LuaFunctions.cpp 396 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 = spawn->GetZone()->GetClientBySpawn(player);
  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_PlaySound(lua_State* state) {
  179. if (!lua_interface)
  180. return 0;
  181. Spawn* spawn = lua_interface->GetSpawn(state);
  182. string sound_string = lua_interface->GetStringValue(state, 2);
  183. float x = lua_interface->GetFloatValue(state, 3);
  184. float y = lua_interface->GetFloatValue(state, 4);
  185. float z = lua_interface->GetFloatValue(state, 5);
  186. Spawn* player = lua_interface->GetSpawn(state, 6);
  187. lua_interface->ResetFunctionStack(state);
  188. if (spawn && sound_string.length() > 0) {
  189. Client* client = 0;
  190. if (player && player->IsPlayer())
  191. client = spawn->GetZone()->GetClientBySpawn(player);
  192. if (client)
  193. spawn->GetZone()->PlaySoundFile(client, sound_string.c_str(), x, y, z);
  194. else
  195. spawn->GetZone()->PlaySoundFile(0, sound_string.c_str(), x, y, z);
  196. }
  197. return 0;
  198. }
  199. int EQ2Emu_lua_SetRequiredQuest(lua_State* state) {
  200. if (!lua_interface)
  201. return 0;
  202. Spawn* spawn = lua_interface->GetSpawn(state);
  203. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  204. int16 quest_step = lua_interface->GetInt16Value(state, 3);
  205. bool private_spawn = (lua_interface->GetInt8Value(state, 4) == 1);
  206. bool continued_access = (lua_interface->GetInt8Value(state, 5) == 1);
  207. int16 flag_override = lua_interface->GetInt16Value(state, 6);
  208. lua_interface->ResetFunctionStack(state);
  209. if (!spawn) {
  210. lua_interface->LogError("%s: LUA SetRequiredQuest command error: spawn is not valid", lua_interface->GetScriptName(state));
  211. return 0;
  212. }
  213. if (quest_id > 0) {
  214. //Add this quest to the list of required quests for this spawn
  215. spawn->SetQuestsRequired(quest_id, quest_step);
  216. //If private spawn value set
  217. if (private_spawn) {
  218. //Set the spawn to be private when not granted access through this quest
  219. spawn->AddAllowAccessSpawn(spawn);
  220. spawn->SetPrivateQuestSpawn(true);
  221. }
  222. //This value allows access after a quest step, or the whole quest has been completed
  223. if (continued_access)
  224. spawn->SetQuestsRequiredContinuedAccess(true);
  225. //This value will override vis_flags in the vis packet
  226. if (flag_override > 0)
  227. spawn->SetQuestsRequiredOverride(flag_override);
  228. }
  229. return 0;
  230. }
  231. int EQ2Emu_lua_SpawnSetByDistance(lua_State* state) {
  232. if (!lua_interface)
  233. return 0;
  234. Spawn* spawn = lua_interface->GetSpawn(state);
  235. float max_distance = lua_interface->GetFloatValue(state, 2);
  236. string variable = lua_interface->GetStringValue(state, 3);
  237. string value = lua_interface->GetStringValue(state, 4);
  238. lua_interface->ResetFunctionStack(state);
  239. if (max_distance > 0 && spawn && value.length() > 0 && variable.length() > 0 && spawn->GetZone())
  240. spawn->GetZone()->SpawnSetByDistance(spawn, max_distance, variable, value);
  241. return 0;
  242. }
  243. int EQ2Emu_lua_PerformCameraShake(lua_State* state) {
  244. if (!lua_interface)
  245. return 0;
  246. Client* client = 0;
  247. Spawn* player = lua_interface->GetSpawn(state);
  248. if (!player) {
  249. lua_interface->LogError("LUA PerformCameraShake command error: spawn is not valid");
  250. return 0;
  251. }
  252. if (!player->IsPlayer()) {
  253. lua_interface->LogError("LUA PerformCameraShake command error: spawn is not a player");
  254. return 0;
  255. }
  256. if (player->GetZone())
  257. client = player->GetZone()->GetClientBySpawn(player);
  258. if (!client) {
  259. lua_interface->LogError("LUA PerformCameraShake command error: could not find client");
  260. return 0;
  261. }
  262. float intensity = lua_interface->GetFloatValue(state, 2);
  263. int8 direction = lua_interface->GetInt8Value(state, 3);
  264. lua_interface->ResetFunctionStack(state);
  265. PacketStruct* packet = configReader.getStruct("WS_PerformCameraShakeMsg", client->GetVersion());
  266. if (packet) {
  267. /* Client Intensity Logic (does not restrict service side, but expect .01 - 1.0 range)
  268. v1 = *(float *)(a1 + 4);
  269. if ( v1 > 0.0 )
  270. v2 = fminf(v1, 1.0);
  271. else
  272. v2 = 0.1;
  273. */
  274. packet->setDataByName("intensity", intensity);
  275. if ( client->GetVersion() > 546 )
  276. packet->setDataByName("direction", direction);
  277. client->QueuePacket(packet->serialize());
  278. safe_delete(packet);
  279. }
  280. return 0;
  281. }
  282. int EQ2Emu_lua_KillSpawn(lua_State* state) {
  283. if (!lua_interface)
  284. return 0;
  285. Spawn* dead = lua_interface->GetSpawn(state);
  286. Spawn* killer = lua_interface->GetSpawn(state, 2);
  287. bool send_packet = (lua_interface->GetInt8Value(state, 3) == 1);
  288. lua_interface->ResetFunctionStack(state);
  289. if (dead && dead->Alive() && dead->GetZone())
  290. dead->GetZone()->KillSpawn(false, dead, killer, send_packet);
  291. return 0;
  292. }
  293. int EQ2Emu_lua_KillSpawnByDistance(lua_State* state) {
  294. if (!lua_interface)
  295. return 0;
  296. Spawn* spawn = lua_interface->GetSpawn(state);
  297. float max_distance = lua_interface->GetFloatValue(state, 2);
  298. bool include_players = lua_interface->GetInt8Value(state, 3);
  299. bool send_packet = (lua_interface->GetInt8Value(state, 4) == 1);
  300. lua_interface->ResetFunctionStack(state);
  301. if (max_distance > 0 && spawn && spawn->GetZone())
  302. spawn->GetZone()->KillSpawnByDistance(spawn, max_distance, include_players, send_packet);
  303. return 0;
  304. }
  305. int EQ2Emu_lua_Despawn(lua_State* state) {
  306. if (!lua_interface)
  307. return 0;
  308. Spawn* spawn = lua_interface->GetSpawn(state);
  309. int32 delay = lua_interface->GetInt32Value(state, 2);
  310. lua_interface->ResetFunctionStack(state);
  311. if (spawn && spawn->GetZone())
  312. spawn->GetZone()->Despawn(spawn, delay);
  313. return 0;
  314. }
  315. int EQ2Emu_lua_ChangeHandIcon(lua_State* state) {
  316. if (!lua_interface)
  317. return 0;
  318. Spawn* spawn = lua_interface->GetSpawn(state);
  319. int8 displayHandIcon = lua_interface->GetInt8Value(state, 2);
  320. lua_interface->ResetFunctionStack(state);
  321. if (spawn) {
  322. spawn->info_changed = true;
  323. spawn->SetShowHandIcon(displayHandIcon);
  324. }
  325. return 0;
  326. }
  327. //this function is used to force an update packet to be sent.
  328. //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
  329. int EQ2Emu_lua_SetVisualFlag(lua_State* state) {
  330. if (!lua_interface)
  331. return 0;
  332. Spawn* spawn = lua_interface->GetSpawn(state);
  333. lua_interface->ResetFunctionStack(state);
  334. if (spawn) {
  335. spawn->vis_changed = true;
  336. spawn->GetZone()->AddChangedSpawn(spawn);
  337. }
  338. return 0;
  339. }
  340. //this function is used to force an update packet to be sent.
  341. //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
  342. int EQ2Emu_lua_SetInfoFlag(lua_State* state) {
  343. if (!lua_interface)
  344. return 0;
  345. Spawn* spawn = lua_interface->GetSpawn(state);
  346. lua_interface->ResetFunctionStack(state);
  347. if (spawn) {
  348. spawn->info_changed = true;
  349. spawn->GetZone()->AddChangedSpawn(spawn);
  350. }
  351. return 0;
  352. }
  353. int EQ2Emu_lua_SendStateCommand(lua_State* state) {
  354. if (!lua_interface)
  355. return 0;
  356. Spawn* spawn = lua_interface->GetSpawn(state);
  357. int32 new_state = lua_interface->GetInt32Value(state, 2);
  358. Spawn* player = lua_interface->GetSpawn(state, 3);
  359. lua_interface->ResetFunctionStack(state);
  360. if (spawn) {
  361. if(player)
  362. {
  363. if(player->IsPlayer())
  364. {
  365. Client* client = ((Player*)player)->GetClient();
  366. if(client)
  367. {
  368. ClientPacketFunctions::SendStateCommand(client, client->GetPlayer()->GetIDWithPlayerSpawn(spawn), new_state);
  369. lua_interface->SetBooleanValue(state, true);
  370. return 1;
  371. }
  372. else
  373. 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());
  374. }
  375. else
  376. 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());
  377. }
  378. else
  379. {
  380. spawn->GetZone()->QueueStateCommandToClients(spawn->GetID(), new_state);
  381. lua_interface->SetBooleanValue(state, true);
  382. return 1;
  383. }
  384. }
  385. lua_interface->SetBooleanValue(state, false);
  386. return 1;
  387. }
  388. int EQ2Emu_lua_SpawnSet(lua_State* state) {
  389. if (!lua_interface)
  390. return 0;
  391. Spawn* spawn = lua_interface->GetSpawn(state);
  392. string variable = lua_interface->GetStringValue(state, 2);
  393. string value = lua_interface->GetStringValue(state, 3);
  394. 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.
  395. bool temporary_flag = true;
  396. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  397. int8 index = 0;
  398. if(num_args >= 5)
  399. {
  400. 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
  401. index = lua_interface->GetInt8Value(state, 6);
  402. }
  403. lua_interface->ResetFunctionStack(state);
  404. int32 type = commands.GetSpawnSetType(variable);
  405. if (type != 0xFFFFFFFF && value.length() > 0 && spawn)
  406. commands.SetSpawnCommand(0, spawn, type, value.c_str(), !no_update, temporary_flag, nullptr, index);
  407. return 0;
  408. }
  409. int EQ2Emu_lua_GetSpawn(lua_State* state) {
  410. if (!lua_interface)
  411. return 0;
  412. Spawn* spawn = lua_interface->GetSpawn(state);
  413. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  414. lua_interface->ResetFunctionStack(state);
  415. if (spawn && spawn_id > 0) {
  416. Spawn* closest_spawn = spawn->GetZone()->GetClosestSpawn(spawn, spawn_id);
  417. if (closest_spawn) {
  418. lua_interface->SetSpawnValue(state, closest_spawn);
  419. return 1;
  420. }
  421. }
  422. return 0;
  423. }
  424. int EQ2Emu_lua_GetSpawnFromList(lua_State* state) {
  425. if (!lua_interface)
  426. return 0;
  427. vector<Spawn*>* spawnList = lua_interface->GetSpawnList(state);
  428. int32 position = lua_interface->GetInt32Value(state, 2);
  429. lua_interface->ResetFunctionStack(state);
  430. if (spawnList) {
  431. if (spawnList->size() > position) {
  432. lua_interface->SetSpawnValue(state, spawnList->at(position));
  433. return 1;
  434. }
  435. else {
  436. return 0;
  437. }
  438. return spawnList->size();
  439. }
  440. return 0;
  441. }
  442. int EQ2Emu_lua_GetSpawnListSize(lua_State* state) {
  443. if (!lua_interface)
  444. return 0;
  445. vector<Spawn*>* spawnList = lua_interface->GetSpawnList(state);
  446. lua_interface->ResetFunctionStack(state);
  447. if (spawnList) {
  448. return spawnList->size();
  449. }
  450. return 0;
  451. }
  452. int EQ2Emu_lua_CreateSpawnList(lua_State* state) {
  453. if (!lua_interface)
  454. return 0;
  455. vector<Spawn*>* spawnList = new vector<Spawn*>();
  456. lua_interface->SetSpawnListValue(state, spawnList);
  457. return 1;
  458. }
  459. int EQ2Emu_lua_AddSpawnToSpawnList(lua_State* state) {
  460. if (!lua_interface)
  461. return 0;
  462. vector<Spawn*>* spawnList = lua_interface->GetSpawnList(state);
  463. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  464. lua_interface->ResetFunctionStack(state);
  465. if (spawnList) {
  466. auto it = std::find(spawnList->begin(), spawnList->end(), spawn);
  467. if (it == spawnList->end())
  468. spawnList->push_back(spawn);
  469. }
  470. return 0;
  471. }
  472. int EQ2Emu_lua_RemoveSpawnFromSpawnList(lua_State* state) {
  473. if (!lua_interface)
  474. return 0;
  475. vector<Spawn*>* spawnList = lua_interface->GetSpawnList(state);
  476. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  477. lua_interface->ResetFunctionStack(state);
  478. if (spawnList) {
  479. auto it = std::find(spawnList->begin(), spawnList->end(), spawn);
  480. if(it != spawnList->end())
  481. spawnList->erase(it);
  482. }
  483. return 0;
  484. }
  485. int EQ2Emu_lua_GetSpawnListBySpawnID(lua_State* state) {
  486. if (!lua_interface)
  487. return 0;
  488. Spawn* spawn = lua_interface->GetSpawn(state);
  489. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  490. lua_interface->ResetFunctionStack(state);
  491. if (spawn) {
  492. vector<Spawn*> spawns = spawn->GetZone()->GetSpawnsByID(spawn_id);
  493. if (spawns.size() > 0) {
  494. vector<Spawn*>* spawnList = new vector<Spawn*>();
  495. vector<Spawn*>::iterator itr;
  496. for (itr = spawns.begin(); itr != spawns.end(); itr++) {
  497. spawnList->push_back(*itr);
  498. }
  499. lua_interface->SetSpawnListValue(state, spawnList);
  500. return 1;
  501. }
  502. }
  503. return 0;
  504. }
  505. int EQ2Emu_lua_GetSpawnListByRailID(lua_State* state) {
  506. if (!lua_interface)
  507. return 0;
  508. Spawn* spawn = lua_interface->GetSpawn(state);
  509. sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
  510. lua_interface->ResetFunctionStack(state);
  511. if (spawn) {
  512. vector<Spawn*> spawns = spawn->GetZone()->GetSpawnsByRailID(rail_id);
  513. if (spawns.size() > 0) {
  514. vector<Spawn*>* spawnList = new vector<Spawn*>();
  515. vector<Spawn*>::iterator itr;
  516. for (itr = spawns.begin(); itr != spawns.end(); itr++) {
  517. spawnList->push_back(*itr);
  518. }
  519. lua_interface->SetSpawnListValue(state, spawnList);
  520. return 1;
  521. }
  522. }
  523. return 0;
  524. }
  525. int EQ2Emu_lua_GetPassengerSpawnList(lua_State* state) {
  526. if (!lua_interface)
  527. return 0;
  528. Spawn* spawn = lua_interface->GetSpawn(state);
  529. lua_interface->ResetFunctionStack(state);
  530. if (spawn) {
  531. vector<Spawn*> spawns = spawn->GetPassengersOnRail();
  532. if (spawns.size() > 0) {
  533. lua_createtable(state, spawns.size(), 0);
  534. int newTable = lua_gettop(state);
  535. for (int32 i = 0; i < spawns.size(); i++) {
  536. lua_interface->SetSpawnValue(state, spawns.at(i));
  537. lua_rawseti(state, newTable, i + 1);
  538. }
  539. return 1;
  540. }
  541. }
  542. return 0;
  543. }
  544. int EQ2Emu_lua_GetVariableValue(lua_State* state) {
  545. if (!lua_interface)
  546. return 0;
  547. string variable_name = lua_interface->GetStringValue(state);
  548. lua_interface->ResetFunctionStack(state);
  549. Variable* var = variables.FindVariable(variable_name);
  550. if (var) {
  551. lua_interface->SetStringValue(state, var->GetValue());
  552. return 1;
  553. }
  554. return 0;
  555. }
  556. int EQ2Emu_lua_GetCoinMessage(lua_State* state) {
  557. if (!lua_interface)
  558. return 0;
  559. int32 total_coins = lua_interface->GetInt32Value(state);
  560. lua_interface->ResetFunctionStack(state);
  561. if (total_coins == 0) {
  562. lua_interface->SetStringValue(state, "0 copper");
  563. return 1;
  564. }
  565. char tmp[64] = { 0 };
  566. string message = "";
  567. int32 val = 0;
  568. if (total_coins >= 1000000) {
  569. val = total_coins / 1000000;
  570. total_coins -= 1000000 * val;
  571. sprintf(tmp, " %u Platinum", val);
  572. message.append(tmp);
  573. memset(tmp, 0, 64);
  574. }
  575. if (total_coins >= 10000) {
  576. val = total_coins / 10000;
  577. total_coins -= 10000 * val;
  578. sprintf(tmp, " %u Gold", val);
  579. message.append(tmp);
  580. memset(tmp, 0, 64);
  581. }
  582. if (total_coins >= 100) {
  583. val = total_coins / 100;
  584. total_coins -= 100 * val;
  585. sprintf(tmp, " %u Silver", val);
  586. message.append(tmp);
  587. memset(tmp, 0, 64);
  588. }
  589. if (total_coins > 0) {
  590. sprintf(tmp, " %u Copper", (int32)total_coins);
  591. message.append(tmp);
  592. }
  593. lua_interface->SetStringValue(state, message.c_str());
  594. return 1;
  595. }
  596. int EQ2Emu_lua_GetSpawnByGroupID(lua_State* state) {
  597. ZoneServer* zone = lua_interface->GetZone(state);
  598. int32 group_id = lua_interface->GetInt32Value(state, 2);
  599. lua_interface->ResetFunctionStack(state);
  600. if (zone) {
  601. Spawn* spawn = zone->GetSpawnGroup(group_id);
  602. if (spawn) {
  603. lua_interface->SetSpawnValue(state, spawn);
  604. return 1;
  605. }
  606. }
  607. return 0;
  608. }
  609. int EQ2Emu_lua_GetSpawnByLocationID(lua_State* state) {
  610. ZoneServer* zone = lua_interface->GetZone(state);
  611. int32 location_id = lua_interface->GetInt32Value(state, 2);
  612. lua_interface->ResetFunctionStack(state);
  613. if (zone) {
  614. Spawn* spawn = zone->GetSpawnByLocationID(location_id);
  615. if (spawn) {
  616. lua_interface->SetSpawnValue(state, spawn);
  617. return 1;
  618. }
  619. }
  620. return 0;
  621. }
  622. int EQ2Emu_lua_GetSpawnID(lua_State* state) {
  623. Spawn* spawn = lua_interface->GetSpawn(state);
  624. lua_interface->ResetFunctionStack(state);
  625. if (spawn) {
  626. lua_interface->SetInt32Value(state, spawn->GetDatabaseID());
  627. return 1;
  628. }
  629. return 0;
  630. }
  631. int EQ2Emu_lua_GetSpawnGroupID(lua_State* state) {
  632. Spawn* spawn = lua_interface->GetSpawn(state);
  633. lua_interface->ResetFunctionStack(state);
  634. if (spawn) {
  635. lua_interface->SetInt32Value(state, spawn->GetSpawnGroupID());
  636. return 1;
  637. }
  638. return 0;
  639. }
  640. int EQ2Emu_lua_SetSpawnGroupID(lua_State* state) {
  641. if (!lua_interface)
  642. return 0;
  643. Spawn* spawn = lua_interface->GetSpawn(state);
  644. int32 new_group_id = lua_interface->GetInt32Value(state, 2);
  645. lua_interface->ResetFunctionStack(state);
  646. if (spawn) {
  647. spawn->SetSpawnGroupID(new_group_id);
  648. lua_interface->SetBooleanValue(state, true);
  649. return 1;
  650. }
  651. lua_interface->SetBooleanValue(state, false);
  652. return 1;
  653. }
  654. int EQ2Emu_lua_AddSpawnToGroup(lua_State* state) {
  655. if (!lua_interface)
  656. return 0;
  657. Spawn* spawn = lua_interface->GetSpawn(state);
  658. int32 new_group_id = lua_interface->GetInt32Value(state, 2);
  659. lua_interface->ResetFunctionStack(state);
  660. if (spawn) {
  661. spawn->GetZone()->AddSpawnToGroup(spawn, new_group_id);
  662. lua_interface->SetBooleanValue(state, true);
  663. return 1;
  664. }
  665. lua_interface->SetBooleanValue(state, false);
  666. return 1;
  667. }
  668. int EQ2Emu_lua_GetSpawnLocationID(lua_State* state) {
  669. Spawn* spawn = lua_interface->GetSpawn(state);
  670. lua_interface->ResetFunctionStack(state);
  671. if (spawn) {
  672. lua_interface->SetInt32Value(state, spawn->GetSpawnLocationID());
  673. return 1;
  674. }
  675. return 0;
  676. }
  677. int EQ2Emu_lua_GetSpawnLocationPlacementID(lua_State* state) {
  678. Spawn* spawn = lua_interface->GetSpawn(state);
  679. lua_interface->ResetFunctionStack(state);
  680. if (spawn) {
  681. lua_interface->SetInt32Value(state, spawn->GetSpawnLocationPlacementID());
  682. return 1;
  683. }
  684. return 0;
  685. }
  686. int EQ2Emu_lua_GetFactionAmount(lua_State* state) {
  687. Player* player = (Player*)lua_interface->GetSpawn(state);
  688. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  689. lua_interface->ResetFunctionStack(state);
  690. if (player && player->IsPlayer() && faction_id > 0) {
  691. lua_interface->SetSInt32Value(state, player->GetFactions()->GetFactionValue(faction_id));
  692. return 1;
  693. }
  694. return 0;
  695. }
  696. int EQ2Emu_lua_SetFactionID(lua_State* state) {
  697. if (!lua_interface)
  698. return 0;
  699. Spawn* spawn = lua_interface->GetSpawn(state);
  700. int32 value = lua_interface->GetInt32Value(state, 2);
  701. lua_interface->ResetFunctionStack(state);
  702. if (spawn) {
  703. spawn->SetFactionID(value);
  704. }
  705. return 0;
  706. }
  707. int EQ2Emu_lua_GetFactionID(lua_State* state) {
  708. Spawn* spawn = lua_interface->GetSpawn(state);
  709. lua_interface->ResetFunctionStack(state);
  710. if (spawn) {
  711. lua_interface->SetInt32Value(state, spawn->GetFactionID());
  712. return 1;
  713. }
  714. return 0;
  715. }
  716. int EQ2Emu_lua_GetGender(lua_State* state) {
  717. Spawn* spawn = lua_interface->GetSpawn(state);
  718. lua_interface->ResetFunctionStack(state);
  719. if (spawn) {
  720. lua_interface->SetInt32Value(state, spawn->GetGender());
  721. return 1;
  722. }
  723. return 0;
  724. }
  725. int EQ2Emu_lua_GetTarget(lua_State* state) {
  726. Spawn* spawn = lua_interface->GetSpawn(state);
  727. lua_interface->ResetFunctionStack(state);
  728. if (spawn && spawn->IsEntity() && ((Entity*)spawn)->GetTarget()) {
  729. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetTarget());
  730. return 1;
  731. }
  732. return 0;
  733. }
  734. int EQ2Emu_lua_PlayVoice(lua_State* state) {
  735. if (!lua_interface)
  736. return 0;
  737. Spawn* spawn = lua_interface->GetSpawn(state);
  738. string mp3_string = lua_interface->GetStringValue(state, 2);
  739. int32 key1 = lua_interface->GetInt32Value(state, 3);
  740. int32 key2 = lua_interface->GetInt32Value(state, 4);
  741. Spawn* player = lua_interface->GetSpawn(state, 5);
  742. lua_interface->ResetFunctionStack(state);
  743. if (spawn && mp3_string.length() > 0) {
  744. Client* client = 0;
  745. if (player && player->IsPlayer())
  746. client = spawn->GetZone()->GetClientBySpawn(player);
  747. if (client) {
  748. if (((Player*)player)->WasSentSpawn(spawn->GetID()))
  749. spawn->GetZone()->PlayVoice(client, spawn, mp3_string.c_str(), key1, key2);
  750. }
  751. else
  752. spawn->GetZone()->PlayVoice(spawn, mp3_string.c_str(), key1, key2);
  753. }
  754. return 0;
  755. }
  756. int EQ2Emu_lua_GetCurrentZoneSafeLocation(lua_State* state) {
  757. if (!lua_interface)
  758. return 0;
  759. Spawn* spawn = lua_interface->GetSpawn(state);
  760. lua_interface->ResetFunctionStack(state);
  761. if (spawn) {
  762. lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeX());
  763. lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeY());
  764. lua_interface->SetFloatValue(state, spawn->GetZone()->GetSafeZ());
  765. return 3;
  766. }
  767. return 0;
  768. }
  769. int EQ2Emu_lua_HasLootItem(lua_State* state) {
  770. if (!lua_interface)
  771. return 0;
  772. Spawn* spawn = lua_interface->GetSpawn(state);
  773. if (spawn) {
  774. int32 item_id = lua_interface->GetInt32Value(state, 2);
  775. lua_interface->ResetFunctionStack(state);
  776. lua_interface->SetBooleanValue(state, spawn->HasLootItemID(item_id));
  777. return 1;
  778. }
  779. lua_interface->ResetFunctionStack(state);
  780. return 0;
  781. }
  782. int EQ2Emu_lua_AddLootItem(lua_State* state) {
  783. if (!lua_interface)
  784. return 0;
  785. Spawn* spawn = lua_interface->GetSpawn(state);
  786. if (spawn && spawn->IsEntity()) {
  787. int32 item_id = lua_interface->GetInt32Value(state, 2);
  788. int16 charges = lua_interface->GetInt16Value(state, 3);
  789. if (charges == 0)
  790. charges = 1;
  791. ((Entity*)spawn)->AddLootItem(item_id, charges);
  792. }
  793. lua_interface->ResetFunctionStack(state);
  794. return 0;
  795. }
  796. int EQ2Emu_lua_RemoveLootItem(lua_State* state) {
  797. if (!lua_interface)
  798. return 0;
  799. Spawn* spawn = lua_interface->GetSpawn(state);
  800. if (spawn && spawn->IsEntity()) {
  801. int32 item_id = lua_interface->GetInt32Value(state, 2);
  802. Item* item = spawn->LootItem(item_id);
  803. safe_delete(item);
  804. }
  805. lua_interface->ResetFunctionStack(state);
  806. return 0;
  807. }
  808. int EQ2Emu_lua_AddLootCoin(lua_State* state) {
  809. if (!lua_interface)
  810. return 0;
  811. Spawn* spawn = lua_interface->GetSpawn(state);
  812. if (spawn) {
  813. int32 val = lua_interface->GetInt32Value(state, 2);
  814. spawn->AddLootCoins(val);
  815. }
  816. lua_interface->ResetFunctionStack(state);
  817. return 0;
  818. }
  819. int EQ2Emu_lua_GiveLoot(lua_State* state) {
  820. if (!lua_interface)
  821. return 0;
  822. Spawn* entity = lua_interface->GetSpawn(state);
  823. Spawn* player = lua_interface->GetSpawn(state, 2);
  824. if (entity && player && player->IsPlayer()) {
  825. int32 coins = lua_interface->GetInt32Value(state, 3);
  826. vector<Item*>* items = 0;
  827. int i = 0;
  828. int32 item_id = 0;
  829. while ((item_id = lua_interface->GetInt32Value(state, 4 + i))) {
  830. if (items == 0)
  831. items = new vector<Item*>;
  832. if (master_item_list.GetItem(item_id))
  833. items->push_back(master_item_list.GetItem(item_id));
  834. i++;
  835. }
  836. Client* client = 0;
  837. client = player->GetZone()->GetClientBySpawn(player);
  838. if (client)
  839. ((Player*)player)->AddPendingLootItems(entity->GetID(), items);
  840. if(coins > 0)
  841. entity->AddLootCoins(coins);
  842. safe_delete(items);
  843. }
  844. lua_interface->ResetFunctionStack(state);
  845. return 0;
  846. }
  847. int EQ2Emu_lua_HasPendingLootItem(lua_State* state) {
  848. if (!lua_interface)
  849. return 0;
  850. Spawn* entity = lua_interface->GetSpawn(state);
  851. Spawn* player = lua_interface->GetSpawn(state, 2);
  852. int32 item_id = lua_interface->GetInt32Value(state, 3);
  853. lua_interface->ResetFunctionStack(state);
  854. if (entity && entity->IsEntity() && player && player->IsPlayer() && item_id > 0) {
  855. lua_interface->SetBooleanValue(state, ((Player*)player)->HasPendingLootItem(entity->GetID(), item_id));
  856. return 1;
  857. }
  858. return 0;
  859. }
  860. int EQ2Emu_lua_HasPendingLoot(lua_State* state) {
  861. if (!lua_interface)
  862. return 0;
  863. Spawn* entity = lua_interface->GetSpawn(state);
  864. Spawn* player = lua_interface->GetSpawn(state, 2);
  865. lua_interface->ResetFunctionStack(state);
  866. if (entity && player && player->IsPlayer()) {
  867. lua_interface->SetBooleanValue(state, ((Player*)player)->HasPendingLootItems(entity->GetID()));
  868. return 1;
  869. }
  870. return 0;
  871. }
  872. int EQ2Emu_lua_CreateConversation(lua_State* state) {
  873. if (!lua_interface)
  874. return 0;
  875. vector<ConversationOption>* conversation = lua_interface->GetConversation(state);
  876. safe_delete(conversation);
  877. lua_interface->ResetFunctionStack(state);
  878. conversation = new vector<ConversationOption>();
  879. lua_interface->SetConversationValue(state, conversation);
  880. return 1;
  881. }
  882. int EQ2Emu_lua_AddConversationOption(lua_State* state) {
  883. if (!lua_interface)
  884. return 0;
  885. vector<ConversationOption>* conversation = lua_interface->GetConversation(state);
  886. if (conversation) {
  887. ConversationOption conv_option;
  888. conv_option.option = lua_interface->GetStringValue(state, 2);
  889. conv_option.function = lua_interface->GetStringValue(state, 3);
  890. if (conv_option.option.length() > 0)
  891. conversation->push_back(conv_option);
  892. }
  893. lua_interface->ResetFunctionStack(state);
  894. return 0;
  895. }
  896. int EQ2Emu_lua_CloseConversation(lua_State* state) {
  897. if (!lua_interface)
  898. return 0;
  899. Spawn* npc = lua_interface->GetSpawn(state);
  900. Spawn* player = lua_interface->GetSpawn(state, 2);
  901. lua_interface->ResetFunctionStack(state);
  902. if (npc && player && player->IsPlayer() && player->GetZone()) {
  903. Client* client = player->GetZone()->GetClientBySpawn(player);
  904. if (client) {
  905. int32 conversation_id = client->GetConversationID(npc, 0);
  906. client->CloseDialog(conversation_id);
  907. }
  908. }
  909. return 0;
  910. }
  911. int EQ2Emu_lua_CloseItemConversation(lua_State* state) {
  912. if (!lua_interface)
  913. return 0;
  914. Item* item = lua_interface->GetItem(state);
  915. Spawn* player = lua_interface->GetSpawn(state, 2);
  916. lua_interface->ResetFunctionStack(state);
  917. if (item && player && player->IsPlayer() && player->GetZone()) {
  918. Client* client = player->GetZone()->GetClientBySpawn(player);
  919. if (client) {
  920. int32 conversation_id = client->GetConversationID(0, item);
  921. client->CloseDialog(conversation_id);
  922. }
  923. }
  924. return 0;
  925. }
  926. int EQ2Emu_lua_StartDialogConversation(lua_State* state) {
  927. if (!lua_interface)
  928. return 0;
  929. vector<ConversationOption>* conversation = lua_interface->GetConversation(state);
  930. Spawn* spawn = 0;
  931. Item* item = 0;
  932. int8 type = lua_interface->GetInt8Value(state, 2);
  933. if (type == 1 || type == 3)
  934. spawn = lua_interface->GetSpawn(state, 3);
  935. else if (type == 2 || type == 4)
  936. item = lua_interface->GetItem(state, 3);
  937. Spawn* player = lua_interface->GetSpawn(state, 4);
  938. string text = lua_interface->GetStringValue(state, 5);
  939. string mp3 = lua_interface->GetStringValue(state, 6);
  940. int32 key1 = lua_interface->GetInt32Value(state, 7);
  941. int32 key2 = lua_interface->GetInt32Value(state, 8);
  942. int8 language = lua_interface->GetInt8Value(state, 9);
  943. int numargs = lua_interface->GetNumberOfArgs(state);
  944. int8 can_close = 1;
  945. if(numargs > 9)
  946. can_close = lua_interface->GetInt32Value(state, 10);
  947. lua_interface->ResetFunctionStack(state);
  948. if (conversation && text.length() > 0 && (spawn || item) && player && player->IsPlayer()) {
  949. Client* client = player->GetZone()->GetClientBySpawn(player);
  950. if (client) {
  951. if (spawn) {
  952. // Need to do this so the function works the same as it did before
  953. if (type == 1)
  954. type++;
  955. if (mp3.length() > 0)
  956. client->DisplayConversation((Entity*)spawn, type, conversation, const_cast<char*>(text.c_str()), mp3.c_str(), key1, key2, language, can_close);
  957. else
  958. client->DisplayConversation((Entity*)spawn, type, conversation, const_cast<char*>(text.c_str()), nullptr, 0, 0, language, can_close);
  959. }
  960. else {
  961. if (mp3.length() > 0)
  962. client->DisplayConversation(item, conversation, const_cast<char*>(text.c_str()), type, mp3.c_str(), key1, key2, language, can_close);
  963. else
  964. client->DisplayConversation(item, conversation, const_cast<char*>(text.c_str()), type, nullptr, 0, 0, language, can_close);
  965. }
  966. }
  967. }
  968. safe_delete(conversation);
  969. lua_interface->SetConversationValue(state, NULL);
  970. return 0;
  971. }
  972. int EQ2Emu_lua_StartConversation(lua_State* state) {
  973. if (!lua_interface)
  974. return 0;
  975. vector<ConversationOption>* conversation = lua_interface->GetConversation(state);
  976. Spawn* source = lua_interface->GetSpawn(state, 2);
  977. Spawn* player = lua_interface->GetSpawn(state, 3);
  978. string text = lua_interface->GetStringValue(state, 4);
  979. string mp3 = lua_interface->GetStringValue(state, 5);
  980. int32 key1 = lua_interface->GetInt32Value(state, 6);
  981. int32 key2 = lua_interface->GetInt32Value(state, 7);
  982. int8 language = lua_interface->GetInt32Value(state, 8);
  983. int numargs = lua_interface->GetNumberOfArgs(state);
  984. int8 can_close = 1;
  985. if(numargs > 8)
  986. can_close = lua_interface->GetInt32Value(state, 9);
  987. lua_interface->ResetFunctionStack(state);
  988. if (conversation && conversation->size() > 0 && text.length() > 0 && source && player && player->IsPlayer()) {
  989. Client* client = source->GetZone()->GetClientBySpawn(player);
  990. if (mp3.length() > 0)
  991. client->DisplayConversation(source, 1, conversation, text.c_str(), mp3.c_str(), key1, key2, language, can_close);
