9878. return 0;
  9879. }
  9880. if (!target->IsEntity()) {
  9881. lua_interface->LogError("%s: LUA ProcHate command error: target is not an entity", lua_interface->GetScriptName(state));
  9882. return 0;
  9883. }
  9884. static_cast<Entity*>(target)->AddHate(static_cast<Entity*>(caster), threat_amt);
  9885. caster->GetZone()->SendThreatPacket(static_cast<Entity*>(caster), target, threat_amt, spell_name.c_str());
  9886. return 0;
  9887. }
  9888. int EQ2Emu_lua_GiveExp(lua_State* state) {
  9889. if (!lua_interface)
  9890. return 0;
  9891. Spawn* player = lua_interface->GetSpawn(state);
  9892. int32 amount = lua_interface->GetInt32Value(state, 2);
  9893. lua_interface->ResetFunctionStack(state);
  9894. if (player && player->IsPlayer() && amount > 0) {
  9895. ((Player*)player)->AddXP(amount);
  9896. }
  9897. return 0;
  9898. }
  9899. int EQ2Emu_lua_DisplayText(lua_State* state) {
  9900. if (!lua_interface)
  9901. return 0;
  9902. Spawn* player = lua_interface->GetSpawn(state);
  9903. int8 type = lua_interface->GetInt8Value(state, 2);
  9904. string text = lua_interface->GetStringValue(state, 3);
  9905. lua_interface->ResetFunctionStack(state);
  9906. Client* client = 0;
  9907. if (player && player->IsPlayer())
  9908. client = ((Player*)player)->GetClient();
  9909. if (!client || text.length() == 0) {
  9910. lua_interface->LogError("%s: LUA DisplayText required parameters not given", lua_interface->GetScriptName(state));
  9911. return 0;
  9912. }
  9913. client->SimpleMessage(type, text.c_str());
  9914. return 0;
  9915. }
  9916. int EQ2Emu_lua_ShowLootWindow(lua_State* state) {
  9917. if (!lua_interface)
  9918. return 0;
  9919. Spawn* player = lua_interface->GetSpawn(state);
  9920. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  9921. lua_interface->ResetFunctionStack(state);
  9922. Client* client = 0;
  9923. if (player && player->IsPlayer())
  9924. client = ((Player*)player)->GetClient();
  9925. if (!client || !spawn) {
  9926. lua_interface->LogError("%s: LUA ShowLootWindow required parameters not given", lua_interface->GetScriptName(state));
  9927. return 0;
  9928. }
  9929. vector<Item*>* items = ((Player*)player)->GetPendingLootItems(spawn->GetID());
  9930. if (!items) {
  9931. lua_interface->LogError("%s: LUA ShowLootWindow has no items", lua_interface->GetScriptName(state));
  9932. return 0;
  9933. }
  9934. client->SendLootResponsePacket(spawn->GetLootCoins(), items, spawn, true);
  9935. return 0;
  9936. }
  9937. int EQ2Emu_lua_GetRandomSpawnByID(lua_State* state) {
  9938. if (!lua_interface)
  9939. return 0;
  9940. Spawn* spawnref = lua_interface->GetSpawn(state);
  9941. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  9942. lua_interface->ResetFunctionStack(state);
  9943. if (spawn_id > 0 && spawnref) {
  9944. vector<Spawn*> spawns = spawnref->GetZone()->GetSpawnsByID(spawn_id);
  9945. if (spawns.size() == 0) {
  9946. lua_interface->LogError("%s: LUA EQ2Emu_lua_GetRandomSpawnByID command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  9947. return 0;
  9948. }
  9949. Spawn* spawn = 0;
  9950. int16 index = MakeRandomInt(0, spawns.size());
  9951. if (index >= spawns.size() || index < 0)
  9952. index = 0;
  9953. spawn = spawns[index];
  9954. lua_interface->SetSpawnValue(state, spawn);
  9955. return 1;
  9956. }
  9957. else {
  9958. lua_interface->LogError("%s: LUA GetRandomSpawnByID required parameters not given", lua_interface->GetScriptName(state));
  9959. }
  9960. return 0;
  9961. }
  9962. int EQ2Emu_lua_AddPrimaryEntityCommandAllSpawns(lua_State* state) {
  9963. Spawn* player = lua_interface->GetSpawn(state);
  9964. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  9965. string name = lua_interface->GetStringValue(state, 3);
  9966. float distance = lua_interface->GetFloatValue(state, 4);
  9967. string command = lua_interface->GetStringValue(state, 5);
  9968. string error_text = lua_interface->GetStringValue(state, 6);
  9969. int16 cast_time = lua_interface->GetInt16Value(state, 7);
  9970. int32 spell_visual = lua_interface->GetInt32Value(state, 8);
  9971. lua_interface->ResetFunctionStack(state);
  9972. if (spawn_id && player && player->IsPlayer() && name.length() > 0) {
  9973. if (distance == 0)
  9974. distance = 10.0f;
  9975. if (command.length() == 0)
  9976. command = name;
  9977. vector<Spawn*> spawns = player->GetZone()->GetSpawnsByID(spawn_id);
  9978. if (spawns.size() == 0) {
  9979. lua_interface->LogError("%s: LUA AddPrimaryEntityCommandAllSpawns command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  9980. return 0;
  9981. }
  9982. Spawn* spawn = 0;
  9983. for (vector<Spawn*>::iterator itr = spawns.begin(); itr != spawns.end(); itr++) {
  9984. spawn = *itr;
  9985. if (spawn) {
  9986. spawn->AddPrimaryEntityCommand(name.c_str(), distance, command.c_str(), error_text.c_str(), cast_time, spell_visual);
  9987. player->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance);
  9988. }
  9989. }
  9990. }
  9991. return 0;
  9992. }
  9993. int EQ2Emu_lua_InstructionWindowGoal(lua_State* state) {
  9994. if (!lua_interface)
  9995. return 0;
  9996. Client* client = 0;
  9997. Spawn* player = lua_interface->GetSpawn(state);
  9998. int8 goal_num = lua_interface->GetInt8Value(state, 2);
  9999. lua_interface->ResetFunctionStack(state);
  10000. if (player && player->IsPlayer() && player->GetZone())
  10001. client = ((Player*)player)->GetClient();
  10002. else{
  10003. lua_interface->LogError("LUA InstructionWindowGoal command error: player is not valid");
  10004. return 0;
  10005. }
  10006. if (client) {
  10007. PacketStruct* packet = configReader.getStruct("WS_InstructionWindow", client->GetVersion());
  10008. if (packet) {
  10009. packet->setDataByName("goal_num", goal_num);
  10010. client->QueuePacket(packet->serialize());
  10011. safe_delete(packet);
  10012. }
  10013. }
  10014. return 0;
  10015. }
  10016. int EQ2Emu_lua_InstructionWindowClose(lua_State* state) {
  10017. if (!lua_interface)
  10018. return 0;
  10019. Client* client = 0;
  10020. Spawn* player = lua_interface->GetSpawn(state);
  10021. lua_interface->ResetFunctionStack(state);
  10022. if (player && player->IsPlayer() && player->GetZone())
  10023. client = ((Player*)player)->GetClient();
  10024. else {
  10025. lua_interface->LogError("LUA InstructionWindowClose command error: player is not valid");
  10026. return 0;
  10027. }
  10028. if (client) {
  10029. client->QueuePacket(new EQ2Packet(OP_EqInstructionWindowCloseCmd, 0, 0));
  10030. }
  10031. return 0;
  10032. }
  10033. int EQ2Emu_lua_InstructionWindow(lua_State* state) {
  10034. if (!lua_interface)
  10035. return 0;
  10036. Client* client = 0;
  10037. Spawn* player = lua_interface->GetSpawn(state);
  10038. float duration = lua_interface->GetFloatValue(state, 2);
  10039. string text = lua_interface->GetStringValue(state, 3);
  10040. string voice = lua_interface->GetStringValue(state, 4);
  10041. int32 voice_key1 = lua_interface->GetInt32Value(state, 5);
  10042. int32 voice_key2 = lua_interface->GetInt32Value(state, 6);
  10043. string signal = lua_interface->GetStringValue(state, 7);
  10044. string goal1 = lua_interface->GetStringValue(state, 8);
  10045. string task1 = lua_interface->GetStringValue(state, 9);
  10046. string goal2 = lua_interface->GetStringValue(state, 10);
  10047. string task2 = lua_interface->GetStringValue(state, 11);
  10048. string goal3 = lua_interface->GetStringValue(state, 12);
  10049. string task3 = lua_interface->GetStringValue(state, 13);
  10050. string goal4 = lua_interface->GetStringValue(state, 14);
  10051. string task4 = lua_interface->GetStringValue(state, 15);
  10052. lua_interface->ResetFunctionStack(state);
  10053. if (!player) {
  10054. lua_interface->LogError("LUA InstructionWindow command error: spawn is not valid");
  10055. return 0;
  10056. }
  10057. if (!player->IsPlayer()) {
  10058. lua_interface->LogError("LUA InstructionWindow command error: spawn is not a player");
  10059. return 0;
  10060. }
  10061. else
  10062. client = ((Player*)player)->GetClient();
  10063. if (!client) {
  10064. lua_interface->LogError("LUA InstructionWindow command error: could not find client");
  10065. return 0;
  10066. }
  10067. if (text.length() == 0) {
  10068. lua_interface->LogError("LUA InstructionWindow required parameters not given");
  10069. return 0;
  10070. }
  10071. if (duration >= 0 && duration < 2)
  10072. duration = 2;
  10073. PacketStruct* packet = configReader.getStruct("WS_InstructionWindow", client->GetVersion());
  10074. if (packet) {
  10075. packet->setDataByName("open_seconds_max", duration);
  10076. packet->setDataByName("text", text.c_str());
  10077. packet->setDataByName("voice", voice.c_str());
  10078. int8 num_goals = 1;
  10079. if (task2.length() > 0)
  10080. num_goals++;
  10081. if (task3.length() > 0)
  10082. num_goals++;
  10083. if (task4.length() > 0)
  10084. num_goals++;
  10085. packet->setArrayLengthByName("num_goals", num_goals);
  10086. for (int8 i = 0; i < num_goals; i++) {
  10087. packet->setSubArrayLengthByName("num_tasks", 1, i);
  10088. }
  10089. if (goal1.length() > 0)
  10090. packet->setArrayDataByName("goal_text", goal1.c_str());
  10091. if (goal2.length() > 0)
  10092. packet->setArrayDataByName("goal_text", goal2.c_str(), 1);
  10093. if (goal3.length() > 0)
  10094. packet->setArrayDataByName("goal_text", goal3.c_str(), 2);
  10095. if (goal4.length() > 0)
  10096. packet->setArrayDataByName("goal_text", goal4.c_str(), 3);
  10097. packet->setSubArrayDataByName("task_text", task1.c_str());
  10098. if (task2.length() > 0)
  10099. packet->setSubArrayDataByName("task_text", task2.c_str(), 1);
  10100. if (task3.length() > 0)
  10101. packet->setSubArrayDataByName("task_text", task3.c_str(), 2);
  10102. if (task4.length() > 0)
  10103. packet->setSubArrayDataByName("task_text", task4.c_str(), 3);
  10104. packet->setDataByName("complete_sound", "click");
  10105. packet->setDataByName("signal", signal.c_str());
  10106. packet->setDataByName("voice_key1", voice_key1);
  10107. packet->setDataByName("voice_key2", voice_key2);
  10108. client->QueuePacket(packet->serialize());
  10109. safe_delete(packet);
  10110. }
  10111. return 0;
  10112. }
  10113. int EQ2Emu_lua_ShowWindow(lua_State* state) {
  10114. if (!lua_interface)
  10115. return 0;
  10116. Client* client = 0;
  10117. Spawn* player = lua_interface->GetSpawn(state);
  10118. string window = lua_interface->GetStringValue(state, 2);
  10119. int8 show = lua_interface->GetInt8Value(state, 3);
  10120. lua_interface->ResetFunctionStack(state);
  10121. if (!player) {
  10122. lua_interface->LogError("LUA ShowWindow command error: spawn is not valid");
  10123. return 0;
  10124. }
  10125. if (!player->IsPlayer()) {
  10126. lua_interface->LogError("LUA ShowWindow command error: spawn is not a player");
  10127. return 0;
  10128. }
  10129. else
  10130. client = ((Player*)player)->GetClient();
  10131. if (!client) {
  10132. lua_interface->LogError("LUA ShowWindow command error: could not find client");
  10133. return 0;
  10134. }
  10135. if (window.length() == 0) {
  10136. lua_interface->LogError("LUA ShowWindow required parameters not given");
  10137. return 0;
  10138. }
  10139. PacketStruct* packet = configReader.getStruct("WS_ShowWindow", client->GetVersion());
  10140. if (packet) {
  10141. packet->setDataByName("window", window.c_str());
  10142. packet->setDataByName("show", show);
  10143. client->QueuePacket(packet->serialize());
  10144. safe_delete(packet);
  10145. }
  10146. return 0;
  10147. }
  10148. int EQ2Emu_lua_EnableGameEvent(lua_State* state) {
  10149. //See GameEvents.txt for options that can be used for this function
  10150. if (!lua_interface)
  10151. return 0;
  10152. Client* client = 0;
  10153. Spawn* player = lua_interface->GetSpawn(state);
  10154. string event_name = lua_interface->GetStringValue(state, 2);
  10155. int8 enabled = lua_interface->GetInt8Value(state, 3);
  10156. lua_interface->ResetFunctionStack(state);
  10157. if (!player || !player->IsPlayer()) {
  10158. lua_interface->LogError("LUA EnableGameEvent error: player is not valid");
  10159. return 0;
  10160. }
  10161. client = ((Player*)player)->GetClient();
  10162. if (!client) {
  10163. lua_interface->LogError("LUA EnableGameEvent error: could not find client");
  10164. return 0;
  10165. }
  10166. PacketStruct* packet = configReader.getStruct("WS_EnableGameEvent", client->GetVersion());
  10167. if (packet) {
  10168. packet->setDataByName("event_name", event_name.c_str());
  10169. packet->setDataByName("enabled", enabled);
  10170. client->QueuePacket(packet->serialize());
  10171. safe_delete(packet);
  10172. }
  10173. return 0;
  10174. }
  10175. int EQ2Emu_lua_GetTutorialStep(lua_State* state) {
  10176. if (!lua_interface)
  10177. return 0;
  10178. Spawn* player = lua_interface->GetSpawn(state);
  10179. lua_interface->ResetFunctionStack(state);
  10180. if (player && player->IsPlayer()) {
  10181. lua_interface->SetInt32Value(state, ((Player*)player)->GetTutorialStep());
  10182. return 1;
  10183. }
  10184. return 0;
  10185. }
  10186. int EQ2Emu_lua_SetTutorialStep(lua_State* state) {
  10187. if (!lua_interface)
  10188. return 0;
  10189. Spawn* player = lua_interface->GetSpawn(state);
  10190. int8 step = lua_interface->GetInt8Value(state, 2);
  10191. lua_interface->ResetFunctionStack(state);
  10192. if (player && player->IsPlayer() && step > 0) {
  10193. ((Player*)player)->SetTutorialStep(step);
  10194. }
  10195. return 0;
  10196. }
  10197. int EQ2Emu_lua_FlashWindow(lua_State* state) {
  10198. if (!lua_interface)
  10199. return 0;
  10200. Client* client = 0;
  10201. Spawn* player = lua_interface->GetSpawn(state);
  10202. string window = lua_interface->GetStringValue(state, 2);
  10203. float flash_seconds = lua_interface->GetFloatValue(state, 3);
  10204. lua_interface->ResetFunctionStack(state);
  10205. if (!player) {
  10206. lua_interface->LogError("LUA FlashWindow command error: spawn is not valid");
  10207. return 0;
  10208. }
  10209. if (!player->IsPlayer()) {
  10210. lua_interface->LogError("LUA FlashWindow command error: spawn is not a player");
  10211. return 0;
  10212. }
  10213. else
  10214. client = ((Player*)player)->GetClient();
  10215. if (!client) {
  10216. lua_interface->LogError("LUA FlashWindow command error: could not find client");
  10217. return 0;
  10218. }
  10219. if (window.length() == 0) {
  10220. lua_interface->LogError("LUA FlashWindow required parameters not given");
  10221. return 0;
  10222. }
  10223. PacketStruct* packet = configReader.getStruct("WS_FlashWindow", client->GetVersion());
  10224. if (packet) {
  10225. packet->setDataByName("window", window.c_str());
  10226. packet->setDataByName("flash_seconds", flash_seconds);
  10227. client->QueuePacket(packet->serialize());
  10228. safe_delete(packet);
  10229. }
  10230. return 0;
  10231. }
  10232. int EQ2Emu_lua_CheckLOS(lua_State* state) {
  10233. if (!lua_interface)
  10234. return 0;
  10235. Spawn* spawn = lua_interface->GetSpawn(state);
  10236. Spawn* target = lua_interface->GetSpawn(state, 2);
  10237. lua_interface->ResetFunctionStack(state);
  10238. if (spawn && target)
  10239. return spawn->CheckLoS(target);
  10240. return 0;
  10241. }
  10242. int EQ2Emu_lua_CheckLOSByCoordinates(lua_State* state) {
  10243. if (!lua_interface)
  10244. return 0;
  10245. Spawn* spawn = lua_interface->GetSpawn(state);
  10246. float x = lua_interface->GetFloatValue(state, 2);
  10247. float y = lua_interface->GetFloatValue(state, 3);
  10248. float z = lua_interface->GetFloatValue(state, 4);
  10249. lua_interface->ResetFunctionStack(state);
  10250. if (spawn)
  10251. return spawn->CheckLoS(glm::vec3(spawn->GetX(), spawn->GetZ(), spawn->GetY() + 1.0f), glm::vec3(x, z, y+1.0f));
  10252. return 0;
  10253. }
  10254. int EQ2Emu_lua_SetZoneExpansionFlag(lua_State* state) {
  10255. if (!lua_interface)
  10256. return 0;
  10257. ZoneServer* zone = lua_interface->GetZone(state);
  10258. int32 xpackFlag = lua_interface->GetInt32Value(state, 2);
  10259. lua_interface->ResetFunctionStack(state);
  10260. if (zone)
  10261. zone->SetExpansionFlag(xpackFlag);
  10262. return 0;
  10263. }
  10264. int EQ2Emu_lua_GetZoneExpansionFlag(lua_State* state) {
  10265. if (!lua_interface)
  10266. return 0;
  10267. ZoneServer* zone = lua_interface->GetZone(state);
  10268. lua_interface->ResetFunctionStack(state);
  10269. if (zone) {
  10270. lua_interface->SetInt32Value(state, zone->GetExpansionFlag());
  10271. return 1;
  10272. }
  10273. return 0;
  10274. }
  10275. int EQ2Emu_lua_SetZoneHolidayFlag(lua_State* state) {
  10276. if (!lua_interface)
  10277. return 0;
  10278. ZoneServer* zone = lua_interface->GetZone(state);
  10279. int32 holidayFlag = lua_interface->GetInt32Value(state, 2);
  10280. lua_interface->ResetFunctionStack(state);
  10281. if (zone)
  10282. zone->SetHolidayFlag(holidayFlag);
  10283. return 0;
  10284. }
  10285. int EQ2Emu_lua_GetZoneHolidayFlag(lua_State* state) {
  10286. if (!lua_interface)
  10287. return 0;
  10288. ZoneServer* zone = lua_interface->GetZone(state);
  10289. lua_interface->ResetFunctionStack(state);
  10290. if (zone) {
  10291. lua_interface->SetInt32Value(state, zone->GetHolidayFlag());
  10292. return 1;
  10293. }
  10294. return 0;
  10295. }
  10296. int EQ2Emu_lua_SetCanBind(lua_State* state) {
  10297. if (!lua_interface)
  10298. return 0;
  10299. Spawn* spawn = lua_interface->GetSpawn(state);
  10300. bool canbind = lua_interface->GetInt32Value(state, 2);
  10301. lua_interface->ResetFunctionStack(state);
  10302. if(!spawn) {
  10303. lua_interface->LogError("%s: LUA SetCanBind command error: spawn is not valid", lua_interface->GetScriptName(state));
  10304. return 0;
  10305. }
  10306. ZoneServer* zone = spawn->GetZone();
  10307. if (zone)
  10308. zone->SetCanBind(canbind);
  10309. return 0;
  10310. }
  10311. int EQ2Emu_lua_GetCanBind(lua_State* state) {
  10312. if (!lua_interface)
  10313. return 0;
  10314. Spawn* spawn = lua_interface->GetSpawn(state);
  10315. lua_interface->ResetFunctionStack(state);
  10316. if(!spawn) {
  10317. lua_interface->LogError("%s: LUA GetCanBind command error: spawn is not valid", lua_interface->GetScriptName(state));
  10318. return 0;
  10319. }
  10320. ZoneServer* zone = spawn->GetZone();
  10321. if (zone) {
  10322. lua_interface->SetInt32Value(state, zone->GetCanBind());
  10323. return 1;
  10324. }
  10325. return 0;
  10326. }
  10327. int EQ2Emu_lua_SetCanGate(lua_State* state) {
  10328. if (!lua_interface)
  10329. return 0;
  10330. Spawn* spawn = lua_interface->GetSpawn(state);
  10331. bool cangate = lua_interface->GetInt32Value(state, 2);
  10332. lua_interface->ResetFunctionStack(state);
  10333. if(!spawn) {
  10334. lua_interface->LogError("%s: LUA SetCanGate command error: spawn is not valid", lua_interface->GetScriptName(state));
  10335. return 0;
  10336. }
  10337. ZoneServer* zone = spawn->GetZone();
  10338. if (zone)
  10339. zone->SetCanGate(cangate);
  10340. return 0;
  10341. }
  10342. int EQ2Emu_lua_GetCanGate(lua_State* state) {
  10343. if (!lua_interface)
  10344. return 0;
  10345. Spawn* spawn = lua_interface->GetSpawn(state);
  10346. lua_interface->ResetFunctionStack(state);
  10347. if(!spawn) {
  10348. lua_interface->LogError("%s: LUA GetCanGate command error: spawn is not valid", lua_interface->GetScriptName(state));
  10349. return 0;
  10350. }
  10351. ZoneServer* zone = spawn->GetZone();
  10352. if (zone) {
  10353. lua_interface->SetInt32Value(state, zone->GetCanGate());
  10354. return 1;
  10355. }
  10356. return 0;
  10357. }
  10358. int EQ2Emu_lua_SetCanEvac(lua_State* state) {
  10359. if (!lua_interface)
  10360. return 0;
  10361. Spawn* spawn = lua_interface->GetSpawn(state);
  10362. bool canevac = lua_interface->GetInt32Value(state, 2);
  10363. lua_interface->ResetFunctionStack(state);
  10364. if(!spawn) {
  10365. lua_interface->LogError("%s: LUA SetCanEvac command error: spawn is not valid", lua_interface->GetScriptName(state));
  10366. return 0;
  10367. }
  10368. ZoneServer* zone = spawn->GetZone();
  10369. if (zone)
  10370. zone->SetCanEvac(canevac);
  10371. return 0;
  10372. }
  10373. int EQ2Emu_lua_GetCanEvac(lua_State* state) {
  10374. if (!lua_interface)
  10375. return 0;
  10376. Spawn* spawn = lua_interface->GetSpawn(state);
  10377. lua_interface->ResetFunctionStack(state);
  10378. if(!spawn) {
  10379. lua_interface->LogError("%s: LUA GetCanEvac command error: spawn is not valid", lua_interface->GetScriptName(state));
  10380. return 0;
  10381. }
  10382. ZoneServer* zone = spawn->GetZone();
  10383. if (zone) {
  10384. lua_interface->SetInt32Value(state, zone->GetCanEvac());
  10385. return 1;
  10386. }
  10387. return 0;
  10388. }
  10389. int EQ2Emu_lua_AddSpawnProximity(lua_State* state) {
  10390. if (!lua_interface)
  10391. return 0;
  10392. Spawn* spawn = lua_interface->GetSpawn(state);
  10393. int32 spawn_value = lua_interface->GetInt32Value(state, 2);
  10394. int8 spawn_type = lua_interface->GetInt8Value(state, 3);
  10395. float distance = lua_interface->GetFloatValue(state, 4);
  10396. string in_range_function = lua_interface->GetStringValue(state, 5);
  10397. string leaving_range_function = lua_interface->GetStringValue(state, 6);
  10398. lua_interface->ResetFunctionStack(state);
  10399. if (spawn && distance > 0 && in_range_function.length() > 0)
  10400. spawn->AddLUASpawnProximity(spawn_value, (Spawn::SpawnProximityType)spawn_type, distance, in_range_function, leaving_range_function);
  10401. return 0;
  10402. }
  10403. int EQ2Emu_lua_CanSeeInvis(lua_State* state) {
  10404. if (!lua_interface)
  10405. return 0;
  10406. Spawn* spawn = lua_interface->GetSpawn(state);
  10407. Spawn* target = lua_interface->GetSpawn(state, 2);
  10408. lua_interface->ResetFunctionStack(state);
  10409. if (spawn && target)
  10410. {
  10411. if (spawn->IsPlayer() && target->IsEntity())
  10412. {
  10413. lua_interface->SetBooleanValue(state, ((Player*)spawn)->CanSeeInvis((Entity*)target));
  10414. return 1;
  10415. }
  10416. else if (spawn->IsEntity() && target->IsEntity())
  10417. {
  10418. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->CanSeeInvis((Entity*)target));
  10419. return 1;
  10420. }
  10421. }
  10422. return 0;
  10423. }
  10424. int EQ2Emu_lua_SetSeeInvis(lua_State* state) {
  10425. if (!lua_interface)
  10426. return 0;
  10427. Spawn* spawn = lua_interface->GetSpawn(state);
  10428. bool val = (lua_interface->GetInt8Value(state, 2) == 1);
  10429. lua_interface->ResetFunctionStack(state);
  10430. if (spawn && spawn->IsEntity())
  10431. {
  10432. ((Entity*)spawn)->SetSeeInvisSpell(val);
  10433. if (spawn->IsPlayer())
  10434. {
  10435. Client* client = ((Player*)spawn)->GetClient();
  10436. if (client)
  10437. ((Player*)spawn)->GetZone()->SendAllSpawnsForSeeInvisChange(client);
  10438. }
  10439. }
  10440. return 0;
  10441. }
  10442. int EQ2Emu_lua_SetSeeHide(lua_State* state) {
  10443. if (!lua_interface)
  10444. return 0;
  10445. Spawn* spawn = lua_interface->GetSpawn(state);
  10446. bool val = (lua_interface->GetInt8Value(state, 2) == 1);
  10447. lua_interface->ResetFunctionStack(state);
  10448. if (spawn && spawn->IsEntity())
  10449. {
  10450. ((Entity*)spawn)->SetSeeHideSpell(val);
  10451. if (spawn->IsPlayer())
  10452. {
  10453. Client* client = ((Player*)spawn)->GetClient();
  10454. if (client)
  10455. ((Player*)spawn)->GetZone()->SendAllSpawnsForVisChange(client);
  10456. }
  10457. }
  10458. return 0;
  10459. }
  10460. int EQ2Emu_lua_SetAccessToEntityCommand(lua_State* state)
  10461. {
  10462. if (!lua_interface)
  10463. return 0;
  10464. Spawn* player = lua_interface->GetSpawn(state);
  10465. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  10466. string command = lua_interface->GetStringValue(state, 3);
  10467. bool val = (lua_interface->GetInt8Value(state, 4) == 1);
  10468. lua_interface->ResetFunctionStack(state);
  10469. if (spawn && player && player->IsPlayer())