  992. else
  993. client->DisplayConversation(source, 1, conversation, text.c_str(), nullptr, 0, 0, language, can_close);
  994. safe_delete(conversation);
  995. lua_interface->SetConversationValue(state, NULL);
  996. }
  997. else
  998. 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);
  999. return 0;
  1000. }
  1001. int EQ2Emu_lua_SetPlayerProximityFunction(lua_State* state) {
  1002. if (!lua_interface)
  1003. return 0;
  1004. Spawn* spawn = lua_interface->GetSpawn(state);
  1005. float distance = lua_interface->GetFloatValue(state, 2);
  1006. string in_range_function = lua_interface->GetStringValue(state, 3);
  1007. string leaving_range_function = lua_interface->GetStringValue(state, 4);
  1008. if (spawn && !spawn->IsPlayer() && distance > 0 && in_range_function.length() > 0)
  1009. spawn->GetZone()->AddPlayerProximity(spawn, distance, in_range_function, leaving_range_function);
  1010. return 0;
  1011. }
  1012. int EQ2Emu_lua_SetLocationProximityFunction(lua_State* state) {
  1013. ZoneServer* zone = lua_interface->GetZone(state);
  1014. float x = lua_interface->GetFloatValue(state, 2);
  1015. float y = lua_interface->GetFloatValue(state, 3);
  1016. float z = lua_interface->GetFloatValue(state, 4);
  1017. float max_variation = lua_interface->GetFloatValue(state, 5);
  1018. string in_range_function = lua_interface->GetStringValue(state, 6);
  1019. string leaving_range_function = lua_interface->GetStringValue(state, 7);
  1020. lua_interface->ResetFunctionStack(state);
  1021. if (zone && in_range_function.length() > 0)
  1022. zone->AddLocationProximity(x, y, z, max_variation, in_range_function, leaving_range_function);
  1023. return 0;
  1024. }
  1025. int EQ2Emu_lua_SetLootCoin(lua_State* state) {
  1026. if (!lua_interface)
  1027. return 0;
  1028. Spawn* spawn = lua_interface->GetSpawn(state);
  1029. if (spawn && spawn->IsEntity()) {
  1030. int32 val = lua_interface->GetInt32Value(state, 2);
  1031. ((Entity*)spawn)->SetLootCoins(val);
  1032. }
  1033. lua_interface->ResetFunctionStack(state);
  1034. return 0;
  1035. }
  1036. int EQ2Emu_lua_GetLootCoin(lua_State* state) {
  1037. if (!lua_interface)
  1038. return 0;
  1039. Spawn* spawn = lua_interface->GetSpawn(state);
  1040. lua_interface->ResetFunctionStack(state);
  1041. if (spawn && spawn->IsEntity()) {
  1042. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetLootCoins());
  1043. return 1;
  1044. }
  1045. return 0;
  1046. }
  1047. int EQ2Emu_lua_MovementLoopAdd(lua_State* state) {
  1048. if (!lua_interface)
  1049. return 0;
  1050. Spawn* spawn = lua_interface->GetSpawn(state);
  1051. float x = lua_interface->GetFloatValue(state, 2);
  1052. float y = lua_interface->GetFloatValue(state, 3);
  1053. float z = lua_interface->GetFloatValue(state, 4);
  1054. float speed = lua_interface->GetFloatValue(state, 5);
  1055. int32 delay = lua_interface->GetInt32Value(state, 6); //this should be given as seconds, as it is converted to ms later
  1056. string function = lua_interface->GetStringValue(state, 7);
  1057. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  1058. float heading = lua_interface->GetFloatValue(state, 8);
  1059. if (spawn) {
  1060. spawn->AddMovementLocation(x, y, z, speed, delay, function.c_str(), heading, (num_args > 7) ? true : false );
  1061. spawn->GetZone()->AddMovementNPC(spawn);
  1062. }
  1063. lua_interface->ResetFunctionStack(state);
  1064. return 0;
  1065. }
  1066. int EQ2Emu_lua_IsPlayer(lua_State* state) {
  1067. if (!lua_interface)
  1068. return 0;
  1069. Spawn* spawn = lua_interface->GetSpawn(state);
  1070. lua_interface->ResetFunctionStack(state);
  1071. if (spawn) {
  1072. lua_interface->SetBooleanValue(state, spawn->IsPlayer());
  1073. return 1;
  1074. }
  1075. return 0;
  1076. }
  1077. int EQ2Emu_lua_GetCharacterID(lua_State* state) {
  1078. if (!lua_interface)
  1079. return 0;
  1080. Spawn* spawn = lua_interface->GetSpawn(state);
  1081. lua_interface->ResetFunctionStack(state);
  1082. if (spawn && spawn->IsPlayer()) {
  1083. lua_interface->SetInt32Value(state, ((Player*)spawn)->GetCharacterID());
  1084. return 1;
  1085. }
  1086. lua_interface->SetInt32Value(state, 0);
  1087. return 1;
  1088. }
  1089. int EQ2Emu_lua_FaceTarget(lua_State* state) {
  1090. if (!lua_interface)
  1091. return 0;
  1092. Spawn* spawn = lua_interface->GetSpawn(state);
  1093. Spawn* target = lua_interface->GetSpawn(state, 2);
  1094. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  1095. bool reset_action_state = true;
  1096. if(num_args > 2)
  1097. reset_action_state = lua_interface->GetBooleanValue(state, 3);
  1098. if (spawn && target) {
  1099. if (spawn->IsEntity())
  1100. // ((Entity*)spawn)->FaceTarget(target);
  1101. static_cast<Entity*>(spawn)->FaceTarget(target, reset_action_state);
  1102. }
  1103. lua_interface->ResetFunctionStack(state);
  1104. return 0;
  1105. }
  1106. int EQ2Emu_lua_MoveToLocation(lua_State* state) {
  1107. if (!lua_interface)
  1108. return 0;
  1109. Spawn* spawn = lua_interface->GetSpawn(state);
  1110. float x = lua_interface->GetFloatValue(state, 2);
  1111. float y = lua_interface->GetFloatValue(state, 3);
  1112. float z = lua_interface->GetFloatValue(state, 4);
  1113. float speed = lua_interface->GetFloatValue(state, 5);
  1114. string lua_function = lua_interface->GetStringValue(state, 6);
  1115. bool more_points = lua_interface->GetBooleanValue(state, 7);
  1116. if (spawn) {
  1117. if (speed == 0)
  1118. speed = spawn->GetSpeed();
  1119. spawn->AddRunningLocation(x, y, z, speed, 0.0f, true, !more_points, lua_function);
  1120. }
  1121. lua_interface->ResetFunctionStack(state);
  1122. return 0;
  1123. }
  1124. int EQ2Emu_lua_ClearRunningLocations(lua_State* state) {
  1125. if (!lua_interface)
  1126. return 0;
  1127. Spawn* spawn = lua_interface->GetSpawn(state);
  1128. lua_interface->ResetFunctionStack(state);
  1129. if (spawn) {
  1130. spawn->ClearRunningLocations();
  1131. }
  1132. return 0;
  1133. }
  1134. int EQ2Emu_lua_Say(lua_State* state) {
  1135. if (!lua_interface)
  1136. return 0;
  1137. Spawn* spawn = lua_interface->GetSpawn(state);
  1138. string message = lua_interface->GetStringValue(state, 2);
  1139. Spawn* player = lua_interface->GetSpawn(state, 3);
  1140. float dist = lua_interface->GetFloatValue(state, 4);
  1141. int32 language = lua_interface->GetInt32Value(state, 5);
  1142. if (spawn && message.length() > 0) {
  1143. Client* client = 0;
  1144. if (player && player->IsPlayer())
  1145. client = spawn->GetZone()->GetClientBySpawn(player);
  1146. if (client)
  1147. spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_SAY, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1148. else
  1149. spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_SAY, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1150. }
  1151. lua_interface->ResetFunctionStack(state);
  1152. return 0;
  1153. }
  1154. int EQ2Emu_lua_Shout(lua_State* state) {
  1155. if (!lua_interface)
  1156. return 0;
  1157. Spawn* spawn = lua_interface->GetSpawn(state);
  1158. string message = lua_interface->GetStringValue(state, 2);
  1159. Spawn* player = lua_interface->GetSpawn(state, 3);
  1160. float dist = lua_interface->GetFloatValue(state, 4);
  1161. int32 language = lua_interface->GetInt32Value(state, 5);
  1162. if (spawn && message.length() > 0) {
  1163. Client* client = 0;
  1164. if (player && player->IsPlayer())
  1165. client = spawn->GetZone()->GetClientBySpawn(player);
  1166. if (client)
  1167. spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_SHOUT, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1168. else
  1169. spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_SHOUT, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1170. }
  1171. lua_interface->ResetFunctionStack(state);
  1172. return 0;
  1173. }
  1174. int EQ2Emu_lua_SayOOC(lua_State* state) {
  1175. if (!lua_interface)
  1176. return 0;
  1177. Spawn* spawn = lua_interface->GetSpawn(state);
  1178. string message = lua_interface->GetStringValue(state, 2);
  1179. Spawn* player = lua_interface->GetSpawn(state, 3);
  1180. float dist = lua_interface->GetFloatValue(state, 4);
  1181. int32 language = lua_interface->GetInt32Value(state, 5);
  1182. if (spawn && message.length() > 0) {
  1183. Client* client = 0;
  1184. if (player && player->IsPlayer())
  1185. client = spawn->GetZone()->GetClientBySpawn(player);
  1186. if (client)
  1187. spawn->GetZone()->HandleChatMessage(client, spawn, 0, CHANNEL_OUT_OF_CHARACTER, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1188. else
  1189. spawn->GetZone()->HandleChatMessage(spawn, 0, CHANNEL_OUT_OF_CHARACTER, message.c_str(), (dist > 0.0f) ? dist : 30.0f, 0, true, language);
  1190. }
  1191. lua_interface->ResetFunctionStack(state);
  1192. return 0;
  1193. }
  1194. int EQ2Emu_lua_Emote(lua_State* state) {
  1195. if (!lua_interface)
  1196. return 0;
  1197. Spawn* spawn = lua_interface->GetSpawn(state);
  1198. string message = lua_interface->GetStringValue(state, 2);
  1199. Spawn* spawn2 = lua_interface->GetSpawn(state, 3);
  1200. Spawn* player = lua_interface->GetSpawn(state, 4);
  1201. char* to = 0;
  1202. if (spawn2)
  1203. to = spawn2->GetName();
  1204. if (spawn && message.length() > 0) {
  1205. Client* client = 0;
  1206. if (player && player->IsPlayer())
  1207. client = spawn->GetZone()->GetClientBySpawn(player);
  1208. if (client)
  1209. spawn->GetZone()->HandleChatMessage(client, spawn, to, CHANNEL_EMOTE, message.c_str(), 30);
  1210. else
  1211. spawn->GetZone()->HandleChatMessage(spawn, to, CHANNEL_EMOTE, message.c_str(), 30);
  1212. }
  1213. lua_interface->ResetFunctionStack(state);
  1214. return 0;
  1215. }
  1216. int EQ2Emu_lua_SpellHeal(lua_State* state) {
  1217. if (!lua_interface)
  1218. return 0;
  1219. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1220. if(!luaspell || luaspell->resisted) {
  1221. return 0;
  1222. }
  1223. Spawn* caster = luaspell->caster;
  1224. string heal_type = lua_interface->GetStringValue(state);//power, heal ect
  1225. int32 min_heal = lua_interface->GetInt32Value(state, 2);
  1226. int32 max_heal = lua_interface->GetInt32Value(state, 3);
  1227. Spawn* target = lua_interface->GetSpawn(state, 4);
  1228. int8 crit_mod = lua_interface->GetInt32Value(state, 5);
  1229. bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1;
  1230. string custom_spell_name = lua_interface->GetStringValue(state, 7);//custom spell name
  1231. lua_interface->ResetFunctionStack(state);
  1232. boost::to_lower(heal_type);
  1233. if (caster && caster->IsEntity()) {
  1234. bool success = false;
  1235. luaspell->resisted = false;
  1236. if (target) {
  1237. float distance = caster->GetDistance(target, true);
  1238. if (((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name))
  1239. success = true;
  1240. }
  1241. if ((!success || luaspell->spell->GetSpellData()->group_spell) && luaspell->targets.size() > 0) {
  1242. Spawn* target = 0;
  1243. ZoneServer* zone = luaspell->caster->GetZone();
  1244. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1245. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1246. if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
  1247. float distance = caster->GetDistance(target, true);
  1248. ((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name);
  1249. }
  1250. }
  1251. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1252. success = true;
  1253. }
  1254. if (success) {
  1255. if (caster->GetZone())
  1256. caster->GetZone()->TriggerCharSheetTimer();
  1257. }
  1258. }
  1259. return 0;
  1260. }
  1261. int EQ2Emu_lua_SpellHealPct(lua_State* state) {
  1262. if (!lua_interface)
  1263. return 0;
  1264. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1265. if(!luaspell || luaspell->resisted) {
  1266. return 0;
  1267. }
  1268. Spawn* caster = luaspell->caster;
  1269. string heal_type = lua_interface->GetStringValue(state);//power, heal ect
  1270. float percentage = lua_interface->GetFloatValue(state, 2);
  1271. bool current_value = lua_interface->GetBooleanValue(state, 3);
  1272. bool caster_value = lua_interface->GetBooleanValue(state, 4);
  1273. Spawn* target = lua_interface->GetSpawn(state, 5);
  1274. int8 crit_mod = lua_interface->GetInt32Value(state, 6);
  1275. bool no_calcs = lua_interface->GetInt32Value(state, 7) == 1;
  1276. string custom_spell_name = lua_interface->GetStringValue(state, 8);//custom spell name
  1277. lua_interface->ResetFunctionStack(state);
  1278. boost::to_lower(heal_type);
  1279. int32 min_heal = 0, max_heal = 0;
  1280. if (caster && caster->IsEntity() && target) {
  1281. if(percentage <= 0.0f)
  1282. {
  1283. LogWrite(LUA__ERROR, 0, "LUA", "Error applying SpellHealPct on '%s'. percentage %f is less than or equal to 0.",target->GetName(),percentage);
  1284. return 0;
  1285. }
  1286. if(heal_type == "power")
  1287. {
  1288. if(current_value)
  1289. {
  1290. if(caster_value)
  1291. min_heal = max_heal = (int32)(float)caster->GetPower() * (percentage / 100.0f);
  1292. else
  1293. min_heal = max_heal = (int32)(float)target->GetPower() * (percentage / 100.0f);
  1294. }
  1295. else
  1296. {
  1297. if(caster_value)
  1298. min_heal = max_heal = (int32)(float)caster->GetTotalPower() * (percentage / 100.0f);
  1299. else
  1300. min_heal = max_heal = (int32)(float)target->GetTotalPower() * (percentage / 100.0f);
  1301. }
  1302. }
  1303. else
  1304. {
  1305. if(current_value)
  1306. {
  1307. if(caster_value)
  1308. min_heal = max_heal = (int32)(float)caster->GetHP() * (percentage / 100.0f);
  1309. else
  1310. min_heal = max_heal = (int32)(float)target->GetHP() * (percentage / 100.0f);
  1311. }
  1312. else
  1313. {
  1314. if(caster_value)
  1315. min_heal = max_heal = (int32)(float)caster->GetTotalHP() * (percentage / 100.0f);
  1316. else
  1317. min_heal = max_heal = (int32)(float)target->GetTotalHP() * (percentage / 100.0f);
  1318. }
  1319. }
  1320. bool success = false;
  1321. luaspell->resisted = false;
  1322. if (target) {
  1323. float distance = caster->GetDistance(target, true);
  1324. if (((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name))
  1325. success = true;
  1326. }
  1327. if ((!success || luaspell->spell->GetSpellData()->group_spell) && luaspell->targets.size() > 0) {
  1328. Spawn* target = 0;
  1329. ZoneServer* zone = luaspell->caster->GetZone();
  1330. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1331. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1332. if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
  1333. float distance = caster->GetDistance(target, true);
  1334. ((Entity*)caster)->SpellHeal(target, distance, luaspell, heal_type, min_heal, max_heal, crit_mod, no_calcs, custom_spell_name);
  1335. }
  1336. }
  1337. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1338. success = true;
  1339. }
  1340. if (success) {
  1341. if (caster->GetZone())
  1342. caster->GetZone()->TriggerCharSheetTimer();
  1343. }
  1344. }
  1345. return 0;
  1346. }
  1347. int EQ2Emu_lua_AddItem(lua_State* state) {
  1348. if (!lua_interface)
  1349. return 0;
  1350. Spawn* spawn = lua_interface->GetSpawn(state);
  1351. int32 item_id = lua_interface->GetInt32Value(state, 2);
  1352. int16 quantity = lua_interface->GetInt32Value(state, 3);
  1353. lua_interface->ResetFunctionStack(state);
  1354. // default of 1 quantity to add
  1355. if (quantity == 0)
  1356. quantity = 1;
  1357. if (spawn && spawn->IsPlayer()) {
  1358. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  1359. if (client && item_id > 0) {
  1360. lua_interface->SetBooleanValue(state, client->AddItem(item_id, quantity));
  1361. return 1;
  1362. }
  1363. }
  1364. lua_interface->SetBooleanValue(state, false);
  1365. return 1;
  1366. }
  1367. int EQ2Emu_lua_SummonItem(lua_State* state) {
  1368. if (!lua_interface)
  1369. return 0;
  1370. Spawn* spawn = lua_interface->GetSpawn(state);
  1371. int32 item_id = lua_interface->GetInt32Value(state, 2);
  1372. bool send_messages = (lua_interface->GetInt8Value(state, 3) == 1);
  1373. string location = lua_interface->GetStringValue(state, 4);
  1374. int16 item_count = lua_interface->GetInt16Value(state,5);
  1375. //devn00b: if we dont have a count, assume 1 item.
  1376. if(!item_count) {
  1377. item_count = 1;
  1378. }
  1379. lua_interface->ResetFunctionStack(state);
  1380. if (spawn && spawn->IsPlayer()) {
  1381. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  1382. if (client && item_id > 0) {
  1383. if (strncasecmp(location.c_str(), "bank", 4) == 0)
  1384. lua_interface->SetBooleanValue(state, client->AddItemToBank(item_id, item_count));
  1385. else
  1386. lua_interface->SetBooleanValue(state, client->AddItem(item_id, item_count));
  1387. if (send_messages) {
  1388. Item* item = master_item_list.GetItem(item_id);
  1389. if (item) {
  1390. if(item_count > 1) {
  1391. client->Message(CHANNEL_COLOR_YELLOW, "You receive %i %s.", item_count, item->CreateItemLink(client->GetVersion()).c_str());
  1392. string popup_text1 = "You receive "+ item_count;
  1393. string popup_text2 = " " + item->name;
  1394. string popup_text = popup_text1 + popup_text2;
  1395. client->SendPopupMessage(10, popup_text.c_str(), "ui_harvested_normal", 3, 0xFF, 0xFF, 0xFF);
  1396. // return 1;
  1397. } else {
  1398. client->Message(CHANNEL_COLOR_YELLOW, "You receive %s.", item->CreateItemLink(client->GetVersion()).c_str());
  1399. string popup_text = "You receive " + item->name;
  1400. client->SendPopupMessage(10, popup_text.c_str(), "ui_harvested_normal", 3, 0xFF, 0xFF, 0xFF);
  1401. }
  1402. }
  1403. }
  1404. return 1;
  1405. }
  1406. }
  1407. lua_interface->SetBooleanValue(state, false);
  1408. return 1;
  1409. }
  1410. int EQ2Emu_lua_RemoveItem(lua_State* state) {
  1411. Spawn* spawn = lua_interface->GetSpawn(state);
  1412. int32 item_id = lua_interface->GetInt32Value(state, 2);
  1413. int16 quantity = lua_interface->GetInt16Value(state, 3);
  1414. lua_interface->ResetFunctionStack(state);
  1415. // default of 1 to remove
  1416. if (quantity == 0)
  1417. quantity = 1;
  1418. Client* client;
  1419. Item* item;
  1420. if (spawn && spawn->IsPlayer() && item_id > 0) {
  1421. if ((client = spawn->GetZone()->GetClientBySpawn(spawn))) {
  1422. if ((item = client->GetPlayer()->item_list.GetItemFromID(item_id))) {
  1423. if (client->RemoveItem(item, quantity)) {
  1424. lua_interface->SetBooleanValue(state, true);
  1425. return 1;
  1426. }
  1427. }
  1428. }
  1429. }
  1430. lua_interface->SetBooleanValue(state, false);
  1431. return 1;
  1432. }
  1433. int EQ2Emu_lua_HasItem(lua_State* state) {
  1434. Spawn* player = lua_interface->GetSpawn(state);
  1435. int32 item_id = lua_interface->GetInt32Value(state, 2);
  1436. bool include_bank = lua_interface->GetInt8Value(state, 3);
  1437. lua_interface->ResetFunctionStack(state);
  1438. if (player && player->IsPlayer()) {
  1439. bool hasItem = false;
  1440. hasItem = ((Player*)player)->item_list.HasItem(item_id, include_bank);
  1441. if (!hasItem)
  1442. hasItem = ((Player*)player)->GetEquipmentList()->HasItem(item_id);
  1443. lua_interface->SetBooleanValue(state, hasItem);
  1444. return 1;
  1445. }
  1446. lua_interface->SetBooleanValue(state, false);
  1447. return 1;
  1448. }
  1449. int EQ2Emu_lua_Spawn(lua_State* state) {
  1450. if (!lua_interface)
  1451. return 0;
  1452. ZoneServer* zone = lua_interface->GetZone(state);
  1453. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  1454. bool restricted_npc = (lua_interface->GetInt8Value(state, 3) == 1);
  1455. float x = lua_interface->GetFloatValue(state, 4);
  1456. float y = lua_interface->GetFloatValue(state, 5);
  1457. float z = lua_interface->GetFloatValue(state, 6);
  1458. float heading = lua_interface->GetFloatValue(state, 7);
  1459. if (zone && spawn_id > 0 && (x != 0 || y != 0 || z != 0)) {
  1460. Spawn* spawn = zone->GetSpawn(spawn_id);
  1461. if (!spawn)
  1462. lua_interface->LogError("%s: LUA Spawn command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), spawn_id);
  1463. else {
  1464. spawn->SetX(x);
  1465. spawn->SetZ(z);
  1466. spawn->SetY(y,true,true);
  1467. spawn->SetLocation(zone->GetClosestLocation(spawn));
  1468. spawn->SetHeading(heading);
  1469. if (restricted_npc)
  1470. spawn->AddAllowAccessSpawn(spawn);
  1471. const char* spawn_script = world.GetSpawnScript(spawn_id);
  1472. bool scriptActive = false;
  1473. if (spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0) {
  1474. scriptActive = true;
  1475. spawn->SetSpawnScript(string(spawn_script));
  1476. }
  1477. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_PRESPAWN);
  1478. zone->AddSpawn(spawn);
  1479. if (scriptActive) {
  1480. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  1481. }
  1482. lua_interface->ResetFunctionStack(state);
  1483. lua_interface->SetSpawnValue(state, spawn);
  1484. return 1;
  1485. }
  1486. }
  1487. else {
  1488. string output = "Invalid paramaters to LUA Spawn command: \n";
  1489. if (!zone)
  1490. output = output.append("\t").append("Missing zone reference. \n");
  1491. if (spawn_id == 0)
  1492. output = output.append("\t").append("Missing spawn_id.");
  1493. lua_interface->LogError("%s: Error in EQ2Emu_lua_Spawn - %s", lua_interface->GetScriptName(state), output.c_str());
  1494. }
  1495. lua_interface->ResetFunctionStack(state);
  1496. return 0;
  1497. }
  1498. int EQ2Emu_lua_GetZoneName(lua_State* state) {
  1499. if (!lua_interface)
  1500. return 0;
  1501. ZoneServer* zone = lua_interface->GetZone(state);
  1502. lua_interface->ResetFunctionStack(state);
  1503. if (zone) {
  1504. lua_interface->SetStringValue(state, zone->GetZoneName());
  1505. return 1;
  1506. }
  1507. return 0;
  1508. }
  1509. int EQ2Emu_lua_GetZoneID(lua_State* state) {
  1510. if (!lua_interface)
  1511. return 0;
  1512. ZoneServer* zone = lua_interface->GetZone(state);
  1513. lua_interface->ResetFunctionStack(state);
  1514. if (zone) {
  1515. lua_interface->SetInt32Value(state, zone->GetZoneID());
  1516. return 1;
  1517. }
  1518. return 0;
  1519. }
  1520. int EQ2Emu_lua_GetZone(lua_State* state) {
  1521. if (!lua_interface)
  1522. return 0;
  1523. int32 zone_id = lua_interface->GetInt32Value(state);
  1524. ZoneServer* zone = 0;
  1525. if (zone_id > 0)
  1526. zone = zone_list.Get(zone_id);
  1527. else {
  1528. string zone_name = lua_interface->GetStringValue(state);
  1529. if (zone_name.length() > 0) {
  1530. zone = zone_list.Get(zone_name.c_str());
  1531. }
  1532. else {
  1533. Spawn* spawn = lua_interface->GetSpawn(state);
  1534. if (spawn)
  1535. zone = spawn->GetZone();
  1536. }
  1537. }
  1538. lua_interface->ResetFunctionStack(state);
  1539. if (zone) {
  1540. lua_interface->SetZoneValue(state, zone);
  1541. return 1;
  1542. }
  1543. return 0;
  1544. }
  1545. int EQ2Emu_lua_AddHate(lua_State* state) {
  1546. Spawn* entity = lua_interface->GetSpawn(state);
  1547. Spawn* npc = lua_interface->GetSpawn(state, 2);
  1548. sint32 amount = lua_interface->GetSInt32Value(state, 3);
  1549. bool send_packet = lua_interface->GetInt8Value(state, 4) == 1 ? true : false;
  1550. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1551. if(!luaspell || luaspell->resisted) {
  1552. return 0;
  1553. }
  1554. if (entity && entity->IsEntity() && amount != 0) {
  1555. if (luaspell) {
  1556. ZoneServer* zone = luaspell->caster->GetZone();
  1557. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1558. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1559. Spawn* spawn = zone->GetSpawnByID(luaspell->targets.at(i));
  1560. if (spawn && spawn->IsNPC() && spawn->Alive() && spawn->GetZone()) {
  1561. ((NPC*)spawn)->AddHate((Entity*)entity, amount);
  1562. if (send_packet)
  1563. entity->GetZone()->SendThreatPacket(entity, npc, amount, luaspell->spell->GetName());
  1564. }
  1565. }
  1566. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1567. }
  1568. else if (npc && npc->IsNPC() && npc->GetZone())
  1569. ((NPC*)npc)->AddHate((Entity*)entity, amount);
  1570. }
  1571. lua_interface->ResetFunctionStack(state);
  1572. return 0;
  1573. }
  1574. int EQ2Emu_lua_Zone(lua_State* state) {
  1575. if (!lua_interface)
  1576. return 0;
  1577. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  1578. ZoneServer* zone = lua_interface->GetZone(state);
  1579. Spawn* player = lua_interface->GetSpawn(state, 2);
  1580. Client* client = 0;
  1581. if (player && player->IsPlayer())
  1582. client = player->GetZone()->GetClientBySpawn(player);
  1583. float x = lua_interface->GetFloatValue(state, 3);
  1584. float y = lua_interface->GetFloatValue(state, 4);
  1585. float z = lua_interface->GetFloatValue(state, 5);
  1586. float heading = lua_interface->GetFloatValue(state, 6);
  1587. if (zone && client) {
  1588. LogWrite(LUA__DEBUG, 0, "LUA", "LUA Zone Request by Player: '%s' (%u)", player->GetName(), player->GetID());
  1589. LogWrite(LUA__DEBUG, 5, "LUA", "\tTo Zone: '%s' (%u)", zone->GetZoneName(), zone->GetZoneID());
  1590. if (!client->CheckZoneAccess(zone->GetZoneName()))
  1591. {
  1592. LogWrite(LUA__WARNING, 0, "LUA", "CheckZoneAccess() FAILED! LUA Zone Request Denied!");
  1593. return 0;
  1594. }
  1595. if (x != 0 || y != 0 || z != 0) {
  1596. LogWrite(LUA__DEBUG, 5, "LUA", "\tTo Coordinates: %2f, %2f, %2f, %2f", x, y, z, heading);
  1597. player->SetX(x);
  1598. player->SetY(y);
  1599. player->SetZ(z);
  1600. player->SetHeading(heading);
  1601. client->Zone(zone->GetZoneName(), false);
  1602. }
  1603. else
  1604. client->Zone(zone->GetZoneName());
  1605. }
  1606. else
  1607. lua_interface->LogError("%s: Error in EQ2Emu_lua_Zone: invalid zone or spawn input.", lua_interface->GetScriptName(state));
  1608. lua_interface->ResetFunctionStack(state);
  1609. return 0;
  1610. }
  1611. int EQ2Emu_lua_AddSpawnAccess(lua_State* state) {
  1612. if (!lua_interface)
  1613. return 0;
  1614. Spawn* spawn = lua_interface->GetSpawn(state);
  1615. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  1616. if (spawn && spawn2)
  1617. spawn->AddAllowAccessSpawn(spawn2);
  1618. lua_interface->ResetFunctionStack(state);
  1619. return 0;
  1620. }
  1621. int EQ2Emu_lua_CastSpell(lua_State* state) {
  1622. if (!lua_interface)
  1623. return 0;
  1624. Spawn* target = lua_interface->GetSpawn(state);
  1625. int32 spell_id = lua_interface->GetInt32Value(state, 2);
  1626. int8 spell_tier = lua_interface->GetInt8Value(state, 3);
  1627. Spawn* caster = lua_interface->GetSpawn(state, 4);
  1628. int16 custom_cast_time = lua_interface->GetInt16Value(state, 5);
  1629. lua_interface->ResetFunctionStack(state);
  1630. if (!target) {
  1631. lua_interface->LogError("%s: LUA CastSpell command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  1632. return 0;
  1633. }
  1634. if (!target->IsEntity()) {
  1635. lua_interface->LogError("%s: LUA CastSpell command error: target (%s) is not an entity", lua_interface->GetScriptName(state), target->GetName());
  1636. return 0;
  1637. }
  1638. if (spell_id <= 0) {
  1639. lua_interface->LogError("%s: LUA CastSpell command error: spell id is not valid", lua_interface->GetScriptName(state));
  1640. return 0;
  1641. }
  1642. if (caster && !caster->IsEntity()) {
  1643. lua_interface->LogError("%s: LUA CastSpell command error: caster (%s) is not an entity", lua_interface->GetScriptName(state), caster->GetName());
  1644. return 0;
  1645. }
  1646. if (spell_tier == 0)
  1647. spell_tier = 1;
  1648. if (!caster)
  1649. caster = target;
  1650. target->GetZone()->ProcessSpell(master_spell_list.GetSpell(spell_id, spell_tier), (Entity*)caster, (Entity*)target, true, false, NULL, custom_cast_time);
  1651. return 0;
  1652. }
  1653. int EQ2Emu_lua_SpellDamage(lua_State* state) {
  1654. if (!lua_interface)
  1655. return 0;
  1656. Spawn* target = lua_interface->GetSpawn(state);
  1657. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  1658. if(!luaspell || luaspell->resisted) {
  1659. return 0;
  1660. }
  1661. Spawn* caster = luaspell->caster;
  1662. sint32 type = lua_interface->GetSInt32Value(state, 2);
  1663. int32 min_damage = lua_interface->GetInt32Value(state, 3);
  1664. int32 max_damage = lua_interface->GetInt32Value(state, 4);
  1665. int8 crit_mod = lua_interface->GetInt32Value(state, 5);
  1666. bool no_calcs = lua_interface->GetInt32Value(state, 6) == 1;
  1667. //lua_interface->ResetFunctionStack(state);
  1668. int32 class_id = lua_interface->GetInt32Value(state, 7);
  1669. vector<int16> faction_req;
  1670. vector<int16> race_req;
  1671. int32 class_req = 0;
  1672. int32 i = 0;
  1673. int8 f = 0;
  1674. int8 r = 0;
  1675. while ((class_id = lua_interface->GetInt32Value(state, 7 + i))) {
  1676. if (class_id < 100) {
  1677. class_req += pow(2.0, double(class_id - 1));
  1678. }
  1679. else if (class_id > 100 && class_id < 1000) {
  1680. race_req.push_back(class_id);
  1681. r++;
  1682. }
  1683. else {
  1684. faction_req.push_back(class_id);
  1685. f++;
  1686. }
  1687. i++;
  1688. }
  1689. lua_interface->ResetFunctionStack(state);
  1690. if (caster && caster->IsEntity()) {
  1691. bool race_match = false;
  1692. bool success = false;
  1693. luaspell->resisted = false;
  1694. if (luaspell->targets.size() > 0) {
  1695. ZoneServer* zone = luaspell->caster->GetZone();
  1696. Spawn* target = 0;
  1697. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1698. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  1699. if ((target = zone->GetSpawnByID(luaspell->targets[i]))) {
  1700. if (race_req.size() > 0) {
  1701. for (int8 i = 0; i < race_req.size(); i++) {
  1702. if(race_req[i] == target->GetRace() ||
  1703. race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
  1704. race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
  1705. race_match = true;
  1706. }
  1707. }
  1708. }
  1709. else
  1710. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1711. if (race_match == true) {
  1712. float distance = caster->GetDistance(target, true);
  1713. ((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs);
  1714. }
  1715. }
  1716. }
  1717. success = true;
  1718. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1719. }
  1720. else if (target) {
  1721. //check class and race/faction here
  1722. if (race_req.size() > 0) {
  1723. for (int8 i = 0; i < race_req.size(); i++) {
  1724. if(race_req[i] == target->GetRace() ||
  1725. race_req[i] == race_types_list.GetRaceType(target->GetModelType()) ||
  1726. race_req[i] == race_types_list.GetRaceBaseType(target->GetModelType())) {
  1727. race_match = true;
  1728. }
  1729. }
  1730. }
  1731. else
  1732. race_match = true; // if the race_req.size = 0 then there is no race requirement and the race_match will be true
  1733. if (race_match == true) {
  1734. float distance = caster->GetDistance(target, true);
  1735. if (((Entity*)caster)->SpellAttack(target, distance, luaspell, type, min_damage, max_damage, crit_mod, no_calcs))
  1736. success = true;
  1737. }
  1738. }
  1739. if (success) {
  1740. Spell* spell = luaspell->spell;