  10470. {
  10471. EntityCommand* cmd = spawn->FindEntityCommand(string(command), true);
  10472. bool res = false;
  10473. if (cmd)
  10474. res = spawn->SetPermissionToEntityCommand(cmd, (Player*)player, val);
  10475. lua_interface->SetBooleanValue(state, res);
  10476. return 1;
  10477. }
  10478. return 0;
  10479. }
  10480. int EQ2Emu_lua_SetAccessToEntityCommandByCharID(lua_State* state)
  10481. {
  10482. if (!lua_interface)
  10483. return 0;
  10484. Spawn* spawn = lua_interface->GetSpawn(state);
  10485. int32 charID = lua_interface->GetInt32Value(state, 2);
  10486. string command = lua_interface->GetStringValue(state, 3);
  10487. bool val = (lua_interface->GetInt8Value(state, 4) == 1);
  10488. lua_interface->ResetFunctionStack(state);
  10489. if (spawn && charID)
  10490. {
  10491. EntityCommand* cmd = spawn->FindEntityCommand(string(command), true);
  10492. bool res = false;
  10493. if (cmd)
  10494. res = spawn->SetPermissionToEntityCommandByCharID(cmd, charID, val);
  10495. lua_interface->SetBooleanValue(state, res);
  10496. return 1;
  10497. }
  10498. return 0;
  10499. }
  10500. int EQ2Emu_lua_RemovePrimaryEntityCommand(lua_State* state)
  10501. {
  10502. if (!lua_interface)
  10503. return 0;
  10504. Spawn* spawn = lua_interface->GetSpawn(state);
  10505. string command = lua_interface->GetStringValue(state, 2);
  10506. lua_interface->ResetFunctionStack(state);
  10507. if (spawn && command.length() > 0)
  10508. spawn->RemovePrimaryEntityCommand(command.c_str());
  10509. return 0;
  10510. }
  10511. int EQ2Emu_lua_SendUpdateDefaultCommand(lua_State* state) {
  10512. if (!lua_interface)
  10513. return 0;
  10514. Spawn* spawn = lua_interface->GetSpawn(state);
  10515. float distance = lua_interface->GetFloatValue(state, 2);
  10516. string command = lua_interface->GetStringValue(state, 3);
  10517. Spawn* player = lua_interface->GetSpawn(state, 4);
  10518. lua_interface->ResetFunctionStack(state);
  10519. if (spawn) {
  10520. spawn->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance, player);
  10521. }
  10522. return 0;
  10523. }
  10524. int EQ2Emu_lua_SendTransporters(lua_State* state) {
  10525. if (!lua_interface)
  10526. return 0;
  10527. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  10528. Spawn* spawn = lua_interface->GetSpawn(state);
  10529. Spawn* player = lua_interface->GetSpawn(state, 2);
  10530. int32 transport_id = lua_interface->GetInt32Value(state, 3);
  10531. lua_interface->ResetFunctionStack(state);
  10532. if (spawn && player && transport_id && player->IsPlayer()) {
  10533. Client* client = 0;
  10534. if (player && player->IsPlayer())
  10535. client = ((Player*)player)->GetClient();
  10536. if (!client)
  10537. return 0;
  10538. vector<TransportDestination*> destinations;
  10539. player->GetZone()->GetTransporters(&destinations, client, transport_id);
  10540. if (destinations.size())
  10541. {
  10542. client->SetTemporaryTransportID(transport_id);
  10543. client->ProcessTeleport(spawn, &destinations, transport_id, (spell != nullptr) ? true : false);
  10544. }
  10545. else
  10546. client->Message(CHANNEL_COLOR_RED, "There are no transporters available (ID: %u)", transport_id);
  10547. }
  10548. return 0;
  10549. }
  10550. int EQ2Emu_lua_SetTemporaryTransportID(lua_State* state) {
  10551. if (!lua_interface)
  10552. return 0;
  10553. Spawn* player = lua_interface->GetSpawn(state);
  10554. int32 transport_id = lua_interface->GetInt32Value(state, 2);
  10555. lua_interface->ResetFunctionStack(state);
  10556. if (player && player->IsPlayer()) {
  10557. Client* client = 0;
  10558. if (player && player->IsPlayer())
  10559. client = ((Player*)player)->GetClient();
  10560. if (!client)
  10561. return 0;
  10562. client->SetTemporaryTransportID(transport_id);
  10563. }
  10564. return 0;
  10565. }
  10566. int EQ2Emu_lua_GetTemporaryTransportID(lua_State* state) {
  10567. if (!lua_interface)
  10568. return 0;
  10569. Spawn* player = lua_interface->GetSpawn(state);
  10570. lua_interface->ResetFunctionStack(state);
  10571. if (player && player->IsPlayer()) {
  10572. Client* client = 0;
  10573. if (player && player->IsPlayer())
  10574. client = ((Player*)player)->GetClient();
  10575. if (!client)
  10576. return 0;
  10577. lua_interface->SetInt32Value(state, client->GetTemporaryTransportID());
  10578. return 1;
  10579. }
  10580. return 0;
  10581. }
  10582. int EQ2Emu_lua_SetAlignment(lua_State* state) {
  10583. if (!lua_interface)
  10584. return 0;
  10585. Spawn* spawn = lua_interface->GetSpawn(state);
  10586. sint32 alignment = lua_interface->GetSInt32Value(state, 2);
  10587. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  10588. if (!spawn) {
  10589. lua_interface->LogError("%s: LUA SetAlignment command error: spawn is not valid", lua_interface->GetScriptName(state));
  10590. return 0;
  10591. }
  10592. if (!spawn->IsEntity()) {
  10593. lua_interface->LogError("%s: LUA SetAlignment command error: spawn is not an entity", lua_interface->GetScriptName(state));
  10594. return 0;
  10595. }
  10596. if (alignment < SCHAR_MIN || alignment > SCHAR_MAX)
  10597. {
  10598. 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);
  10599. return 0;
  10600. }
  10601. lua_interface->ResetFunctionStack(state);
  10602. if (spell && spell->targets.size() > 0) {
  10603. ZoneServer* zone = spell->caster->GetZone();
  10604. for (int8 i = 0; i < spell->targets.size(); i++) {
  10605. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  10606. if (target && target->IsEntity()) {
  10607. ((Entity*)target)->GetInfoStruct()->set_alignment((sint8)alignment);
  10608. if (target->IsPlayer())
  10609. ((Player*)target)->SetCharSheetChanged(true);
  10610. }
  10611. }
  10612. }
  10613. else {
  10614. ((Entity*)spawn)->GetInfoStruct()->set_alignment((sint8)alignment);
  10615. if (spawn->IsPlayer())
  10616. ((Player*)spawn)->SetCharSheetChanged(true);
  10617. }
  10618. return 0;
  10619. }
  10620. int EQ2Emu_lua_GetAlignment(lua_State* state) {
  10621. if (!lua_interface)
  10622. return 0;
  10623. Spawn* spawn = lua_interface->GetSpawn(state);
  10624. lua_interface->ResetFunctionStack(state);
  10625. if (!spawn) {
  10626. lua_interface->LogError("%s: LUA GetAlignment command error: spawn is not valid", lua_interface->GetScriptName(state));
  10627. return 0;
  10628. }
  10629. if (!spawn->IsEntity()) {
  10630. lua_interface->LogError("%s: LUA GetAlignment command error: spawn is not an entity", lua_interface->GetScriptName(state));
  10631. return 0;
  10632. }
  10633. lua_interface->SetSInt32Value(state, ((Entity*)spawn)->GetAlignment());
  10634. return 1;
  10635. }
  10636. int EQ2Emu_lua_GetSpell(lua_State* state) {
  10637. if (!lua_interface)
  10638. return 0;
  10639. int32 spell_id = lua_interface->GetInt32Value(state);
  10640. int8 spell_tier = lua_interface->GetInt8Value(state, 2);
  10641. string custom_lua_script = lua_interface->GetStringValue(state, 3);
  10642. if (spell_id > 0) {
  10643. if (spell_tier == 0)
  10644. spell_tier = 1;
  10645. Spell* spell = master_spell_list.GetSpell(spell_id, spell_tier);
  10646. if(!spell) {
  10647. lua_interface->LogError("%s: GetSpell: Failed, spell id %u spell tier %u does not exist.", lua_interface->GetScriptName(state), spell_id, spell_tier);
  10648. lua_interface->ResetFunctionStack(state);
  10649. return 0;
  10650. }
  10651. LuaSpell* lua_spell = 0;
  10652. if(custom_lua_script.size() > 0)
  10653. {
  10654. // attempt to load the custom script since it isn't already loaded
  10655. // we will re-obtain the lua_spell further below
  10656. if((lua_spell = lua_interface->GetSpell(custom_lua_script.c_str())) == nullptr)
  10657. {
  10658. 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());
  10659. lua_interface->LoadLuaSpell(custom_lua_script);
  10660. }
  10661. }
  10662. else
  10663. custom_lua_script = spell->GetSpellData()->lua_script;
  10664. if (!lua_spell && lua_interface)
  10665. lua_spell = lua_interface->GetSpell(custom_lua_script.c_str());
  10666. lua_interface->ResetFunctionStack(state);
  10667. if (!lua_spell)
  10668. {
  10669. LogWrite(LUA__ERROR, 0, "LUA", "GetSpell(%u, %u, '%s') spell could not be loaded.", spell_id, spell_tier, custom_lua_script.c_str());
  10670. return 0;
  10671. }
  10672. lua_spell->spell = new Spell(spell);
  10673. lua_interface->AddCustomSpell(lua_spell);
  10674. lua_interface->SetSpellValue(state, lua_spell);
  10675. return 1;
  10676. }
  10677. return 0;
  10678. }
  10679. int EQ2Emu_lua_GetSpellData(lua_State* state) {
  10680. if (!lua_interface)
  10681. return 0;
  10682. LuaSpell* spell = lua_interface->GetSpell(state);
  10683. string field = lua_interface->GetStringValue(state, 2);
  10684. lua_interface->ResetFunctionStack(state);
  10685. if (!spell) {
  10686. lua_interface->LogError("%s: Spell not given in GetSpellData!", lua_interface->GetScriptName(state));
  10687. return 0;
  10688. }
  10689. if (!spell->spell || !spell->spell->GetSpellData()) {
  10690. lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellData!", lua_interface->GetScriptName(state));
  10691. return 0;
  10692. }
  10693. boost::to_lower(field);
  10694. return spell->spell->GetSpellData(state, field);
  10695. }
  10696. int EQ2Emu_lua_SetSpellData(lua_State* state) {
  10697. if (!lua_interface)
  10698. return 0;
  10699. LuaSpell* spell = lua_interface->GetSpell(state);
  10700. string field = lua_interface->GetStringValue(state, 2);
  10701. int8 fieldArg = 3; // field value after the initial set
  10702. if (!spell) {
  10703. lua_interface->LogError("%s: Spell not given in SetSpellData!", lua_interface->GetScriptName(state));
  10704. lua_interface->ResetFunctionStack(state);
  10705. return 0;
  10706. }
  10707. if (!spell->spell || !spell->spell->GetSpellData()) {
  10708. lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellData!", lua_interface->GetScriptName(state));
  10709. lua_interface->ResetFunctionStack(state);
  10710. return 0;
  10711. }
  10712. boost::to_lower(field);
  10713. bool valSet = false;
  10714. spell->spell->SetSpellData(state, field, fieldArg);
  10715. lua_interface->ResetFunctionStack(state);
  10716. return valSet;
  10717. }
  10718. int EQ2Emu_lua_SetSpellDataIndex(lua_State* state) {
  10719. if (!lua_interface)
  10720. return 0;
  10721. LuaSpell* spell = lua_interface->GetSpell(state);
  10722. int8 idx = lua_interface->GetInt32Value(state, 2);
  10723. if (!spell) {
  10724. lua_interface->LogError("%s: Spell not given in SetSpellDataIndex!", lua_interface->GetScriptName(state));
  10725. lua_interface->ResetFunctionStack(state);
  10726. return 0;
  10727. }
  10728. if (!spell->spell || !spell->spell->GetSpellData()) {
  10729. lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellDataIndex!", lua_interface->GetScriptName(state));
  10730. lua_interface->ResetFunctionStack(state);
  10731. return 0;
  10732. }
  10733. if (spell->spell->lua_data.size() <= idx)
  10734. {
  10735. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) SetSpellDataIndex!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10736. lua_interface->ResetFunctionStack(state);
  10737. return 0;
  10738. }
  10739. bool setVal = true;
  10740. LUAData* data = spell->spell->lua_data[idx];
  10741. switch (data->type)
  10742. {
  10743. case 0:
  10744. {
  10745. sint32 value = lua_interface->GetSInt32Value(state, 3);
  10746. sint32 value2 = lua_interface->GetSInt32Value(state, 4);
  10747. data->int_value = value;
  10748. data->int_value2 = value2;
  10749. break;
  10750. }
  10751. case 1:
  10752. {
  10753. float value = lua_interface->GetFloatValue(state, 3);
  10754. float value2 = lua_interface->GetFloatValue(state, 4);
  10755. data->float_value = value;
  10756. data->float_value2 = value2;
  10757. break;
  10758. }
  10759. case 2:
  10760. {
  10761. bool value = lua_interface->GetBooleanValue(state, 3);
  10762. data->bool_value = value;
  10763. break;
  10764. }
  10765. case 3:
  10766. {
  10767. string value = lua_interface->GetStringValue(state, 3);
  10768. string value2 = lua_interface->GetStringValue(state, 4);
  10769. data->string_value = value;
  10770. data->string_value2 = value2;
  10771. break;
  10772. }
  10773. default:
  10774. setVal = false;
  10775. }
  10776. lua_interface->ResetFunctionStack(state);
  10777. return setVal;
  10778. }
  10779. int EQ2Emu_lua_GetSpellDataIndex(lua_State* state) {
  10780. if (!lua_interface)
  10781. return 0;
  10782. LuaSpell* spell = lua_interface->GetSpell(state);
  10783. int8 idx = lua_interface->GetInt32Value(state, 2);
  10784. bool secondfield = lua_interface->GetBooleanValue(state, 3);
  10785. lua_interface->ResetFunctionStack(state);
  10786. if (!spell) {
  10787. lua_interface->LogError("%s: Spell not given in GetSpellDataIndex!", lua_interface->GetScriptName(state));
  10788. return 0;
  10789. }
  10790. if (!spell->spell || !spell->spell->GetSpellData()) {
  10791. lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellDataIndex!", lua_interface->GetScriptName(state));
  10792. return 0;
  10793. }
  10794. if (spell->spell->lua_data.size() <= idx)
  10795. {
  10796. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) GetSpellDataIndex!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10797. return 0;
  10798. }
  10799. bool setVal = true;
  10800. LUAData* data = spell->spell->lua_data[idx];
  10801. switch (data->type)
  10802. {
  10803. case 0:
  10804. {
  10805. if(!secondfield)
  10806. lua_interface->SetSInt32Value(state, data->int_value);
  10807. else
  10808. lua_interface->SetSInt32Value(state, data->int_value2);
  10809. break;
  10810. }
  10811. case 1:
  10812. {
  10813. if (!secondfield)
  10814. lua_interface->SetFloatValue(state, data->float_value);
  10815. else
  10816. lua_interface->SetFloatValue(state, data->float_value2);
  10817. break;
  10818. }
  10819. case 2:
  10820. {
  10821. lua_interface->SetBooleanValue(state, data->bool_value);
  10822. break;
  10823. }
  10824. case 3:
  10825. {
  10826. if (!secondfield)
  10827. lua_interface->SetStringValue(state, data->string_value.c_str());
  10828. else
  10829. lua_interface->SetStringValue(state, data->string_value2.c_str());
  10830. break;
  10831. }
  10832. default:
  10833. setVal = false;
  10834. }
  10835. return setVal;
  10836. }
  10837. int EQ2Emu_lua_SetSpellDisplayEffect(lua_State* state) {
  10838. if (!lua_interface)
  10839. return 0;
  10840. LuaSpell* spell = lua_interface->GetSpell(state);
  10841. int8 idx = lua_interface->GetInt32Value(state, 2);
  10842. string field = lua_interface->GetStringValue(state, 3);
  10843. boost::to_lower(field);
  10844. if (!spell) {
  10845. lua_interface->LogError("%s: Spell not given in SetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10846. lua_interface->ResetFunctionStack(state);
  10847. return 0;
  10848. }
  10849. if (!spell->spell || !spell->spell->GetSpellData()) {
  10850. lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10851. lua_interface->ResetFunctionStack(state);
  10852. return 0;
  10853. }
  10854. if (spell->spell->effects.size() <= idx)
  10855. {
  10856. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) SetSpellDisplayEffect!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10857. lua_interface->ResetFunctionStack(state);
  10858. return 0;
  10859. }
  10860. // do we need to lock? eh probably not this should only be used before use of the custom spell
  10861. SpellDisplayEffect* effect = spell->spell->effects[idx];
  10862. if (field == "description")
  10863. effect->description = string(lua_interface->GetStringValue(state, 4));
  10864. else if (field == "bullet")
  10865. effect->subbullet = lua_interface->GetInt8Value(state, 4);
  10866. else if (field == "percentage")
  10867. effect->percentage = lua_interface->GetInt8Value(state, 4);
  10868. else { // no match
  10869. lua_interface->ResetFunctionStack(state);
  10870. return 0;
  10871. }
  10872. lua_interface->ResetFunctionStack(state);
  10873. return 1;
  10874. }
  10875. int EQ2Emu_lua_GetSpellDisplayEffect(lua_State* state) {
  10876. if (!lua_interface)
  10877. return 0;
  10878. LuaSpell* spell = lua_interface->GetSpell(state);
  10879. int8 idx = lua_interface->GetInt32Value(state, 2);
  10880. string field = lua_interface->GetStringValue(state, 3);
  10881. lua_interface->ResetFunctionStack(state);
  10882. boost::to_lower(field);
  10883. if (!spell) {
  10884. lua_interface->LogError("%s: Spell not given in GetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10885. return 0;
  10886. }
  10887. if (!spell->spell || !spell->spell->GetSpellData()) {
  10888. lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10889. return 0;
  10890. }
  10891. if (spell->spell->effects.size() <= idx)
  10892. {
  10893. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) GetSpellDisplayEffect!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10894. return 0;
  10895. }
  10896. // do we need to lock? eh probably not this should only be used before use of the custom spell
  10897. SpellDisplayEffect* effect = spell->spell->effects[idx];
  10898. if (field == "description")
  10899. lua_interface->SetStringValue(state, effect->description.c_str());
  10900. else if (field == "bullet")
  10901. lua_interface->SetInt32Value(state, effect->subbullet);
  10902. else if (field == "percentage")
  10903. lua_interface->SetInt32Value(state, effect->percentage);
  10904. else // no match
  10905. return 0;
  10906. return 1;
  10907. }
  10908. int EQ2Emu_lua_CastCustomSpell(lua_State* state) {
  10909. if (!lua_interface)
  10910. return 0;
  10911. LuaSpell* spell = lua_interface->GetSpell(state);
  10912. Spawn* caster = lua_interface->GetSpawn(state, 2);
  10913. Spawn* target = lua_interface->GetSpawn(state, 3);
  10914. lua_interface->ResetFunctionStack(state);
  10915. if (!target) {
  10916. lua_interface->LogError("%s: LUA CastCustomSpell command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  10917. return 0;
  10918. }
  10919. if (!target->IsEntity()) {
  10920. lua_interface->LogError("%s: LUA CastCustomSpell command error: target (%s) is not an entity", lua_interface->GetScriptName(state), target->GetName());
  10921. return 0;
  10922. }
  10923. if (!spell) {
  10924. lua_interface->LogError("%s: LUA CastCustomSpell command error: spell is not valid", lua_interface->GetScriptName(state));
  10925. return 0;
  10926. }
  10927. if (caster && !caster->IsEntity()) {
  10928. lua_interface->LogError("%s: LUA CastSpell command error: caster (%s) is not an entity", lua_interface->GetScriptName(state), caster->GetName());
  10929. return 0;
  10930. }
  10931. target->GetZone()->ProcessSpell(NULL, (Entity*)caster, (Entity*)target, true, false, spell, 0);
  10932. return 0;
  10933. }
  10934. int EQ2Emu_lua_InWater(lua_State* state) {
  10935. if (!lua_interface)
  10936. return 0;
  10937. Spawn* spawn = lua_interface->GetSpawn(state);
  10938. lua_interface->ResetFunctionStack(state);
  10939. if (spawn) {
  10940. lua_interface->SetBooleanValue(state, spawn->InWater());
  10941. return 1;
  10942. }
  10943. return 0;
  10944. }
  10945. int EQ2Emu_lua_InLava(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->InLava());
  10952. return 1;
  10953. }
  10954. return 0;
  10955. }
  10956. int EQ2Emu_lua_DamageSpawn(lua_State* state) {
  10957. if (!lua_interface)
  10958. return 0;
  10959. Spawn* attacker = lua_interface->GetSpawn(state);
  10960. Spawn* victim = lua_interface->GetSpawn(state, 2);
  10961. int8 type = lua_interface->GetInt8Value(state, 3);
  10962. int8 dmg_type = lua_interface->GetInt8Value(state, 4);
  10963. int32 low_damage = lua_interface->GetInt32Value(state, 5);
  10964. int32 high_damage = lua_interface->GetInt32Value(state, 6);
  10965. string spell_name = lua_interface->GetStringValue(state, 7);
  10966. int8 crit_mod = lua_interface->GetInt8Value(state, 8);
  10967. bool is_tick = (lua_interface->GetInt8Value(state, 9) == 1);
  10968. bool no_calcs = (lua_interface->GetInt8Value(state, 10) == 1);
  10969. bool ignore_attacker = (lua_interface->GetInt8Value(state, 11) == 1);
  10970. bool take_power = (lua_interface->GetInt8Value(state, 12) == 1);
  10971. lua_interface->ResetFunctionStack(state);
  10972. if (!attacker) {
  10973. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  10974. lua_interface->SetBooleanValue(state, false);
  10975. return 1;
  10976. }
  10977. if (!attacker->IsEntity()) {
  10978. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not an entity", lua_interface->GetScriptName(state));
  10979. lua_interface->SetBooleanValue(state, false);
  10980. return 1;
  10981. }
  10982. if (!victim) {
  10983. lua_interface->LogError("%s: LUA ProcDamage command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  10984. lua_interface->SetBooleanValue(state, false);
  10985. return 1;
  10986. }
  10987. if (!victim->IsEntity()) {
  10988. lua_interface->LogError("%s: LUA ProcDamage command error: target is not an entity", lua_interface->GetScriptName(state));
  10989. lua_interface->SetBooleanValue(state, false);
  10990. return 1;
  10991. }
  10992. 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);
  10993. lua_interface->SetBooleanValue(state, has_damaged);
  10994. return 1;
  10995. }
  10996. int EQ2Emu_lua_IsInvulnerable(lua_State* state) {
  10997. if (!lua_interface)
  10998. return 0;
  10999. Spawn* spawn = lua_interface->GetSpawn(state);
  11000. lua_interface->ResetFunctionStack(state);
  11001. if (spawn) {
  11002. lua_interface->SetBooleanValue(state, spawn->GetInvulnerable());
  11003. return 1;
  11004. }
  11005. return 0;
  11006. }
  11007. int EQ2Emu_lua_SetInvulnerable(lua_State* state) {
  11008. if (!lua_interface)
  11009. return 0;
  11010. Spawn* spawn = lua_interface->GetSpawn(state);
  11011. bool invul = lua_interface->GetBooleanValue(state, 2);
  11012. lua_interface->ResetFunctionStack(state);
  11013. if (spawn) {
  11014. spawn->SetInvulnerable(invul);
  11015. }
  11016. return 0;
  11017. }
  11018. int EQ2Emu_lua_GetRuleFlagBool(lua_State* state) {
  11019. if (!lua_interface)
  11020. return 0;
  11021. string category = lua_interface->GetStringValue(state);
  11022. string name = lua_interface->GetStringValue(state, 2);
  11023. lua_interface->ResetFunctionStack(state);
  11024. Rule *ret = 0;
  11025. if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
  11026. lua_interface->SetBooleanValue(state, ret->GetBool());
  11027. return 1;
  11028. }
  11029. lua_interface->LogError("%s: LUA GetRuleFlagBool Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
  11030. return 0;
  11031. }
  11032. int EQ2Emu_lua_GetRuleFlagInt32(lua_State* state) {
  11033. if (!lua_interface)
  11034. return 0;
  11035. string category = lua_interface->GetStringValue(state);
  11036. string name = lua_interface->GetStringValue(state, 2);
  11037. lua_interface->ResetFunctionStack(state);
  11038. Rule *ret = 0;
  11039. if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
  11040. lua_interface->SetInt32Value(state, ret->GetInt32());
  11041. return 1;
  11042. }
  11043. lua_interface->LogError("%s: LUA GetRuleFlagInt32 Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
  11044. return 0;
  11045. }
  11046. int EQ2Emu_lua_GetRuleFlagFloat(lua_State* state) {
  11047. if (!lua_interface)
  11048. return 0;
  11049. string category = lua_interface->GetStringValue(state);
  11050. string name = lua_interface->GetStringValue(state, 2);
  11051. lua_interface->ResetFunctionStack(state);
  11052. Rule *ret = 0;
  11053. if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
  11054. lua_interface->SetFloatValue(state, ret->GetFloat());
  11055. return 1;
  11056. }
  11057. lua_interface->LogError("%s: LUA GetRuleFlagFloat Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
  11058. return 0;
  11059. }
  11060. int EQ2Emu_lua_GetAAInfo(lua_State* state) {
  11061. if (!lua_interface)
  11062. return 0;
  11063. Spawn* spawn = lua_interface->GetSpawn(state);
  11064. string type = lua_interface->GetStringValue(state, 2);
  11065. lua_interface->ResetFunctionStack(state);