  1741. if (caster->IsPlayer() && spell && spell->GetSpellData()->target_type == 1 && spell->GetSpellData()->spell_book_type == 1) { //offense combat art
  1742. ((Player*)caster)->InCombat(true);
  1743. if (caster->GetZone())
  1744. caster->GetZone()->TriggerCharSheetTimer();
  1745. }
  1746. }
  1747. }
  1748. return 0;
  1749. }
  1750. int EQ2Emu_lua_ModifyPower(lua_State* state) {
  1751. if (!lua_interface)
  1752. return 0;
  1753. Spawn* spawn = lua_interface->GetSpawn(state);
  1754. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1755. lua_interface->ResetFunctionStack(state);
  1756. if (spawn && value != 0) {
  1757. if (spawn->GetPower() + value > spawn->GetTotalPower())
  1758. spawn->SetPower(spawn->GetTotalPower());
  1759. else
  1760. spawn->SetPower(spawn->GetPower() + value);
  1761. }
  1762. return 0;
  1763. }
  1764. int EQ2Emu_lua_ModifyHP(lua_State* state) {
  1765. if (!lua_interface)
  1766. return 0;
  1767. Spawn* spawn = lua_interface->GetSpawn(state);
  1768. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1769. lua_interface->ResetFunctionStack(state);
  1770. if (spawn && value != 0) {
  1771. if (spawn->GetHP() + value > spawn->GetTotalHP())
  1772. spawn->SetHP(spawn->GetTotalHP());
  1773. else
  1774. spawn->SetHP(spawn->GetHP() + value);
  1775. }
  1776. return 0;
  1777. }
  1778. int EQ2Emu_lua_ModifyMaxPower(lua_State* state) {
  1779. if (!lua_interface)
  1780. return 0;
  1781. Spawn* spawn = lua_interface->GetSpawn(state);
  1782. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1783. lua_interface->ResetFunctionStack(state);
  1784. if (spawn && value != 0) {
  1785. spawn->SetPower(spawn->GetPower() + value);
  1786. if (value > spawn->GetTotalHPBase())
  1787. spawn->SetTotalPower(spawn->GetTotalPower() + value);
  1788. }
  1789. return 0;
  1790. }
  1791. int EQ2Emu_lua_ModifyMaxHP(lua_State* state) {
  1792. if (!lua_interface)
  1793. return 0;
  1794. Spawn* spawn = lua_interface->GetSpawn(state);
  1795. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1796. lua_interface->ResetFunctionStack(state);
  1797. if (spawn && value != 0) {
  1798. spawn->SetHP(spawn->GetHP() + value);
  1799. if (value > spawn->GetTotalHPBase())
  1800. spawn->SetTotalHP(spawn->GetTotalHP() + value);
  1801. }
  1802. return 0;
  1803. }
  1804. int EQ2Emu_lua_SetCurrentHP(lua_State* state) {
  1805. if (!lua_interface)
  1806. return 0;
  1807. Spawn* spawn = lua_interface->GetSpawn(state);
  1808. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1809. lua_interface->ResetFunctionStack(state);
  1810. if (spawn) {
  1811. spawn->SetHP(value);
  1812. if (value > spawn->GetTotalHPBase())
  1813. spawn->SetTotalHP(value);
  1814. }
  1815. return 0;
  1816. }
  1817. int EQ2Emu_lua_SetMaxHP(lua_State* state) {
  1818. if (!lua_interface)
  1819. return 0;
  1820. Spawn* spawn = lua_interface->GetSpawn(state);
  1821. float value = lua_interface->GetFloatValue(state, 2);
  1822. lua_interface->ResetFunctionStack(state);
  1823. if (spawn && spawn->IsEntity() && value > 0)
  1824. ((Entity*)spawn)->AddSpellBonus(0, ITEM_STAT_HEALTH, value - spawn->GetTotalHP());
  1825. if (spawn->IsPlayer())
  1826. ((Player*)spawn)->SetCharSheetChanged(true);
  1827. return 0;
  1828. }
  1829. int EQ2Emu_lua_SetMaxHPBase(lua_State* state) {
  1830. if (!lua_interface)
  1831. return 0;
  1832. Spawn* spawn = lua_interface->GetSpawn(state);
  1833. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1834. lua_interface->ResetFunctionStack(state);
  1835. if (spawn && spawn->IsEntity() && value > 0)
  1836. ((Entity*)spawn)->SetTotalHPBase(value);
  1837. return 0;
  1838. }
  1839. int EQ2Emu_lua_SetCurrentPower(lua_State* state) {
  1840. if (!lua_interface)
  1841. return 0;
  1842. Spawn* spawn = lua_interface->GetSpawn(state);
  1843. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1844. lua_interface->ResetFunctionStack(state);
  1845. if (spawn && value > 0) {
  1846. spawn->SetPower(value);
  1847. if (value > spawn->GetTotalPowerBase())
  1848. spawn->SetTotalPower(value);
  1849. }
  1850. return 0;
  1851. }
  1852. int EQ2Emu_lua_SetMaxPower(lua_State* state) {
  1853. if (!lua_interface)
  1854. return 0;
  1855. Spawn* spawn = lua_interface->GetSpawn(state);
  1856. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1857. lua_interface->ResetFunctionStack(state);
  1858. if (spawn && spawn->IsEntity() && value > 0)
  1859. ((Entity*)spawn)->AddSpellBonus(0, ITEM_STAT_POWER, value - spawn->GetTotalPower());
  1860. return 0;
  1861. }
  1862. int EQ2Emu_lua_SetMaxPowerBase(lua_State* state) {
  1863. if (!lua_interface)
  1864. return 0;
  1865. Spawn* spawn = lua_interface->GetSpawn(state);
  1866. sint32 value = lua_interface->GetSInt32Value(state, 2);
  1867. lua_interface->ResetFunctionStack(state);
  1868. if (spawn && spawn->IsEntity() && value > 0)
  1869. ((Entity*)spawn)->SetTotalPowerBase(value);
  1870. return 0;
  1871. }
  1872. int EQ2Emu_lua_SetPosition(lua_State* state) {
  1873. if (!lua_interface)
  1874. return 0;
  1875. Spawn* spawn = lua_interface->GetSpawn(state);
  1876. float x = lua_interface->GetFloatValue(state, 2);
  1877. float y = lua_interface->GetFloatValue(state, 3);
  1878. float z = lua_interface->GetFloatValue(state, 4);
  1879. float heading = lua_interface->GetFloatValue(state, 5);
  1880. lua_interface->ResetFunctionStack(state);
  1881. if (spawn) {
  1882. spawn->SetX(x);
  1883. spawn->SetY(y);
  1884. spawn->SetZ(z);
  1885. if (heading != 0)
  1886. spawn->SetHeading(heading);
  1887. spawn->SetSpawnOrigX(spawn->GetX());
  1888. spawn->SetSpawnOrigY(spawn->GetY());
  1889. spawn->SetSpawnOrigZ(spawn->GetZ());
  1890. spawn->SetSpawnOrigHeading(spawn->GetHeading());
  1891. if (spawn->IsPlayer()) {
  1892. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  1893. if (client) {
  1894. EQ2Packet* packet = client->GetPlayer()->Move(x, y, z, client->GetVersion(), (heading == 0 ? -1.0f : (heading + 180.0f)));
  1895. client->QueuePacket(packet);
  1896. }
  1897. }
  1898. }
  1899. return 0;
  1900. }
  1901. int EQ2Emu_lua_SetHeading(lua_State* state) {
  1902. if (!lua_interface)
  1903. return 0;
  1904. Spawn* spawn = lua_interface->GetSpawn(state);
  1905. float value = lua_interface->GetFloatValue(state, 2);
  1906. lua_interface->ResetFunctionStack(state);
  1907. if (spawn) {
  1908. spawn->SetHeading(value);
  1909. if (spawn->IsPlayer()) {
  1910. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  1911. if (client) {
  1912. EQ2Packet* packet = client->GetPlayer()->Move(spawn->GetX(), spawn->GetY(), spawn->GetZ(), client->GetVersion(), value + 180.0f);
  1913. client->QueuePacket(packet);
  1914. }
  1915. }
  1916. }
  1917. return 0;
  1918. }
  1919. int EQ2Emu_lua_SetModelType(lua_State* state) {
  1920. if (!lua_interface)
  1921. return 0;
  1922. Spawn* spawn = lua_interface->GetSpawn(state);
  1923. int16 value = lua_interface->GetInt16Value(state, 2);
  1924. lua_interface->ResetFunctionStack(state);
  1925. if (spawn)
  1926. spawn->SetModelType(value);
  1927. return 0;
  1928. }
  1929. int EQ2Emu_lua_SetAdventureClass(lua_State* state) {
  1930. if (!lua_interface)
  1931. return 0;
  1932. Spawn* spawn = lua_interface->GetSpawn(state);
  1933. int8 value = lua_interface->GetInt8Value(state, 2);
  1934. lua_interface->ResetFunctionStack(state);
  1935. if (spawn) {
  1936. if (spawn->IsPlayer())
  1937. ((Player*)spawn)->SetPlayerAdventureClass(value);
  1938. else
  1939. spawn->SetAdventureClass(value);
  1940. }
  1941. return 0;
  1942. }
  1943. int EQ2Emu_lua_SetTradeskillClass(lua_State* state) {
  1944. if (!lua_interface)
  1945. return 0;
  1946. Spawn* spawn = lua_interface->GetSpawn(state);
  1947. int8 value = lua_interface->GetInt8Value(state, 2);
  1948. lua_interface->ResetFunctionStack(state);
  1949. if (spawn) {
  1950. spawn->SetTradeskillClass(value);
  1951. if (spawn->IsEntity()) {
  1952. ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class1(classes.GetTSBaseClass(spawn->GetTradeskillClass()));
  1953. ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class2(classes.GetSecondaryTSBaseClass(spawn->GetTradeskillClass()));
  1954. ((Entity*)spawn)->GetInfoStruct()->set_tradeskill_class3(spawn->GetTradeskillClass());
  1955. }
  1956. if (spawn->IsPlayer())
  1957. ((Player*)spawn)->SetCharSheetChanged(true);
  1958. }
  1959. return 0;
  1960. }
  1961. int EQ2Emu_lua_SetMount(lua_State* state) {
  1962. if (!lua_interface)
  1963. return 0;
  1964. Spawn* spawn = lua_interface->GetSpawn(state);
  1965. int16 value = lua_interface->GetInt16Value(state, 2);
  1966. if (spawn && spawn->IsEntity()) {
  1967. ((Entity*)spawn)->SetMount(value);
  1968. EQ2_Color color;
  1969. color.red = 255;
  1970. color.green = 255;
  1971. color.blue = 255;
  1972. ((Entity*)spawn)->SetMountColor(&color);
  1973. ((Entity*)spawn)->SetMountSaddleColor(&color);
  1974. }
  1975. return 0;
  1976. }
  1977. int EQ2Emu_lua_SetMountColor(lua_State* state) {
  1978. if (!lua_interface)
  1979. return 0;
  1980. Spawn* spawn = lua_interface->GetSpawn(state);
  1981. EQ2_Color mount_color;
  1982. EQ2_Color saddle_color;
  1983. mount_color.red = lua_interface->GetInt8Value(state, 2);
  1984. mount_color.green = lua_interface->GetInt8Value(state, 3);
  1985. mount_color.blue = lua_interface->GetInt8Value(state, 4);
  1986. saddle_color.red = lua_interface->GetInt8Value(state, 5);
  1987. saddle_color.green = lua_interface->GetInt8Value(state, 6);
  1988. saddle_color.blue = lua_interface->GetInt8Value(state, 7);
  1989. if (spawn && spawn->IsEntity()) {
  1990. ((Entity*)spawn)->SetMountColor(&mount_color);
  1991. ((Entity*)spawn)->SetMountSaddleColor(&saddle_color);
  1992. }
  1993. return 0;
  1994. }
  1995. int EQ2Emu_lua_GetMount(lua_State* state) {
  1996. if (!lua_interface)
  1997. return 0;
  1998. Spawn* spawn = lua_interface->GetSpawn(state);
  1999. if (spawn && spawn->IsEntity()) {
  2000. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetMount());
  2001. return 1;
  2002. }
  2003. return 0;
  2004. }
  2005. int EQ2Emu_lua_GetRace(lua_State* state) {
  2006. if (!lua_interface)
  2007. return 0;
  2008. Spawn* spawn = lua_interface->GetSpawn(state);
  2009. if (spawn)
  2010. {
  2011. LogWrite(LUA__DEBUG, 0, "LUA", "%s - Race: %i", __FUNCTION__, spawn->GetRace());
  2012. lua_interface->SetInt32Value(state, spawn->GetRace());
  2013. return 1;
  2014. }
  2015. return 0;
  2016. }
  2017. int EQ2Emu_lua_GetRaceName(lua_State* state) {
  2018. if (!lua_interface)
  2019. return 0;
  2020. Spawn* spawn = lua_interface->GetSpawn(state);
  2021. if (spawn) {
  2022. lua_interface->SetStringValue(state, races.GetRaceName(spawn->GetRace()));
  2023. return 1;
  2024. }
  2025. return 0;
  2026. }
  2027. int EQ2Emu_lua_GetClass(lua_State* state) {
  2028. Spawn* spawn = lua_interface->GetSpawn(state);
  2029. if (spawn) {
  2030. lua_interface->SetInt32Value(state, spawn->GetAdventureClass());
  2031. return 1;
  2032. }
  2033. return 0;
  2034. }
  2035. int EQ2Emu_lua_GetClassName(lua_State* state) {
  2036. Spawn* spawn = lua_interface->GetSpawn(state);
  2037. if (spawn) {
  2038. lua_interface->SetStringValue(state, classes.GetClassName(spawn->GetAdventureClass()));
  2039. return 1;
  2040. }
  2041. return 0;
  2042. }
  2043. int EQ2Emu_lua_SetSpeed(lua_State* state) {
  2044. if (!lua_interface)
  2045. return 0;
  2046. Spawn* spawn = lua_interface->GetSpawn(state);
  2047. float value = lua_interface->GetFloatValue(state, 2);
  2048. lua_interface->ResetFunctionStack(state);
  2049. if (spawn) {
  2050. spawn->SetSpeed(value);
  2051. if(spawn->IsEntity())
  2052. ((Entity*)spawn)->SetSpeed(value);
  2053. if (spawn->IsPlayer()) {
  2054. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  2055. if (client) {
  2056. PacketStruct* packet = configReader.getStruct("WS_SetControlGhost", client->GetVersion());
  2057. if (packet) {
  2058. packet->setDataByName("spawn_id", 0xFFFFFFFF);
  2059. packet->setDataByName("speed", value);
  2060. packet->setDataByName("size", 0.51);
  2061. EQ2Packet* app = packet->serialize();
  2062. client->QueuePacket(app);
  2063. safe_delete(packet);
  2064. }
  2065. }
  2066. }
  2067. }
  2068. return 0;
  2069. }
  2070. int EQ2Emu_lua_AddSpellBonus(lua_State* state) {
  2071. if (!lua_interface)
  2072. return 0;
  2073. Spawn* spawn = lua_interface->GetSpawn(state);
  2074. const int16 type = lua_interface->GetInt16Value(state, 2);
  2075. const float value = lua_interface->GetFloatValue(state, 3);
  2076. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2077. if(!luaspell || luaspell->resisted) {
  2078. return 0;
  2079. }
  2080. int64 class_req = 0;
  2081. int32 class_id = 0;
  2082. vector<int16> faction_req;
  2083. vector<int16> race_req;
  2084. int32 i = 0;
  2085. int8 f = 0;
  2086. int8 r = 0;
  2087. while ((class_id = lua_interface->GetInt32Value(state, 4 + i))) {
  2088. if (class_id < 100) {
  2089. class_req += pow(2.0, double(class_id - 1));
  2090. }
  2091. else if (class_id > 100 && class_id < 1000) {
  2092. race_req.push_back(class_id);
  2093. r++;
  2094. }
  2095. else {
  2096. faction_req.push_back(class_id);
  2097. f++;
  2098. }
  2099. i++;
  2100. }
  2101. if (value != 0 && type >= 0) {
  2102. if (luaspell && luaspell->spell && luaspell->caster) {
  2103. ZoneServer* zone = luaspell->caster->GetZone();
  2104. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2105. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2106. Spawn* target = zone->GetSpawnByID(luaspell->targets[i]);
  2107. if (target) {
  2108. if (target->IsPlayer()) {
  2109. ((Player*)target)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2110. LogWrite(LUA__DEBUG, 0, "LUA", "Applying Spell Bonus to Player '%s'. Is a Group Member.", ((Player*)target)->GetName());
  2111. if (((Player*)target)->GetGroupMemberInfo())
  2112. ((Player*)target)->UpdateGroupMemberInfo();
  2113. ((Player*)target)->SetCharSheetChanged(true);
  2114. }
  2115. else if (target->IsNPC())
  2116. ((NPC*)target)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2117. else
  2118. lua_interface->LogError("%s: Error applying spell bonus on non entity.", lua_interface->GetScriptName(state));
  2119. }
  2120. }
  2121. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2122. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SPELLBONUS))
  2123. luaspell->effect_bitmask += EFFECT_FLAG_SPELLBONUS;
  2124. }
  2125. else if (spawn && spawn->IsEntity()) {
  2126. ((Entity*)spawn)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2127. LogWrite(LUA__DEBUG, 0, "LUA", "Applying Spell Bonus to Entity '%s'. Is a Group Member.", ((Entity*)spawn)->GetName());
  2128. if (spawn->IsPlayer())
  2129. ((Player*)spawn)->SetCharSheetChanged(true);
  2130. }
  2131. else
  2132. lua_interface->LogError("%s: Unable to apply spell bonus in AddSpellBonus.", lua_interface->GetScriptName(state));
  2133. }
  2134. else
  2135. lua_interface->LogError("%s: Invalid parameters for AddSpellBonus.", lua_interface->GetScriptName(state));
  2136. return 0;
  2137. }
  2138. int EQ2Emu_lua_AddSpawnSpellBonus(lua_State* state) {
  2139. if (!lua_interface)
  2140. return 0;
  2141. Spawn* spawn = lua_interface->GetSpawn(state);
  2142. int16 type = lua_interface->GetInt16Value(state, 2);
  2143. sint32 value = lua_interface->GetSInt32Value(state, 3);
  2144. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2145. if (!spawn) {
  2146. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not valid", lua_interface->GetScriptName(state));
  2147. return 0;
  2148. }
  2149. if (!spawn->IsEntity()) {
  2150. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not an entity", lua_interface->GetScriptName(state));
  2151. return 0;
  2152. }
  2153. if (value == 0) {
  2154. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: value must be set", lua_interface->GetScriptName(state));
  2155. return 0;
  2156. }
  2157. if (!luaspell || !luaspell->spell) {
  2158. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  2159. return 0;
  2160. }
  2161. if(luaspell->resisted) {
  2162. return 0;
  2163. }
  2164. int32 class_req = 0;
  2165. vector<int16> faction_req;
  2166. vector<int16> race_req;
  2167. int32 class_id = 0;
  2168. int32 i = 0;
  2169. int8 f = 0;
  2170. int8 r = 0;
  2171. while ((class_id = lua_interface->GetInt32Value(state, 4 + i))) {
  2172. if (class_id < 100) {
  2173. class_req += pow(2.0, double(class_id - 1));
  2174. }
  2175. else if (class_id > 100 && class_id < 1000) {
  2176. race_req.push_back(class_id);
  2177. r++;
  2178. }
  2179. else {
  2180. faction_req.push_back(class_id);
  2181. f++;
  2182. }
  2183. i++;
  2184. }
  2185. ((Entity*)spawn)->AddSpellBonus(luaspell, type, value, class_req, race_req, faction_req);
  2186. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SPELLBONUS))
  2187. luaspell->effect_bitmask += EFFECT_FLAG_SPELLBONUS;
  2188. if (spawn->IsPlayer())
  2189. ((Player*)spawn)->SetCharSheetChanged(true);
  2190. return 0;
  2191. }
  2192. int EQ2Emu_lua_RemoveSpawnSpellBonus(lua_State* state) {
  2193. if (!lua_interface)
  2194. return 0;
  2195. Spawn* spawn = lua_interface->GetSpawn(state);
  2196. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2197. if (!spawn) {
  2198. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not valid", lua_interface->GetScriptName(state));
  2199. return 0;
  2200. }
  2201. if (!spawn->IsEntity()) {
  2202. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: spawn is not an entity", lua_interface->GetScriptName(state));
  2203. return 0;
  2204. }
  2205. if (!luaspell || !luaspell->spell) {
  2206. lua_interface->LogError("%s: LUA AddSpawnSpellBonus command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  2207. return 0;
  2208. }
  2209. ((Entity*)spawn)->RemoveSpellBonus(luaspell);
  2210. if (spawn->IsPlayer())
  2211. ((Player*)spawn)->SetCharSheetChanged(true);
  2212. return 0;
  2213. }
  2214. int EQ2Emu_lua_RemoveSpellBonus(lua_State* state) {
  2215. if (!lua_interface)
  2216. return 0;
  2217. Spawn* spawn = lua_interface->GetSpawn(state);
  2218. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2219. if (luaspell && luaspell->spell) {
  2220. ZoneServer* zone = luaspell->caster->GetZone();
  2221. Spawn* target = 0;
  2222. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2223. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2224. target = zone->GetSpawnByID(luaspell->targets[i]);
  2225. if (target && target->IsEntity()) {
  2226. ((Entity*)target)->RemoveSpellBonus(luaspell);
  2227. if (target->IsPlayer())
  2228. ((Player*)target)->SetCharSheetChanged(true);
  2229. }
  2230. }
  2231. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2232. }
  2233. else if (spawn && spawn->IsEntity()) {
  2234. ((Entity*)spawn)->RemoveSpellBonus(luaspell);
  2235. if (spawn->IsPlayer())
  2236. ((Player*)spawn)->SetCharSheetChanged(true);
  2237. }
  2238. return 0;
  2239. }
  2240. int EQ2Emu_lua_AddSkillBonus(lua_State* state) {
  2241. if (!lua_interface)
  2242. return 0;
  2243. Spawn* spawn = lua_interface->GetSpawn(state);
  2244. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  2245. float value = lua_interface->GetFloatValue(state, 3);
  2246. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2247. if (value != 0) {
  2248. int32 spell_id = 0;
  2249. if (luaspell && luaspell->spell && luaspell->caster) {
  2250. if(luaspell->resisted) {
  2251. return 0;
  2252. }
  2253. spell_id = luaspell->spell->GetSpellID();
  2254. ZoneServer* zone = luaspell->caster->GetZone();
  2255. Spawn* target = 0;
  2256. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2257. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2258. target = zone->GetSpawnByID(luaspell->targets[i]);
  2259. if (target && target->Alive()) {
  2260. if (target->IsPlayer()) {
  2261. ((Player*)target)->AddSkillBonus(spell_id, skill_id, value);
  2262. Client* client = target->GetZone()->GetClientBySpawn(target);
  2263. if (client) {
  2264. EQ2Packet* packet = ((Player*)target)->GetSkills()->GetSkillPacket(client->GetVersion());
  2265. if (packet)
  2266. client->QueuePacket(packet);
  2267. }
  2268. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SKILLBONUS))
  2269. luaspell->effect_bitmask += EFFECT_FLAG_SKILLBONUS;
  2270. }
  2271. else if (target->IsNPC()) {
  2272. ((NPC*)target)->AddSkillBonus(spell_id, skill_id, value);
  2273. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SKILLBONUS))
  2274. luaspell->effect_bitmask += EFFECT_FLAG_SKILLBONUS;
  2275. }
  2276. else
  2277. LogWrite(LUA__ERROR, 0, "LUA", "Error applying bonus buff on '%s'. Not a NPC or player.", target->GetName());
  2278. }
  2279. }
  2280. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2281. }
  2282. else if (spawn) {
  2283. if (spawn->IsPlayer()) {
  2284. ((Player*)spawn)->AddSkillBonus(spell_id, skill_id, value);
  2285. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  2286. if (client) {
  2287. EQ2Packet* packet = ((Player*)spawn)->GetSkills()->GetSkillPacket(client->GetVersion());
  2288. if (packet)
  2289. client->QueuePacket(packet);
  2290. }
  2291. }
  2292. else if (spawn->IsNPC())
  2293. ((NPC*)spawn)->AddSkillBonus(spell_id, skill_id, value);
  2294. else
  2295. LogWrite(LUA__ERROR, 0, "LUA", "Error applying skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
  2296. }
  2297. }
  2298. else
  2299. lua_interface->LogError("%s: Invalid parameters for AddSkillBonus.", lua_interface->GetScriptName(state));
  2300. return 0;
  2301. }
  2302. int EQ2Emu_lua_RemoveSkillBonus(lua_State* state) {
  2303. if (!lua_interface)
  2304. return 0;
  2305. Spawn* spawn = lua_interface->GetSpawn(state);
  2306. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2307. if (spawn && spawn->IsPlayer()) {
  2308. int32 spell_id = 0;
  2309. if (luaspell && luaspell->spell) {
  2310. if(luaspell->resisted) {
  2311. return 0;
  2312. }
  2313. spell_id = luaspell->spell->GetSpellID();
  2314. ZoneServer* zone = luaspell->caster->GetZone();
  2315. Spawn* target = 0;
  2316. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2317. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2318. target = zone->GetSpawnByID(luaspell->targets[i]);
  2319. if (target) {
  2320. if (target->IsPlayer()) {
  2321. ((Player*)target)->RemoveSkillBonus(spell_id);
  2322. Client* client = target->GetZone()->GetClientBySpawn(target);
  2323. if (client) {
  2324. EQ2Packet* packet = ((Player*)target)->GetSkills()->GetSkillPacket(client->GetVersion());
  2325. if (packet)
  2326. client->QueuePacket(packet);
  2327. }
  2328. }
  2329. else if (target->IsNPC())
  2330. ((NPC*)target)->RemoveSkillBonus(spell_id);
  2331. else
  2332. LogWrite(LUA__ERROR, 0, "LUA", "Error removing skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
  2333. }
  2334. }
  2335. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2336. }
  2337. else if (spawn) {
  2338. if (spawn->IsPlayer()) {
  2339. ((Player*)spawn)->RemoveSkillBonus(spell_id);
  2340. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  2341. if (client) {
  2342. EQ2Packet* packet = ((Player*)spawn)->GetSkills()->GetSkillPacket(client->GetVersion());
  2343. if (packet)
  2344. client->QueuePacket(packet);
  2345. }
  2346. }
  2347. else if (spawn->IsNPC())
  2348. ((NPC*)spawn)->RemoveSkillBonus(spell_id);
  2349. else
  2350. LogWrite(LUA__ERROR, 0, "LUA", "Error removing skill bonus on '%s'. Not a NPC or player.", spawn->GetName());
  2351. }
  2352. }
  2353. return 0;
  2354. }
  2355. int EQ2Emu_lua_AddControlEffect(lua_State* state) {
  2356. if (!lua_interface)
  2357. return 0;
  2358. Spawn* spawn = lua_interface->GetSpawn(state);
  2359. int8 type = lua_interface->GetInt32Value(state, 2);
  2360. bool only_add_spawn = lua_interface->GetInt8Value(state, 3) == 1;
  2361. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2362. if(luaspell && luaspell->resisted) {
  2363. return 0;
  2364. }
  2365. if (!only_add_spawn && luaspell && luaspell->spell && luaspell->caster && type != 0) {
  2366. ZoneServer* zone = luaspell->caster->GetZone();
  2367. Spawn* target = 0;
  2368. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2369. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2370. target = zone->GetSpawnByID(luaspell->targets[i]);
  2371. if (target && target->IsEntity()) {
  2372. if (type == CONTROL_EFFECT_TYPE_MEZ) {
  2373. ((Entity*)target)->AddMezSpell(luaspell);
  2374. if (!(luaspell->effect_bitmask & EFFECT_FLAG_MEZ))
  2375. luaspell->effect_bitmask += EFFECT_FLAG_MEZ;
  2376. if (target->IsNPC())
  2377. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2378. }
  2379. else if (type == CONTROL_EFFECT_TYPE_STIFLE) {
  2380. ((Entity*)target)->AddStifleSpell(luaspell);
  2381. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STIFLE))
  2382. luaspell->effect_bitmask += EFFECT_FLAG_STIFLE;
  2383. if (target->IsNPC())
  2384. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2385. }
  2386. else if (type == CONTROL_EFFECT_TYPE_DAZE) {
  2387. ((Entity*)target)->AddDazeSpell(luaspell);
  2388. if (!(luaspell->effect_bitmask & EFFECT_FLAG_DAZE))
  2389. luaspell->effect_bitmask += EFFECT_FLAG_DAZE;
  2390. if (target->IsNPC())
  2391. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2392. }
  2393. else if (type == CONTROL_EFFECT_TYPE_STUN) {
  2394. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STUN))
  2395. luaspell->effect_bitmask += EFFECT_FLAG_STUN;
  2396. ((Entity*)target)->AddStunSpell(luaspell);
  2397. if (target->IsNPC())
  2398. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2399. }
  2400. else if (type == CONTROL_EFFECT_TYPE_ROOT) {
  2401. if (!(luaspell->effect_bitmask & EFFECT_FLAG_ROOT))
  2402. luaspell->effect_bitmask += EFFECT_FLAG_ROOT;
  2403. ((Entity*)target)->AddRootSpell(luaspell);
  2404. if (target->IsNPC())
  2405. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2406. }
  2407. else if (type == CONTROL_EFFECT_TYPE_FEAR) {
  2408. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FEAR))
  2409. luaspell->effect_bitmask += EFFECT_FLAG_FEAR;
  2410. ((Entity*)target)->AddFearSpell(luaspell);
  2411. if (target->IsNPC())
  2412. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2413. }
  2414. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) {
  2415. ((Entity*)target)->AddWaterwalkSpell(luaspell);
  2416. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERWALK))
  2417. luaspell->effect_bitmask += EFFECT_FLAG_WATERWALK;
  2418. }
  2419. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) {
  2420. ((Entity*)target)->AddWaterjumpSpell(luaspell);
  2421. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERJUMP))
  2422. luaspell->effect_bitmask += EFFECT_FLAG_WATERJUMP;
  2423. }
  2424. else if (type == CONTROL_EFFECT_TYPE_SNARE) {
  2425. ((Entity*)target)->AddSnareSpell(luaspell);
  2426. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SNARE))
  2427. luaspell->effect_bitmask += EFFECT_FLAG_SNARE;
  2428. if (target->IsNPC())
  2429. ((NPC*)target)->Brain()->AddHate(luaspell->caster, 5);
  2430. }
  2431. else if (type == CONTROL_EFFECT_TYPE_FLIGHT) {
  2432. ((Entity*)target)->AddFlightSpell(luaspell);
  2433. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FLIGHT))
  2434. luaspell->effect_bitmask += EFFECT_FLAG_FLIGHT;
  2435. }
  2436. else if (type == CONTROL_EFFECT_TYPE_GLIDE) {
  2437. ((Entity*)target)->AddGlideSpell(luaspell);
  2438. if (!(luaspell->effect_bitmask & EFFECT_FLAG_GLIDE))
  2439. luaspell->effect_bitmask += EFFECT_FLAG_GLIDE;
  2440. }
  2441. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) {
  2442. ((Entity*)target)->AddSafefallSpell(luaspell);
  2443. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SAFEFALL))
  2444. luaspell->effect_bitmask += EFFECT_FLAG_SAFEFALL;
  2445. }
  2446. else
  2447. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2448. }
  2449. else
  2450. lua_interface->LogError("%s: Error applying control effect on non entity '%s'.", lua_interface->GetScriptName(state), (target != nullptr) ? target->GetName() : "NO_TARGET");
  2451. }
  2452. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2453. }
  2454. else if (only_add_spawn && spawn && spawn->IsEntity()) {
  2455. if (type == CONTROL_EFFECT_TYPE_MEZ) {
  2456. ((Entity*)spawn)->AddMezSpell(luaspell);
  2457. if (!(luaspell->effect_bitmask & EFFECT_FLAG_MEZ))
  2458. luaspell->effect_bitmask += EFFECT_FLAG_MEZ;
  2459. }
  2460. else if (type == CONTROL_EFFECT_TYPE_STIFLE) {
  2461. ((Entity*)spawn)->AddStifleSpell(luaspell);
  2462. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STIFLE))
  2463. luaspell->effect_bitmask += EFFECT_FLAG_STIFLE;
  2464. }
  2465. else if (type == CONTROL_EFFECT_TYPE_DAZE) {
  2466. ((Entity*)spawn)->AddDazeSpell(luaspell);
  2467. if (!(luaspell->effect_bitmask & EFFECT_FLAG_DAZE))
  2468. luaspell->effect_bitmask += EFFECT_FLAG_DAZE;
  2469. }
  2470. else if (type == CONTROL_EFFECT_TYPE_STUN) {
  2471. ((Entity*)spawn)->AddStunSpell(luaspell);
  2472. if (!(luaspell->effect_bitmask & EFFECT_FLAG_STUN))
  2473. luaspell->effect_bitmask += EFFECT_FLAG_STUN;
  2474. }
  2475. else if (type == CONTROL_EFFECT_TYPE_ROOT) {
  2476. ((Entity*)spawn)->AddRootSpell(luaspell);
  2477. if (!(luaspell->effect_bitmask & EFFECT_FLAG_ROOT))
  2478. luaspell->effect_bitmask += EFFECT_FLAG_ROOT;
  2479. }
  2480. else if (type == CONTROL_EFFECT_TYPE_FEAR) {
  2481. ((Entity*)spawn)->AddFearSpell(luaspell);
  2482. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FEAR))
  2483. luaspell->effect_bitmask += EFFECT_FLAG_FEAR;
  2484. }
  2485. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER) {
  2486. ((Entity*)spawn)->AddWaterwalkSpell(luaspell);
  2487. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERWALK))
  2488. luaspell->effect_bitmask += EFFECT_FLAG_WATERWALK;
  2489. }
  2490. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER) {
  2491. ((Entity*)spawn)->AddWaterjumpSpell(luaspell);
  2492. if (!(luaspell->effect_bitmask & EFFECT_FLAG_WATERJUMP))
  2493. luaspell->effect_bitmask += EFFECT_FLAG_WATERJUMP;
  2494. }
  2495. else if (type == CONTROL_EFFECT_TYPE_SNARE) {
  2496. ((Entity*)spawn)->AddSnareSpell(luaspell);
  2497. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SNARE))
  2498. luaspell->effect_bitmask += EFFECT_FLAG_SNARE;
  2499. }
  2500. else if (type == CONTROL_EFFECT_TYPE_FLIGHT) {
  2501. ((Entity*)spawn)->AddFlightSpell(luaspell);
  2502. if (!(luaspell->effect_bitmask & EFFECT_FLAG_FLIGHT))
  2503. luaspell->effect_bitmask += EFFECT_FLAG_FLIGHT;
  2504. }
  2505. else if (type == CONTROL_EFFECT_TYPE_GLIDE) {
  2506. ((Entity*)spawn)->AddGlideSpell(luaspell);
  2507. if (!(luaspell->effect_bitmask & EFFECT_FLAG_GLIDE))
  2508. luaspell->effect_bitmask += EFFECT_FLAG_GLIDE;
  2509. }
  2510. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL) {
  2511. ((Entity*)spawn)->AddSafefallSpell(luaspell);
  2512. if (!(luaspell->effect_bitmask & EFFECT_FLAG_SAFEFALL))
  2513. luaspell->effect_bitmask += EFFECT_FLAG_SAFEFALL;
  2514. }
  2515. else
  2516. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2517. }
  2518. else