  11066. if (spawn) {
  11067. int res = 1;
  11068. boost::to_lower(type);
  11069. if(type == "assigned_aa")
  11070. lua_interface->SetSInt32Value(state, spawn->GetAssignedAA());
  11071. else if ( type == "unassigned_aa")
  11072. lua_interface->SetSInt32Value(state, spawn->GetUnassignedAA());
  11073. else if ( type == "assigned_tradeskill_aa")
  11074. lua_interface->SetSInt32Value(state, spawn->GetTradeskillAA());
  11075. else if ( type == "unassigned_tradeskill_aa")
  11076. lua_interface->SetSInt32Value(state, spawn->GetUnassignedTradeskillAA());
  11077. else if ( type == "assigned_prestige_aa")
  11078. lua_interface->SetSInt32Value(state, spawn->GetPrestigeAA());
  11079. else if ( type == "unassigned_prestige_aa")
  11080. lua_interface->SetSInt32Value(state, spawn->GetUnassignedPretigeAA());
  11081. else if ( type == "assigned_tradeskill_prestige_aa")
  11082. lua_interface->SetSInt32Value(state, spawn->GetTradeskillPrestigeAA());
  11083. else if ( type == "unassigned_tradeskill_prestige_aa")
  11084. lua_interface->SetSInt32Value(state, spawn->GetUnassignedTradeskillPrestigeAA());
  11085. else
  11086. res = 0;
  11087. return res;
  11088. }
  11089. lua_interface->LogError("%s: LUA GetAAInfo spawn does not exist", lua_interface->GetScriptName(state));
  11090. return 0;
  11091. }
  11092. int EQ2Emu_lua_SetAAInfo(lua_State* state) {
  11093. if (!lua_interface)
  11094. return 0;
  11095. Spawn* spawn = lua_interface->GetSpawn(state);
  11096. string type = lua_interface->GetStringValue(state, 2);
  11097. sint32 value = lua_interface->GetSInt32Value(state, 3);
  11098. lua_interface->ResetFunctionStack(state);
  11099. if (spawn) {
  11100. boost::to_lower(type);
  11101. if(type == "assigned_aa")
  11102. spawn->SetAssignedAA((sint16)value);
  11103. else if ( type == "unassigned_aa")
  11104. spawn->SetUnassignedAA((sint16)value);
  11105. else if ( type == "assigned_tradeskill_aa")
  11106. spawn->SetTradeskillAA((sint16)value);
  11107. else if ( type == "unassigned_tradeskill_aa")
  11108. spawn->SetUnassignedTradeskillAA((sint16)value);
  11109. else if ( type == "assigned_prestige_aa")
  11110. spawn->SetPrestigeAA((sint16)value);
  11111. else if ( type == "unassigned_prestige_aa")
  11112. spawn->SetUnassignedPrestigeAA((sint16)value);
  11113. else if ( type == "assigned_tradeskill_prestige_aa")
  11114. spawn->SetTradeskillPrestigeAA((sint16)value);
  11115. else if ( type == "unassigned_tradeskill_prestige_aa")
  11116. spawn->SetUnassignedTradeskillPrestigeAA((sint16)value);
  11117. if(spawn->IsPlayer())
  11118. ((Player*)spawn)->SetCharSheetChanged(true);
  11119. }
  11120. return 0;
  11121. }
  11122. int EQ2Emu_lua_AddMasterTitle(lua_State* state) {
  11123. if (!lua_interface)
  11124. return 0;
  11125. string titleName = lua_interface->GetStringValue(state);
  11126. int8 isPrefix = lua_interface->GetInt8Value(state, 2);
  11127. lua_interface->ResetFunctionStack(state);
  11128. sint32 index = database.AddMasterTitle(titleName.c_str(), isPrefix);
  11129. lua_interface->SetSInt32Value(state, index);
  11130. return 1;
  11131. }
  11132. int EQ2Emu_lua_AddCharacterTitle(lua_State* state) {
  11133. if (!lua_interface)
  11134. return 0;
  11135. Spawn* spawn = lua_interface->GetSpawn(state);
  11136. string titleName = lua_interface->GetStringValue(state, 2);
  11137. lua_interface->ResetFunctionStack(state);
  11138. if(!spawn->IsPlayer())
  11139. {
  11140. lua_interface->LogError("%s: LUA AddCharacterTitle command error: player is not valid", lua_interface->GetScriptName(state));
  11141. lua_interface->SetSInt32Value(state, -1);
  11142. return 1;
  11143. }
  11144. Player* player = (Player*)spawn;
  11145. // check if player already has the title, don't need to add twice
  11146. Title* playerHasTitle = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
  11147. if ( playerHasTitle)
  11148. {
  11149. lua_interface->SetSInt32Value(state, playerHasTitle->GetID());
  11150. return 1;
  11151. }
  11152. Title* title = master_titles_list.GetTitleByName(titleName.c_str());
  11153. if(!title)
  11154. {
  11155. lua_interface->LogError("%s: LUA AddCharacterTitle command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  11156. lua_interface->SetSInt32Value(state, -1);
  11157. return 1;
  11158. }
  11159. sint32 returnIdx = database.AddCharacterTitle(title->GetID(), player->GetCharacterID(), player);
  11160. if(returnIdx < 0)
  11161. {
  11162. lua_interface->LogError("%s: LUA AddCharacterTitle command error: got invalid index (-1) returned for database.AddCharacterTitle '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  11163. }
  11164. lua_interface->SetSInt32Value(state, returnIdx);
  11165. player->GetClient()->SendTitleUpdate();
  11166. return 1;
  11167. }
  11168. int EQ2Emu_lua_SetCharacterTitleSuffix(lua_State* state) {
  11169. if (!lua_interface)
  11170. return 0;
  11171. Spawn* spawn = lua_interface->GetSpawn(state);
  11172. string titleName = lua_interface->GetStringValue(state, 2);
  11173. lua_interface->ResetFunctionStack(state);
  11174. if(!spawn->IsPlayer())
  11175. {
  11176. lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: player is not valid", lua_interface->GetScriptName(state));
  11177. return 0;
  11178. }
  11179. Player* player = (Player*)spawn;
  11180. Title* title = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
  11181. if(!title)
  11182. {
  11183. lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  11184. return 0;
  11185. }
  11186. if(title->GetPrefix())
  11187. {
  11188. 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());
  11189. return 0;
  11190. }
  11191. database.SaveCharSuffixIndex(title->GetID(), player->GetCharacterID());
  11192. player->GetClient()->SendTitleUpdate();
  11193. return 1;
  11194. }
  11195. int EQ2Emu_lua_SetCharacterTitlePrefix(lua_State* state) {
  11196. if (!lua_interface)
  11197. return 0;
  11198. Spawn* spawn = lua_interface->GetSpawn(state);
  11199. string titleName = lua_interface->GetStringValue(state, 2);
  11200. lua_interface->ResetFunctionStack(state);
  11201. if(!spawn->IsPlayer())
  11202. {
  11203. lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: player is not valid", lua_interface->GetScriptName(state));
  11204. return 0;
  11205. }
  11206. Player* player = (Player*)spawn;
  11207. Title* title = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
  11208. if(!title)
  11209. {
  11210. lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  11211. return 0;
  11212. }
  11213. if(!title->GetPrefix())
  11214. {
  11215. 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());
  11216. return 0;
  11217. }
  11218. database.SaveCharPrefixIndex(title->GetID(), player->GetCharacterID());
  11219. player->GetClient()->SendTitleUpdate();
  11220. return 1;
  11221. }
  11222. int EQ2Emu_lua_ResetCharacterTitleSuffix(lua_State* state) {
  11223. if (!lua_interface)
  11224. return 0;
  11225. Spawn* spawn = lua_interface->GetSpawn(state);
  11226. lua_interface->ResetFunctionStack(state);
  11227. if(!spawn->IsPlayer())
  11228. {
  11229. lua_interface->LogError("%s: LUA ResetCharacterTitleSuffix command error: player is not valid", lua_interface->GetScriptName(state));
  11230. return 0;
  11231. }
  11232. Player* player = (Player*)spawn;
  11233. database.SaveCharSuffixIndex(-1, player->GetCharacterID());
  11234. player->GetClient()->SendTitleUpdate();
  11235. return 1;
  11236. }
  11237. int EQ2Emu_lua_ResetCharacterTitlePrefix(lua_State* state) {
  11238. if (!lua_interface)
  11239. return 0;
  11240. Spawn* spawn = lua_interface->GetSpawn(state);
  11241. lua_interface->ResetFunctionStack(state);
  11242. if(!spawn->IsPlayer())
  11243. {
  11244. lua_interface->LogError("%s: LUA ResetCharacterTitlePrefix command error: player is not valid", lua_interface->GetScriptName(state));
  11245. return 0;
  11246. }
  11247. Player* player = (Player*)spawn;
  11248. database.SaveCharPrefixIndex(-1, player->GetCharacterID());
  11249. player->GetClient()->SendTitleUpdate();
  11250. return 1;
  11251. }
  11252. int EQ2Emu_lua_GetInfoStructString(lua_State* state) {
  11253. if (!lua_interface)
  11254. return 0;
  11255. Spawn* spawn = lua_interface->GetSpawn(state);
  11256. string field = lua_interface->GetStringValue(state, 2);
  11257. lua_interface->ResetFunctionStack(state);
  11258. if(!spawn || !spawn->IsEntity())
  11259. {
  11260. 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));
  11261. return 0;
  11262. }
  11263. Entity* ent = (Entity*)spawn;
  11264. lua_interface->SetStringValue(state, ent->GetInfoStructString(field).c_str());
  11265. return 1;
  11266. }
  11267. int EQ2Emu_lua_GetInfoStructUInt(lua_State* state) {
  11268. if (!lua_interface)
  11269. return 0;
  11270. Spawn* spawn = lua_interface->GetSpawn(state);
  11271. string field = lua_interface->GetStringValue(state, 2);
  11272. lua_interface->ResetFunctionStack(state);
  11273. if(!spawn || !spawn->IsEntity())
  11274. {
  11275. 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));
  11276. return 0;
  11277. }
  11278. Entity* ent = (Entity*)spawn;
  11279. lua_interface->SetInt64Value(state, ent->GetInfoStructUInt(field));
  11280. return 1;
  11281. }
  11282. int EQ2Emu_lua_GetInfoStructSInt(lua_State* state) {
  11283. if (!lua_interface)
  11284. return 0;
  11285. Spawn* spawn = lua_interface->GetSpawn(state);
  11286. string field = lua_interface->GetStringValue(state, 2);
  11287. lua_interface->ResetFunctionStack(state);
  11288. if(!spawn || !spawn->IsEntity())
  11289. {
  11290. 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));
  11291. return 0;
  11292. }
  11293. Entity* ent = (Entity*)spawn;
  11294. lua_interface->SetSInt64Value(state, ent->GetInfoStructSInt(field));
  11295. return 1;
  11296. }
  11297. int EQ2Emu_lua_GetInfoStructFloat(lua_State* state) {
  11298. if (!lua_interface)
  11299. return 0;
  11300. Spawn* spawn = lua_interface->GetSpawn(state);
  11301. string field = lua_interface->GetStringValue(state, 2);
  11302. lua_interface->ResetFunctionStack(state);
  11303. if(!spawn || !spawn->IsEntity())
  11304. {
  11305. 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));
  11306. return 0;
  11307. }
  11308. Entity* ent = (Entity*)spawn;
  11309. lua_interface->SetFloatValue(state, ent->GetInfoStructFloat(field));
  11310. return 1;
  11311. }
  11312. int EQ2Emu_lua_SetInfoStructString(lua_State* state) {
  11313. if (!lua_interface)
  11314. return 0;
  11315. Spawn* spawn = lua_interface->GetSpawn(state);
  11316. string field = lua_interface->GetStringValue(state, 2);
  11317. string value = lua_interface->GetStringValue(state, 3);
  11318. lua_interface->ResetFunctionStack(state);
  11319. if(!spawn || !spawn->IsEntity())
  11320. {
  11321. 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));
  11322. return 0;
  11323. }
  11324. Entity* ent = (Entity*)spawn;
  11325. bool set_ = ent->SetInfoStructString(field, value);
  11326. lua_interface->SetBooleanValue(state, set_);
  11327. return 1;
  11328. }
  11329. int EQ2Emu_lua_SetInfoStructUInt(lua_State* state) {
  11330. if (!lua_interface)
  11331. return 0;
  11332. Spawn* spawn = lua_interface->GetSpawn(state);
  11333. string field = lua_interface->GetStringValue(state, 2);
  11334. int64 value = lua_interface->GetInt64Value(state, 3);
  11335. lua_interface->ResetFunctionStack(state);
  11336. if(!spawn || !spawn->IsEntity())
  11337. {
  11338. 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));
  11339. return 0;
  11340. }
  11341. Entity* ent = (Entity*)spawn;
  11342. bool set_ = ent->SetInfoStructUInt(field, value);
  11343. lua_interface->SetBooleanValue(state, set_);
  11344. return 1;
  11345. }
  11346. int EQ2Emu_lua_SetInfoStructSInt(lua_State* state) {
  11347. if (!lua_interface)
  11348. return 0;
  11349. Spawn* spawn = lua_interface->GetSpawn(state);
  11350. string field = lua_interface->GetStringValue(state, 2);
  11351. sint64 value = lua_interface->GetSInt64Value(state, 3);
  11352. lua_interface->ResetFunctionStack(state);
  11353. if(!spawn || !spawn->IsEntity())
  11354. {
  11355. 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));
  11356. return 0;
  11357. }
  11358. Entity* ent = (Entity*)spawn;
  11359. bool set_ = ent->SetInfoStructSInt(field, value);
  11360. lua_interface->SetBooleanValue(state, set_);
  11361. return 1;
  11362. }
  11363. int EQ2Emu_lua_SetInfoStructFloat(lua_State* state) {
  11364. if (!lua_interface)
  11365. return 0;
  11366. Spawn* spawn = lua_interface->GetSpawn(state);
  11367. string field = lua_interface->GetStringValue(state, 2);
  11368. float value = lua_interface->GetFloatValue(state, 3);
  11369. lua_interface->ResetFunctionStack(state);
  11370. if(!spawn || !spawn->IsEntity())
  11371. {
  11372. 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));
  11373. return 0;
  11374. }
  11375. Entity* ent = (Entity*)spawn;
  11376. bool set_ = ent->SetInfoStructFloat(field, value);
  11377. lua_interface->SetBooleanValue(state, set_);
  11378. return 1;
  11379. }
  11380. int EQ2Emu_lua_SetCharSheetChanged(lua_State* state) {
  11381. if (!lua_interface)
  11382. return 0;
  11383. Spawn* spawn = lua_interface->GetSpawn(state);
  11384. bool value = lua_interface->GetBooleanValue(state, 2);
  11385. lua_interface->ResetFunctionStack(state);
  11386. if(!spawn || !spawn->IsPlayer())
  11387. {
  11388. 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));
  11389. return 0;
  11390. }
  11391. ((Player*)spawn)->SetCharSheetChanged(value);
  11392. return 0;
  11393. }
  11394. int EQ2Emu_lua_AddPlayerMail(lua_State* state) {
  11395. if (!lua_interface)
  11396. return 0;
  11397. Spawn* spawn = lua_interface->GetSpawn(state);
  11398. std::string fromName = lua_interface->GetStringValue(state, 2);
  11399. std::string subjectName = lua_interface->GetStringValue(state, 3);
  11400. std::string mailBody = lua_interface->GetStringValue(state, 4);
  11401. int8 mailType = lua_interface->GetInt8Value(state, 5);
  11402. int32 copper = lua_interface->GetInt32Value(state, 6);
  11403. int32 silver = lua_interface->GetInt32Value(state, 7);
  11404. int32 gold = lua_interface->GetInt32Value(state, 8);
  11405. int32 platinum = lua_interface->GetInt32Value(state, 9);
  11406. int32 item_id = lua_interface->GetInt32Value(state, 10);
  11407. int16 stack_size = lua_interface->GetInt32Value(state, 11);
  11408. int32 expire_time = lua_interface->GetInt32Value(state, 12);
  11409. int32 sent_time = lua_interface->GetInt32Value(state, 13);
  11410. lua_interface->ResetFunctionStack(state);
  11411. if(!spawn || !spawn->IsPlayer())
  11412. {
  11413. 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));
  11414. lua_interface->SetBooleanValue(state, false);
  11415. return 1;
  11416. }
  11417. int32 time_sent = sent_time > 0 ? sent_time : Timer::GetUnixTimeStamp();
  11418. ((Player*)spawn)->GetClient()->CreateAndUpdateMail(fromName, subjectName, mailBody, mailType, copper, silver, gold, platinum, item_id, stack_size, time_sent, expire_time);
  11419. lua_interface->SetBooleanValue(state, true);
  11420. return 1;
  11421. }
  11422. int EQ2Emu_lua_AddPlayerMailByCharID(lua_State* state) {
  11423. if (!lua_interface)
  11424. return 0;
  11425. int32 char_id = lua_interface->GetInt32Value(state);
  11426. std::string fromName = lua_interface->GetStringValue(state, 2);
  11427. std::string subjectName = lua_interface->GetStringValue(state, 3);
  11428. std::string mailBody = lua_interface->GetStringValue(state, 4);
  11429. int8 mailType = lua_interface->GetInt8Value(state, 5);
  11430. int32 copper = lua_interface->GetInt32Value(state, 6);
  11431. int32 silver = lua_interface->GetInt32Value(state, 7);
  11432. int32 gold = lua_interface->GetInt32Value(state, 8);
  11433. int32 platinum = lua_interface->GetInt32Value(state, 9);
  11434. int32 item_id = lua_interface->GetInt32Value(state, 10);
  11435. int16 stack_size = lua_interface->GetInt32Value(state, 11);
  11436. int32 expire_time = lua_interface->GetInt32Value(state, 12);
  11437. int32 sent_time = lua_interface->GetInt32Value(state, 13);
  11438. lua_interface->ResetFunctionStack(state);
  11439. int32 time_sent = sent_time > 0 ? sent_time : Timer::GetUnixTimeStamp();
  11440. Client::CreateMail(char_id, fromName, subjectName, mailBody, mailType, copper, silver, gold, platinum, item_id, stack_size, time_sent, expire_time);
  11441. lua_interface->SetBooleanValue(state, true);
  11442. return 1;
  11443. }
  11444. int EQ2Emu_lua_OpenDoor(lua_State* state) {
  11445. Spawn* widget;
  11446. if (lua_interface) {
  11447. widget = lua_interface->GetSpawn(state);
  11448. bool disable_open_sound = lua_interface->GetBooleanValue(state, 2);
  11449. lua_interface->ResetFunctionStack(state);
  11450. if (widget && widget->IsWidget())
  11451. {
  11452. ((Widget*)widget)->OpenDoor();
  11453. if(!disable_open_sound && ((Widget*)widget)->IsOpen() && ((Widget*)widget)->GetOpenSound())
  11454. widget->GetZone()->PlaySoundFile(0, ((Widget*)widget)->GetOpenSound(), ((Widget*)widget)->GetX(), ((Widget*)widget)->GetY(), ((Widget*)widget)->GetZ());
  11455. }
  11456. else
  11457. 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));
  11458. }
  11459. return 0;
  11460. }
  11461. int EQ2Emu_lua_CloseDoor(lua_State* state) {
  11462. Spawn* widget;
  11463. if (lua_interface) {
  11464. widget = lua_interface->GetSpawn(state);
  11465. bool disable_close_sound = lua_interface->GetBooleanValue(state, 2);
  11466. lua_interface->ResetFunctionStack(state);
  11467. if (widget && widget->IsWidget())
  11468. {
  11469. ((Widget*)widget)->CloseDoor();
  11470. if(!disable_close_sound && !((Widget*)widget)->IsOpen() && ((Widget*)widget)->GetCloseSound())
  11471. widget->GetZone()->PlaySoundFile(0, ((Widget*)widget)->GetCloseSound(), ((Widget*)widget)->GetX(), ((Widget*)widget)->GetY(), ((Widget*)widget)->GetZ());
  11472. }
  11473. else
  11474. 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));
  11475. }
  11476. return 0;
  11477. }
  11478. int EQ2Emu_lua_IsOpen(lua_State* state) {
  11479. if (!lua_interface)
  11480. return 0;
  11481. Spawn* widget = lua_interface->GetSpawn(state);
  11482. lua_interface->ResetFunctionStack(state);
  11483. if (widget && widget->IsWidget())
  11484. {
  11485. lua_interface->SetBooleanValue(state, ((Widget*)widget)->IsOpen());
  11486. return 1;
  11487. }
  11488. return 0;
  11489. }
  11490. int EQ2Emu_lua_MakeRandomInt(lua_State* state) {
  11491. if (!lua_interface)
  11492. return 0;
  11493. sint32 min = lua_interface->GetSInt32Value(state);
  11494. sint32 max = lua_interface->GetSInt32Value(state, 2);
  11495. lua_interface->ResetFunctionStack(state);
  11496. sint32 result = MakeRandomInt(min, max);
  11497. lua_interface->SetSInt32Value(state, result);
  11498. return 1;
  11499. }
  11500. int EQ2Emu_lua_MakeRandomFloat(lua_State* state) {
  11501. if (!lua_interface)
  11502. return 0;
  11503. float min = lua_interface->GetFloatValue(state);
  11504. float max = lua_interface->GetFloatValue(state, 2);
  11505. lua_interface->ResetFunctionStack(state);
  11506. float result = MakeRandomFloat(min, max);
  11507. lua_interface->SetFloatValue(state, result);
  11508. return 1;
  11509. }
  11510. int EQ2Emu_lua_AddIconValue(lua_State* state) {
  11511. if (!lua_interface)
  11512. return 0;
  11513. Spawn* spawn = lua_interface->GetSpawn(state);
  11514. int32 value = lua_interface->GetInt32Value(state, 2);
  11515. lua_interface->ResetFunctionStack(state);
  11516. if(!spawn)
  11517. {
  11518. lua_interface->LogError("%s: LUA AddIconValue command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
  11519. lua_interface->SetBooleanValue(state, false);
  11520. return 1;
  11521. }
  11522. spawn->AddIconValue(value);
  11523. lua_interface->SetBooleanValue(state, true);
  11524. return 1;
  11525. }
  11526. int EQ2Emu_lua_RemoveIconValue(lua_State* state) {
  11527. if (!lua_interface)
  11528. return 0;
  11529. Spawn* spawn = lua_interface->GetSpawn(state);
  11530. int32 value = lua_interface->GetInt32Value(state, 2);
  11531. lua_interface->ResetFunctionStack(state);
  11532. if(!spawn)
  11533. {
  11534. lua_interface->LogError("%s: LUA RemoveIconValue command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
  11535. lua_interface->SetBooleanValue(state, false);
  11536. return 1;
  11537. }
  11538. spawn->RemoveIconValue(value);
  11539. lua_interface->SetBooleanValue(state, true);
  11540. return 1;
  11541. }
  11542. int EQ2Emu_lua_GetShardID(lua_State* state) {
  11543. Spawn* npc = lua_interface->GetSpawn(state);
  11544. lua_interface->ResetFunctionStack(state);
  11545. if (npc && npc->IsNPC()) {
  11546. NPC* shard = (NPC*)npc;
  11547. int32 shardid = shard->GetShardID();
  11548. lua_interface->SetInt32Value(state, shardid);
  11549. return 1;
  11550. }
  11551. lua_interface->SetInt32Value(state, 0);
  11552. return 1;
  11553. }
  11554. int EQ2Emu_lua_GetShardCharID(lua_State* state) {
  11555. Spawn* npc = lua_interface->GetSpawn(state);
  11556. lua_interface->ResetFunctionStack(state);
  11557. if (npc && npc->IsNPC()) {
  11558. NPC* shard = (NPC*)npc;
  11559. int32 charid = shard->GetShardCharID();
  11560. lua_interface->SetInt32Value(state, charid);
  11561. return 1;
  11562. }
  11563. lua_interface->SetInt32Value(state, 0);
  11564. return 1;
  11565. }
  11566. int EQ2Emu_lua_GetShardCreatedTimestamp(lua_State* state) {
  11567. Spawn* npc = lua_interface->GetSpawn(state);
  11568. lua_interface->ResetFunctionStack(state);
  11569. if (npc && npc->IsNPC()) {
  11570. NPC* shard = (NPC*)npc;
  11571. int64 timestamp = shard->GetShardCreatedTimestamp();
  11572. lua_interface->SetSInt64Value(state, timestamp);
  11573. return 1;
  11574. }
  11575. lua_interface->SetSInt64Value(state, 0);
  11576. return 1;
  11577. }
  11578. int EQ2Emu_lua_DeleteDBShardID(lua_State* state) {
  11579. if (!lua_interface)
  11580. return 0;
  11581. int32 shardid = lua_interface->GetInt32Value(state);
  11582. lua_interface->ResetFunctionStack(state);
  11583. if(shardid < 1)
  11584. lua_interface->SetBooleanValue(state, false);
  11585. else
  11586. lua_interface->SetBooleanValue(state, database.DeleteSpiritShard(shardid));
  11587. return 1;
  11588. }
  11589. int EQ2Emu_lua_PauseMovement(lua_State* state) {
  11590. if (!lua_interface)
  11591. return 0;
  11592. Spawn* spawn = lua_interface->GetSpawn(state);
  11593. int32 delay_in_ms = lua_interface->GetInt32Value(state, 2);
  11594. if (spawn) {
  11595. spawn->PauseMovement(delay_in_ms);
  11596. }
  11597. lua_interface->ResetFunctionStack(state);
  11598. return 0;
  11599. }
  11600. int EQ2Emu_lua_StopMovement(lua_State* state) {
  11601. if (!lua_interface)
  11602. return 0;
  11603. Spawn* spawn = lua_interface->GetSpawn(state);
  11604. if (spawn) {
  11605. spawn->ResetMovement();
  11606. }
  11607. lua_interface->ResetFunctionStack(state);
  11608. return 0;
  11609. }
  11610. int EQ2Emu_lua_GetArrowColor(lua_State* state) {
  11611. Player* player = (Player*)lua_interface->GetSpawn(state);
  11612. int8 level = lua_interface->GetInt8Value(state, 2);
  11613. lua_interface->ResetFunctionStack(state);
  11614. if (player && player->IsPlayer() && level > 0) {
  11615. lua_interface->SetInt32Value(state, player->GetArrowColor(level));
  11616. return 1;
  11617. }
  11618. return 0;
  11619. }
  11620. int EQ2Emu_lua_GetTSArrowColor(lua_State* state) {
  11621. Player* player = (Player*)lua_interface->GetSpawn(state);
  11622. int8 level = lua_interface->GetInt8Value(state, 2);
  11623. lua_interface->ResetFunctionStack(state);
  11624. if (player && player->IsPlayer() && level > 0) {
  11625. lua_interface->SetInt32Value(state, player->GetTSArrowColor(level));
  11626. return 1;
  11627. }
  11628. return 0;
  11629. }
  11630. int EQ2Emu_lua_GetSpawnByRailID(lua_State* state) {
  11631. ZoneServer* zone = lua_interface->GetZone(state);
  11632. sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
  11633. lua_interface->ResetFunctionStack(state);
  11634. if (zone) {