  2519. lua_interface->LogError("%s: Error applying control effect on non entity '%s'.", lua_interface->GetScriptName(state), (spawn != nullptr) ? spawn->GetName() : "NO_SPAWN");
  2520. return 0;
  2521. }
  2522. int EQ2Emu_lua_RemoveControlEffect(lua_State* state) {
  2523. if (!lua_interface)
  2524. return 0;
  2525. Spawn* spawn = lua_interface->GetSpawn(state);
  2526. int8 type = lua_interface->GetInt8Value(state, 2);
  2527. bool only_remove_spawn = lua_interface->GetInt8Value(state, 3) == 1;
  2528. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  2529. if (spawn && spawn->IsEntity()) {
  2530. if (!only_remove_spawn && luaspell && luaspell->spell) {
  2531. ZoneServer* zone = luaspell->caster->GetZone();
  2532. Spawn* target = 0;
  2533. luaspell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  2534. for (int32 i = 0; i < luaspell->targets.size(); i++) {
  2535. target = zone->GetSpawnByID(luaspell->targets[i]);
  2536. if (target) {
  2537. if (type == CONTROL_EFFECT_TYPE_MEZ)
  2538. ((Entity*)target)->RemoveMezSpell(luaspell);
  2539. else if (type == CONTROL_EFFECT_TYPE_STIFLE)
  2540. ((Entity*)target)->RemoveStifleSpell(luaspell);
  2541. else if (type == CONTROL_EFFECT_TYPE_DAZE)
  2542. ((Entity*)target)->RemoveDazeSpell(luaspell);
  2543. else if (type == CONTROL_EFFECT_TYPE_STUN)
  2544. ((Entity*)target)->RemoveStunSpell(luaspell);
  2545. else if (type == CONTROL_EFFECT_TYPE_ROOT)
  2546. ((Entity*)target)->RemoveRootSpell(luaspell);
  2547. else if (type == CONTROL_EFFECT_TYPE_FEAR)
  2548. ((Entity*)target)->RemoveFearSpell(luaspell);
  2549. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER)
  2550. ((Entity*)target)->RemoveWaterwalkSpell(luaspell);
  2551. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER)
  2552. ((Entity*)target)->RemoveWaterjumpSpell(luaspell);
  2553. else if (type == CONTROL_EFFECT_TYPE_SNARE)
  2554. ((Entity*)target)->RemoveSnareSpell(luaspell);
  2555. else if (type == CONTROL_EFFECT_TYPE_FLIGHT)
  2556. ((Entity*)target)->RemoveFlightSpell(luaspell);
  2557. else if (type == CONTROL_EFFECT_TYPE_GLIDE)
  2558. ((Entity*)target)->RemoveGlideSpell(luaspell);
  2559. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL)
  2560. ((Entity*)target)->RemoveGlideSpell(luaspell);
  2561. else
  2562. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2563. }
  2564. }
  2565. luaspell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  2566. }
  2567. else if (only_remove_spawn) {
  2568. if (type == CONTROL_EFFECT_TYPE_MEZ)
  2569. ((Entity*)spawn)->RemoveMezSpell(luaspell);
  2570. else if (type == CONTROL_EFFECT_TYPE_STIFLE)
  2571. ((Entity*)spawn)->RemoveStifleSpell(luaspell);
  2572. else if (type == CONTROL_EFFECT_TYPE_DAZE)
  2573. ((Entity*)spawn)->RemoveDazeSpell(luaspell);
  2574. else if (type == CONTROL_EFFECT_TYPE_STUN)
  2575. ((Entity*)spawn)->RemoveStunSpell(luaspell);
  2576. else if (type == CONTROL_EFFECT_TYPE_ROOT)
  2577. ((Entity*)spawn)->RemoveRootSpell(luaspell);
  2578. else if (type == CONTROL_EFFECT_TYPE_FEAR)
  2579. ((Entity*)spawn)->RemoveFearSpell(luaspell);
  2580. else if (type == CONTROL_EFFECT_TYPE_WALKUNDERWATER)
  2581. ((Entity*)spawn)->RemoveWaterwalkSpell(luaspell);
  2582. else if (type == CONTROL_EFFECT_TYPE_JUMPUNDERWATER)
  2583. ((Entity*)spawn)->RemoveWaterjumpSpell(luaspell);
  2584. else if (type == CONTROL_EFFECT_TYPE_SNARE)
  2585. ((Entity*)spawn)->RemoveSnareSpell(luaspell);
  2586. else if (type == CONTROL_EFFECT_TYPE_FLIGHT)
  2587. ((Entity*)spawn)->RemoveFlightSpell(luaspell);
  2588. else if (type == CONTROL_EFFECT_TYPE_GLIDE)
  2589. ((Entity*)spawn)->RemoveGlideSpell(luaspell);
  2590. else if (type == CONTROL_EFFECT_TYPE_SAFEFALL)
  2591. ((Entity*)spawn)->RemoveSafefallSpell(luaspell);
  2592. else
  2593. lua_interface->LogError("%s: Unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2594. }
  2595. }
  2596. return 0;
  2597. }
  2598. int EQ2Emu_lua_HasControlEffect(lua_State* state) {
  2599. if (!lua_interface)
  2600. return 0;
  2601. Spawn* spawn = lua_interface->GetSpawn(state);
  2602. int8 type = lua_interface->GetInt8Value(state, 2);
  2603. bool hasEffect = false;
  2604. if (!spawn)
  2605. lua_interface->LogError("%s: LUA HasControlEffect error: Could not find spawn.", lua_interface->GetScriptName(state));
  2606. else if (!spawn->IsEntity())
  2607. lua_interface->LogError("%s: LUA HasControlEffect error: spawn %s is not an entity!.", lua_interface->GetScriptName(state), spawn->GetName());
  2608. else if (type < CONTROL_MAX_EFFECTS)
  2609. hasEffect = ((Entity*)spawn)->HasControlEffect(type);
  2610. else
  2611. lua_interface->LogError("%s: LUA HasControlEffect unhandled control effect type of %u.", lua_interface->GetScriptName(state), type);
  2612. lua_interface->SetBooleanValue(state, hasEffect);
  2613. return 1;
  2614. }
  2615. int EQ2Emu_lua_GetBaseAggroRadius(lua_State* state) {
  2616. if (!lua_interface)
  2617. return 0;
  2618. Spawn* spawn = lua_interface->GetSpawn(state);
  2619. float distance = 0.0f;
  2620. if (!spawn)
  2621. lua_interface->LogError("%s: LUA GetBaseAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
  2622. else if (!spawn->IsNPC())
  2623. lua_interface->LogError("%s: LUA GetBaseAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  2624. else
  2625. distance = ((NPC*)spawn)->GetBaseAggroRadius();
  2626. lua_interface->SetFloatValue(state, distance);
  2627. return 1;
  2628. }
  2629. int EQ2Emu_lua_GetAggroRadius(lua_State* state) {
  2630. if (!lua_interface)
  2631. return 0;
  2632. Spawn* spawn = lua_interface->GetSpawn(state);
  2633. float distance = 0.0f;
  2634. if (!spawn)
  2635. lua_interface->LogError("%s: LUA GetAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
  2636. else if (!spawn->IsNPC())
  2637. lua_interface->LogError("%s: LUA GetAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  2638. else
  2639. distance = ((NPC*)spawn)->GetAggroRadius();
  2640. lua_interface->SetFloatValue(state, distance);
  2641. return 1;
  2642. }
  2643. int EQ2Emu_lua_SetAggroRadius(lua_State* state) {
  2644. if (!lua_interface)
  2645. return 0;
  2646. Spawn* spawn = lua_interface->GetSpawn(state);
  2647. float distance = lua_interface->GetFloatValue(state, 2);
  2648. bool override = lua_interface->GetBooleanValue(state, 3);
  2649. bool result = false;
  2650. lua_interface->ResetFunctionStack(state);
  2651. if (!spawn)
  2652. lua_interface->LogError("%s: LUA SetAggroRadius error: Could not find spawn.", lua_interface->GetScriptName(state));
  2653. else if (!spawn->IsNPC())
  2654. lua_interface->LogError("%s: LUA SetAggroRadius error: spawn %s is not an NPC!.", lua_interface->GetScriptName(state), spawn->GetName());
  2655. else
  2656. {
  2657. ((NPC*)spawn)->SetAggroRadius(distance, override);
  2658. result = true;
  2659. }
  2660. lua_interface->SetBooleanValue(state, result);
  2661. return 1;
  2662. }
  2663. int EQ2Emu_lua_SetIntBase(lua_State* state) {
  2664. if (!lua_interface)
  2665. return 0;
  2666. Spawn* spawn = lua_interface->GetSpawn(state);
  2667. int16 value = lua_interface->GetInt16Value(state, 2);
  2668. if (spawn && spawn->IsEntity()) {
  2669. ((Entity*)spawn)->GetInfoStruct()->set_intel_base(value);
  2670. if (spawn->IsPlayer())
  2671. ((Player*)spawn)->SetCharSheetChanged(true);
  2672. }
  2673. return 0;
  2674. }
  2675. int EQ2Emu_lua_SetAgiBase(lua_State* state) {
  2676. if (!lua_interface)
  2677. return 0;
  2678. Spawn* spawn = lua_interface->GetSpawn(state);
  2679. int16 value = lua_interface->GetInt16Value(state, 2);
  2680. if (spawn && spawn->IsEntity()) {
  2681. ((Entity*)spawn)->GetInfoStruct()->set_agi_base(value);
  2682. if (spawn->IsPlayer())
  2683. ((Player*)spawn)->SetCharSheetChanged(true);
  2684. }
  2685. return 0;
  2686. }
  2687. int EQ2Emu_lua_SetWisBase(lua_State* state) {
  2688. if (!lua_interface)
  2689. return 0;
  2690. Spawn* spawn = lua_interface->GetSpawn(state);
  2691. int16 value = lua_interface->GetInt16Value(state, 2);
  2692. if (spawn && spawn->IsEntity()) {
  2693. ((Entity*)spawn)->GetInfoStruct()->set_wis_base(value);
  2694. if (spawn->IsPlayer())
  2695. ((Player*)spawn)->SetCharSheetChanged(true);
  2696. }
  2697. return 0;
  2698. }
  2699. int EQ2Emu_lua_SetStaBase(lua_State* state) {
  2700. if (!lua_interface)
  2701. return 0;
  2702. Spawn* spawn = lua_interface->GetSpawn(state);
  2703. int16 value = lua_interface->GetInt16Value(state, 2);
  2704. if (spawn && spawn->IsEntity()) {
  2705. ((Entity*)spawn)->GetInfoStruct()->set_sta_base(value);
  2706. if (spawn->IsPlayer())
  2707. ((Player*)spawn)->SetCharSheetChanged(true);
  2708. }
  2709. return 0;
  2710. }
  2711. int EQ2Emu_lua_SetStrBase(lua_State* state) {
  2712. if (!lua_interface)
  2713. return 0;
  2714. Spawn* spawn = lua_interface->GetSpawn(state);
  2715. int16 value = lua_interface->GetInt16Value(state, 2);
  2716. if (spawn && spawn->IsEntity()) {
  2717. ((Entity*)spawn)->GetInfoStruct()->set_str_base(value);
  2718. if (spawn->IsPlayer())
  2719. ((Player*)spawn)->SetCharSheetChanged(true);
  2720. }
  2721. return 0;
  2722. }
  2723. int EQ2Emu_lua_SetDeity(lua_State* state) {
  2724. if (!lua_interface)
  2725. return 0;
  2726. Spawn* spawn = lua_interface->GetSpawn(state);
  2727. int8 value = lua_interface->GetInt8Value(state, 2);
  2728. if (spawn && spawn->IsEntity()) {
  2729. ((Entity*)spawn)->SetDeity(value);
  2730. if (spawn->IsPlayer())
  2731. ((Player*)spawn)->SetCharSheetChanged(true);
  2732. }
  2733. lua_interface->ResetFunctionStack(state);
  2734. return 0;
  2735. }
  2736. int EQ2Emu_lua_GetDeity(lua_State* state) {
  2737. if (!lua_interface)
  2738. return 0;
  2739. Spawn* spawn = lua_interface->GetSpawn(state);
  2740. if (spawn && spawn->IsEntity()) {
  2741. int8 deity = ((Entity*)spawn)->GetDeity();
  2742. lua_interface->SetInt32Value(state, deity);
  2743. return 1;
  2744. }
  2745. return 0;
  2746. }
  2747. int EQ2Emu_lua_SetInt(lua_State* state) {
  2748. if (!lua_interface)
  2749. return 0;
  2750. Spawn* spawn = lua_interface->GetSpawn(state);
  2751. sint32 value = lua_interface->GetSInt32Value(state, 2);
  2752. if (spawn && spawn->IsEntity()) {
  2753. ((Entity*)spawn)->AddSpellBonus(0, ITEM_STAT_INT, value);
  2754. if (spawn->IsPlayer())
  2755. ((Player*)spawn)->SetCharSheetChanged(true);
  2756. }
  2757. return 0;
  2758. }
  2759. int EQ2Emu_lua_SetWis(lua_State* state) {
  2760. if (!lua_interface)
  2761. return 0;
  2762. Spawn* spawn = lua_interface->GetSpawn(state);
  2763. float value = lua_interface->GetFloatValue(state, 2);
  2764. if (spawn && spawn->IsEntity()) {
  2765. ((Entity*)spawn)->AddSpellBonus(0, ITEM_STAT_WIS, value);
  2766. if (spawn->IsPlayer())
  2767. ((Player*)spawn)->SetCharSheetChanged(true);
  2768. }
  2769. return 0;
  2770. }
  2771. int EQ2Emu_lua_SetSta(lua_State* state) {
  2772. if (!lua_interface)
  2773. return 0;
  2774. Spawn* spawn = lua_interface->GetSpawn(state);
  2775. float value = lua_interface->GetFloatValue(state, 2);
  2776. if (spawn && spawn->IsEntity()) {
  2777. ((Entity*)spawn)->AddSpellBonus(0, ITEM_STAT_STA, value);
  2778. if (spawn->IsPlayer())
  2779. ((Player*)spawn)->SetCharSheetChanged(true);
  2780. }
  2781. return 0;
  2782. }
  2783. int EQ2Emu_lua_SetStr(lua_State* state) {
  2784. if (!lua_interface)
  2785. return 0;
  2786. Spawn* spawn = lua_interface->GetSpawn(state);
  2787. float value = lua_interface->GetFloatValue(state, 2);
  2788. if (spawn && spawn->IsEntity()) {
  2789. ((Entity*)spawn)->AddSpellBonus(0, ITEM_STAT_STR, value);
  2790. if (spawn->IsPlayer())
  2791. ((Player*)spawn)->SetCharSheetChanged(true);
  2792. }
  2793. return 0;
  2794. }
  2795. int EQ2Emu_lua_SetAgi(lua_State* state) {
  2796. if (!lua_interface)
  2797. return 0;
  2798. Spawn* spawn = lua_interface->GetSpawn(state);
  2799. float value = lua_interface->GetFloatValue(state, 2);
  2800. if (spawn && spawn->IsEntity()) {
  2801. ((Entity*)spawn)->AddSpellBonus(0, ITEM_STAT_AGI, value);
  2802. if (spawn->IsPlayer())
  2803. ((Player*)spawn)->SetCharSheetChanged(true);
  2804. }
  2805. return 0;
  2806. }
  2807. int EQ2Emu_lua_GetCurrentHP(lua_State* state) {
  2808. if (!lua_interface)
  2809. return 0;
  2810. Spawn* spawn = lua_interface->GetSpawn(state);
  2811. if (spawn) {
  2812. lua_interface->SetInt32Value(state, spawn->GetHP());
  2813. return 1;
  2814. }
  2815. return 0;
  2816. }
  2817. int EQ2Emu_lua_GetMaxHP(lua_State* state) {
  2818. if (!lua_interface)
  2819. return 0;
  2820. Spawn* spawn = lua_interface->GetSpawn(state);
  2821. if (spawn) {
  2822. lua_interface->SetInt32Value(state, spawn->GetTotalHP());
  2823. return 1;
  2824. }
  2825. return 0;
  2826. }
  2827. int EQ2Emu_lua_GetMaxHPBase(lua_State* state) {
  2828. if (!lua_interface)
  2829. return 0;
  2830. Spawn* spawn = lua_interface->GetSpawn(state);
  2831. if (spawn) {
  2832. lua_interface->SetInt32Value(state, spawn->GetTotalHPBase());
  2833. return 1;
  2834. }
  2835. return 0;
  2836. }
  2837. int EQ2Emu_lua_GetName(lua_State* state) {
  2838. if (!lua_interface)
  2839. return 0;
  2840. Spawn* spawn = lua_interface->GetSpawn(state);
  2841. if (spawn) {
  2842. lua_interface->SetStringValue(state, spawn->GetName());
  2843. return 1;
  2844. }
  2845. return 0;
  2846. }
  2847. int EQ2Emu_lua_GetLevel(lua_State* state) {
  2848. Spawn* spawn = lua_interface->GetSpawn(state);
  2849. if (spawn) {
  2850. lua_interface->SetInt32Value(state, spawn->GetLevel());
  2851. return 1;
  2852. }
  2853. return 0;
  2854. }
  2855. int EQ2Emu_lua_GetCurrentPower(lua_State* state) {
  2856. if (!lua_interface)
  2857. return 0;
  2858. Spawn* spawn = lua_interface->GetSpawn(state);
  2859. if (spawn) {
  2860. lua_interface->SetInt32Value(state, spawn->GetPower());
  2861. return 1;
  2862. }
  2863. return 0;
  2864. }
  2865. int EQ2Emu_lua_GetMaxPower(lua_State* state) {
  2866. if (!lua_interface)
  2867. return 0;
  2868. Spawn* spawn = lua_interface->GetSpawn(state);
  2869. if (spawn) {
  2870. lua_interface->SetInt32Value(state, spawn->GetTotalPower());
  2871. return 1;
  2872. }
  2873. return 0;
  2874. }
  2875. int EQ2Emu_lua_GetMaxPowerBase(lua_State* state) {
  2876. if (!lua_interface)
  2877. return 0;
  2878. Spawn* spawn = lua_interface->GetSpawn(state);
  2879. if (spawn) {
  2880. lua_interface->SetInt32Value(state, spawn->GetTotalPowerBase());
  2881. return 1;
  2882. }
  2883. return 0;
  2884. }
  2885. int EQ2Emu_lua_GetDistance(lua_State* state) {
  2886. if (!lua_interface)
  2887. return 0;
  2888. Spawn* spawn = lua_interface->GetSpawn(state);
  2889. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  2890. bool include_radius = lua_interface->GetInt8Value(state, 3) == 1;
  2891. if (spawn && spawn2) {
  2892. float distance = spawn->GetDistance(spawn2, false, include_radius);
  2893. lua_interface->SetFloatValue(state, distance);
  2894. return 1;
  2895. }
  2896. return 0;
  2897. }
  2898. int EQ2Emu_lua_GetX(lua_State* state) {
  2899. if (!lua_interface)
  2900. return 0;
  2901. Spawn* spawn = lua_interface->GetSpawn(state);
  2902. if (spawn) {
  2903. lua_interface->SetFloatValue(state, spawn->GetX());
  2904. return 1;
  2905. }
  2906. return 0;
  2907. }
  2908. int EQ2Emu_lua_GetY(lua_State* state) {
  2909. if (!lua_interface)
  2910. return 0;
  2911. Spawn* spawn = lua_interface->GetSpawn(state);
  2912. if (spawn) {
  2913. lua_interface->SetFloatValue(state, spawn->GetY());
  2914. return 1;
  2915. }
  2916. return 0;
  2917. }
  2918. int EQ2Emu_lua_GetZ(lua_State* state) {
  2919. if (!lua_interface)
  2920. return 0;
  2921. Spawn* spawn = lua_interface->GetSpawn(state);
  2922. if (spawn) {
  2923. lua_interface->SetFloatValue(state, spawn->GetZ());
  2924. return 1;
  2925. }
  2926. return 0;
  2927. }
  2928. int EQ2Emu_lua_GetHeading(lua_State* state) {
  2929. if (!lua_interface)
  2930. return 0;
  2931. Spawn* spawn = lua_interface->GetSpawn(state);
  2932. if (spawn) {
  2933. lua_interface->SetFloatValue(state, spawn->GetHeading());
  2934. return 1;
  2935. }
  2936. return 0;
  2937. }
  2938. int EQ2Emu_lua_GetModelType(lua_State* state) {
  2939. if (!lua_interface)
  2940. return 0;
  2941. Spawn* spawn = lua_interface->GetSpawn(state);
  2942. if (spawn) {
  2943. lua_interface->SetInt32Value(state, spawn->GetModelType());
  2944. return 1;
  2945. }
  2946. return 0;
  2947. }
  2948. int EQ2Emu_lua_GetSpeed(lua_State* state) {
  2949. if (!lua_interface)
  2950. return 0;
  2951. Spawn* spawn = lua_interface->GetSpawn(state);
  2952. if (spawn) {
  2953. lua_interface->SetFloatValue(state, spawn->GetSpeed());
  2954. return 1;
  2955. }
  2956. return 0;
  2957. }
  2958. int EQ2Emu_lua_HasMoved(lua_State* state) {
  2959. if (!lua_interface)
  2960. return 0;
  2961. Spawn* spawn = lua_interface->GetSpawn(state);
  2962. if (spawn && spawn->IsEntity()) {
  2963. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->HasMoved(false));
  2964. return 1;
  2965. }
  2966. return 0;
  2967. }
  2968. int EQ2Emu_lua_GetInt(lua_State* state) {
  2969. if (!lua_interface)
  2970. return 0;
  2971. Spawn* spawn = lua_interface->GetSpawn(state);
  2972. if (spawn && spawn->IsEntity()) {
  2973. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetInt());
  2974. return 1;
  2975. }
  2976. return 0;
  2977. }
  2978. int EQ2Emu_lua_GetWis(lua_State* state) {
  2979. if (!lua_interface)
  2980. return 0;
  2981. Spawn* spawn = lua_interface->GetSpawn(state);
  2982. if (spawn && spawn->IsEntity()) {
  2983. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetWis());
  2984. return 1;
  2985. }
  2986. return 0;
  2987. }
  2988. int EQ2Emu_lua_GetSta(lua_State* state) {
  2989. if (!lua_interface)
  2990. return 0;
  2991. Spawn* spawn = lua_interface->GetSpawn(state);
  2992. if (spawn && spawn->IsEntity()) {
  2993. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetSta());
  2994. return 1;
  2995. }
  2996. return 0;
  2997. }
  2998. int EQ2Emu_lua_GetStr(lua_State* state) {
  2999. if (!lua_interface)
  3000. return 0;
  3001. Spawn* spawn = lua_interface->GetSpawn(state);
  3002. if (spawn && spawn->IsEntity()) {
  3003. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStr());
  3004. return 1;
  3005. }
  3006. return 0;
  3007. }
  3008. int EQ2Emu_lua_GetAgi(lua_State* state) {
  3009. if (!lua_interface)
  3010. return 0;
  3011. Spawn* spawn = lua_interface->GetSpawn(state);
  3012. if (spawn && spawn->IsEntity()) {
  3013. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetAgi());
  3014. return 1;
  3015. }
  3016. return 0;
  3017. }
  3018. int EQ2Emu_lua_GetIntBase(lua_State* state) {
  3019. if (!lua_interface)
  3020. return 0;
  3021. Spawn* spawn = lua_interface->GetSpawn(state);
  3022. if (spawn && spawn->IsEntity()) {
  3023. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetIntBase());
  3024. return 1;
  3025. }
  3026. return 0;
  3027. }
  3028. int EQ2Emu_lua_GetWisBase(lua_State* state) {
  3029. if (!lua_interface)
  3030. return 0;
  3031. Spawn* spawn = lua_interface->GetSpawn(state);
  3032. if (spawn && spawn->IsEntity()) {
  3033. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetWisBase());
  3034. return 1;
  3035. }
  3036. return 0;
  3037. }
  3038. int EQ2Emu_lua_GetStaBase(lua_State* state) {
  3039. if (!lua_interface)
  3040. return 0;
  3041. Spawn* spawn = lua_interface->GetSpawn(state);
  3042. if (spawn && spawn->IsEntity()) {
  3043. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStaBase());
  3044. return 1;
  3045. }
  3046. return 0;
  3047. }
  3048. int EQ2Emu_lua_GetStrBase(lua_State* state) {
  3049. if (!lua_interface)
  3050. return 0;
  3051. Spawn* spawn = lua_interface->GetSpawn(state);
  3052. if (spawn && spawn->IsEntity()) {
  3053. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetStrBase());
  3054. return 1;
  3055. }
  3056. return 0;
  3057. }
  3058. int EQ2Emu_lua_GetAgiBase(lua_State* state) {
  3059. if (!lua_interface)
  3060. return 0;
  3061. Spawn* spawn = lua_interface->GetSpawn(state);
  3062. if (spawn && spawn->IsEntity()) {
  3063. lua_interface->SetInt32Value(state, ((Entity*)spawn)->GetAgiBase());
  3064. return 1;
  3065. }
  3066. return 0;
  3067. }
  3068. int EQ2Emu_lua_SetStepComplete(lua_State* state) {
  3069. if (!lua_interface)
  3070. return 0;
  3071. Spawn* player = lua_interface->GetSpawn(state);
  3072. if (!player || !player->IsPlayer()) {
  3073. lua_interface->LogError("%s: LUA SetStepComplete command error: player is not valid", lua_interface->GetScriptName(state));
  3074. return 0;
  3075. }
  3076. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3077. if (quest_id <= 0) {
  3078. lua_interface->LogError("%s: LUA SetStepComplete command error: quest_id is not valid", lua_interface->GetScriptName(state));
  3079. return 0;
  3080. } else if ((((Player*)player)->player_quests.count(quest_id) <= 0)) {
  3081. lua_interface->LogError("%s: LUA SetStepComplete command error: player does not have quest", lua_interface->GetScriptName(state));
  3082. return 0;
  3083. }
  3084. int32 step = lua_interface->GetInt32Value(state, 3);
  3085. if (step > 0) {
  3086. Client* client = player->GetZone()->GetClientBySpawn(player);
  3087. if (client)
  3088. client->AddPendingQuestUpdate(quest_id, step);
  3089. } else {
  3090. lua_interface->LogError("%s: LUA SetStepComplete command error: step is not valid", lua_interface->GetScriptName(state));
  3091. }
  3092. return 0;
  3093. }
  3094. int EQ2Emu_lua_AddStepProgress(lua_State* state) {
  3095. Spawn* player = lua_interface->GetSpawn(state);
  3096. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3097. int32 step = lua_interface->GetInt32Value(state, 3);
  3098. int32 progress = lua_interface->GetInt32Value(state, 4);
  3099. if (player && player->IsPlayer() && quest_id > 0 && step > 0 && progress > 0 && (((Player*)player)->player_quests.count(quest_id) > 0)) {
  3100. Client* client = player->GetZone()->GetClientBySpawn(player);
  3101. if (client)
  3102. client->AddPendingQuestUpdate(quest_id, step, progress);
  3103. }
  3104. return 0;
  3105. }
  3106. int EQ2Emu_lua_GetTaskGroupStep(lua_State* state) {
  3107. if (!lua_interface)
  3108. return 0;
  3109. Spawn* player = lua_interface->GetSpawn(state);
  3110. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3111. if (player && player->IsPlayer() && quest_id > 0) {
  3112. lua_interface->SetInt32Value(state, ((Player*)player)->GetTaskGroupStep(quest_id));
  3113. return 1;
  3114. }
  3115. return 0;
  3116. }
  3117. int EQ2Emu_lua_QuestStepIsComplete(lua_State* state) {
  3118. if (!lua_interface)
  3119. return 0;
  3120. Spawn* player = lua_interface->GetSpawn(state);
  3121. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3122. int32 step_id = lua_interface->GetInt32Value(state, 3);
  3123. if (player && player->IsPlayer() && quest_id > 0) {
  3124. lua_interface->SetBooleanValue(state, ((Player*)player)->GetQuestStepComplete(quest_id, step_id));
  3125. return 1;
  3126. }
  3127. return 0;
  3128. }
  3129. int EQ2Emu_lua_GetQuestStep(lua_State* state) {
  3130. if (!lua_interface)
  3131. return 0;
  3132. Spawn* player = lua_interface->GetSpawn(state);
  3133. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3134. if (player && player->IsPlayer() && quest_id > 0) {
  3135. lua_interface->SetInt32Value(state, ((Player*)player)->GetQuestStep(quest_id));
  3136. return 1;
  3137. }
  3138. return 0;
  3139. }
  3140. int EQ2Emu_lua_RegisterQuest(lua_State* state) {
  3141. if (!lua_interface)
  3142. return 0;
  3143. Quest* quest = lua_interface->GetQuest(state);
  3144. string name = lua_interface->GetStringValue(state, 2);
  3145. string type = lua_interface->GetStringValue(state, 3);
  3146. string zone = lua_interface->GetStringValue(state, 4);
  3147. int16 level = lua_interface->GetInt16Value(state, 5);
  3148. string description = lua_interface->GetStringValue(state, 6);
  3149. bool load = true;
  3150. if (!quest) {
  3151. lua_interface->LogError("%s: Quest not given in RegisterQuest!", lua_interface->GetScriptName(state));
  3152. load = false;
  3153. }
  3154. if (load && name.length() == 0) {
  3155. lua_interface->LogError("%s: Name not given in RegisterQuest!", lua_interface->GetScriptName(state));
  3156. load = false;
  3157. }
  3158. if (load && type.length() == 0) {
  3159. lua_interface->LogError("%s: Type not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3160. load = false;
  3161. }
  3162. if (load && zone.length() == 0) {
  3163. lua_interface->LogError("%s: Zone not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3164. load = false;
  3165. }
  3166. if (load && description.length() == 0) {
  3167. lua_interface->LogError("%s: Description not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3168. load = false;
  3169. }
  3170. if (load && level == 0) {
  3171. lua_interface->LogError("%s: Level not given in RegisterQuest for '%s'!", lua_interface->GetScriptName(state), name.c_str());
  3172. load = false;
  3173. }
  3174. if (load)
  3175. quest->RegisterQuest(name, type, zone, level, description);
  3176. return 0;
  3177. }
  3178. int EQ2Emu_lua_SetQuestPrereqLevel(lua_State* state) {
  3179. if (!lua_interface)
  3180. return 0;
  3181. Quest* quest = lua_interface->GetQuest(state);
  3182. if (quest) {
  3183. int8 level = lua_interface->GetInt16Value(state, 2);
  3184. quest->SetPrereqLevel(level);
  3185. }
  3186. return 0;
  3187. }
  3188. int EQ2Emu_lua_AddQuestPrereqQuest(lua_State* state) {
  3189. if (!lua_interface)
  3190. return 0;
  3191. Quest* quest = lua_interface->GetQuest(state);
  3192. if (quest) {
  3193. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3194. quest->AddPrereqQuest(quest_id);
  3195. }
  3196. return 0;
  3197. }
  3198. int EQ2Emu_lua_AddQuestPrereqItem(lua_State* state) {
  3199. if (!lua_interface)
  3200. return 0;
  3201. Quest* quest = lua_interface->GetQuest(state);
  3202. if (quest) {
  3203. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3204. int8 quantity = lua_interface->GetInt32Value(state, 3);
  3205. if (quantity == 0)
  3206. quantity = 1;
  3207. Item* master_item = master_item_list.GetItem(item_id);
  3208. if (master_item) {
  3209. Item* item = new Item(master_item);
  3210. item->details.count = quantity;
  3211. quest->AddPrereqItem(item);
  3212. }
  3213. }
  3214. return 0;
  3215. }
  3216. int EQ2Emu_lua_HasQuest(lua_State* state) {
  3217. if (!lua_interface)
  3218. return 0;
  3219. Spawn* player = lua_interface->GetSpawn(state);
  3220. if(!player || !player->IsPlayer()) {
  3221. lua_interface->LogError("%s: LUA HasQuest command error: player is not valid", lua_interface->GetScriptName(state));
  3222. return 0;
  3223. }
  3224. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3225. if (quest_id > 0) {
  3226. lua_interface->SetBooleanValue(state, (((Player*)player)->player_quests.count(quest_id) > 0));
  3227. return 1;
  3228. } else {
  3229. lua_interface->LogError("%s: LUA HasQuest command error: quest_id is not valid", lua_interface->GetScriptName(state));
  3230. }
  3231. return 0;
  3232. }
  3233. int EQ2Emu_lua_QuestReturnNPC(lua_State* state) {
  3234. if (!lua_interface)
  3235. return 0;
  3236. Quest* quest = lua_interface->GetQuest(state);
  3237. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  3238. lua_interface->ResetFunctionStack(state);
  3239. if (quest && spawn_id > 0)
  3240. quest->SetQuestReturnNPC(spawn_id);
  3241. return 0;
  3242. }
  3243. int EQ2Emu_lua_AddTimer(lua_State* state) {
  3244. if (!lua_interface)
  3245. return 0;
  3246. Spawn* spawn = lua_interface->GetSpawn(state);
  3247. int32 time = lua_interface->GetInt32Value(state, 2);
  3248. string function = lua_interface->GetStringValue(state, 3);
  3249. int32 max_count = lua_interface->GetInt32Value(state, 4);
  3250. Spawn* player = lua_interface->GetSpawn(state, 5);
  3251. lua_interface->ResetFunctionStack(state);
  3252. if (!spawn) {
  3253. lua_interface->LogError("%s: LUA AddTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  3254. return 0;
  3255. }
  3256. if (time <= 0) {
  3257. lua_interface->LogError("%s: LUA AddTimer command error: time is not set", lua_interface->GetScriptName(state));
  3258. return 0;
  3259. }
  3260. if (function.length() == 0) {
  3261. lua_interface->LogError("%s: LUA AddTimer command error: function is not set", lua_interface->GetScriptName(state));
  3262. return 0;
  3263. }
  3264. SpawnScriptTimer* timer = new SpawnScriptTimer;
  3265. if ( time < 10)
  3266. time = 10;
  3267. timer->timer = Timer::GetCurrentTime2() + time;
  3268. timer->function = function;
  3269. timer->spawn = spawn->GetID();
  3270. timer->player = player ? player->GetID() : 0;
  3271. if (max_count == 0)
  3272. max_count = 1;
  3273. timer->max_count = max_count;
  3274. timer->current_count = 0;
  3275. spawn->GetZone()->AddSpawnScriptTimer(timer);
  3276. return 0;
  3277. }
  3278. int EQ2Emu_lua_StopTimer(lua_State* state) {
  3279. if (!lua_interface)
  3280. return 0;
  3281. Spawn* spawn = lua_interface->GetSpawn(state);
  3282. string function = lua_interface->GetStringValue(state, 2);
  3283. lua_interface->ResetFunctionStack(state);
  3284. if (!spawn) {
  3285. lua_interface->LogError("%s: LUA StopTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  3286. return 0;
  3287. }
  3288. if(!spawn->GetZone()) {
  3289. lua_interface->LogError("%s: LUA StopTimer command error: spawn has no zone to check spawn timers", lua_interface->GetScriptName(state));
  3290. return 0;
  3291. }
  3292. spawn->GetZone()->StopSpawnScriptTimer(spawn, function);
  3293. return 0;
  3294. }
  3295. int EQ2Emu_lua_GetQuest(lua_State* state) {
  3296. if (!lua_interface)
  3297. return 0;
  3298. Spawn* player = lua_interface->GetSpawn(state);
  3299. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3300. lua_interface->ResetFunctionStack(state);
  3301. if (player && player->IsPlayer() && quest_id > 0) {
  3302. lua_interface->SetQuestValue(state, ((Player*)player)->player_quests[quest_id]);
  3303. return 1;
  3304. }
  3305. return 0;
  3306. }
  3307. int EQ2Emu_lua_QuestIsComplete(lua_State* state) {
  3308. if (!lua_interface)
  3309. return 0;
  3310. Spawn* player = lua_interface->GetSpawn(state);
  3311. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3312. lua_interface->ResetFunctionStack(state);
  3313. if (player && player->IsPlayer() && quest_id > 0 && (((Player*)player)->player_quests.count(quest_id) > 0)) {
  3314. Quest* quest = ((Player*)player)->player_quests[quest_id];
  3315. if (quest)
  3316. lua_interface->SetBooleanValue(state, quest->GetCompleted());
  3317. return 1;
  3318. }
  3319. return 0;
  3320. }
  3321. int EQ2Emu_lua_HasCompletedQuest(lua_State* state) {
  3322. if (!lua_interface)
  3323. return 0;
  3324. Spawn* player = lua_interface->GetSpawn(state);
  3325. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3326. lua_interface->ResetFunctionStack(state);
  3327. if (player && player->IsPlayer() && quest_id > 0) {
  3328. lua_interface->SetBooleanValue(state, (((Player*)player)->GetCompletedQuest(quest_id) != 0));
  3329. return 1;
  3330. }
  3331. return 0;
  3332. }
  3333. int EQ2Emu_lua_ProvidesQuest(lua_State* state) {
  3334. if (!lua_interface)
  3335. return 0;
  3336. Spawn* npc = lua_interface->GetSpawn(state);
  3337. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  3338. lua_interface->ResetFunctionStack(state);
  3339. if (npc && !npc->IsPlayer() && quest_id > 0)
  3340. npc->AddProvidedQuest(quest_id);
  3341. return 0;
  3342. }
  3343. int EQ2Emu_lua_OfferQuest(lua_State* state) {
  3344. if (!lua_interface)
  3345. return 0;
  3346. Spawn* npc = lua_interface->GetSpawn(state);
  3347. Spawn* player = lua_interface->GetSpawn(state, 2);
  3348. int32 quest_id = lua_interface->GetInt32Value(state, 3);
  3349. bool forced = lua_interface->GetBooleanValue(state, 4);
  3350. lua_interface->ResetFunctionStack(state);
  3351. /* NPC is allowed to be null */
  3352. if (player && player->IsPlayer() && quest_id > 0) {
  3353. Quest* master_quest = master_quest_list.GetQuest(quest_id, false);
  3354. if (master_quest) {
  3355. Client* client = player->GetZone()->GetClientBySpawn(player);
  3356. if (!client) {
  3357. lua_interface->LogError("%s: LUA OfferQuest command error: client is not set", lua_interface->GetScriptName(state));
  3358. }
  3359. Quest* quest = new Quest(master_quest);
  3360. if (!quest) {
  3361. lua_interface->LogError("%s: LUA OfferQuest command error: new Quest() failed.", lua_interface->GetScriptName(state));
  3362. }
  3363. if (client && quest) {
  3364. if (npc)
  3365. quest->SetQuestGiver(npc->GetDatabaseID());
  3366. else
  3367. quest->SetQuestGiver(0);
  3368. client->AddPendingQuest(quest, forced);
  3369. }
  3370. }
  3371. else {
  3372. lua_interface->LogError("%s: LUA OfferQuest command error: failed to get quest %d", lua_interface->GetScriptName(state), quest_id);
  3373. }
  3374. }
  3375. else {
  3376. 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);
  3377. }
  3378. return 0;
  3379. }
  3380. int EQ2Emu_lua_AddQuestPrereqClass(lua_State* state) {
  3381. if (!lua_interface)
  3382. return 0;
  3383. Quest* quest = lua_interface->GetQuest(state);
  3384. int8 class_id = lua_interface->GetInt8Value(state, 2);
  3385. lua_interface->ResetFunctionStack(state);
  3386. if (quest) {
  3387. quest->AddPrereqClass(class_id);
  3388. }
  3389. return 0;
  3390. }
  3391. int EQ2Emu_lua_AddQuestPrereqRace(lua_State* state) {
  3392. if (!lua_interface)
  3393. return 0;
  3394. Quest* quest = lua_interface->GetQuest(state);
  3395. int8 race = lua_interface->GetInt8Value(state, 2);
  3396. lua_interface->ResetFunctionStack(state);
  3397. if (quest) {
  3398. quest->AddPrereqRace(race);
  3399. }
  3400. return 0;
  3401. }
  3402. int EQ2Emu_lua_AddQuestPrereqModelType(lua_State* state) {
  3403. if (!lua_interface)
  3404. return 0;
  3405. Quest* quest = lua_interface->GetQuest(state);
  3406. int16 model_type = lua_interface->GetInt16Value(state, 2);
  3407. lua_interface->ResetFunctionStack(state);
  3408. if (quest) {
  3409. quest->AddPrereqModelType(model_type);
  3410. }
  3411. return 0;
  3412. }
  3413. int EQ2Emu_lua_AddQuestPrereqTradeskillLevel(lua_State* state) {
  3414. if (!lua_interface)
  3415. return 0;
  3416. Quest* quest = lua_interface->GetQuest(state);
  3417. int8 level = lua_interface->GetInt8Value(state, 2);
  3418. lua_interface->ResetFunctionStack(state);
  3419. if (!quest) {
  3420. lua_interface->LogError("%s: LUA AddQuestPrereqTradeskillLevel command error: quest is not valid", lua_interface->GetScriptName(state));
  3421. return 0;
  3422. }
  3423. quest->SetPrereqTSLevel(level);
  3424. return 0;
  3425. }
  3426. int EQ2Emu_lua_AddQuestPrereqTradeskillClass(lua_State* state) {
  3427. if (!lua_interface)
  3428. return 0;
  3429. Quest* quest = lua_interface->GetQuest(state);
  3430. int8 class_id = lua_interface->GetInt8Value(state, 2);
  3431. lua_interface->ResetFunctionStack(state);
  3432. if (!quest) {
  3433. lua_interface->LogError("%s: LUA AddQuestPrereqTradeskillClass command error: quest is not valid", lua_interface->GetScriptName(state));
  3434. return 0;
  3435. }
  3436. quest->AddPrereqTradeskillClass(class_id);
  3437. return 0;
  3438. }
  3439. int EQ2Emu_lua_AddQuestPrereqFaction(lua_State* state) {
  3440. if (!lua_interface)
  3441. return 0;
  3442. Quest* quest = lua_interface->GetQuest(state);
  3443. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  3444. sint32 min = lua_interface->GetSInt32Value(state, 3);
  3445. sint32 max = lua_interface->GetSInt32Value(state, 4);
  3446. lua_interface->ResetFunctionStack(state);
  3447. if (quest) {
  3448. quest->AddPrereqFaction(faction_id, min, max);
  3449. }
  3450. return 0;
  3451. }
  3452. int EQ2Emu_lua_AddQuestSelectableRewardItem(lua_State* state) {
  3453. if (!lua_interface)
  3454. return 0;
  3455. Quest* quest = lua_interface->GetQuest(state);
  3456. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3457. int8 quantity = lua_interface->GetInt8Value(state, 3);
  3458. lua_interface->ResetFunctionStack(state);
  3459. if (quest) {
  3460. if (quantity == 0)
  3461. quantity = 1;
  3462. Item* master_item = master_item_list.GetItem(item_id);
  3463. if (master_item) {
  3464. Item* item = new Item(master_item);
  3465. item->details.count = quantity;
  3466. quest->AddSelectableRewardItem(item);
  3467. }
  3468. }
  3469. return 0;
  3470. }
  3471. int EQ2Emu_lua_HasQuestRewardItem(lua_State* state) {
  3472. if (!lua_interface)
  3473. return 0;
  3474. Quest* quest = lua_interface->GetQuest(state);
  3475. if (quest) {
  3476. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3477. vector<Item*>* items = quest->GetRewardItems();
  3478. if (items) {
  3479. vector<Item*>::iterator itr;
  3480. for (itr = items->begin(); itr != items->end(); itr++) {
  3481. if (*itr && (*itr)->details.item_id == item_id) {
  3482. lua_interface->SetBooleanValue(state, true);
  3483. return 1;
  3484. }
  3485. }
  3486. }
  3487. }
  3488. lua_interface->SetBooleanValue(state, false);
  3489. return 1;
  3490. }
  3491. int EQ2Emu_lua_AddQuestRewardItem(lua_State* state) {
  3492. if (!lua_interface)
  3493. return 0;
  3494. Quest* quest = lua_interface->GetQuest(state);
  3495. int32 item_id = lua_interface->GetInt32Value(state, 2);
  3496. int8 quantity = lua_interface->GetInt32Value(state, 3);
  3497. lua_interface->ResetFunctionStack(state);
  3498. if (quest) {
  3499. if (quantity == 0)
  3500. quantity = 1;
  3501. Item* master_item = master_item_list.GetItem(item_id);
  3502. if (master_item) {
  3503. Item* item = new Item(master_item);
  3504. item->details.count = quantity;
  3505. quest->AddRewardItem(item);
  3506. }
  3507. }
  3508. return 0;
  3509. }
  3510. int EQ2Emu_lua_AddQuestRewardCoin(lua_State* state) {
  3511. if (!lua_interface)
  3512. return 0;
  3513. Quest* quest = lua_interface->GetQuest(state);
  3514. int32 copper = lua_interface->GetInt32Value(state, 2);
  3515. int32 silver = lua_interface->GetInt32Value(state, 3);
  3516. int32 gold = lua_interface->GetInt32Value(state, 4);
  3517. int32 plat = lua_interface->GetInt32Value(state, 5);
  3518. lua_interface->ResetFunctionStack(state);
  3519. if (quest) {
  3520. quest->AddRewardCoins(copper, silver, gold, plat);
  3521. }
  3522. return 0;
  3523. }
  3524. int EQ2Emu_lua_AddQuestRewardFaction(lua_State* state) {
  3525. if (!lua_interface)
  3526. return 0;
  3527. Quest* quest = lua_interface->GetQuest(state);
  3528. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  3529. sint32 amount = lua_interface->GetSInt32Value(state, 3);
  3530. lua_interface->ResetFunctionStack(state);
  3531. if (quest && faction_id > 0 && amount != 0)
  3532. quest->AddRewardFaction(faction_id, amount);
  3533. return 0;
  3534. }
  3535. int EQ2Emu_lua_SetQuestRewardStatus(lua_State* state) {
  3536. if (!lua_interface)
  3537. return 0;
  3538. Quest* quest = lua_interface->GetQuest(state);
  3539. int32 status = lua_interface->GetInt32Value(state, 2);
  3540. lua_interface->ResetFunctionStack(state);
  3541. if (quest) {
  3542. quest->SetRewardStatus(status);
  3543. }
  3544. return 0;
  3545. }
  3546. int EQ2Emu_lua_SetStatusTmpReward(lua_State* state) {
  3547. if (!lua_interface)
  3548. return 0;
  3549. Quest* quest = lua_interface->GetQuest(state);
  3550. int32 status = lua_interface->GetInt32Value(state, 2);
  3551. lua_interface->ResetFunctionStack(state);
  3552. if (quest) {
  3553. quest->SetStatusTmpReward(status);
  3554. }
  3555. return 0;
  3556. }
  3557. int EQ2Emu_lua_SetCoinTmpReward(lua_State* state) {
  3558. if (!lua_interface)
  3559. return 0;
  3560. Quest* quest = lua_interface->GetQuest(state);
  3561. int64 coins = lua_interface->GetInt64Value(state, 2);
  3562. lua_interface->ResetFunctionStack(state);
  3563. if (quest) {
  3564. quest->SetCoinTmpReward(coins);
  3565. }
  3566. return 0;
  3567. }
  3568. int EQ2Emu_lua_SetQuestRewardComment(lua_State* state) {
  3569. if (!lua_interface)
  3570. return 0;
  3571. Quest* quest = lua_interface->GetQuest(state);
  3572. string comment = lua_interface->GetStringValue(state, 2);
  3573. lua_interface->ResetFunctionStack(state);
  3574. if (quest) {
  3575. quest->SetRewardComment(comment);
  3576. }
  3577. return 0;
  3578. }
  3579. int EQ2Emu_lua_SetQuestRewardExp(lua_State* state) {
  3580. if (!lua_interface)
  3581. return 0;
  3582. Quest* quest = lua_interface->GetQuest(state);
  3583. int32 exp = lua_interface->GetInt32Value(state, 2);
  3584. lua_interface->ResetFunctionStack(state);
  3585. if (quest) {
  3586. quest->SetRewardXP(exp);
  3587. }
  3588. return 0;
  3589. }
  3590. int EQ2Emu_lua_AddQuestStep(lua_State* state) {
  3591. Quest* quest = lua_interface->GetQuest(state);
  3592. int32 step = lua_interface->GetInt32Value(state, 2);
  3593. string description = lua_interface->GetStringValue(state, 3);
  3594. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3595. float percentage = lua_interface->GetFloatValue(state, 5);
  3596. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3597. int16 icon = lua_interface->GetInt16Value(state, 7);
  3598. int32 usableitemid = lua_interface->GetInt32Value(state, 8);
  3599. if (quest) {
  3600. const char* taskgroup = 0;
  3601. if (str_taskgroup.length() > 0)
  3602. taskgroup = str_taskgroup.c_str();
  3603. int32 id = 0;
  3604. vector<int32>* ids = 0;
  3605. int i = 0;
  3606. while ((id = lua_interface->GetInt32Value(state, 9 + i))) {
  3607. if (ids == 0)
  3608. ids = new vector<int32>;
  3609. ids->push_back(id);
  3610. i++;
  3611. }
  3612. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_NORMAL, description, ids, quantity, taskgroup, 0, 0, percentage, usableitemid);
  3613. if (quest_step && icon && quantity > 0)
  3614. quest_step->SetIcon(icon);
  3615. if (quest->GetPlayer()) {
  3616. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3617. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3618. }
  3619. }
  3620. lua_interface->ResetFunctionStack(state);
  3621. return 0;
  3622. }
  3623. int EQ2Emu_lua_AddQuestStepKillLogic(lua_State* state, int8 type)
  3624. {
  3625. if (!lua_interface)
  3626. return 0;
  3627. Quest* quest = lua_interface->GetQuest(state);
  3628. int32 step = lua_interface->GetInt32Value(state, 2);
  3629. string description = lua_interface->GetStringValue(state, 3);
  3630. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3631. float percentage = lua_interface->GetFloatValue(state, 5);
  3632. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3633. int16 icon = lua_interface->GetInt16Value(state, 7);
  3634. if (quest) {
  3635. const char* taskgroup = 0;
  3636. if (str_taskgroup.length() > 0)
  3637. taskgroup = str_taskgroup.c_str();
  3638. int32 id = 0;
  3639. vector<int32>* ids = 0;
  3640. int i = 0;
  3641. while ((id = lua_interface->GetInt32Value(state, 8 + i))) {
  3642. if (ids == 0)
  3643. ids = new vector<int32>;
  3644. ids->push_back(id);
  3645. i++;
  3646. }
  3647. QuestStep* quest_step = quest->AddQuestStep(step, type, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3648. if (quest_step && icon > 0 && quantity > 0)
  3649. quest_step->SetIcon(icon);
  3650. if (quest->GetPlayer()) {
  3651. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3652. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3653. }
  3654. safe_delete(ids);
  3655. }
  3656. lua_interface->ResetFunctionStack(state);
  3657. return 0;
  3658. }
  3659. int EQ2Emu_lua_AddQuestStepKill(lua_State* state) {
  3660. return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL);
  3661. }
  3662. int EQ2Emu_lua_AddQuestStepKillByRace(lua_State* state) {
  3663. return EQ2Emu_lua_AddQuestStepKillLogic(state, QUEST_STEP_TYPE_KILL_RACE_REQ);
  3664. }
  3665. int EQ2Emu_lua_AddQuestStepChat(lua_State* state) {
  3666. if (!lua_interface)
  3667. return 0;
  3668. Quest* quest = lua_interface->GetQuest(state);
  3669. int32 step = lua_interface->GetInt32Value(state, 2);
  3670. string description = lua_interface->GetStringValue(state, 3);
  3671. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3672. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3673. int16 icon = lua_interface->GetInt16Value(state, 6);
  3674. if (quest) {
  3675. const char* taskgroup = 0;
  3676. if (str_taskgroup.length() > 0)
  3677. taskgroup = str_taskgroup.c_str();
  3678. int32 npc_id = 0;
  3679. vector<int32>* ids = 0;
  3680. int i = 0;
  3681. while ((npc_id = lua_interface->GetInt32Value(state, 7 + i))) {
  3682. if (ids == 0)
  3683. ids = new vector<int32>;
  3684. ids->push_back(npc_id);
  3685. i++;
  3686. }
  3687. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_CHAT, description, ids, quantity, taskgroup);
  3688. if (quest_step && icon > 0)
  3689. quest_step->SetIcon(icon);
  3690. if (quest->GetPlayer()) {
  3691. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3692. if(client)
  3693. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3694. }
  3695. safe_delete(ids);
  3696. }
  3697. lua_interface->ResetFunctionStack(state);
  3698. return 0;
  3699. }
  3700. int EQ2Emu_lua_AddQuestStepObtainItem(lua_State* state) {
  3701. if (!lua_interface)
  3702. return 0;
  3703. Quest* quest = lua_interface->GetQuest(state);
  3704. int32 step = lua_interface->GetInt32Value(state, 2);
  3705. string description = lua_interface->GetStringValue(state, 3);
  3706. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3707. float percentage = lua_interface->GetFloatValue(state, 5);
  3708. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3709. int16 icon = lua_interface->GetInt16Value(state, 7);
  3710. if (quest) {
  3711. const char* taskgroup = 0;
  3712. if (str_taskgroup.length() > 0)
  3713. taskgroup = str_taskgroup.c_str();
  3714. int32 item_id = 0;
  3715. vector<int32>* ids = 0;
  3716. int i = 0;
  3717. while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
  3718. if (ids == 0)
  3719. ids = new vector<int32>;
  3720. ids->push_back(item_id);
  3721. i++;
  3722. }
  3723. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_OBTAIN_ITEM, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3724. if (quest_step && icon > 0 && quantity > 0)
  3725. quest_step->SetIcon(icon);
  3726. if (quest->GetPlayer()) {
  3727. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3728. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3729. }
  3730. safe_delete(ids);
  3731. }
  3732. lua_interface->ResetFunctionStack(state);
  3733. return 0;
  3734. }
  3735. int EQ2Emu_lua_AddQuestStepZoneLoc(lua_State* state) {
  3736. if (!lua_interface)
  3737. return 0;
  3738. Quest* quest = lua_interface->GetQuest(state);
  3739. int32 step = lua_interface->GetInt32Value(state, 2);
  3740. string description = lua_interface->GetStringValue(state, 3);
  3741. float max_variation = lua_interface->GetFloatValue(state, 4);
  3742. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3743. int16 icon = lua_interface->GetInt16Value(state, 6);
  3744. if (quest) {
  3745. const char* taskgroup = 0;
  3746. if (str_taskgroup.length() > 0)
  3747. taskgroup = str_taskgroup.c_str();
  3748. vector<Location>* locations = 0;
  3749. int8 i = 7;
  3750. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  3751. while (true) {
  3752. Location loc;
  3753. loc.x = lua_interface->GetFloatValue(state, i);
  3754. loc.y = lua_interface->GetFloatValue(state, i + 1);
  3755. loc.z = lua_interface->GetFloatValue(state, i + 2);
  3756. loc.zone_id = lua_interface->GetInt32Value(state, i + 3);
  3757. if (loc.x == 0 && loc.y == 0 && loc.z == 0)
  3758. break;
  3759. if (locations == 0)
  3760. locations = new vector<Location>;
  3761. locations->push_back(loc);
  3762. i += 4;
  3763. }
  3764. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
  3765. if (quest_step && icon > 0)
  3766. quest_step->SetIcon(icon);
  3767. if (quest->GetPlayer()) {
  3768. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3769. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3770. }
  3771. }
  3772. lua_interface->ResetFunctionStack(state);
  3773. return 0;
  3774. }
  3775. int EQ2Emu_lua_AddQuestStepLocation(lua_State* state) {
  3776. if (!lua_interface)
  3777. return 0;
  3778. Quest* quest = lua_interface->GetQuest(state);
  3779. int32 step = lua_interface->GetInt32Value(state, 2);
  3780. string description = lua_interface->GetStringValue(state, 3);
  3781. float max_variation = lua_interface->GetFloatValue(state, 4);
  3782. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3783. int16 icon = lua_interface->GetInt16Value(state, 6);
  3784. if (quest) {
  3785. const char* taskgroup = 0;
  3786. if (str_taskgroup.length() > 0)
  3787. taskgroup = str_taskgroup.c_str();
  3788. vector<Location>* locations = 0;
  3789. int8 i = 7;
  3790. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  3791. while (true) {
  3792. Location loc;
  3793. loc.x = lua_interface->GetFloatValue(state, i);
  3794. loc.y = lua_interface->GetFloatValue(state, i + 1);
  3795. loc.z = lua_interface->GetFloatValue(state, i + 2);
  3796. loc.zone_id = 0;
  3797. if (loc.x == 0 && loc.y == 0 && loc.z == 0)
  3798. break;
  3799. if (locations == 0)
  3800. locations = new vector<Location>;
  3801. locations->push_back(loc);
  3802. i += 3;
  3803. }
  3804. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
  3805. if (quest_step && icon > 0)
  3806. quest_step->SetIcon(icon);
  3807. if (quest->GetPlayer()) {
  3808. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3809. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3810. }
  3811. }
  3812. lua_interface->ResetFunctionStack(state);
  3813. return 0;
  3814. }
  3815. int EQ2Emu_lua_AddQuestUsableItem(lua_State* state) {
  3816. if (!lua_interface)
  3817. return 0;
  3818. Quest* quest = lua_interface->GetQuest(state);
  3819. int32 step = lua_interface->GetInt32Value(state, 2);
  3820. string description = lua_interface->GetStringValue(state, 3);
  3821. float max_variation = lua_interface->GetFloatValue(state, 4);
  3822. string str_taskgroup = lua_interface->GetStringValue(state, 5);
  3823. int16 icon = lua_interface->GetInt16Value(state, 6);
  3824. if (quest) {
  3825. const char* taskgroup = 0;
  3826. if (str_taskgroup.length() > 0)
  3827. taskgroup = str_taskgroup.c_str();
  3828. vector<Location>* locations = 0;
  3829. int i = 7;
  3830. while (true) {
  3831. Location loc;
  3832. loc.x = lua_interface->GetFloatValue(state, i);
  3833. loc.y = lua_interface->GetFloatValue(state, i + 1);
  3834. loc.z = lua_interface->GetFloatValue(state, i + 2);
  3835. if (loc.x == 0 && loc.y == 0 && loc.z == 0)
  3836. break;
  3837. if (locations == 0)
  3838. locations = new vector<Location>;
  3839. locations->push_back(loc);
  3840. i += 3;
  3841. }
  3842. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_LOCATION, description, 0, 1, taskgroup, locations, max_variation);
  3843. if (quest_step && icon > 0)
  3844. quest_step->SetIcon(icon);
  3845. if (quest->GetPlayer()) {
  3846. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3847. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3848. }
  3849. }
  3850. lua_interface->ResetFunctionStack(state);
  3851. return 0;
  3852. }
  3853. int EQ2Emu_lua_AddQuestStepSpell(lua_State* state) {
  3854. Quest* quest = lua_interface->GetQuest(state);
  3855. int32 step = lua_interface->GetInt32Value(state, 2);
  3856. string description = lua_interface->GetStringValue(state, 3);
  3857. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3858. float percentage = lua_interface->GetFloatValue(state, 5);
  3859. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3860. int16 icon = lua_interface->GetInt16Value(state, 7);
  3861. if (quest) {
  3862. const char* taskgroup = 0;
  3863. if (str_taskgroup.length() > 0)
  3864. taskgroup = str_taskgroup.c_str();
  3865. int32 spell_id = 0;
  3866. vector<int32>* ids = 0;
  3867. int i = 0;
  3868. while ((spell_id = lua_interface->GetInt32Value(state, 8 + i))) {
  3869. if (ids == 0)
  3870. ids = new vector<int32>;
  3871. ids->push_back(spell_id);
  3872. i++;
  3873. }
  3874. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_SPELL, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3875. if (quest_step && icon > 0 && quantity > 0)
  3876. quest_step->SetIcon(icon);
  3877. if (quest->GetPlayer()) {
  3878. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3879. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3880. }
  3881. safe_delete(ids);
  3882. }
  3883. lua_interface->ResetFunctionStack(state);
  3884. return 0;
  3885. }
  3886. int EQ2Emu_lua_AddQuestStepCraft(lua_State* state) {
  3887. if (!lua_interface)
  3888. return 0;
  3889. Quest* quest = lua_interface->GetQuest(state);
  3890. int32 step = lua_interface->GetInt32Value(state, 2);
  3891. string description = lua_interface->GetStringValue(state, 3);
  3892. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3893. float percentage = lua_interface->GetFloatValue(state, 5);
  3894. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3895. int16 icon = lua_interface->GetInt16Value(state, 7);
  3896. if (quest) {
  3897. const char* taskgroup = 0;
  3898. if (str_taskgroup.length() > 0)
  3899. taskgroup = str_taskgroup.c_str();
  3900. int32 item_id = 0;
  3901. vector<int32>* ids = 0;
  3902. int i = 0;
  3903. while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
  3904. if (ids == 0)
  3905. ids = new vector<int32>;
  3906. ids->push_back(item_id);
  3907. i++;
  3908. }
  3909. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_CRAFT, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3910. if (quest_step && icon > 0 && quantity > 0)
  3911. quest_step->SetIcon(icon);
  3912. if (quest->GetPlayer()) {
  3913. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3914. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3915. }
  3916. safe_delete(ids);
  3917. }
  3918. lua_interface->ResetFunctionStack(state);
  3919. return 0;
  3920. }
  3921. int EQ2Emu_lua_AddQuestStepHarvest(lua_State* state) {
  3922. if (!lua_interface)
  3923. return 0;
  3924. Quest* quest = lua_interface->GetQuest(state);
  3925. int32 step = lua_interface->GetInt32Value(state, 2);
  3926. string description = lua_interface->GetStringValue(state, 3);
  3927. int32 quantity = lua_interface->GetInt32Value(state, 4);
  3928. float percentage = lua_interface->GetFloatValue(state, 5);
  3929. string str_taskgroup = lua_interface->GetStringValue(state, 6);
  3930. int16 icon = lua_interface->GetInt16Value(state, 7);
  3931. if (quest) {
  3932. const char* taskgroup = 0;
  3933. if (str_taskgroup.length() > 0)
  3934. taskgroup = str_taskgroup.c_str();
  3935. int32 item_id = 0;
  3936. vector<int32>* ids = 0;
  3937. int i = 0;
  3938. while ((item_id = lua_interface->GetInt32Value(state, 8 + i))) {
  3939. if (ids == 0)
  3940. ids = new vector<int32>;
  3941. ids->push_back(item_id);
  3942. i++;
  3943. }
  3944. QuestStep* quest_step = quest->AddQuestStep(step, QUEST_STEP_TYPE_HARVEST, description, ids, quantity, taskgroup, 0, 0, percentage, 0);
  3945. if (quest_step && icon > 0 && quantity > 0)
  3946. quest_step->SetIcon(icon);
  3947. if (quest->GetPlayer()) {
  3948. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  3949. quest->GetPlayer()->GetZone()->SendQuestUpdates(client);
  3950. }
  3951. safe_delete(ids);
  3952. }
  3953. lua_interface->ResetFunctionStack(state);
  3954. return 0;
  3955. }
  3956. int EQ2Emu_lua_SetQuestCompleteAction(lua_State* state) {
  3957. if (!lua_interface)
  3958. return 0;
  3959. Quest* quest = lua_interface->GetQuest(state);
  3960. string action = lua_interface->GetStringValue(state, 2);
  3961. lua_interface->ResetFunctionStack(state);
  3962. if (quest) {
  3963. if (action.length() > 0)
  3964. quest->SetCompleteAction(action);
  3965. }
  3966. return 0;
  3967. }
  3968. int EQ2Emu_lua_AddQuestStepCompleteAction(lua_State* state) {
  3969. if (!lua_interface)
  3970. return 0;
  3971. Quest* quest = lua_interface->GetQuest(state);
  3972. int32 step = lua_interface->GetInt32Value(state, 2);
  3973. string action = lua_interface->GetStringValue(state, 3);
  3974. lua_interface->ResetFunctionStack(state);
  3975. if (quest) {
  3976. if (step > 0 && action.length() > 0)
  3977. quest->AddCompleteAction(step, action);
  3978. }
  3979. return 0;
  3980. }
  3981. int EQ2Emu_lua_AddQuestStepProgressAction(lua_State* state) {
  3982. if (!lua_interface)
  3983. return 0;
  3984. Quest* quest = lua_interface->GetQuest(state);
  3985. int32 step = lua_interface->GetInt32Value(state, 2);
  3986. string action = lua_interface->GetStringValue(state, 3);
  3987. lua_interface->ResetFunctionStack(state);
  3988. if (quest) {
  3989. if (step > 0 && action.length() > 0)
  3990. quest->AddProgressAction(step, action);
  3991. }
  3992. return 0;
  3993. }
  3994. int EQ2Emu_lua_UpdateQuestDescription(lua_State* state) {
  3995. if (!lua_interface)
  3996. return 0;
  3997. Quest* quest = lua_interface->GetQuest(state);
  3998. string description = lua_interface->GetStringValue(state, 2);
  3999. lua_interface->ResetFunctionStack(state);
  4000. if (quest && description.length() > 0)
  4001. quest->SetDescription(description);
  4002. return 0;
  4003. }
  4004. int EQ2Emu_lua_SetCompletedDescription(lua_State* state) {
  4005. if (!lua_interface)
  4006. return 0;
  4007. Quest* quest = lua_interface->GetQuest(state);
  4008. string description = lua_interface->GetStringValue(state, 2);
  4009. lua_interface->ResetFunctionStack(state);
  4010. if (quest && description.length() > 0)
  4011. quest->SetCompletedDescription(description);
  4012. return 0;
  4013. }
  4014. int EQ2Emu_lua_UpdateQuestTaskGroupDescription(lua_State* state) {
  4015. if (!lua_interface)
  4016. return 0;
  4017. Quest* quest = lua_interface->GetQuest(state);
  4018. int32 step = lua_interface->GetInt32Value(state, 2);
  4019. string description = lua_interface->GetStringValue(state, 3);
  4020. bool display_bullets = (lua_interface->GetInt8Value(state, 4) == 1);
  4021. lua_interface->ResetFunctionStack(state);
  4022. if (quest && step > 0 && description.length() > 0) {
  4023. quest->SetTaskGroupDescription(step, description, display_bullets);
  4024. /* if (quest->GetPlayer()) {
  4025. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  4026. if (client)
  4027. client->SendQuestUpdateStep(quest, step, false);
  4028. }*/
  4029. }
  4030. return 0;
  4031. }
  4032. int EQ2Emu_lua_UpdateQuestStepDescription(lua_State* state) {
  4033. if (!lua_interface)
  4034. return 0;
  4035. Quest* quest = lua_interface->GetQuest(state);
  4036. int32 step = lua_interface->GetInt32Value(state, 2);
  4037. string description = lua_interface->GetStringValue(state, 3);
  4038. lua_interface->ResetFunctionStack(state);
  4039. if (quest && step > 0 && description.length() > 0) {
  4040. quest->SetStepDescription(step, description);
  4041. /*if (quest->GetPlayer()) {
  4042. Client* client = quest->GetPlayer()->GetZone()->GetClientBySpawn(quest->GetPlayer());
  4043. if (client)
  4044. client->SendQuestUpdateStepImmediately(quest, step);
  4045. }*/
  4046. }
  4047. return 0;
  4048. }
  4049. int EQ2Emu_lua_UpdateQuestZone(lua_State* state) {
  4050. Quest* quest = lua_interface->GetQuest(state);
  4051. string zone = lua_interface->GetStringValue(state, 2);
  4052. lua_interface->ResetFunctionStack(state);
  4053. if (quest && zone.length() > 0)
  4054. quest->SetZone(zone);
  4055. return 0;
  4056. }
  4057. int EQ2Emu_lua_GiveQuestReward(lua_State* state) {
  4058. if (!lua_interface)
  4059. return 0;
  4060. Quest* quest = lua_interface->GetQuest(state);
  4061. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  4062. lua_interface->ResetFunctionStack(state);
  4063. if (quest && spawn) {
  4064. if (spawn->IsPlayer()) {
  4065. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  4066. if (client)
  4067. {
  4068. client->AddPendingQuestAcceptReward(quest);
  4069. client->AddPendingQuestReward(quest);
  4070. }
  4071. }
  4072. }
  4073. return 0;
  4074. }
  4075. int EQ2Emu_lua_Harvest(lua_State* state) {
  4076. if (!lua_interface)
  4077. return 0;
  4078. Spawn* player = lua_interface->GetSpawn(state);
  4079. Spawn* node = lua_interface->GetSpawn(state, 2);
  4080. if (player && node && player->IsPlayer() && node->IsGroundSpawn()) {
  4081. Client* client = player->GetZone()->GetClientBySpawn(player);
  4082. if (client) {
  4083. LogWrite(MISC__TODO, 1, "TODO", "Cancel harvest if skill insufficient; Func: %s, Line: %i", __FUNCTION__, __LINE__);
  4084. ((GroundSpawn*)node)->ProcessHarvest(client);
  4085. if (((GroundSpawn*)node)->GetNumberHarvests() == 0) {
  4086. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  4087. player->GetZone()->RemoveSpawn(node, true, true, true, true, (spell != nullptr) ? false : true);
  4088. }
  4089. }
  4090. }
  4091. else if (player && player->IsPlayer()) {
  4092. Client* client = player->GetZone()->GetClientBySpawn(player);
  4093. if (client)
  4094. client->Message(CHANNEL_COLOR_RED, "Invalid target for this spell.");
  4095. }
  4096. lua_interface->ResetFunctionStack(state);
  4097. return 0;
  4098. }
  4099. int EQ2Emu_lua_Bind(lua_State* state) {
  4100. if (!lua_interface)
  4101. return 0;
  4102. Spawn* spawn = lua_interface->GetSpawn(state);
  4103. int32 zone_id = lua_interface->GetInt32Value(state, 2);
  4104. float x = lua_interface->GetFloatValue(state, 3);
  4105. float y = lua_interface->GetFloatValue(state, 4);
  4106. float z = lua_interface->GetFloatValue(state, 5);
  4107. float h = lua_interface->GetFloatValue(state, 6);
  4108. lua_interface->ResetFunctionStack(state);
  4109. if (!spawn) {
  4110. lua_interface->LogError("%s: LUA Bind command error: spawn is not valid", lua_interface->GetScriptName(state));
  4111. return 0;
  4112. }
  4113. if (!spawn->IsPlayer()) {
  4114. lua_interface->LogError("%s: LUA Bind command error: spawn is not a player", lua_interface->GetScriptName(state));
  4115. return 0;
  4116. }
  4117. if (zone_id == 0) {
  4118. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  4119. if (!client) {
  4120. lua_interface->LogError("%s: LUA Bind command error: unable to get client from spawn", lua_interface->GetScriptName(state));
  4121. return 0;
  4122. }