  11635. Spawn* spawn = zone->GetTransportByRailID(rail_id);
  11636. if (spawn) {
  11637. lua_interface->SetSpawnValue(state, spawn);
  11638. return 1;
  11639. }
  11640. }
  11641. return 0;
  11642. }
  11643. int EQ2Emu_lua_SetRailID(lua_State* state) {
  11644. if (!lua_interface)
  11645. return 0;
  11646. Spawn* spawn = lua_interface->GetSpawn(state);
  11647. sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
  11648. lua_interface->ResetFunctionStack(state);
  11649. bool res = false;
  11650. if(spawn && spawn->IsTransportSpawn())
  11651. {
  11652. //printf("Set rail id %i for %s\n",rail_id,spawn->GetName());
  11653. spawn->SetRailID(rail_id);
  11654. res = true;
  11655. }
  11656. else if (!spawn) {
  11657. lua_interface->LogError("%s: LUA SetRailID command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
  11658. }
  11659. else if(!spawn->IsTransportSpawn()) {
  11660. 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());
  11661. }
  11662. lua_interface->SetBooleanValue(state, res);
  11663. return 1;
  11664. }
  11665. int EQ2Emu_lua_IsZoneLoading(lua_State* state) {
  11666. if (!lua_interface)
  11667. return 0;
  11668. ZoneServer* zone = lua_interface->GetZone(state);
  11669. lua_interface->ResetFunctionStack(state);
  11670. if (zone) {
  11671. lua_interface->SetBooleanValue(state, zone->IsLoading());
  11672. return 1;
  11673. }
  11674. return 0;
  11675. }
  11676. int EQ2Emu_lua_IsRunning(lua_State* state) {
  11677. if (!lua_interface)
  11678. return 0;
  11679. Spawn* spawn = lua_interface->GetSpawn(state);
  11680. lua_interface->ResetFunctionStack(state);
  11681. if (spawn) {
  11682. lua_interface->SetBooleanValue(state, spawn->IsRunning());
  11683. return 1;
  11684. }
  11685. return 0;
  11686. }
  11687. int EQ2Emu_lua_GetZoneLockoutTimer(lua_State* state) {
  11688. if (!lua_interface)
  11689. return 0;
  11690. Spawn* player = lua_interface->GetSpawn(state);
  11691. int32 zoneID = lua_interface->GetInt32Value(state, 2);
  11692. bool displayClient = lua_interface->GetInt32Value(state, 3);
  11693. lua_interface->ResetFunctionStack(state);
  11694. if (!player || !player->IsPlayer() || !player->GetClient()) {
  11695. lua_interface->LogError("%s: LUA GetZoneLockoutTimer command error: player is not valid, does not exist", lua_interface->GetScriptName(state));
  11696. }
  11697. else if(!zoneID) {
  11698. lua_interface->LogError("%s: LUA GetZoneLockoutTimer command error: zoneID is not set.");
  11699. }
  11700. else
  11701. {
  11702. lua_interface->SetStringValue(state, player->GetClient()->IdentifyInstanceLockout(zoneID, displayClient).c_str());
  11703. return 1;
  11704. }
  11705. return 0;
  11706. }
  11707. int EQ2Emu_lua_SetWorldTime(lua_State* state) {
  11708. if (!lua_interface)
  11709. return 0;
  11710. int16 newYear = lua_interface->GetInt16Value(state, 1);
  11711. sint32 newMonth = lua_interface->GetInt16Value(state, 2);
  11712. int16 newHour = lua_interface->GetInt16Value(state, 3);
  11713. int16 newMinute = lua_interface->GetInt16Value(state, 4);
  11714. lua_interface->ResetFunctionStack(state);
  11715. world.MWorldTime.writelock(__FUNCTION__, __LINE__);
  11716. world.GetWorldTimeStruct()->year = newYear;
  11717. world.GetWorldTimeStruct()->month = newMonth;
  11718. world.GetWorldTimeStruct()->hour = newHour;
  11719. world.GetWorldTimeStruct()->minute = newMinute;
  11720. world.MWorldTime.releasewritelock(__FUNCTION__, __LINE__);
  11721. return 0;
  11722. }
  11723. int EQ2Emu_lua_GetWorldTimeYear(lua_State* state) {
  11724. if (!lua_interface)
  11725. return 0;
  11726. lua_interface->ResetFunctionStack(state);
  11727. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11728. lua_interface->SetInt32Value(state, world.GetWorldTimeStruct()->year);
  11729. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11730. return 1;
  11731. }
  11732. int EQ2Emu_lua_GetWorldTimeMonth(lua_State* state) {
  11733. if (!lua_interface)
  11734. return 0;
  11735. lua_interface->ResetFunctionStack(state);
  11736. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11737. lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->month);
  11738. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11739. return 1;
  11740. }
  11741. int EQ2Emu_lua_GetWorldTimeHour(lua_State* state) {
  11742. if (!lua_interface)
  11743. return 0;
  11744. lua_interface->ResetFunctionStack(state);
  11745. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11746. lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->hour);
  11747. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11748. return 1;
  11749. }
  11750. int EQ2Emu_lua_GetWorldTimeMinute(lua_State* state) {
  11751. if (!lua_interface)
  11752. return 0;
  11753. lua_interface->ResetFunctionStack(state);
  11754. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11755. lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->minute);
  11756. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11757. return 1;
  11758. }
  11759. int EQ2Emu_lua_SendTimeUpdate(lua_State* state) {
  11760. if (!lua_interface)
  11761. return 0;
  11762. lua_interface->ResetFunctionStack(state);
  11763. world.SendTimeUpdate();
  11764. return 0;
  11765. }
  11766. int EQ2Emu_lua_ChangeFaction(lua_State* state) {
  11767. bool update_result = false;
  11768. Faction* faction = 0;
  11769. Spawn* spawn = lua_interface->GetSpawn(state);
  11770. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  11771. sint32 increase = lua_interface->GetInt32Value(state, 3);
  11772. lua_interface->ResetFunctionStack(state);
  11773. if(!spawn || !spawn->IsPlayer()) {
  11774. lua_interface->LogError("LUA ChangeFaction command error: player is not valid");
  11775. return 0;
  11776. }
  11777. Player* player = (Player*)spawn;
  11778. Client* client = player->GetClient();
  11779. if (faction_id > 0) {
  11780. bool hasfaction = database.VerifyFactionID(player->GetCharacterID(),faction_id);
  11781. if(hasfaction == 0) {
  11782. //they do not have the faction. Lets get the default value and feed it in.
  11783. sint32 defaultfaction = master_faction_list.GetDefaultFactionValue(faction_id);
  11784. //add the default faction for the player.
  11785. player->SetFactionValue(faction_id, defaultfaction);
  11786. }
  11787. if(increase >= 0) {
  11788. update_result = player->GetFactions()->IncreaseFaction(faction_id,increase);
  11789. faction = master_faction_list.GetFaction(faction_id);
  11790. if(faction && update_result)
  11791. client->Message(CHANNEL_FACTION, "Your faction standing with %s got better.", faction->name.c_str());
  11792. else if(faction)
  11793. client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any better.", faction->name.c_str());
  11794. lua_interface->SetBooleanValue(state, true);
  11795. return 1;
  11796. }
  11797. if(increase < 0){
  11798. //change the negative to a positive, since thats how decreasefaction() likes it.
  11799. increase *= -1;
  11800. update_result = player->GetFactions()->DecreaseFaction(faction_id,increase);
  11801. faction = master_faction_list.GetFaction(faction_id);
  11802. if(faction && update_result)
  11803. client->Message(CHANNEL_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  11804. else if(faction)
  11805. client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  11806. lua_interface->SetBooleanValue(state, true);
  11807. return 1;
  11808. }
  11809. }
  11810. lua_interface->SetBooleanValue(state, false);
  11811. return 1;
  11812. }
  11813. int EQ2Emu_lua_HasCoin(lua_State* state) {
  11814. bool hascoin = 0;
  11815. Player* player = (Player*)lua_interface->GetSpawn(state);
  11816. int32 coins = lua_interface->GetInt32Value(state, 2);
  11817. lua_interface->ResetFunctionStack(state);
  11818. if (player && player->IsPlayer()) {
  11819. hascoin = player->HasCoins(coins);
  11820. if(hascoin == 0) {
  11821. lua_interface->SetBooleanValue(state, false);
  11822. return 1;
  11823. }
  11824. if(hascoin == 1) {
  11825. lua_interface->SetBooleanValue(state, true);
  11826. return 1;
  11827. }
  11828. }
  11829. return 0;
  11830. }
  11831. int EQ2Emu_lua_GetLootTier(lua_State* state) {
  11832. int32 loot_tier = 0;
  11833. Spawn* spawn = lua_interface->GetSpawn(state);
  11834. lua_interface->ResetFunctionStack(state);
  11835. if (spawn) {
  11836. loot_tier = spawn->GetLootTier();
  11837. lua_interface->SetInt32Value(state, loot_tier);
  11838. return 1;
  11839. }
  11840. return 0;
  11841. }
  11842. int EQ2Emu_lua_SetLootTier(lua_State* state) {
  11843. if (!lua_interface)
  11844. return 0;
  11845. Spawn* spawn = lua_interface->GetSpawn(state);
  11846. int32 loot_tier = lua_interface->GetInt32Value(state, 2);
  11847. lua_interface->ResetFunctionStack(state);
  11848. if (spawn) {
  11849. spawn->SetLootTier(loot_tier);
  11850. lua_interface->SetBooleanValue(state, true);
  11851. return 1;
  11852. }
  11853. lua_interface->SetBooleanValue(state, false);
  11854. return 1;
  11855. }
  11856. int EQ2Emu_lua_GetLootDropType(lua_State* state) {
  11857. int32 loot_drop_type = 0;
  11858. Spawn* spawn = lua_interface->GetSpawn(state);
  11859. lua_interface->ResetFunctionStack(state);
  11860. if (spawn) {
  11861. loot_drop_type = spawn->GetLootDropType();
  11862. lua_interface->SetInt32Value(state, loot_drop_type);
  11863. return 1;
  11864. }
  11865. return 0;
  11866. }
  11867. int EQ2Emu_lua_SetLootDropType(lua_State* state) {
  11868. if (!lua_interface)
  11869. return 0;
  11870. Spawn* spawn = lua_interface->GetSpawn(state);
  11871. int32 loot_drop_type = lua_interface->GetInt32Value(state, 2);
  11872. lua_interface->ResetFunctionStack(state);
  11873. if (spawn) {
  11874. spawn->SetLootDropType(loot_drop_type);
  11875. lua_interface->SetBooleanValue(state, true);
  11876. return 1;
  11877. }
  11878. lua_interface->SetBooleanValue(state, false);
  11879. return 1;
  11880. }
  11881. int EQ2Emu_lua_DamageEquippedItems(lua_State* state) {
  11882. if (!lua_interface)
  11883. return 0;
  11884. Spawn* spawn = lua_interface->GetSpawn(state);
  11885. int8 damage_amount = lua_interface->GetInt32Value(state, 2);
  11886. if(damage_amount > 100) {
  11887. damage_amount = 100;
  11888. }
  11889. if (!spawn) {
  11890. lua_interface->LogError("%s: LUA DamageEquippedItems command error: spawn is not valid", lua_interface->GetScriptName(state));
  11891. lua_interface->ResetFunctionStack(state);
  11892. return 0;
  11893. }
  11894. lua_interface->ResetFunctionStack(state);
  11895. if (spawn->IsPlayer()) {
  11896. if (((Player*)spawn)->GetClient() && ((Player*)spawn)->DamageEquippedItems(damage_amount, ((Player*)spawn)->GetClient()))
  11897. lua_interface->SetBooleanValue(state, true);
  11898. else
  11899. lua_interface->SetBooleanValue(state, false);
  11900. }
  11901. else {
  11902. lua_interface->SetBooleanValue(state, false);
  11903. }
  11904. return 1;
  11905. }
  11906. int EQ2Emu_lua_CreateWidgetRegion(lua_State* state) {
  11907. ZoneServer* zone = lua_interface->GetZone(state);
  11908. int32 version = lua_interface->GetInt32Value(state, 2);
  11909. RegionMap* region_map = world.GetRegionMap(std::string(zone->GetZoneFile()), version);
  11910. if(region_map == nullptr) {
  11911. lua_interface->LogError("%s: LUA CreateWidgetRegion command error: region map is not valid for version %u", lua_interface->GetScriptName(state), version);
  11912. lua_interface->ResetFunctionStack(state);
  11913. return 0;
  11914. }
  11915. string region_name = lua_interface->GetStringValue(state, 3);
  11916. string env_name = lua_interface->GetStringValue(state, 4);
  11917. int32 grid_id = lua_interface->GetInt32Value(state, 5);
  11918. int32 widget_id = lua_interface->GetInt32Value(state, 6);
  11919. float dist = lua_interface->GetFloatValue(state, 7);
  11920. region_map->InsertRegionNode(zone, version, region_name, env_name, grid_id, widget_id, dist);
  11921. lua_interface->ResetFunctionStack(state);
  11922. lua_interface->SetBooleanValue(state, true);
  11923. return 1;
  11924. }
  11925. int EQ2Emu_lua_RemoveRegion(lua_State* state) {