  4123. if (!client->Bind())
  4124. client->SimpleMessage(CHANNEL_COLOR_RED, "Unable to set bind point.");
  4125. }
  4126. else {
  4127. Player* player = (Player*)spawn;
  4128. player->GetPlayerInfo()->SetBindZone(zone_id);
  4129. player->GetPlayerInfo()->SetBindX(x);
  4130. player->GetPlayerInfo()->SetBindY(y);
  4131. player->GetPlayerInfo()->SetBindZ(z);
  4132. player->GetPlayerInfo()->SetBindHeading(h);
  4133. }
  4134. return 0;
  4135. }
  4136. int EQ2Emu_lua_Gate(lua_State* state) {
  4137. if (!lua_interface)
  4138. return 0;
  4139. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  4140. Spawn* spawn = lua_interface->GetSpawn(state);
  4141. lua_interface->ResetFunctionStack(state);
  4142. if (spawn) {
  4143. if (spawn->IsPlayer()) {
  4144. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  4145. if (client) {
  4146. if (!client->Gate((spell != nullptr) ? true : false))
  4147. client->SimpleMessage(CHANNEL_COLOR_RED, "Unable to gate.");
  4148. }
  4149. }
  4150. }
  4151. return 0;
  4152. }
  4153. int EQ2Emu_lua_IsBindAllowed(lua_State* state) {
  4154. if (!lua_interface)
  4155. return 0;
  4156. bool ret = false;
  4157. Spawn* spawn = lua_interface->GetSpawn(state);
  4158. lua_interface->ResetFunctionStack(state);
  4159. if (spawn) {
  4160. if (spawn->IsPlayer()) {
  4161. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  4162. if (client)
  4163. ret = client->BindAllowed();
  4164. }
  4165. }
  4166. lua_interface->SetBooleanValue(state, ret);
  4167. return 1;
  4168. }
  4169. int EQ2Emu_lua_IsGateAllowed(lua_State* state) {
  4170. if (!lua_interface)
  4171. return 0;
  4172. bool ret = false;
  4173. Spawn* spawn = lua_interface->GetSpawn(state);
  4174. lua_interface->ResetFunctionStack(state);
  4175. if (spawn) {
  4176. if (spawn->IsPlayer()) {
  4177. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  4178. ZoneServer* zone = lua_interface->GetZone(state);
  4179. if (client && zone){
  4180. ret = zone->GetCanGate();
  4181. }
  4182. }
  4183. }
  4184. lua_interface->SetBooleanValue(state, ret);
  4185. return 1;
  4186. }
  4187. int EQ2Emu_lua_IsAlive(lua_State* state) {
  4188. Spawn* spawn = lua_interface->GetSpawn(state);
  4189. lua_interface->ResetFunctionStack(state);
  4190. if (spawn) {
  4191. lua_interface->SetBooleanValue(state, spawn->Alive());
  4192. return 1;
  4193. }
  4194. return 0;
  4195. }
  4196. int EQ2Emu_lua_IsInCombat(lua_State* state) {
  4197. if (!lua_interface)
  4198. return 0;
  4199. Spawn* spawn = lua_interface->GetSpawn(state);
  4200. lua_interface->ResetFunctionStack(state);
  4201. if (spawn && spawn->IsEntity()) {
  4202. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->EngagedInCombat());
  4203. return 1;
  4204. }
  4205. return 0;
  4206. }
  4207. int EQ2Emu_lua_SendMessage(lua_State* state) {
  4208. Spawn* spawn = lua_interface->GetSpawn(state);
  4209. string message = lua_interface->GetStringValue(state, 2);
  4210. string color_str = lua_interface->GetStringValue(state, 3);
  4211. lua_interface->ResetFunctionStack(state);
  4212. int8 color = CHANNEL_NARRATIVE;
  4213. if (spawn && spawn->IsPlayer() && message.length() > 0) {
  4214. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  4215. if (client) {
  4216. if (color_str.length() > 0) {
  4217. // leave for backwards compat, but all future should just use the number
  4218. if (strncasecmp(color_str.c_str(), "red", 3) == 0)
  4219. color = CHANNEL_COLOR_RED;
  4220. else if (strncasecmp(color_str.c_str(), "yellow", 6) == 0)
  4221. color = CHANNEL_COLOR_YELLOW;
  4222. else
  4223. {
  4224. // use a number to specify the channel as per Commands/Commands.h defines
  4225. color = (int8)atoul(color_str.c_str());
  4226. }
  4227. }
  4228. client->SimpleMessage(color, message.c_str());
  4229. }
  4230. }
  4231. return 0;
  4232. }
  4233. int EQ2Emu_lua_SendPopUpMessage(lua_State* state) {
  4234. Spawn* spawn = lua_interface->GetSpawn(state);
  4235. string message = lua_interface->GetStringValue(state, 2);
  4236. int8 red = lua_interface->GetInt8Value(state, 3);
  4237. int8 green = lua_interface->GetInt8Value(state, 4);
  4238. int8 blue = lua_interface->GetInt8Value(state, 5);
  4239. lua_interface->ResetFunctionStack(state);
  4240. if (!spawn) {
  4241. lua_interface->LogError("%s: LUA SendPopUpMessage command error: Spawn is not valid.", lua_interface->GetScriptName(state));
  4242. return 0;
  4243. }
  4244. int32 words = ::CountWordsInString(message.c_str());
  4245. if (words < 5)
  4246. words = 5;
  4247. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  4248. if (client)
  4249. client->SendPopupMessage(10, message.c_str(), "ui_harvested_normal", words, red, green, blue);
  4250. return 0;
  4251. }
  4252. int EQ2Emu_lua_SetServerControlFlag(lua_State* state) {
  4253. Spawn* spawn = lua_interface->GetSpawn(state);
  4254. int8 param = lua_interface->GetInt8Value(state, 2);
  4255. int8 param_value = lua_interface->GetInt8Value(state, 3);
  4256. int8 value = lua_interface->GetInt8Value(state, 4);
  4257. lua_interface->ResetFunctionStack(state);
  4258. if (spawn && spawn->IsPlayer() && (param >= 1 && param <= 5)) {
  4259. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  4260. if (client) {
  4261. PacketStruct* packet = configReader.getStruct("WS_ServerControlFlags", client->GetVersion());
  4262. switch (param) {
  4263. case 1: {
  4264. packet->setDataByName("parameter1", param_value);
  4265. break;
  4266. }
  4267. case 2: {
  4268. packet->setDataByName("parameter2", param_value);
  4269. break;
  4270. }
  4271. case 3: {
  4272. packet->setDataByName("parameter3", param_value);
  4273. break;
  4274. }
  4275. case 4: {
  4276. packet->setDataByName("parameter4", param_value);
  4277. break;
  4278. }
  4279. case 5: {
  4280. packet->setDataByName("parameter5", param_value);
  4281. break;
  4282. }
  4283. }
  4284. packet->setDataByName("value", value);
  4285. client->QueuePacket(packet->serialize());
  4286. safe_delete(packet);
  4287. }
  4288. }
  4289. return 0;
  4290. }
  4291. int EQ2Emu_lua_ToggleTracking(lua_State* state) {
  4292. Spawn* spawn = lua_interface->GetSpawn(state);
  4293. lua_interface->ResetFunctionStack(state);
  4294. if (spawn && spawn->IsPlayer()) {
  4295. if (((Player*)spawn)->GetIsTracking())
  4296. spawn->GetZone()->AddPlayerTracking((Player*)spawn);
  4297. else
  4298. spawn->GetZone()->RemovePlayerTracking((Player*)spawn, TRACKING_STOP);
  4299. }
  4300. return 0;
  4301. }
  4302. int EQ2Emu_lua_AddPrimaryEntityCommand(lua_State* state) {
  4303. Spawn* player = lua_interface->GetSpawn(state);
  4304. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  4305. string name = lua_interface->GetStringValue(state, 3);
  4306. float distance = lua_interface->GetFloatValue(state, 4);
  4307. string command = lua_interface->GetStringValue(state, 5);
  4308. string error_text = lua_interface->GetStringValue(state, 6);
  4309. int16 cast_time = lua_interface->GetInt16Value(state, 7);
  4310. int32 spell_visual = lua_interface->GetInt32Value(state, 8);
  4311. bool denyListDefault = (lua_interface->GetInt8Value(state, 9) == 1);
  4312. lua_interface->ResetFunctionStack(state);
  4313. if (spawn) {
  4314. if (distance == 0)
  4315. distance = 10.0f;
  4316. if (command.length() == 0)
  4317. command = name;
  4318. if (command.length() < 1 && name.length() < 1)
  4319. {
  4320. // have to run this first to send a 'blank' default command, then remove all commands from the list
  4321. spawn->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance);
  4322. spawn->RemovePrimaryCommands();
  4323. }
  4324. else
  4325. {
  4326. spawn->AddPrimaryEntityCommand(name.c_str(), distance, command.c_str(), error_text.c_str(), cast_time, spell_visual, denyListDefault, (player && player->IsPlayer()) ? (Player*)player : NULL);
  4327. }
  4328. }
  4329. return 0;
  4330. }
  4331. int EQ2Emu_lua_HasSpell(lua_State* state) {
  4332. if (!lua_interface)
  4333. return 0;
  4334. Spawn* player = lua_interface->GetSpawn(state);
  4335. int32 spellid = lua_interface->GetInt32Value(state, 2);
  4336. int16 tier = lua_interface->GetInt16Value(state, 3);
  4337. lua_interface->ResetFunctionStack(state);
  4338. if (player && player->IsPlayer()) {
  4339. lua_interface->SetBooleanValue(state, ((Player*)player)->HasSpell(spellid, tier, true));
  4340. return 1;
  4341. }
  4342. return 0;
  4343. }
  4344. int EQ2Emu_lua_AddSpellBookEntry(lua_State* state) {
  4345. if (!lua_interface)
  4346. return 0;
  4347. Spawn* player = lua_interface->GetSpawn(state);
  4348. int32 spellid = lua_interface->GetInt32Value(state, 2);
  4349. int16 tier = lua_interface->GetInt16Value(state, 3);
  4350. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  4351. bool add_silently = lua_interface->GetBooleanValue(state, 4);
  4352. bool add_to_hotbar = true;
  4353. if (num_args > 4) {
  4354. add_to_hotbar = lua_interface->GetBooleanValue(state, 5);
  4355. }
  4356. lua_interface->ResetFunctionStack(state);
  4357. Spell* spell = master_spell_list.GetSpell(spellid, tier);
  4358. if (player && spell && player->IsPlayer()) {
  4359. Client* client = player->GetClient();
  4360. if (client) {
  4361. if (!client->GetPlayer()->HasSpell(spellid, tier - 1, true))
  4362. {
  4363. Spell* spell = master_spell_list.GetSpell(spellid, tier);
  4364. client->GetPlayer()->AddSpellBookEntry(spellid, 1, client->GetPlayer()->GetFreeSpellBookSlot(spell->GetSpellData()->spell_book_type), spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true);
  4365. client->GetPlayer()->UnlockSpell(spell);
  4366. client->SendSpellUpdate(spell, add_silently, add_to_hotbar);
  4367. }
  4368. else
  4369. {
  4370. Spell* spell = master_spell_list.GetSpell(spellid, tier);
  4371. int8 old_slot = client->GetPlayer()->GetSpellSlot(spell->GetSpellID());
  4372. client->GetPlayer()->RemoveSpellBookEntry(spell->GetSpellID());
  4373. client->GetPlayer()->AddSpellBookEntry(spell->GetSpellID(), spell->GetSpellTier(), old_slot, spell->GetSpellData()->spell_book_type, spell->GetSpellData()->linked_timer, true);
  4374. client->GetPlayer()->UnlockSpell(spell);
  4375. client->SendSpellUpdate(spell, add_silently, add_to_hotbar);
  4376. }
  4377. //if (client ) {
  4378. // ((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);
  4379. EQ2Packet* outapp = ((Player*)player)->GetSpellBookUpdatePacket(client->GetVersion());
  4380. if (outapp)
  4381. client->QueuePacket(outapp);
  4382. }
  4383. }
  4384. return 0;
  4385. }
  4386. int EQ2Emu_lua_HasFreeSlot(lua_State* state) {
  4387. if (!lua_interface)
  4388. return 0;
  4389. Spawn* player = lua_interface->GetSpawn(state);
  4390. lua_interface->ResetFunctionStack(state);
  4391. if (player && player->IsPlayer()) {
  4392. lua_interface->SetBooleanValue(state, ((Player*)player)->item_list.HasFreeSlot());
  4393. return 1;
  4394. }
  4395. return 0;
  4396. }
  4397. int EQ2Emu_lua_Attack(lua_State* state) {
  4398. if (lua_interface) {
  4399. Spawn* npc = lua_interface->GetSpawn(state);
  4400. Spawn* player = lua_interface->GetSpawn(state, 2);
  4401. lua_interface->ResetFunctionStack(state);
  4402. if (npc && player && npc->IsNPC() && player->IsPlayer())
  4403. ((NPC*)npc)->AddHate((Entity*)player, 100);
  4404. }
  4405. return 0;
  4406. }
  4407. int EQ2Emu_lua_ApplySpellVisual(lua_State* state) {
  4408. if (lua_interface) {
  4409. Spawn* target = lua_interface->GetSpawn(state);
  4410. int32 spell_visual = lua_interface->GetInt32Value(state, 2);
  4411. lua_interface->ResetFunctionStack(state);
  4412. if (target && target->GetZone())
  4413. target->GetZone()->SendCastSpellPacket(spell_visual, target);
  4414. }
  4415. return 0;
  4416. }
  4417. int EQ2Emu_lua_HasCollectionsToHandIn(lua_State* state) {
  4418. Spawn* player;
  4419. if (lua_interface) {
  4420. player = lua_interface->GetSpawn(state);
  4421. lua_interface->ResetFunctionStack(state);
  4422. if (player && player->IsPlayer()) {
  4423. lua_interface->SetBooleanValue(state, ((Player*)player)->GetCollectionList()->HasCollectionsToHandIn());
  4424. return 1;
  4425. }
  4426. }
  4427. return 0;
  4428. }
  4429. int EQ2Emu_lua_HandInCollections(lua_State* state) {
  4430. Spawn* player;
  4431. Client* client;
  4432. if (lua_interface) {
  4433. player = lua_interface->GetSpawn(state);
  4434. lua_interface->ResetFunctionStack(state);
  4435. if (player && ((Player*)player)->IsPlayer() && ((Player*)player)->GetCollectionList()->HasCollectionsToHandIn())
  4436. if ((client = player->GetZone()->GetClientBySpawn(player)))
  4437. client->HandInCollections();
  4438. }
  4439. return 0;
  4440. }
  4441. int EQ2Emu_lua_UseWidget(lua_State* state) {
  4442. Spawn* widget;
  4443. if (lua_interface) {
  4444. widget = lua_interface->GetSpawn(state);
  4445. lua_interface->ResetFunctionStack(state);
  4446. if (widget && widget->IsWidget())
  4447. ((Widget*)widget)->HandleUse(nullptr, "");
  4448. }
  4449. return 0;
  4450. }
  4451. int EQ2Emu_lua_SetSpellList(lua_State* state) {
  4452. Spawn* spawn = 0;
  4453. int32 primary_list = 0;
  4454. int32 secondary_list = 0;
  4455. if (lua_interface) {
  4456. spawn = lua_interface->GetSpawn(state);
  4457. primary_list = lua_interface->GetInt32Value(state, 2);
  4458. secondary_list = lua_interface->GetInt32Value(state, 3);
  4459. lua_interface->ResetFunctionStack(state);
  4460. if (!spawn->IsNPC()) {
  4461. lua_interface->LogError("%s: LUA SetSpellList command error: Spawn was not a valid NPC", lua_interface->GetScriptName(state));
  4462. return 0;
  4463. }
  4464. NPC* npc = (NPC*)spawn;
  4465. npc->SetPrimarySpellList(primary_list);
  4466. npc->SetSecondarySpellList(secondary_list);
  4467. npc->SetSpells(npc->GetZone()->GetNPCSpells(npc->GetPrimarySpellList(), npc->GetSecondarySpellList()));
  4468. }
  4469. return 0;
  4470. }
  4471. int EQ2Emu_lua_GetPet(lua_State* state) {
  4472. if (!lua_interface)
  4473. return 0;
  4474. Spawn* spawn = lua_interface->GetSpawn(state);
  4475. lua_interface->ResetFunctionStack(state);
  4476. if (spawn) {
  4477. if (spawn->IsEntity() && ((Entity*)spawn)->GetPet()) {
  4478. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetPet());
  4479. return 1;
  4480. }
  4481. }
  4482. return 0;
  4483. }
  4484. int EQ2Emu_lua_GetCharmedPet(lua_State* state) {
  4485. if (!lua_interface)
  4486. return 0;
  4487. Spawn* spawn = lua_interface->GetSpawn(state);
  4488. lua_interface->ResetFunctionStack(state);
  4489. if (spawn) {
  4490. if (spawn->IsEntity() && ((Entity*)spawn)->GetCharmedPet()) {
  4491. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetCharmedPet());
  4492. return 1;
  4493. }
  4494. }
  4495. return 0;
  4496. }
  4497. int EQ2Emu_lua_GetDeityPet(lua_State* state) {
  4498. if (!lua_interface)
  4499. return 0;
  4500. Spawn* spawn = lua_interface->GetSpawn(state);
  4501. lua_interface->ResetFunctionStack(state);
  4502. if (spawn) {
  4503. if (spawn->IsEntity() && ((Entity*)spawn)->GetDeityPet()) {
  4504. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetDeityPet());
  4505. return 1;
  4506. }
  4507. }
  4508. return 0;
  4509. }
  4510. int EQ2Emu_lua_GetCosmeticPet(lua_State* state) {
  4511. if (!lua_interface)
  4512. return 0;
  4513. Spawn* spawn = lua_interface->GetSpawn(state);
  4514. lua_interface->ResetFunctionStack(state);
  4515. if (spawn) {
  4516. if (spawn->IsEntity() && ((Entity*)spawn)->GetCosmeticPet()) {
  4517. lua_interface->SetSpawnValue(state, ((Entity*)spawn)->GetCosmeticPet());
  4518. return 1;
  4519. }
  4520. }
  4521. return 0;
  4522. }
  4523. int EQ2Emu_lua_Charm(lua_State* state) {
  4524. if (!lua_interface)
  4525. return 0;
  4526. Spawn* owner = lua_interface->GetSpawn(state);
  4527. Spawn* pet = lua_interface->GetSpawn(state, 2);
  4528. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  4529. lua_interface->ResetFunctionStack(state);
  4530. if (!luaspell) {
  4531. lua_interface->LogError("%s: LUA Charm command error: Spell is not valid, charm can only be used in spell scripts.", lua_interface->GetScriptName(state));
  4532. return 0;
  4533. }
  4534. if(luaspell->resisted) {
  4535. return 0;
  4536. }
  4537. if (owner && pet && owner->IsEntity() && pet->IsNPC()) {
  4538. ((Entity*)owner)->SetCharmedPet((Entity*)pet);
  4539. pet->SetPet(true);
  4540. ((NPC*)pet)->SetPetType(PET_TYPE_CHARMED);
  4541. ((NPC*)pet)->SetOwner((Entity*)owner);
  4542. // If owner is player and player does not have a summoned pet set the players charsheet
  4543. if (owner->IsPlayer() && !((Entity*)owner)->GetPet()) {
  4544. Player* player = (Player*)owner;
  4545. player->GetInfoStruct()->set_pet_id(player->GetIDWithPlayerSpawn(pet));
  4546. player->GetInfoStruct()->set_pet_name(std::string(pet->GetName()));
  4547. player->GetInfoStruct()->set_pet_movement(2);
  4548. player->GetInfoStruct()->set_pet_behavior(3);
  4549. player->GetInfoStruct()->set_pet_health_pct(1.0f);
  4550. player->GetInfoStruct()->set_pet_power_pct(1.0f);
  4551. // Make sure the values get sent to the client
  4552. player->SetCharSheetChanged(true);
  4553. }
  4554. // Clear the spawns script so the charmed mob doesn't try to do anything like random walks
  4555. pet->SetSpawnScript("");
  4556. // Set faction to the same as the owner
  4557. pet->SetFactionID(owner->GetFactionID());
  4558. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  4559. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  4560. // Clear hate list
  4561. ((NPC*)pet)->Brain()->ClearHate();
  4562. // Set the brain to a pet brain
  4563. ((NPC*)pet)->SetBrain(new CombatPetBrain((NPC*)pet));
  4564. }
  4565. return 0;
  4566. }
  4567. int EQ2Emu_lua_GetGroup(lua_State* state) {
  4568. if (!lua_interface)
  4569. return 0;
  4570. Spawn* spawn = lua_interface->GetSpawn(state);
  4571. lua_interface->ResetFunctionStack(state);
  4572. if (!spawn) {
  4573. lua_interface->LogError("%s: LUA GetGroup command error: spawn is not valid", lua_interface->GetScriptName(state));
  4574. return 0;
  4575. }
  4576. vector<Spawn*> groupMembers;
  4577. if (!spawn->IsPlayer() && spawn->HasSpawnGroup()) {
  4578. groupMembers = *spawn->GetSpawnGroup();
  4579. }
  4580. else if (spawn->IsPlayer() && ((Player*)spawn)->GetGroupMemberInfo()) {
  4581. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  4582. deque<GroupMemberInfo*>::iterator itr;
  4583. PlayerGroup* group = world.GetGroupManager()->GetGroup(((Player*)spawn)->GetGroupMemberInfo()->group_id);
  4584. if (group)
  4585. {
  4586. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  4587. deque<GroupMemberInfo*>* members = group->GetMembers();
  4588. GroupMemberInfo* info = 0;
  4589. for (itr = members->begin(); itr != members->end(); itr++) {
  4590. info = *itr;
  4591. if (info->client)
  4592. groupMembers.push_back(info->client->GetPlayer());
  4593. }
  4594. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  4595. }
  4596. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  4597. }
  4598. else
  4599. return 0;
  4600. lua_createtable(state, groupMembers.size(), 0);
  4601. int newTable = lua_gettop(state);
  4602. for (int32 i = 0; i < groupMembers.size(); i++) {
  4603. lua_interface->SetSpawnValue(state, groupMembers.at(i));
  4604. lua_rawseti(state, newTable, i + 1);
  4605. }
  4606. return 1;
  4607. }
  4608. int EQ2Emu_lua_CreateOptionWindow(lua_State* state) {
  4609. if (!lua_interface)
  4610. return 0;
  4611. vector<OptionWindowOption>* option_window = new vector<OptionWindowOption>();
  4612. lua_interface->SetOptionWindowValue(state, option_window);
  4613. return 1;
  4614. }
  4615. int EQ2Emu_lua_AddOptionWindowOption(lua_State* state) {
  4616. if (!lua_interface)
  4617. return 0;
  4618. vector<OptionWindowOption>* option_window = lua_interface->GetOptionWindow(state);
  4619. if (option_window) {
  4620. OptionWindowOption option_window_option;
  4621. option_window_option.optionName = lua_interface->GetStringValue(state, 2);
  4622. option_window_option.optionDescription = lua_interface->GetStringValue(state, 3);
  4623. option_window_option.optionIconSheet = lua_interface->GetInt32Value(state, 4);
  4624. option_window_option.optionIconID = lua_interface->GetInt16Value(state, 5);
  4625. option_window_option.optionCommand = lua_interface->GetStringValue(state, 6);
  4626. option_window_option.optionConfirmTitle = lua_interface->GetStringValue(state, 7);
  4627. if (option_window_option.optionName.length() > 0 && option_window_option.optionDescription.length() > 0)
  4628. option_window->push_back(option_window_option);
  4629. }
  4630. return 0;
  4631. }
  4632. int EQ2Emu_lua_SendOptionWindow(lua_State* state) {
  4633. if (!lua_interface)
  4634. return 0;
  4635. vector<OptionWindowOption>* option_window = lua_interface->GetOptionWindow(state);
  4636. Spawn* player = lua_interface->GetSpawn(state, 2);
  4637. string window_title = lua_interface->GetStringValue(state, 3);
  4638. string cancel_command = lua_interface->GetStringValue(state, 4);
  4639. Client* client = player->GetZone()->GetClientBySpawn(player);
  4640. if (option_window && window_title.length() > 0 && client) {
  4641. PacketStruct* packet = configReader.getStruct("WS_SelectTradeskill", client->GetVersion());
  4642. if (!packet)
  4643. return 0;
  4644. packet->setDataByName("title_text", window_title.c_str());
  4645. if (cancel_command.length() > 0)
  4646. packet->setDataByName("command_text_cancel", cancel_command.c_str());
  4647. packet->setArrayLengthByName("num_selections", option_window->size());
  4648. vector<OptionWindowOption>::iterator itr;
  4649. int8 i = 0;
  4650. for (itr = option_window->begin(); itr != option_window->end(); itr++) {
  4651. OptionWindowOption opt = *itr;
  4652. packet->setArrayDataByName("tradeskill_name", opt.optionName.c_str(), i);
  4653. packet->setArrayDataByName("tradeskill_description", opt.optionDescription.c_str(), i);
  4654. packet->setArrayDataByName("icon_sheet", opt.optionIconSheet, i);
  4655. packet->setArrayDataByName("icon_id", opt.optionIconID, i);
  4656. if (opt.optionCommand.length() > 0)
  4657. packet->setArrayDataByName("command_text", opt.optionCommand.c_str(), i);
  4658. if (opt.optionConfirmTitle.length() > 0)
  4659. packet->setArrayDataByName("confirm_window_title", opt.optionConfirmTitle.c_str(), i);
  4660. i++;
  4661. }
  4662. client->QueuePacket(packet->serialize());
  4663. safe_delete(option_window);
  4664. safe_delete(packet);
  4665. }
  4666. return 0;
  4667. }
  4668. int EQ2Emu_lua_GetTradeskillClass(lua_State* state) {
  4669. if (!lua_interface)
  4670. return 0;
  4671. Spawn* spawn = lua_interface->GetSpawn(state);
  4672. if (spawn) {
  4673. lua_interface->SetInt32Value(state, spawn->GetTradeskillClass());
  4674. return 1;
  4675. }
  4676. else
  4677. lua_interface->LogError("%s: LUA GetTradeskillClass command error: Spawn was not valid", lua_interface->GetScriptName(state));
  4678. return 0;
  4679. }
  4680. int EQ2Emu_lua_GetTradeskillLevel(lua_State* state) {
  4681. if (!lua_interface)
  4682. return 0;
  4683. Spawn* spawn = lua_interface->GetSpawn(state);
  4684. if (spawn) {
  4685. lua_interface->SetInt32Value(state, spawn->GetTSLevel());
  4686. return 1;
  4687. }
  4688. else
  4689. lua_interface->LogError("%s: LUA GetTradeskillLevel command error: Spawns was not valid", lua_interface->GetScriptName(state));
  4690. return 0;
  4691. }
  4692. int EQ2Emu_lua_GetTradeskillClassName(lua_State* state) {
  4693. if (!lua_interface)
  4694. return 0;
  4695. Spawn* spawn = lua_interface->GetSpawn(state);
  4696. if (spawn) {
  4697. int8 class_id = spawn->GetTradeskillClass();
  4698. // Need to add 42 for the offset in the array
  4699. class_id += 44;
  4700. lua_interface->SetStringValue(state, classes.GetClassNameCase(class_id).c_str());
  4701. return 1;
  4702. }
  4703. else
  4704. lua_interface->LogError("%s: LUA GetTradeskillClassName command error: Spawn was not valid", lua_interface->GetScriptName(state));
  4705. return 0;
  4706. }
  4707. int EQ2Emu_lua_SetTradeskillLevel(lua_State* state) {
  4708. if (!lua_interface)
  4709. return 0;
  4710. Spawn* spawn = lua_interface->GetSpawn(state);
  4711. int16 level = lua_interface->GetInt8Value(state, 2);
  4712. if (spawn) {
  4713. if (spawn->IsPlayer())
  4714. spawn->GetZone()->GetClientBySpawn(spawn)->ChangeTSLevel(spawn->GetTSLevel(), level);
  4715. else
  4716. spawn->SetTSLevel(level);
  4717. }
  4718. else
  4719. lua_interface->LogError("%s: LUA SetTradeskillLevel command error: Spawn was not valid", lua_interface->GetScriptName(state));
  4720. return 0;
  4721. }
  4722. int EQ2Emu_lua_SetAttackable(lua_State* state) {
  4723. if (!lua_interface)
  4724. return 0;
  4725. Spawn* spawn = lua_interface->GetSpawn(state);
  4726. int8 attackable = lua_interface->GetInt8Value(state, 2);
  4727. if (spawn) {
  4728. spawn->SetAttackable(attackable);
  4729. spawn->vis_changed = true; //some clients store this in vis instead of info, need to make sense both are updated
  4730. }
  4731. return 0;
  4732. }
  4733. int EQ2Emu_lua_SummonPet(lua_State* state) {
  4734. // Check to see if we have a valid lua_interface
  4735. if (!lua_interface)
  4736. return 0;
  4737. // Get the spawn that is getting the pet
  4738. Spawn* spawn = lua_interface->GetSpawn(state);
  4739. // Get the DB ID of the pet
  4740. int32 pet_id = lua_interface->GetInt32Value(state, 2);
  4741. // The max level the pet can gain
  4742. int8 max_level = lua_interface->GetInt8Value(state, 3);
  4743. // Get the spell that this command was called from
  4744. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  4745. // Check to make sure the spawn pointer is valid
  4746. if (!spawn) {
  4747. lua_interface->LogError("%s: LUA SummonPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  4748. return 0;
  4749. }
  4750. // Check to make sure the spawn is an entity
  4751. if (!spawn->IsEntity()) {
  4752. lua_interface->LogError("%s: LUA SummonPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  4753. return 0;
  4754. }
  4755. // Check to make sure the spawn doesn't already have a pet of this type
  4756. if (((Entity*)spawn)->GetPet()) {
  4757. if (spawn->IsPlayer()) {
  4758. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  4759. if (client)
  4760. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a pet.");
  4761. }
  4762. lua_interface->LogError("%s: LUA SummonPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
  4763. return 0;
  4764. }
  4765. // Check to see if the DB ID for the pet is set
  4766. if (pet_id == 0) {
  4767. lua_interface->LogError("%s: LUA SummonPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  4768. return 0;
  4769. }
  4770. // Check to see if the pointer to the spell is valid
  4771. if (!luaspell) {
  4772. lua_interface->LogError("%s: LUA SummonPet command error: valid spell not found, SummonPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  4773. return 0;
  4774. }
  4775. if(luaspell->resisted) {
  4776. return 0;
  4777. }
  4778. // Get a pointer to a spawn with the given DB ID and check if the pointer is valid
  4779. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  4780. if (!pet) {
  4781. lua_interface->LogError("%s: LUA SummonPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
  4782. return 0;
  4783. }
  4784. // Check to make sure the pet is an npc
  4785. if (!pet->IsNPC()) {
  4786. lua_interface->LogError("%s: LUA SummonPet command error: id (%u) did not point to a npc", lua_interface->GetScriptName(state), pet_id);
  4787. return 0;
  4788. }
  4789. // Spawn the pet at the same location as the owner
  4790. pet->SetX(spawn->GetX());
  4791. pet->SetY(spawn->GetY());
  4792. pet->SetZ(spawn->GetZ());
  4793. pet->SetLocation(spawn->GetLocation());
  4794. pet->SetHeading(spawn->GetHeading());
  4795. spawn->GetZone()->AddSpawn(pet);
  4796. /*
  4797. const char* spawn_script = world.GetSpawnScript(pet_id);
  4798. if(spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0){
  4799. spawn->SetSpawnScript(string(spawn_script));
  4800. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  4801. }*/
  4802. // Get a random pet name
  4803. string random_pet_name;
  4804. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  4805. random_pet_name = spawn->GetZone()->pet_names.at(rand_index);
  4806. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index);
  4807. // If player set various values for the char sheet (pet window)
  4808. if (spawn->IsPlayer()) {
  4809. Player* player = (Player*)spawn;
  4810. player->GetInfoStruct()->set_pet_id(player->GetIDWithPlayerSpawn(pet));
  4811. player->GetInfoStruct()->set_pet_name(random_pet_name);
  4812. player->GetInfoStruct()->set_pet_movement(2);
  4813. player->GetInfoStruct()->set_pet_behavior(3);
  4814. player->GetInfoStruct()->set_pet_health_pct(1.0f);
  4815. player->GetInfoStruct()->set_pet_power_pct(1.0f);
  4816. // Make sure the values get sent to the client
  4817. player->SetCharSheetChanged(true);
  4818. }
  4819. // Set the pets name
  4820. pet->SetName(random_pet_name.c_str());
  4821. // Set the level of the pet to the owners level or max level(if set) if owners level is greater
  4822. if (max_level > 0)
  4823. pet->SetLevel(spawn->GetLevel() >= max_level ? max_level : spawn->GetLevel());
  4824. else
  4825. pet->SetLevel(spawn->GetLevel());
  4826. // Set the max level this pet can reach
  4827. ((NPC*)pet)->SetMaxPetLevel(max_level);
  4828. // Set the faction of the pet to the same faction as the owner
  4829. pet->SetFactionID(spawn->GetFactionID());
  4830. // Set the spawn as a pet
  4831. pet->SetPet(true);
  4832. // Give a pointer of the owner to the pet
  4833. ((NPC*)pet)->SetOwner((Entity*)spawn);
  4834. // Give a pointer of the pet to the owner
  4835. ((Entity*)spawn)->SetCombatPet((Entity*)pet);
  4836. // Set the pet type
  4837. ((NPC*)pet)->SetPetType(PET_TYPE_COMBAT);
  4838. // Set the spell id used to create this pet
  4839. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  4840. // Set the spell tier used to create this pet
  4841. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  4842. // Set the pets spawn type to 6
  4843. pet->SetSpawnType(6);
  4844. // Set the pets brain
  4845. ((NPC*)pet)->SetBrain(new CombatPetBrain((NPC*)pet));
  4846. // Check to see if the pet has a subtitle
  4847. if (strlen(pet->GetSubTitle()) > 0) {
  4848. // Add the players name to the front of the sub title
  4849. string pet_subtitle;
  4850. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  4851. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  4852. // Set the pets subtitle to the new one
  4853. pet->SetSubTitle(pet_subtitle.c_str());
  4854. }
  4855. // Add the "Pet Options" entity command to the pet
  4856. pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
  4857. // Set the pet as the return value for this function
  4858. lua_interface->SetSpawnValue(state, pet);
  4859. return 1;
  4860. }
  4861. int EQ2Emu_lua_SummonDeityPet(lua_State* state) {
  4862. if (!lua_interface)
  4863. return 0;
  4864. Spawn* spawn = lua_interface->GetSpawn(state);
  4865. int32 pet_id = lua_interface->GetInt32Value(state, 2);
  4866. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  4867. if (!spawn) {
  4868. lua_interface->LogError("%s: LUA SummonDeityPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  4869. return 0;
  4870. }
  4871. if (!spawn->IsEntity()) {
  4872. lua_interface->LogError("%s: LUA SummonDeityPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  4873. return 0;
  4874. }
  4875. if (((Entity*)spawn)->GetDeityPet()) {
  4876. if (spawn->IsPlayer()) {
  4877. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  4878. if (client)
  4879. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a deity pet.");
  4880. }
  4881. lua_interface->LogError("%s: LUA SummonDeityPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
  4882. return 0;
  4883. }
  4884. if (pet_id == 0) {
  4885. lua_interface->LogError("%s: LUA SummonDeityPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  4886. return 0;
  4887. }
  4888. if (!luaspell) {
  4889. lua_interface->LogError("%s: LUA SummonDeityPet command error: valid spell not found, SummonDeityPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  4890. return 0;
  4891. }
  4892. if(luaspell->resisted) {
  4893. return 0;
  4894. }
  4895. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  4896. if (!pet) {
  4897. lua_interface->LogError("%s: LUA SummonDeityPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
  4898. return 0;
  4899. }
  4900. if (!pet->IsNPC()) {
  4901. lua_interface->LogError("%s: LUA SummonDeityPet command error: spawn with id of %u is not a npc", lua_interface->GetScriptName(state), pet_id);
  4902. return 0;
  4903. }
  4904. pet->SetX(spawn->GetX());
  4905. pet->SetY(spawn->GetY());
  4906. pet->SetZ(spawn->GetZ());
  4907. pet->SetLocation(spawn->GetLocation());
  4908. pet->SetHeading(spawn->GetHeading());
  4909. spawn->GetZone()->AddSpawn(pet);
  4910. string random_pet_name;
  4911. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  4912. random_pet_name = spawn->GetZone()->pet_names.at(rand_index);
  4913. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index);
  4914. pet->SetName(random_pet_name.c_str());
  4915. pet->SetLevel(spawn->GetLevel());
  4916. pet->SetFactionID(spawn->GetFactionID());
  4917. pet->SetPet(true);
  4918. ((NPC*)pet)->SetPetType(PET_TYPE_DEITY);
  4919. ((NPC*)pet)->SetOwner((Entity*)spawn);
  4920. ((Entity*)spawn)->SetDeityPet((Entity*)pet);
  4921. pet->SetSpawnType(6);
  4922. ((NPC*)pet)->SetBrain(new NonCombatPetBrain((NPC*)pet));
  4923. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  4924. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  4925. if (strlen(pet->GetSubTitle()) > 0) {
  4926. string pet_subtitle;
  4927. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  4928. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  4929. pet->SetSubTitle(pet_subtitle.c_str());
  4930. }
  4931. // deity and cosmetic pets are not attackable
  4932. pet->SetAttackable(false);
  4933. pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
  4934. lua_interface->SetSpawnValue(state, pet);
  4935. return 1;
  4936. }
  4937. int EQ2Emu_lua_SummonCosmeticPet(lua_State* state) {
  4938. if (!lua_interface)
  4939. return 0;
  4940. Spawn* spawn = lua_interface->GetSpawn(state);
  4941. int32 pet_id = lua_interface->GetInt32Value(state, 2);
  4942. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  4943. if (!spawn) {
  4944. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  4945. return 0;
  4946. }
  4947. if (!spawn->IsEntity()) {
  4948. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  4949. return 0;
  4950. }
  4951. if (((Entity*)spawn)->GetCosmeticPet()) {
  4952. if (spawn->IsPlayer()) {
  4953. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  4954. if (client)
  4955. client->SimpleMessage(CHANNEL_COLOR_YELLOW, "You already have a cosmetic pet.");
  4956. }
  4957. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: spawn already has a pet of this type", lua_interface->GetScriptName(state));
  4958. return 0;
  4959. }
  4960. if (pet_id == 0) {
  4961. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  4962. return 0;
  4963. }
  4964. if (!luaspell) {
  4965. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: valid spell not found, SummonCosmeticPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  4966. return 0;
  4967. }
  4968. if(luaspell->resisted) {
  4969. return 0;
  4970. }
  4971. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  4972. if (!pet) {
  4973. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: Could not find spawn with id of %u.", lua_interface->GetScriptName(state), pet_id);
  4974. return 0;
  4975. }
  4976. if (!pet->IsNPC()) {
  4977. lua_interface->LogError("%s: LUA SummonCosmeticPet command error: spawn with id of %u is not a npc", lua_interface->GetScriptName(state), pet_id);
  4978. return 0;
  4979. }
  4980. pet->SetX(spawn->GetX());
  4981. pet->SetY(spawn->GetY());
  4982. pet->SetZ(spawn->GetZ());
  4983. pet->SetLocation(spawn->GetLocation());
  4984. pet->SetHeading(spawn->GetHeading());
  4985. spawn->GetZone()->AddSpawn(pet);
  4986. string random_pet_name;
  4987. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  4988. random_pet_name = spawn->GetZone()->pet_names.at(rand_index);
  4989. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index);
  4990. pet->SetName(random_pet_name.c_str());
  4991. pet->SetLevel(spawn->GetLevel());
  4992. pet->SetFactionID(spawn->GetFactionID());
  4993. pet->SetPet(true);
  4994. ((NPC*)pet)->SetPetType(PET_TYPE_COSMETIC);
  4995. ((NPC*)pet)->SetOwner((Entity*)spawn);
  4996. ((Entity*)spawn)->SetCosmeticPet((Entity*)pet);
  4997. pet->SetSpawnType(6);
  4998. ((NPC*)pet)->SetBrain(new NonCombatPetBrain((NPC*)pet));
  4999. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  5000. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  5001. if (strlen(pet->GetSubTitle()) > 0) {
  5002. string pet_subtitle;
  5003. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  5004. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  5005. pet->SetSubTitle(pet_subtitle.c_str());
  5006. }
  5007. pet->SetAttackable(false);
  5008. pet->AddSecondaryEntityCommand("Pet Options", 10.0f, "petoptions", "", 0, 0);
  5009. lua_interface->SetSpawnValue(state, pet);
  5010. return 1;
  5011. }
  5012. int EQ2Emu_lua_DismissPet(lua_State* state) {
  5013. if (!lua_interface)
  5014. return 0;
  5015. Spawn* spawn = lua_interface->GetSpawn(state);
  5016. if (!spawn) {
  5017. lua_interface->LogError("%s: LUA DismissPet command error: spawn is not valid", lua_interface->GetScriptName(state));
  5018. return 0;
  5019. }
  5020. if (!spawn->IsPet()) {
  5021. lua_interface->LogError("%s: LUA DismissPet command error: spawn is not a pet", lua_interface->GetScriptName(state));
  5022. return 0;
  5023. }
  5024. if (!((NPC*)spawn)->IsDismissing())
  5025. ((NPC*)spawn)->GetOwner()->DismissPet((NPC*)spawn, false, true);
  5026. return 0;
  5027. }
  5028. int EQ2Emu_lua_SetQuestFeatherColor(lua_State* state) {
  5029. if (!lua_interface)
  5030. return 0;
  5031. Quest* quest = lua_interface->GetQuest(state);
  5032. if (!quest) {
  5033. 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));
  5034. return 0;
  5035. }
  5036. int8 feather_color = lua_interface->GetInt8Value(state, 2);
  5037. if (feather_color > 0)
  5038. quest->SetFeatherColor(feather_color);
  5039. return 0;
  5040. }
  5041. int EQ2Emu_lua_RemoveSpawnAccess(lua_State* state) {
  5042. if (!lua_interface)
  5043. return 0;
  5044. Spawn* spawn = lua_interface->GetSpawn(state);
  5045. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  5046. if (!spawn) {
  5047. lua_interface->LogError("%s: LUA RemoveSpawnAccess command error: first spawn is not valid", lua_interface->GetScriptName(state));
  5048. return 0;
  5049. }
  5050. if (!spawn2) {
  5051. lua_interface->LogError("%s: LUA RemoveSpawnAccess command error: second spawn is not valid", lua_interface->GetScriptName(state));
  5052. return 0;
  5053. }
  5054. spawn->RemoveSpawnAccess(spawn2);
  5055. return 0;
  5056. }
  5057. int EQ2Emu_lua_SpawnByLocationID(lua_State* state) {
  5058. if (!lua_interface)
  5059. return 0;
  5060. ZoneServer* zone = lua_interface->GetZone(state);
  5061. int32 location_id = lua_interface->GetInt32Value(state, 2);
  5062. if (!zone) {
  5063. lua_interface->LogError("%s: LUA SpawnByLocationID command error: zone is not valid", lua_interface->GetScriptName(state));
  5064. return 0;
  5065. }
  5066. if (location_id == 0) {
  5067. lua_interface->LogError("%s: LUA SpawnByLocationID command error: location id can not be 0", lua_interface->GetScriptName(state));
  5068. return 0;
  5069. }
  5070. SpawnLocation* location = zone->GetSpawnLocation(location_id);
  5071. if (!location) {
  5072. lua_interface->LogError("%s: LUA SpawnByLocationID command error: no location found for the given ID (%u)", lua_interface->GetScriptName(state), location_id);
  5073. return 0;
  5074. }
  5075. Spawn* spawn = 0;
  5076. if (location->entities[0]) {
  5077. if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  5078. spawn = zone->AddNPCSpawn(location, location->entities[0]);
  5079. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  5080. spawn = zone->AddGroundSpawn(location, location->entities[0]);
  5081. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  5082. spawn = zone->AddObjectSpawn(location, location->entities[0]);
  5083. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  5084. spawn = zone->AddWidgetSpawn(location, location->entities[0]);
  5085. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  5086. spawn = zone->AddSignSpawn(location, location->entities[0]);
  5087. if(spawn && spawn->IsOmittedByDBFlag())
  5088. {
  5089. LogWrite(SPAWN__WARNING, 0, "Spawn", "Spawn (%u) was skipped due to a missing expansion / holiday flag being met.", location->entities[0]->spawn_id);
  5090. safe_delete(spawn);
  5091. spawn = 0;
  5092. return 0;
  5093. }
  5094. if (spawn) {
  5095. const char* script = 0;
  5096. for (int x = 0; x < 3; x++) {
  5097. switch (x) {
  5098. case 0:
  5099. script = world.GetSpawnEntryScript(location->entities[0]->spawn_entry_id);
  5100. break;
  5101. case 1:
  5102. script = world.GetSpawnLocationScript(location->entities[0]->spawn_location_id);
  5103. break;
  5104. case 2:
  5105. script = world.GetSpawnScript(location->entities[0]->spawn_id);
  5106. break;
  5107. }
  5108. if (script && lua_interface->GetSpawnScript(script) != 0) {
  5109. spawn->SetSpawnScript(string(script));
  5110. break;
  5111. }
  5112. }
  5113. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  5114. lua_interface->SetSpawnValue(state, spawn);
  5115. return 1;
  5116. }
  5117. else {
  5118. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn by location id to zone %s with location id %u.", zone->GetZoneName(), location_id);
  5119. safe_delete(spawn);
  5120. }
  5121. }
  5122. return 0;
  5123. }
  5124. int EQ2Emu_lua_CastEntityCommand(lua_State* state) {
  5125. if (!lua_interface)
  5126. return 0;
  5127. Spawn* caster = lua_interface->GetSpawn(state);
  5128. Spawn* target = lua_interface->GetSpawn(state, 2);
  5129. int32 id = lua_interface->GetInt32Value(state, 3);
  5130. string command = lua_interface->GetStringValue(state, 4);
  5131. if (!caster) {
  5132. lua_interface->LogError("%s: LUA CastEntityCommand command error: caster is not valid", lua_interface->GetScriptName(state));
  5133. return 0;
  5134. }
  5135. if (!target) {
  5136. lua_interface->LogError("%s: LUA CastEntityCommand command error: target is not valid", lua_interface->GetScriptName(state));
  5137. return 0;
  5138. }
  5139. if (!caster->IsPlayer()) {
  5140. lua_interface->LogError("%s: LUA CastEntityCommand command error: caster is not a player", lua_interface->GetScriptName(state));
  5141. return 0;
  5142. }
  5143. EntityCommand* entity_command = caster->GetZone()->GetEntityCommand(id, command);
  5144. if (!entity_command) {
  5145. 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());
  5146. return 0;
  5147. }
  5148. Client* client = caster->GetZone()->GetClientBySpawn(caster);
  5149. if (!client) {
  5150. lua_interface->LogError("%s: LUA CastEntityCommand command error: unable to get a valid client for the given caster", lua_interface->GetScriptName(state));
  5151. return 0;
  5152. }
  5153. client->GetCurrentZone()->ProcessEntityCommand(entity_command, (Player*)caster, target);
  5154. return 0;
  5155. }
  5156. int EQ2Emu_lua_SetLuaBrain(lua_State* state) {
  5157. if (!lua_interface)
  5158. return 0;
  5159. Spawn* spawn = lua_interface->GetSpawn(state);
  5160. if (!spawn) {
  5161. lua_interface->LogError("%s: LUA SetLuaBrain command error: spawn is not valid", lua_interface->GetScriptName(state));
  5162. return 0;
  5163. }
  5164. if (!spawn->IsNPC()) {
  5165. lua_interface->LogError("%s: LUA SetLuaBrain command error: spawn is not a npc", lua_interface->GetScriptName(state));
  5166. return 0;
  5167. }
  5168. ((NPC*)spawn)->SetBrain(new LuaBrain((NPC*)spawn));
  5169. return 0;
  5170. }
  5171. int EQ2Emu_lua_SetBrainTick(lua_State* state) {
  5172. if (!lua_interface)
  5173. return 0;
  5174. Spawn* spawn = lua_interface->GetSpawn(state);
  5175. int16 tick = lua_interface->GetInt16Value(state, 2);
  5176. if (!spawn) {
  5177. lua_interface->LogError("%s: LUA SetBrainTick command error: spawn is not valid", lua_interface->GetScriptName(state));
  5178. return 0;
  5179. }
  5180. if (!spawn->IsNPC()) {
  5181. lua_interface->LogError("%s: LUA SetBrainTick command error: spawn is not a valid npc", lua_interface->GetScriptName(state));
  5182. return 0;
  5183. }
  5184. if (tick < 20) {
  5185. lua_interface->LogError("%s: LUA SetBrainTick command error: tick can not be set below 20 milliseconds", lua_interface->GetScriptName(state));
  5186. return 0;
  5187. }
  5188. ((NPC*)spawn)->Brain()->SetTick(tick);
  5189. return 0;
  5190. }
  5191. int EQ2Emu_lua_SetFollowTarget(lua_State* state) {
  5192. if (!lua_interface)
  5193. return 0;
  5194. Spawn* spawn = lua_interface->GetSpawn(state);
  5195. Spawn* target = lua_interface->GetSpawn(state, 2);
  5196. int32 follow_distance = lua_interface->GetInt32Value(state, 3);
  5197. if (!spawn) {
  5198. lua_interface->LogError("%s: LUA SetFollowTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
  5199. return 0;
  5200. }
  5201. // Target can be null, setting follow target to 0 clears it and will cancel follow, so no need to check it
  5202. spawn->SetFollowTarget(target, follow_distance);
  5203. return 0;
  5204. }
  5205. int EQ2Emu_lua_GetFollowTarget(lua_State* state) {
  5206. if (!lua_interface)
  5207. return 0;
  5208. Spawn* spawn = lua_interface->GetSpawn(state);
  5209. if (!spawn) {
  5210. lua_interface->LogError("%s: LUA GetFollowTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
  5211. return 0;
  5212. }
  5213. Spawn* target = spawn->GetFollowTarget();
  5214. if (target) {
  5215. lua_interface->SetSpawnValue(state, target);
  5216. return 1;
  5217. }
  5218. return 0;
  5219. }
  5220. int EQ2Emu_lua_ToggleFollow(lua_State* state) {
  5221. if (!lua_interface)
  5222. return 0;
  5223. Spawn* spawn = lua_interface->GetSpawn(state);
  5224. if (!spawn) {
  5225. lua_interface->LogError("%s: LUA ToggleFollow command error: spawn is not valid", lua_interface->GetScriptName(state));
  5226. return 0;
  5227. }
  5228. if (spawn->following)
  5229. spawn->following = false;
  5230. else
  5231. spawn->following = true;
  5232. return 0;
  5233. }
  5234. int EQ2Emu_lua_IsFollowing(lua_State* state) {
  5235. if (!lua_interface)
  5236. return 0;
  5237. Spawn* spawn = lua_interface->GetSpawn(state);
  5238. if (!spawn) {
  5239. lua_interface->LogError("%s: LUA IsFollowing command error: spawn is not valid", lua_interface->GetScriptName(state));
  5240. return 0;
  5241. }
  5242. lua_interface->SetBooleanValue(state, spawn->following);
  5243. return 1;
  5244. }
  5245. int EQ2Emu_lua_SetTempVariable(lua_State* state) {
  5246. // As this is unique among the rest of our lua functions as the 3rd param can be of multiple types
  5247. // I will attempt to explain how this function works for future refrence
  5248. // Fist lets make sure lua_interface is valid, if not return out
  5249. if (!lua_interface)
  5250. return 0;
  5251. // Next we grab the first 2 params same as we usually would
  5252. Spawn* spawn = lua_interface->GetSpawn(state);
  5253. string var = lua_interface->GetStringValue(state, 2);
  5254. // 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
  5255. // 1 = Spawn
  5256. // 2 = Zone
  5257. // 3 = Item
  5258. // 4 = Quest
  5259. // 5 = String
  5260. // 6 = nil (null)
  5261. int8 dataType = 0;
  5262. // Define pointers for each potential type
  5263. Spawn* spawnVal = 0;
  5264. ZoneServer* zone = 0;
  5265. Item* item = 0;
  5266. Quest* quest = 0;
  5267. string val;
  5268. // Finally we get to grabbing the third param, we will first check to see if it is light user data
  5269. // which is custom data types, in this case it can be Spawn, Zone, Item, or Quest. Conversation and
  5270. // options window are also light user data be we do not handle those.
  5271. // We check with lua_islightuserdata(lua_State*, index)
  5272. if (lua_islightuserdata(state, 3)) {
  5273. // It is light user data so we will grab the param with lua_touserdata(lua_State*, index)
  5274. // and convert it to LUAUserData*
  5275. LUAUserData* data = (LUAUserData*)lua_touserdata(state, 3);
  5276. // Check to make sure the data we got is valid, if not give an error
  5277. if (!data || !data->IsCorrectlyInitialized()) {
  5278. lua_interface->LogError("%s: LUA SetTempVariable command error while processing %s", lua_interface->GetScriptName(state), lua_tostring(state, -1));
  5279. }
  5280. // Check if data is a Spawn, if so set our Spawn pointer and the dataType variable
  5281. else if (data->IsSpawn()) {
  5282. spawnVal = data->spawn;
  5283. dataType = 1;
  5284. }
  5285. // Check if data is a Zone, if so set our Zone pointer and the dataType variable
  5286. else if (data->IsZone()) {
  5287. zone = data->zone;
  5288. dataType = 2;
  5289. }
  5290. // Check if data is a Item, if so set our Item pointer and the dataType variable
  5291. else if (data->IsItem()) {
  5292. item = data->item;
  5293. dataType = 3;
  5294. }
  5295. // Check if data is a Ques, if so set our Quest pointer and the dataType variable
  5296. else if (data->IsQuest()) {
  5297. quest = data->quest;
  5298. dataType = 4;
  5299. }
  5300. }
  5301. // Wasn't light user data, check if it is nil(null)
  5302. else if (lua_isnil(state, 3)) {
  5303. // It is nil (null) set the dataType variable, no need to set a pointer in this case
  5304. dataType = 6;
  5305. }
  5306. // Wasn't light user data or nil (null), must be a string
  5307. else {
  5308. // Set the string and dataType variable
  5309. val = lua_interface->GetStringValue(state, 3);
  5310. dataType = 5;
  5311. }
  5312. // We now have all the params, lets check to make sure they are valid
  5313. if (!spawn) {
  5314. lua_interface->LogError("%s: LUA SetTempVariable command error: spawn is not valid", lua_interface->GetScriptName(state));
  5315. return 0;
  5316. }
  5317. if (var.length() == 0) {
  5318. lua_interface->LogError("%s: LUA SetTempVariable command error: var must be set", lua_interface->GetScriptName(state));
  5319. return 0;
  5320. }
  5321. if (dataType == 0) {
  5322. lua_interface->LogError("%s: LUA SetTempVariable command error: unknown data type", lua_interface->GetScriptName(state));
  5323. return 0;
  5324. }
  5325. // All params are valid, lets set the spawns temp variable, this is where dataType variable comes in.
  5326. // AddTempVariable has overloads for all the types of data we support, we need to make sure the third
  5327. // param gets sent to the correct list so we check the value of dataType to know where it should go.
  5328. switch (dataType) {
  5329. case 1:
  5330. // 1 = Spawn
  5331. spawn->AddTempVariable(var, spawnVal);
  5332. break;
  5333. case 2:
  5334. // 2 = Zone
  5335. spawn->AddTempVariable(var, zone);
  5336. break;
  5337. case 3:
  5338. // 3 = Item
  5339. spawn->AddTempVariable(var, item);
  5340. break;
  5341. case 4:
  5342. // 4 = Quest
  5343. spawn->AddTempVariable(var, quest);
  5344. break;
  5345. case 5:
  5346. // 5 = String
  5347. spawn->AddTempVariable(var, val);
  5348. break;
  5349. case 6:
  5350. // 6 = nil (null) so the variable is no longer set, lets remove it from the spawn
  5351. spawn->DeleteTempVariable(var);
  5352. break;
  5353. }
  5354. // And we are done so return out
  5355. return 0;
  5356. }
  5357. int EQ2Emu_lua_GetTempVariable(lua_State* state) {
  5358. if (!lua_interface)
  5359. return 0;
  5360. Spawn* spawn = lua_interface->GetSpawn(state);
  5361. string var = lua_interface->GetStringValue(state, 2);
  5362. if (!spawn) {
  5363. lua_interface->LogError("%s: LUA GetTempVariable command error: spawn is not valid", lua_interface->GetScriptName(state));
  5364. return 0;
  5365. }
  5366. if (var.length() == 0) {
  5367. lua_interface->LogError("%s: LUA GetTempVariable command error: var must be set", lua_interface->GetScriptName(state));
  5368. return 0;
  5369. }
  5370. // This will tell us the type of data this variable contains, uses the same values as the previous function
  5371. int8 type = spawn->GetTempVariableType(var);
  5372. Spawn* spawn2 = 0;
  5373. ZoneServer* zone = 0;
  5374. Item* item = 0;
  5375. Quest* quest = 0;
  5376. // Set the lua function return value based on the type of data the variable contains
  5377. switch (type) {
  5378. case 1:
  5379. spawn2 = spawn->GetTempVariableSpawn(var);
  5380. if (!spawn2)
  5381. return 0;
  5382. lua_interface->SetSpawnValue(state, spawn2);
  5383. break;
  5384. case 2:
  5385. zone = spawn->GetTempVariableZone(var);
  5386. if (!zone)
  5387. return 0;
  5388. lua_interface->SetZoneValue(state, zone);
  5389. break;
  5390. case 3:
  5391. item = spawn->GetTempVariableItem(var);
  5392. if (!item)
  5393. return 0;
  5394. lua_interface->SetItemValue(state, item);
  5395. break;
  5396. case 4:
  5397. quest = spawn->GetTempVariableQuest(var);
  5398. if (!quest)
  5399. return 0;
  5400. lua_interface->SetQuestValue(state, quest);
  5401. break;
  5402. case 5:
  5403. lua_interface->SetStringValue(state, spawn->GetTempVariable(var).c_str());
  5404. break;
  5405. default:
  5406. // Not a valid type then the variable was not set so return out
  5407. return 0;
  5408. }
  5409. // Return value was set so return out
  5410. return 1;
  5411. }
  5412. int EQ2Emu_lua_GiveQuestItem(lua_State* state)
  5413. {
  5414. if (!lua_interface)
  5415. return 0;
  5416. Quest* quest = lua_interface->GetQuest(state);
  5417. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  5418. string description = lua_interface->GetStringValue(state, 3);
  5419. int32 item_id = lua_interface->GetInt32Value(state, 4);
  5420. if (!quest) {
  5421. lua_interface->LogError("%s: LUA GiveQuestItem command error: quest is not valid", lua_interface->GetScriptName(state));
  5422. lua_interface->SetBooleanValue(state, false);
  5423. return 1;
  5424. }
  5425. if (!spawn) {
  5426. lua_interface->LogError("%s: LUA GiveQuestItem command error: spawn is not valid", lua_interface->GetScriptName(state));
  5427. lua_interface->SetBooleanValue(state, false);
  5428. return 1;
  5429. }
  5430. if (!spawn->IsPlayer()) {
  5431. lua_interface->LogError("%s: LUA GiveQuestItem command error: spawn must be a player", lua_interface->GetScriptName(state));
  5432. lua_interface->SetBooleanValue(state, false);
  5433. return 1;
  5434. }
  5435. if (item_id == 0) {
  5436. lua_interface->LogError("%s: LUA GiveQuestItem command error: item_id is not valid", lua_interface->GetScriptName(state));
  5437. lua_interface->SetBooleanValue(state, false);
  5438. return 1;
  5439. }
  5440. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  5441. if (!client) {
  5442. lua_interface->LogError("%s: LUA GiveQuestItem command error: unable to get a valid client from the given spawn", lua_interface->GetScriptName(state));
  5443. lua_interface->SetBooleanValue(state, false);
  5444. return 1;
  5445. }
  5446. Item* item = master_item_list.GetItem(item_id);
  5447. if (!item) {
  5448. lua_interface->LogError("%s: LUA GiveQuestItem command error: unable to get an item from the given id (%u)", lua_interface->GetScriptName(state), item_id);
  5449. lua_interface->SetBooleanValue(state, false);
  5450. return 1;
  5451. }
  5452. Item* firstItem = new Item(item);
  5453. quest->AddTmpRewardItem(firstItem);
  5454. int8 num_args = (int8)lua_interface->GetNumberOfArgs(state);
  5455. bool itemsAddedSuccessfully = true;
  5456. if(num_args > 4)
  5457. {
  5458. for(int8 n=5;n<num_args+1;n++)
  5459. {
  5460. int32 new_item = lua_interface->GetInt32Value(state, n);
  5461. Item* tmpItem = master_item_list.GetItem(new_item);
  5462. if(tmpItem)
  5463. {
  5464. Item* newTmpItem = new Item(tmpItem);
  5465. quest->AddTmpRewardItem(newTmpItem);
  5466. }
  5467. else
  5468. itemsAddedSuccessfully = false;
  5469. }
  5470. }
  5471. client->AddPendingQuestAcceptReward(quest);
  5472. client->DisplayQuestComplete(quest, true, description);
  5473. lua_interface->SetBooleanValue(state, itemsAddedSuccessfully);
  5474. return 1;
  5475. }
  5476. int EQ2Emu_lua_SetQuestRepeatable(lua_State* state) {
  5477. if (!lua_interface)
  5478. return 0;
  5479. Quest* quest = lua_interface->GetQuest(state);
  5480. if (!quest) {
  5481. lua_interface->LogError("%s: LUA SetQuestRepeatable command error: quest is not valid", lua_interface->GetScriptName(state));
  5482. return 0;
  5483. }
  5484. quest->SetRepeatable(true);
  5485. return 0;
  5486. }
  5487. int EQ2Emu_lua_GetArchetypeName(lua_State* state) {
  5488. if (!lua_interface)
  5489. return 0;
  5490. Spawn* spawn = lua_interface->GetSpawn(state);
  5491. if (!spawn) {
  5492. lua_interface->LogError("%s: LUA GetArchetypeName command error: spawn is not valid", lua_interface->GetScriptName(state));
  5493. return 0;
  5494. }
  5495. int8 base_class = classes.GetBaseClass(spawn->GetAdventureClass());
  5496. string ret = classes.GetClassNameCase(base_class);
  5497. if (ret.length() > 0) {
  5498. lua_interface->SetStringValue(state, ret.c_str());
  5499. return 1;
  5500. }
  5501. return 0;
  5502. }
  5503. int EQ2Emu_lua_SendWaypoints(lua_State* state) {
  5504. if (!lua_interface)
  5505. return 0;
  5506. Spawn* player = lua_interface->GetSpawn(state);
  5507. if (player && player->IsPlayer()) {
  5508. Client* client = player->GetClient();
  5509. if (client)
  5510. client->SendWaypoints();
  5511. }
  5512. return 0;
  5513. }
  5514. int EQ2Emu_lua_AddWaypoint(lua_State* state) {
  5515. if (!lua_interface)
  5516. return 0;
  5517. Spawn* player = lua_interface->GetSpawn(state);
  5518. string name = lua_interface->GetStringValue(state, 2);
  5519. int32 type = lua_interface->GetInt32Value(state, 3);
  5520. if (type == 0)
  5521. type = 2;
  5522. if (name.length() > 0) {
  5523. if (player && player->IsPlayer()) {
  5524. Client* client = player->GetClient();
  5525. if (client)
  5526. client->AddWaypoint(name, type);
  5527. }
  5528. }
  5529. return 0;
  5530. }
  5531. int EQ2Emu_lua_RemoveWaypoint(lua_State* state) {
  5532. if (!lua_interface)
  5533. return 0;
  5534. Spawn* player = lua_interface->GetSpawn(state);
  5535. string name = lua_interface->GetStringValue(state, 2);
  5536. if (name.length() > 0) {
  5537. if (player && player->IsPlayer()) {
  5538. Client* client = player->GetClient();
  5539. if (client)
  5540. client->RemoveWaypoint(name);
  5541. }
  5542. }
  5543. return 0;
  5544. }
  5545. int EQ2Emu_lua_AddWard(lua_State* state) {
  5546. if (!lua_interface)
  5547. return 0;
  5548. int32 damage = lua_interface->GetInt32Value(state);
  5549. bool keepWard = (lua_interface->GetInt8Value(state, 2) == 1);
  5550. int8 wardType = lua_interface->GetInt8Value(state, 3);
  5551. int8 damageTypes = lua_interface->GetInt8Value(state, 4);
  5552. int32 damageAbsorptionPercent = lua_interface->GetInt32Value(state, 5);
  5553. int32 damageAbsorptionMaxHealthPercent = lua_interface->GetInt32Value(state, 6);
  5554. int32 redirectDamagePercent = lua_interface->GetInt32Value(state, 7);
  5555. int32 maxHitCount = lua_interface->GetInt32Value(state, 8);
  5556. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5557. if(!spell || spell->resisted) {
  5558. return 0;
  5559. }
  5560. bool ward_was_added = false;
  5561. ZoneServer* zone = spell->caster->GetZone();
  5562. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5563. for (int32 i = 0; i < spell->targets.size(); i++) {
  5564. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  5565. if (!target)
  5566. continue;
  5567. if (target->IsEntity()) {
  5568. // If the ward is already active remove it
  5569. if (((Entity*)target)->GetWard(spell->spell->GetSpellID()))
  5570. ((Entity*)target)->RemoveWard(spell->spell->GetSpellID());
  5571. // Create new ward info
  5572. WardInfo* ward = new WardInfo;
  5573. ward->Spell = spell;
  5574. ward->BaseDamage = damage;
  5575. ward->DamageLeft = damage;
  5576. ward->AbsorbAllDamage = (damage == 0) ? true : false;
  5577. ward->keepWard = keepWard;
  5578. ward->WardType = wardType;
  5579. if (damageAbsorptionPercent > 100)
  5580. damageAbsorptionPercent = 100;
  5581. ward->DamageAbsorptionPercentage = damageAbsorptionPercent;
  5582. if (damageAbsorptionMaxHealthPercent > 100)
  5583. damageAbsorptionMaxHealthPercent = 100;
  5584. ward->DamageAbsorptionMaxHealthPercent = damageAbsorptionMaxHealthPercent;
  5585. ward->RedirectDamagePercent = redirectDamagePercent;
  5586. ward->LastRedirectDamage = 0;
  5587. ward->LastAbsorbedDamage = 0;
  5588. ward->HitCount = 0;
  5589. spell->num_triggers = maxHitCount;
  5590. spell->had_triggers = true;
  5591. spell->cancel_after_all_triggers = false;
  5592. ward->MaxHitCount = maxHitCount;
  5593. if (wardType == WARD_TYPE_MAGICAL)
  5594. ward->DamageType = damageTypes;
  5595. // Add the ward to the entity
  5596. ((Entity*)target)->AddWard(spell->spell->GetSpellID(), ward);
  5597. ward_was_added = true;
  5598. }
  5599. }
  5600. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5601. if (ward_was_added && spell->caster->IsPlayer()) {
  5602. spell->had_dmg_remaining = true;
  5603. ClientPacketFunctions::SendMaintainedExamineUpdate(spell->caster->GetZone()->GetClientBySpawn(spell->caster), spell->slot_pos, damage, 1);
  5604. }
  5605. return 0;
  5606. }
  5607. int EQ2Emu_lua_AddToWard(lua_State* state) {
  5608. if (!lua_interface)
  5609. return 0;
  5610. int32 amount = lua_interface->GetInt32Value(state);
  5611. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5612. WardInfo* ward = 0;
  5613. if(!spell || spell->resisted) {
  5614. return 0;
  5615. }
  5616. ZoneServer* zone = spell->caster->GetZone();
  5617. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5618. if (zone->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