  11926. ZoneServer* zone = lua_interface->GetZone(state);
  11927. int32 version = lua_interface->GetInt32Value(state, 2);
  11928. RegionMap* region_map = world.GetRegionMap(std::string(zone->GetZoneFile()), version);
  11929. if(region_map == nullptr) {
  11930. lua_interface->LogError("%s: LUA RemoveRegion command error: region map is not valid for version %u", lua_interface->GetScriptName(state), version);
  11931. lua_interface->ResetFunctionStack(state);
  11932. return 0;
  11933. }
  11934. string region_name = lua_interface->GetStringValue(state, 3);
  11935. region_map->RemoveRegionNode(region_name);
  11936. lua_interface->ResetFunctionStack(state);
  11937. lua_interface->SetBooleanValue(state, true);
  11938. return 1;
  11939. }
  11940. int EQ2Emu_lua_SetPlayerPOVGhost(lua_State* state) {
  11941. Client* client = nullptr;
  11942. Spawn* player = lua_interface->GetSpawn(state);
  11943. if (!player) {
  11944. lua_interface->LogError("LUA SetPlayerPOVGhost command error: spawn is not valid");
  11945. lua_interface->SetBooleanValue(state, false);
  11946. lua_interface->ResetFunctionStack(state);
  11947. return 1;
  11948. }
  11949. if (!player->IsPlayer()) {
  11950. lua_interface->LogError("LUA SetPlayerPOVGhost command error: spawn is not a player");
  11951. lua_interface->SetBooleanValue(state, false);
  11952. lua_interface->ResetFunctionStack(state);
  11953. return 1;
  11954. }
  11955. client = player->GetClient();
  11956. if (!client) {
  11957. lua_interface->LogError("LUA SetPlayerPOVGhost command error: could not find client");
  11958. lua_interface->SetBooleanValue(state, false);
  11959. lua_interface->ResetFunctionStack(state);
  11960. return 1;
  11961. }
  11962. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  11963. bool success_sight = client->SetPlayerPOVGhost(spawn);
  11964. lua_interface->ResetFunctionStack(state);
  11965. lua_interface->SetBooleanValue(state, success_sight);
  11966. return 1;
  11967. }
  11968. int EQ2Emu_lua_SetCastOnAggroComplete(lua_State* state) {
  11969. if (!lua_interface)
  11970. return 0;
  11971. bool result = false;
  11972. Spawn* spawn = lua_interface->GetSpawn(state);
  11973. bool cast_completed = (lua_interface->GetInt8Value(state, 2) == 1);
  11974. lua_interface->ResetFunctionStack(state);
  11975. if (!spawn)
  11976. lua_interface->LogError("%s: LUA SetCastOnAggroComplete error: Could not find spawn.", lua_interface->GetScriptName(state));
  11977. else if (!spawn->IsNPC())
  11978. lua_interface->LogError("%s: LUA SetCastOnAggroComplete error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  11979. else
  11980. {
  11981. ((NPC*)spawn)->cast_on_aggro_completed = cast_completed;
  11982. result = true;
  11983. }
  11984. lua_interface->SetBooleanValue(state, result);
  11985. return 1;
  11986. }
  11987. int EQ2Emu_lua_IsCastOnAggroComplete(lua_State* state) {
  11988. if (!lua_interface)
  11989. return 0;
  11990. bool result = false;
  11991. Spawn* spawn = lua_interface->GetSpawn(state);
  11992. lua_interface->ResetFunctionStack(state);
  11993. if (!spawn)
  11994. lua_interface->LogError("%s: LUA IsCastOnAggroComplete error: Could not find spawn.", lua_interface->GetScriptName(state));
  11995. else if (!spawn->IsNPC())
  11996. lua_interface->LogError("%s: LUA IsCastOnAggroComplete error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  11997. else
  11998. {
  11999. if(((NPC*)spawn)->cast_on_aggro_completed)
  12000. result = true;
  12001. }
  12002. lua_interface->SetBooleanValue(state, result);
  12003. return 1;
  12004. }
  12005. int EQ2Emu_lua_AddRecipeBookToPlayer(lua_State* state) {
  12006. Client* client = nullptr;
  12007. Spawn* player = lua_interface->GetSpawn(state);
  12008. int32 recipe_book_id = lua_interface->GetInt32Value(state, 2);
  12009. lua_interface->ResetFunctionStack(state);
  12010. if (!player) {
  12011. lua_interface->LogError("LUA AddRecipeBookToPlayer command error: spawn is not valid");
  12012. lua_interface->SetBooleanValue(state, false);
  12013. return 1;
  12014. }
  12015. if (!player->IsPlayer()) {
  12016. lua_interface->LogError("LUA AddRecipeBookToPlayer command error: spawn is not a player");
  12017. lua_interface->SetBooleanValue(state, false);
  12018. return 1;
  12019. }
  12020. client = player->GetClient();
  12021. if (!client) {
  12022. lua_interface->LogError("LUA AddRecipeBookToPlayer command error: could not find client");
  12023. lua_interface->SetBooleanValue(state, false);
  12024. return 1;
  12025. }
  12026. bool result = client->AddRecipeBookToPlayer(recipe_book_id);
  12027. lua_interface->SetBooleanValue(state, result);
  12028. return 1;
  12029. }
  12030. int EQ2Emu_lua_RemoveRecipeFromPlayer(lua_State* state) {
  12031. Client* client = nullptr;
  12032. Spawn* player = lua_interface->GetSpawn(state);
  12033. int32 recipe_id = lua_interface->GetInt32Value(state, 2);
  12034. lua_interface->ResetFunctionStack(state);
  12035. if (!player) {
  12036. lua_interface->LogError("LUA RemoveRecipeFromPlayer command error: spawn is not valid");
  12037. lua_interface->SetBooleanValue(state, false);
  12038. return 1;
  12039. }
  12040. if (!player->IsPlayer()) {
  12041. lua_interface->LogError("LUA RemoveRecipeFromPlayer command error: spawn is not a player");
  12042. lua_interface->SetBooleanValue(state, false);
  12043. return 1;
  12044. }
  12045. client = player->GetClient();
  12046. if (!client) {
  12047. lua_interface->LogError("LUA RemoveRecipeFromPlayer command error: could not find client");
  12048. lua_interface->SetBooleanValue(state, false);
  12049. return 1;
  12050. }
  12051. bool result = client->RemoveRecipeFromPlayer(recipe_id);
  12052. lua_interface->SetBooleanValue(state, result);
  12053. return 1;
  12054. }
  12055. int EQ2Emu_lua_ReplaceWidgetFromClient(lua_State* state) {
  12056. Client* client = nullptr;
  12057. Spawn* player = lua_interface->GetSpawn(state);
  12058. int32 widget_id = lua_interface->GetInt32Value(state, 2);
  12059. bool delete_widget = (lua_interface->GetInt8Value(state, 3) == 1);
  12060. // rest are all optional fields
  12061. float x = lua_interface->GetFloatValue(state, 4);
  12062. float y = lua_interface->GetFloatValue(state, 5);
  12063. float z = lua_interface->GetFloatValue(state, 6);
  12064. int32 grid_id = lua_interface->GetInt32Value(state, 7);
  12065. lua_interface->ResetFunctionStack(state);
  12066. if (!player) {
  12067. lua_interface->LogError("LUA ReplaceWidgetFromClient command error: spawn is not valid");
  12068. lua_interface->SetBooleanValue(state, false);
  12069. return 1;
  12070. }
  12071. if (!player->IsPlayer()) {
  12072. lua_interface->LogError("LUA ReplaceWidgetFromClient command error: spawn is not a player");
  12073. lua_interface->SetBooleanValue(state, false);
  12074. return 1;
  12075. }
  12076. if(!player->GetZone()) {
  12077. lua_interface->LogError("LUA ReplaceWidgetFromClient command error: player is not in a zone");
  12078. lua_interface->SetBooleanValue(state, false);
  12079. return 1;
  12080. }
  12081. client = player->GetClient();
  12082. if (!client) {
  12083. lua_interface->LogError("LUA ReplaceWidgetFromClient command error: could not find client");
  12084. lua_interface->SetBooleanValue(state, false);
  12085. return 1;
  12086. }
  12087. if(!client->IsReadyForUpdates()) {
  12088. lua_interface->LogError("LUA ReplaceWidgetFromClient command failed: client has not signaled sys_client_avatar_ready");
  12089. lua_interface->SetBooleanValue(state, false);
  12090. return 1;
  12091. }
  12092. client->SendReplaceWidget(widget_id, delete_widget, x, y, z, grid_id);
  12093. lua_interface->SetBooleanValue(state, true);
  12094. return 1;
  12095. }
  12096. int EQ2Emu_lua_RemoveWidgetFromSpawnMap(lua_State* state) {
  12097. Client* client = nullptr;
  12098. Spawn* spawn = lua_interface->GetSpawn(state);
  12099. int32 widget_id = lua_interface->GetInt32Value(state, 2);
  12100. lua_interface->ResetFunctionStack(state);
  12101. if (!spawn) {
  12102. lua_interface->LogError("LUA RemoveWidgetFromSpawnMap command error: spawn is not valid");
  12103. lua_interface->SetBooleanValue(state, false);
  12104. return 1;
  12105. }
  12106. if(!spawn->GetZone()) {
  12107. lua_interface->LogError("LUA ReplaceWidgetFromClient command error: player is not in a zone");
  12108. lua_interface->SetBooleanValue(state, false);
  12109. return 1;
  12110. }
  12111. spawn->AddIgnoredWidget(widget_id);
  12112. lua_interface->SetBooleanValue(state, true);
  12113. return 1;
  12114. }
  12115. int EQ2Emu_lua_RemoveWidgetFromZoneMap(lua_State* state) {
  12116. ZoneServer* zone = lua_interface->GetZone(state);
  12117. int32 widget_id = lua_interface->GetInt32Value(state, 2);
  12118. lua_interface->ResetFunctionStack(state);
  12119. if(!zone) {
  12120. lua_interface->LogError("LUA RemoveWidgetFromZoneMap command error: zone is not valid");
  12121. lua_interface->SetBooleanValue(state, false);
  12122. return 1;
  12123. }
  12124. if(!zone->IsLoading()) {
  12125. lua_interface->LogError("LUA RemoveWidgetFromZoneMap command error: can only be called during zone loading, in preinit_zone_script ZoneScript function");
  12126. lua_interface->SetBooleanValue(state, false);
  12127. return 1;
  12128. }
  12129. zone->AddIgnoredWidget(widget_id);
  12130. lua_interface->SetBooleanValue(state, true);
  12131. return 1;
  12132. }
  12133. int EQ2Emu_lua_SendHearCast(lua_State* state) {
  12134. if (!lua_interface)
  12135. return 0;
  12136. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  12137. Spawn* spawn = lua_interface->GetSpawn(state);
  12138. int32 spell_visual_id = lua_interface->GetInt32Value(state, 2);
  12139. int16 cast_time = lua_interface->GetInt16Value(state, 3);
  12140. Spawn* caster = lua_interface->GetSpawn(state, 4);
  12141. Spawn* target = lua_interface->GetSpawn(state, 5);
  12142. lua_interface->ResetFunctionStack(state);
  12143. if(spell && spawn && spawn->IsEntity()) {
  12144. ZoneServer* zone = spawn->GetZone();
  12145. if(zone) {
  12146. zone->SendCastSpellPacket(spell, caster && caster->IsEntity() ? (Entity*)caster : (Entity*)spawn, spell_visual_id, cast_time > 0 ? cast_time : 0xFFFF);
  12147. }
  12148. }
  12149. else if (spawn) {
  12150. if (spawn->IsPlayer()) {
  12151. Client* client = ((Player*)spawn)->GetClient();
  12152. if (client) {
  12153. client->SendHearCast(caster ? caster : client->GetPlayer(), target ? target : client->GetPlayer(), spell_visual_id, cast_time);
  12154. }
  12155. }
  12156. }
  12157. return 0;
  12158. }
  12159. int EQ2Emu_lua_GetCharacterFlag(lua_State* state) {
  12160. if (!lua_interface)
  12161. return 0;
  12162. Spawn* player = lua_interface->GetSpawn(state);
  12163. sint32 flag_id = lua_interface->GetSInt32Value(state, 2);
  12164. lua_interface->ResetFunctionStack(state);
  12165. if (!player) {
  12166. lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not valid", lua_interface->GetScriptName(state));
  12167. return 0;
  12168. }
  12169. if (!player->IsPlayer()) {
  12170. lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not a player", lua_interface->GetScriptName(state));
  12171. return 0;
  12172. }
  12173. bool ret = ((Player*)player)->get_character_flag(flag_id);
  12174. lua_interface->SetBooleanValue(state, ret);
  12175. return 1;
  12176. }
  12177. int EQ2Emu_lua_ToggleCharacterFlag(lua_State* state) {
  12178. if (!lua_interface)
  12179. return 0;
  12180. Spawn* player = lua_interface->GetSpawn(state);
  12181. sint32 flag_id = lua_interface->GetSInt32Value(state, 2);
  12182. lua_interface->ResetFunctionStack(state);
  12183. if (!player) {
  12184. lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not valid", lua_interface->GetScriptName(state));
  12185. return 0;
  12186. }
  12187. if (!player->IsPlayer()) {
  12188. lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not a player", lua_interface->GetScriptName(state));
  12189. return 0;
  12190. }
  12191. ((Player*)player)->toggle_character_flag(flag_id);
  12192. return 0;
  12193. }