  5619. Entity* target = (Entity*)zone->GetSpawnByID(spell->targets.at(0));
  5620. ward = target->GetWard(spell->spell->GetSpellID());
  5621. if (target && ward) {
  5622. ward->DamageLeft += amount;
  5623. if (ward->DamageLeft > ward->BaseDamage)
  5624. ward->DamageLeft = ward->BaseDamage;
  5625. for (int32 i = 0; i < spell->targets.size(); i++) {
  5626. if (Spawn* spawn = zone->GetSpawnByID(spell->targets.at(i)))
  5627. zone->SendHealPacket(ward->Spell->caster, spawn, HEAL_PACKET_TYPE_REGEN_ABSORB, amount, ward->Spell->spell->GetName());
  5628. }
  5629. }
  5630. }
  5631. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5632. if (ward && spell->caster->IsPlayer())
  5633. ClientPacketFunctions::SendMaintainedExamineUpdate(spell->caster->GetZone()->GetClientBySpawn(spell->caster), spell->slot_pos, ward->DamageLeft, 1);
  5634. return 0;
  5635. }
  5636. int EQ2Emu_lua_GetWardAmountLeft(lua_State* state) {
  5637. if (!lua_interface)
  5638. return 0;
  5639. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5640. if (!spell) {
  5641. lua_interface->LogError("%s: LUA GetWardAmountLeft command error: this command can only be used in a spell script", lua_interface->GetScriptName(state));
  5642. return 0;
  5643. }
  5644. if (spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
  5645. Entity* target = (Entity*)spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0));
  5646. WardInfo* ward = target->GetWard(spell->spell->GetSpellID());
  5647. if (ward) {
  5648. lua_interface->SetInt32Value(state, ward->DamageLeft);
  5649. return 1;
  5650. }
  5651. }
  5652. return 0;
  5653. }
  5654. int EQ2Emu_lua_GetWardValue(lua_State* state) {
  5655. if (!lua_interface)
  5656. return 0;
  5657. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5658. if (!spell) {
  5659. lua_interface->LogError("%s: LUA GetWardValue command error: this command can only be used in a spell script", lua_interface->GetScriptName(state));
  5660. return 0;
  5661. }
  5662. string type = lua_interface->GetStringValue(state, 2);
  5663. if (spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0))->IsEntity()) {
  5664. Entity* target = (Entity*)spell->caster->GetZone()->GetSpawnByID(spell->targets.at(0));
  5665. WardInfo* ward = target->GetWard(spell->spell->GetSpellID());
  5666. if (ward) {
  5667. if (boost::iequals(type, "damageleft"))
  5668. lua_interface->SetInt32Value(state, ward->DamageLeft);
  5669. else if (boost::iequals(type, "basedamage"))
  5670. lua_interface->SetInt32Value(state, ward->BaseDamage);
  5671. else if (boost::iequals(type, "keepward"))
  5672. lua_interface->SetBooleanValue(state, ward->keepWard);
  5673. else if (boost::iequals(type, "wardtype"))
  5674. lua_interface->SetInt32Value(state, ward->WardType);
  5675. else if (boost::iequals(type, "dmgabsorptionpct"))
  5676. lua_interface->SetInt32Value(state, ward->DamageAbsorptionPercentage);
  5677. else if (boost::iequals(type, "dmgabsorptionmaxhealthpct"))
  5678. lua_interface->SetInt32Value(state, ward->DamageAbsorptionMaxHealthPercent);
  5679. else if (boost::iequals(type, "redirectdamagepercent"))
  5680. lua_interface->SetInt32Value(state, ward->RedirectDamagePercent);
  5681. else if (boost::iequals(type, "lastredirectdamage"))
  5682. lua_interface->SetInt32Value(state, ward->LastRedirectDamage);
  5683. else if (boost::iequals(type, "lastabsorbeddamage"))
  5684. lua_interface->SetInt32Value(state, ward->LastAbsorbedDamage);
  5685. else if (boost::iequals(type, "hitcount"))
  5686. lua_interface->SetInt32Value(state, ward->HitCount);
  5687. else if (boost::iequals(type, "maxhitcount"))
  5688. lua_interface->SetInt32Value(state, ward->MaxHitCount);
  5689. else
  5690. lua_interface->LogError("%s: LUA GetWardValue command argument type '%s' did not match any options", lua_interface->GetScriptName(state), type);
  5691. return 1;
  5692. }
  5693. }
  5694. return 0;
  5695. }
  5696. int EQ2Emu_lua_RemoveWard(lua_State* state) {
  5697. if (!lua_interface)
  5698. return 0;
  5699. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5700. if(!spell) {
  5701. return 0;
  5702. }
  5703. ZoneServer* zone = spell->caster->GetZone();
  5704. Spawn* target = 0;
  5705. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5706. for (int32 i = 0; i < spell->targets.size(); i++) {
  5707. target = zone->GetSpawnByID(spell->targets.at(i));
  5708. if (target && target->IsEntity()) {
  5709. ((Entity*)target)->RemoveWard(spell->spell->GetSpellID());
  5710. }
  5711. }
  5712. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5713. return 0;
  5714. }
  5715. int EQ2Emu_lua_Interrupt(lua_State* state)
  5716. {
  5717. if (!lua_interface)
  5718. return 0;
  5719. Spawn* caster = lua_interface->GetSpawn(state); // Second param in lua_interface->get functions defaults to 1
  5720. Spawn* target = lua_interface->GetSpawn(state, 2);
  5721. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5722. if (!caster)
  5723. {
  5724. lua_interface->LogError("%s: LUA Interrupt command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  5725. return 0;
  5726. }
  5727. if (!target)
  5728. {
  5729. lua_interface->LogError("%s: LUA Interrupt command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  5730. return 0;
  5731. }
  5732. if (!spell) {
  5733. lua_interface->LogError("%s: LUA Interrupt command error: spell is not a valid spawn", lua_interface->GetScriptName(state));
  5734. return 0;
  5735. }
  5736. if (!target->IsEntity() && !spell)
  5737. {
  5738. lua_interface->LogError("%s: LUA Interrupt command error: Target is not an entity", lua_interface->GetScriptName(state));
  5739. return 0;
  5740. }
  5741. if (!target && spell) {
  5742. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5743. for (int8 i = 0; i < spell->targets.size(); i++) {
  5744. target = caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  5745. if (!target || !target->IsEntity())
  5746. continue;
  5747. ((Entity*)target)->GetZone()->GetSpellProcess()->Interrupted((Entity*)target, caster, SPELL_ERROR_INTERRUPTED);
  5748. }
  5749. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5750. }
  5751. else
  5752. caster->GetZone()->GetSpellProcess()->Interrupted((Entity*)target, caster, SPELL_ERROR_INTERRUPTED);
  5753. return 0;
  5754. }
  5755. int EQ2Emu_lua_Stealth(lua_State* state) {
  5756. if (!lua_interface)
  5757. return 0;
  5758. int8 type = lua_interface->GetInt8Value(state);
  5759. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  5760. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  5761. if (!spell) {
  5762. lua_interface->LogError("%s: LUA Stealth command error: must be used from spell script", lua_interface->GetScriptName(state));
  5763. return 0;
  5764. }
  5765. ZoneServer* zone = spell->caster->GetZone();
  5766. if (spawn) {
  5767. if (spawn->IsEntity()) {
  5768. if (type == 1) {
  5769. ((Entity*)spawn)->AddStealthSpell(spell);
  5770. if (!(spell->effect_bitmask & EFFECT_FLAG_STEALTH))
  5771. spell->effect_bitmask += EFFECT_FLAG_STEALTH;
  5772. }
  5773. else if (type == 2) {
  5774. ((Entity*)spawn)->AddInvisSpell(spell);
  5775. if (!(spell->effect_bitmask & EFFECT_FLAG_INVIS))
  5776. spell->effect_bitmask += EFFECT_FLAG_INVIS;
  5777. }
  5778. return 0;
  5779. }
  5780. else {
  5781. lua_interface->LogError("%s: LUA Stealth command error: target override is not Entity", lua_interface->GetScriptName(state));
  5782. return 0;
  5783. }
  5784. }
  5785. else {
  5786. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  5787. for (int32 i = 0; i < spell->targets.size(); i++) {
  5788. spawn = zone->GetSpawnByID(spell->targets.at(i));
  5789. if (!spawn || !spawn->IsEntity())
  5790. continue;
  5791. if (type == 1) {
  5792. ((Entity*)spawn)->AddStealthSpell(spell);
  5793. if (!(spell->effect_bitmask & EFFECT_FLAG_STEALTH))
  5794. spell->effect_bitmask += EFFECT_FLAG_STEALTH;
  5795. }
  5796. else if (type == 2) {
  5797. ((Entity*)spawn)->AddInvisSpell(spell);
  5798. if (!(spell->effect_bitmask & EFFECT_FLAG_INVIS))
  5799. spell->effect_bitmask += EFFECT_FLAG_INVIS;
  5800. }
  5801. else {
  5802. lua_interface->LogError("%s: LUA Stealth command error: invalid stealth type given", lua_interface->GetScriptName(state));
  5803. break;
  5804. }
  5805. }
  5806. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  5807. }
  5808. return 0;
  5809. }
  5810. int EQ2Emu_lua_IsStealthed(lua_State* state) {
  5811. if (!lua_interface)
  5812. return 0;
  5813. Spawn* spawn = lua_interface->GetSpawn(state);
  5814. if (!spawn) {
  5815. lua_interface->LogError("%s: LUA IsStealthed command error: spawn is not valid", lua_interface->GetScriptName(state));
  5816. return 0;
  5817. }
  5818. if (spawn->IsEntity()) {
  5819. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsStealthed());
  5820. return 1;
  5821. }
  5822. else
  5823. lua_interface->LogError("%s: LUA IsStealthed command error: spawn is not entity", lua_interface->GetScriptName(state));
  5824. return 0;
  5825. }
  5826. int EQ2Emu_lua_IsInvis(lua_State* state) {
  5827. if (!lua_interface)
  5828. return 0;
  5829. Spawn* spawn = lua_interface->GetSpawn(state);
  5830. if (!spawn) {
  5831. lua_interface->LogError("%s: LUA IsInvis command error: spawn is not valid", lua_interface->GetScriptName(state));
  5832. return 0;
  5833. }
  5834. if (spawn->IsEntity()) {
  5835. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsInvis());
  5836. return 1;
  5837. }
  5838. else
  5839. lua_interface->LogError("%s: LUA IsInvis command error: spawn is not entity", lua_interface->GetScriptName(state));
  5840. return 0;
  5841. }
  5842. int EQ2Emu_lua_HasItemEquipped(lua_State* state) {
  5843. if (!lua_interface)
  5844. return 0;
  5845. Spawn* player = lua_interface->GetSpawn(state);
  5846. int32 item_id = lua_interface->GetInt32Value(state, 2);
  5847. lua_interface->ResetFunctionStack(state);
  5848. if (!player->IsPlayer()) {
  5849. lua_interface->LogError("%s: LUA HasItemEquipped command error: spawn is not player", lua_interface->GetScriptName(state));
  5850. return 0;
  5851. }
  5852. lua_interface->SetBooleanValue(state, ((Player*)player)->GetEquipmentList()->HasItem(item_id));
  5853. return 1;
  5854. }
  5855. int EQ2Emu_lua_GetEquippedItemBySlot(lua_State* state) {
  5856. if (!lua_interface)
  5857. return 0;
  5858. Spawn* player = lua_interface->GetSpawn(state);
  5859. int8 slot = lua_interface->GetInt8Value(state, 2);
  5860. lua_interface->ResetFunctionStack(state);
  5861. if (!player) {
  5862. lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: spawn is not valid", lua_interface->GetScriptName(state));
  5863. return 0;
  5864. }
  5865. if (!player->IsPlayer()) {
  5866. lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: spawn is not player", lua_interface->GetScriptName(state));
  5867. return 0;
  5868. }
  5869. Item* item = ((Player*)player)->GetEquipmentList()->GetItem(slot);
  5870. if (!item) {
  5871. lua_interface->LogError("%s: LUA GetEquippedItemBySlot command error: item was not found in slot", lua_interface->GetScriptName(state));
  5872. return 0;
  5873. }
  5874. lua_interface->SetItemValue(state, item);
  5875. return 1;
  5876. }
  5877. int EQ2Emu_lua_GetEquippedItemByID(lua_State* state) {
  5878. if (!lua_interface)
  5879. return 0;
  5880. Spawn* player = lua_interface->GetSpawn(state);
  5881. int32 id = lua_interface->GetInt32Value(state, 2);
  5882. lua_interface->ResetFunctionStack(state);
  5883. if (!player) {
  5884. lua_interface->LogError("%s: LUA GetEquippedItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
  5885. return 0;
  5886. }
  5887. if (!player->IsPlayer()) {
  5888. lua_interface->LogError("%s: LUA GetEquippedItemByID command error: spawn is not player", lua_interface->GetScriptName(state));
  5889. return 0;
  5890. }
  5891. Item* item = ((Player*)player)->GetEquipmentList()->GetItemFromItemID(id);
  5892. if (!item) {
  5893. lua_interface->LogError("%s: LUA GetEquippedItemByID command error: equipped item with used id not found", lua_interface->GetScriptName(state));
  5894. return 0;
  5895. }
  5896. lua_interface->SetItemValue(state, item);
  5897. return 1;
  5898. }
  5899. int EQ2Emu_lua_SetEquippedItemByID(lua_State* state) {
  5900. if (!lua_interface)
  5901. return 0;
  5902. Spawn* spawn = lua_interface->GetSpawn(state);
  5903. int8 slot = lua_interface->GetInt8Value(state, 2);
  5904. int32 item_id = lua_interface->GetInt32Value(state, 3);
  5905. lua_interface->ResetFunctionStack(state);
  5906. if (!spawn) {
  5907. lua_interface->LogError("%s: LUA SetEquippedItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
  5908. return 0;
  5909. }
  5910. if (!spawn->IsEntity()) {
  5911. lua_interface->LogError("%s: LUA SetEquippedItemByID command error: spawn is not an entity", lua_interface->GetScriptName(state));
  5912. return 0;
  5913. }
  5914. Item* item = master_item_list.GetItem(item_id);
  5915. if (!item) {
  5916. lua_interface->LogError("%s: LUA SetEquippedItemByID command error: equipped item with used id %u not found", item_id, lua_interface->GetScriptName(state));
  5917. return 0;
  5918. }
  5919. Item* copy = new Item(item);
  5920. bool result = ((Entity*)spawn)->GetEquipmentList()->AddItem(slot, copy);
  5921. if(result)
  5922. {
  5923. ((Entity*)spawn)->SetEquipment(copy, slot);
  5924. spawn->vis_changed = true;
  5925. if(spawn->IsPlayer())
  5926. ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
  5927. }
  5928. else
  5929. {
  5930. safe_delete(copy);
  5931. }
  5932. lua_interface->SetBooleanValue(state, result);
  5933. return 1;
  5934. }
  5935. int EQ2Emu_lua_SetEquippedItem(lua_State* state) {
  5936. if (!lua_interface)
  5937. return 0;
  5938. Spawn* spawn = lua_interface->GetSpawn(state);
  5939. int8 slot = lua_interface->GetInt8Value(state, 2);
  5940. Item* item = lua_interface->GetItem(state, 3);
  5941. lua_interface->ResetFunctionStack(state);
  5942. if (!spawn) {
  5943. lua_interface->LogError("%s: LUA SetEquippedItem command error: spawn is not valid", lua_interface->GetScriptName(state));
  5944. return 0;
  5945. }
  5946. if (!spawn->IsEntity()) {
  5947. lua_interface->LogError("%s: LUA SetEquippedItem command error: spawn is not an entity", lua_interface->GetScriptName(state));
  5948. return 0;
  5949. }
  5950. if (!item) {
  5951. lua_interface->LogError("%s: LUA SetEquippedItem command error: passed item not found", lua_interface->GetScriptName(state));
  5952. return 0;
  5953. }
  5954. bool result = ((Entity*)spawn)->GetEquipmentList()->AddItem(slot, item);
  5955. if(result)
  5956. {
  5957. ((Entity*)spawn)->SetEquipment(item, slot);
  5958. spawn->vis_changed = true;
  5959. if(spawn->IsPlayer())
  5960. ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
  5961. }
  5962. lua_interface->SetBooleanValue(state, result);
  5963. return 1;
  5964. }
  5965. int EQ2Emu_lua_UnequipSlot(lua_State* state) {
  5966. if (!lua_interface)
  5967. return 0;
  5968. Spawn* spawn = lua_interface->GetSpawn(state);
  5969. int8 slot = lua_interface->GetInt8Value(state, 2);
  5970. bool no_delete_item = (lua_interface->GetBooleanValue(state, 2) == false); // if not set then we default to deleting it, otherwise if set to true we don't delete
  5971. lua_interface->ResetFunctionStack(state);
  5972. if (!spawn) {
  5973. lua_interface->LogError("%s: LUA UnequipSlot command error: spawn is not valid", lua_interface->GetScriptName(state));
  5974. return 0;
  5975. }
  5976. if (!spawn->IsEntity()) {
  5977. lua_interface->LogError("%s: LUA UnequipSlot command error: spawn is not an entity", lua_interface->GetScriptName(state));
  5978. return 0;
  5979. }
  5980. ((Entity*)spawn)->GetEquipmentList()->RemoveItem(slot, no_delete_item);
  5981. ((Entity*)spawn)->SetEquipment(nullptr, slot);
  5982. spawn->vis_changed = true;
  5983. if(spawn->IsPlayer())
  5984. ((Player*)spawn)->GetClient()->SendEquipOrInvUpdateBySlot(slot);
  5985. lua_interface->SetBooleanValue(state, true);
  5986. return 1;
  5987. }
  5988. int EQ2Emu_lua_SetEquipment(lua_State* state) {
  5989. if (!lua_interface)
  5990. return 0;
  5991. Spawn* spawn = lua_interface->GetSpawn(state);
  5992. int8 slot = lua_interface->GetInt8Value(state, 2);
  5993. int16 type = lua_interface->GetInt16Value(state, 3);
  5994. int8 r = lua_interface->GetInt8Value(state, 4);
  5995. int8 g = lua_interface->GetInt8Value(state, 5);
  5996. int8 b = lua_interface->GetInt8Value(state, 6);
  5997. int8 h_r = lua_interface->GetInt8Value(state, 7);
  5998. int8 h_g = lua_interface->GetInt8Value(state, 8);
  5999. int8 h_b = lua_interface->GetInt8Value(state, 9);
  6000. lua_interface->ResetFunctionStack(state);
  6001. if (!spawn) {
  6002. lua_interface->LogError("%s: LUA SetEquipment command error: spawn is not valid", lua_interface->GetScriptName(state));
  6003. return 0;
  6004. }
  6005. if (!spawn->IsEntity()) {
  6006. lua_interface->LogError("%s: LUA SetEquipment command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6007. return 0;
  6008. }
  6009. ((Entity*)spawn)->SetEquipment(slot, type, r, g, b, h_r, h_g, h_b);
  6010. spawn->vis_changed = true;
  6011. lua_interface->SetBooleanValue(state, true);
  6012. return 1;
  6013. }
  6014. int EQ2Emu_lua_GetItemByID(lua_State* state) {
  6015. if (!lua_interface)
  6016. return 0;
  6017. Spawn* player = lua_interface->GetSpawn(state);
  6018. int32 id = lua_interface->GetInt32Value(state, 2);
  6019. int8 count = lua_interface->GetInt8Value(state, 3);
  6020. bool include_bank = lua_interface->GetInt8Value(state, 4);
  6021. lua_interface->ResetFunctionStack(state);
  6022. if (!player) {
  6023. lua_interface->LogError("%s: LUA GetItemByID command error: spawn is not valid", lua_interface->GetScriptName(state));
  6024. return 0;
  6025. }
  6026. if (!player->IsPlayer()) {
  6027. lua_interface->LogError("%s: LUA GetItemByID command error: spawn is not player", lua_interface->GetScriptName(state));
  6028. return 0;
  6029. }
  6030. if (!count)
  6031. count = 1;
  6032. Item* item = ((Player*)player)->GetPlayerItemList()->GetItemFromID(id, count, include_bank);
  6033. if (!item) {
  6034. lua_interface->LogError("%s: LUA GetItemByID command error: item with used id not found", lua_interface->GetScriptName(state));
  6035. return 0;
  6036. }
  6037. lua_interface->SetItemValue(state, item);
  6038. return 1;
  6039. }
  6040. int EQ2Emu_lua_PlayAnimation(lua_State* state) {
  6041. if (!lua_interface)
  6042. return 0;
  6043. Spawn* spawn = lua_interface->GetSpawn(state);
  6044. int32 anim = lua_interface->GetInt32Value(state, 2);
  6045. Spawn* spawn2 = lua_interface->GetSpawn(state, 3);
  6046. int8 type = lua_interface->GetInt8Value(state, 4);
  6047. if (!spawn) {
  6048. lua_interface->LogError("%s: LUA PlayAnimation command error: spawn is not valid", lua_interface->GetScriptName(state));
  6049. return 0;
  6050. }
  6051. if (spawn2) {
  6052. if (spawn2->IsPlayer()) {
  6053. if (type != 1 && type != 2)
  6054. spawn->GetZone()->PlayAnimation(spawn, anim, spawn2);
  6055. else
  6056. spawn->GetZone()->PlayAnimation(spawn, anim, spawn2, type);
  6057. return 0;
  6058. }
  6059. else {
  6060. lua_interface->LogError("%s: LUA PlayAnimation command error: second spawn not a player", lua_interface->GetScriptName(state));
  6061. return 0;
  6062. }
  6063. }
  6064. else
  6065. spawn->GetZone()->PlayAnimation(spawn, anim);
  6066. return 0;
  6067. }
  6068. int EQ2Emu_lua_IsPet(lua_State* state) {
  6069. if (!lua_interface)
  6070. return 0;
  6071. Spawn* spawn = lua_interface->GetSpawn(state);
  6072. if (!spawn) {
  6073. lua_interface->LogError("%s: LUA IsPet command error: spawn is not valid", lua_interface->GetScriptName(state));
  6074. return 0;
  6075. }
  6076. lua_interface->SetBooleanValue(state, spawn->IsPet());
  6077. return 1;
  6078. }
  6079. int EQ2Emu_lua_GetOwner(lua_State* state) {
  6080. if (!lua_interface)
  6081. return 0;
  6082. Spawn* spawn = lua_interface->GetSpawn(state);
  6083. if (!spawn) {
  6084. lua_interface->LogError("%s: LUA GetOwner command error: spawn is not valid", lua_interface->GetScriptName(state));
  6085. return 0;
  6086. }
  6087. if (!spawn->IsNPC()) {
  6088. lua_interface->LogError("%s: LUA GetOwner command error: spawn is not a NPC", lua_interface->GetScriptName(state));
  6089. return 0;
  6090. }
  6091. if (((NPC*)spawn)->GetOwner()) {
  6092. lua_interface->SetSpawnValue(state, ((NPC*)spawn)->GetOwner());
  6093. return 1;
  6094. }
  6095. return 0;
  6096. }
  6097. int EQ2Emu_lua_SetTarget(lua_State* state) {
  6098. if (!lua_interface)
  6099. return 0;
  6100. Spawn* spawn = lua_interface->GetSpawn(state);
  6101. Spawn* target = lua_interface->GetSpawn(state, 2);
  6102. if (!spawn) {
  6103. lua_interface->LogError("%s: LUA SetTarget command error: spawn is not valid", lua_interface->GetScriptName(state));
  6104. return 0;
  6105. }
  6106. if (!spawn) {
  6107. lua_interface->LogError("%s: LUA SetTarget command error: target is not valid", lua_interface->GetScriptName(state));
  6108. return 0;
  6109. }
  6110. spawn->SetTarget(target);
  6111. return 0;
  6112. }
  6113. int EQ2Emu_lua_SetInCombat(lua_State* state) {
  6114. if (!lua_interface)
  6115. return 0;
  6116. Spawn* spawn = lua_interface->GetSpawn(state);
  6117. bool val = lua_interface->GetBooleanValue(state, 2);
  6118. if (!spawn) {
  6119. lua_interface->LogError("%s: LUA SetInCombat command error: spawn is not valid", lua_interface->GetScriptName(state));
  6120. return 0;
  6121. }
  6122. if (!spawn->IsEntity()) {
  6123. lua_interface->LogError("%s: LUA SetInCombat command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6124. return 0;
  6125. }
  6126. ((Entity*)spawn)->InCombat(val);
  6127. if (val) {
  6128. spawn->ClearRunningLocations();
  6129. spawn->CalculateRunningLocation(true);
  6130. }
  6131. return 0;
  6132. }
  6133. int EQ2Emu_lua_CompareSpawns(lua_State* state) {
  6134. if (!lua_interface)
  6135. return 0;
  6136. Spawn* spawn1 = lua_interface->GetSpawn(state);
  6137. Spawn* spawn2 = lua_interface->GetSpawn(state, 2);
  6138. if (!spawn1) {
  6139. lua_interface->LogError("%s: LUA CompareSpawns command error: first spawn is not valid", lua_interface->GetScriptName(state));
  6140. return 0;
  6141. }
  6142. if (!spawn2) {
  6143. lua_interface->LogError("%s: LUA CompareSpawns command error: second spawn is not valid", lua_interface->GetScriptName(state));
  6144. return 0;
  6145. }
  6146. lua_interface->SetBooleanValue(state, (spawn1 == spawn2));
  6147. return 1;
  6148. }
  6149. int EQ2Emu_lua_ClearRunback(lua_State* state){
  6150. if (!lua_interface)
  6151. return 0;
  6152. Spawn* spawn = lua_interface->GetSpawn(state);
  6153. if (!spawn) {
  6154. lua_interface->LogError("%s: LUA ClearRunback command error: spawn is not valid", lua_interface->GetScriptName(state));
  6155. return 0;
  6156. }
  6157. if (!spawn->IsNPC()) {
  6158. lua_interface->LogError("%s: LUA ClearRunback command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6159. return 0;
  6160. }
  6161. ((NPC*)spawn)->ClearRunback();
  6162. return 0;
  6163. }
  6164. int EQ2Emu_lua_Runback(lua_State* state) {
  6165. if (!lua_interface)
  6166. return 0;
  6167. Spawn* spawn = lua_interface->GetSpawn(state);
  6168. if (!spawn) {
  6169. lua_interface->LogError("%s: LUA Runback command error: spawn is not valid", lua_interface->GetScriptName(state));
  6170. return 0;
  6171. }
  6172. if (!spawn->IsNPC()) {
  6173. lua_interface->LogError("%s: LUA Runback command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6174. return 0;
  6175. }
  6176. ((NPC*)spawn)->Runback();
  6177. return 0;
  6178. }
  6179. int EQ2Emu_lua_GetRunbackDistance(lua_State* state) {
  6180. if (!lua_interface)
  6181. return 0;
  6182. Spawn* spawn = lua_interface->GetSpawn(state);
  6183. if (!spawn) {
  6184. lua_interface->LogError("%s: LUA GetRunbackDistance command error: spawn is not valid", lua_interface->GetScriptName(state));
  6185. return 0;
  6186. }
  6187. if (!spawn->IsNPC()) {
  6188. lua_interface->LogError("%s: LUA GetRunbackDistance command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6189. return 0;
  6190. }
  6191. lua_interface->SetFloatValue(state, ((NPC*)spawn)->GetRunbackDistance());
  6192. return 1;
  6193. }
  6194. int EQ2Emu_lua_IsCasting(lua_State* state) {
  6195. if (!lua_interface)
  6196. return 0;
  6197. Spawn* spawn = lua_interface->GetSpawn(state);
  6198. if (!spawn) {
  6199. lua_interface->LogError("%s: LUA IsCasting command error: spawn is not valid", lua_interface->GetScriptName(state));
  6200. return 0;
  6201. }
  6202. if (!spawn->IsEntity()) {
  6203. lua_interface->LogError("%s: LUA IsCasting command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6204. return 0;
  6205. }
  6206. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsCasting());
  6207. return 1;
  6208. }
  6209. int EQ2Emu_lua_IsMezzed(lua_State* state) {
  6210. if (!lua_interface)
  6211. return 0;
  6212. Spawn* spawn = lua_interface->GetSpawn(state);
  6213. if (!spawn) {
  6214. lua_interface->LogError("%s: LUA IsMezzed command error: spawn is not valid", lua_interface->GetScriptName(state));
  6215. return 0;
  6216. }
  6217. if (!spawn->IsEntity()) {
  6218. lua_interface->LogError("%s: LUA IsMezzed command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6219. return 0;
  6220. }
  6221. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsMezzed());
  6222. return 1;
  6223. }
  6224. int EQ2Emu_lua_IsStunned(lua_State* state) {
  6225. if (!lua_interface)
  6226. return 0;
  6227. Spawn* spawn = lua_interface->GetSpawn(state);
  6228. if (!spawn) {
  6229. lua_interface->LogError("%s: LUA IsStunned command error: spawn is not valid", lua_interface->GetScriptName(state));
  6230. return 0;
  6231. }
  6232. if (!spawn->IsEntity()) {
  6233. lua_interface->LogError("%s: LUA IsStunned command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6234. return 0;
  6235. }
  6236. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsStunned());
  6237. return 1;
  6238. }
  6239. int EQ2Emu_lua_IsMezzedOrStunned(lua_State* state) {
  6240. if (!lua_interface)
  6241. return 0;
  6242. Spawn* spawn = lua_interface->GetSpawn(state);
  6243. if (!spawn) {
  6244. lua_interface->LogError("%s: LUA IsMezzedOrStunned command error: spawn is not valid", lua_interface->GetScriptName(state));
  6245. return 0;
  6246. }
  6247. if (!spawn->IsEntity()) {
  6248. lua_interface->LogError("%s: LUA IsMezzedOrStunned command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6249. return 0;
  6250. }
  6251. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsMezzedOrStunned());
  6252. return 1;
  6253. }
  6254. int EQ2Emu_lua_ProcessSpell(lua_State* state) {
  6255. if (!lua_interface)
  6256. return 0;
  6257. Spawn* spawn = lua_interface->GetSpawn(state);
  6258. Spawn* target = lua_interface->GetSpawn(state, 2);
  6259. float distance = lua_interface->GetFloatValue(state, 3);
  6260. if (!spawn) {
  6261. lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not valid", lua_interface->GetScriptName(state));
  6262. return 0;
  6263. }
  6264. if (!target) {
  6265. lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6266. return 0;
  6267. }
  6268. if (!spawn->IsNPC()) {
  6269. lua_interface->LogError("%s: LUA ProcessSpell command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6270. return 0;
  6271. }
  6272. if (!target->IsEntity()) {
  6273. lua_interface->LogError("%s: LUA ProcessSpell command error: target is not an entity", lua_interface->GetScriptName(state));
  6274. return 0;
  6275. }
  6276. lua_interface->SetBooleanValue(state, ((NPC*)spawn)->Brain()->ProcessSpell(((Entity*)target), distance));
  6277. return 1;
  6278. }
  6279. int EQ2Emu_lua_ProcessMelee(lua_State* state) {
  6280. if (!lua_interface)
  6281. return 0;
  6282. Spawn* spawn = lua_interface->GetSpawn(state);
  6283. Spawn* target = lua_interface->GetSpawn(state, 2);
  6284. float distance = lua_interface->GetFloatValue(state, 3);
  6285. if (!spawn) {
  6286. lua_interface->LogError("%s: LUA ProcessMelee command error: spawn is not valid", lua_interface->GetScriptName(state));
  6287. return 0;
  6288. }
  6289. if (!target) {
  6290. lua_interface->LogError("%s: LUA ProcessMelee command error: target is not valid", lua_interface->GetScriptName(state));
  6291. return 0;
  6292. }
  6293. if (!spawn->IsNPC()) {
  6294. lua_interface->LogError("%s: LUA ProcessMelee command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6295. return 0;
  6296. }
  6297. if (!target->IsEntity()) {
  6298. lua_interface->LogError("%s: LUA ProcessMelee command error: target is not an entity", lua_interface->GetScriptName(state));
  6299. return 0;
  6300. }
  6301. ((NPC*)spawn)->Brain()->ProcessMelee(((Entity*)target), distance);
  6302. return 0;
  6303. }
  6304. int EQ2Emu_lua_HasRecovered(lua_State* state) {
  6305. if (!lua_interface)
  6306. return 0;
  6307. Spawn* spawn = lua_interface->GetSpawn(state);
  6308. if (!spawn) {
  6309. lua_interface->LogError("%s: LUA HasRecovered command error: spawn is not valid", lua_interface->GetScriptName(state));
  6310. return 0;
  6311. }
  6312. if (!spawn->IsNPC()) {
  6313. lua_interface->LogError("%s: LUA HasRecovered command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6314. return 0;
  6315. }
  6316. lua_interface->SetBooleanValue(state, ((NPC*)spawn)->Brain()->HasRecovered());
  6317. return 1;
  6318. }
  6319. int EQ2Emu_lua_GetEncounterSize(lua_State* state) {
  6320. if (!lua_interface)
  6321. return 0;
  6322. Spawn* spawn = lua_interface->GetSpawn(state);
  6323. if (!spawn) {
  6324. lua_interface->LogError("%s: LUA GetEncounterSize command error: spawn is not valid", lua_interface->GetScriptName(state));
  6325. return 0;
  6326. }
  6327. if (!spawn->IsNPC()) {
  6328. lua_interface->LogError("%s: LUA GetEncounterSize command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6329. return 0;
  6330. }
  6331. lua_interface->SetInt32Value(state, ((NPC*)spawn)->Brain()->GetEncounterSize());
  6332. return 1;
  6333. }
  6334. int EQ2Emu_lua_GetMostHated(lua_State* state) {
  6335. if (!lua_interface)
  6336. return 0;
  6337. Spawn* spawn = lua_interface->GetSpawn(state);
  6338. if (!spawn) {
  6339. lua_interface->LogError("%s: LUA GetMostHated command error: spawn is not valid", lua_interface->GetScriptName(state));
  6340. return 0;
  6341. }
  6342. if (!spawn->IsNPC()) {
  6343. lua_interface->LogError("%s: LUA GetMostHated command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6344. return 0;
  6345. }
  6346. Entity* hated = ((NPC*)spawn)->Brain()->GetMostHated();
  6347. if (hated) {
  6348. lua_interface->SetSpawnValue(state, hated);
  6349. return 1;
  6350. }
  6351. return 0;
  6352. }
  6353. int EQ2Emu_lua_ClearHate(lua_State* state) {
  6354. if (!lua_interface)
  6355. return 0;
  6356. Spawn* spawn = lua_interface->GetSpawn(state);
  6357. Spawn* hated = lua_interface->GetSpawn(state, 2);
  6358. if (!spawn) {
  6359. lua_interface->LogError("%s: LUA ClearHate command error: spawn is not valid", lua_interface->GetScriptName(state));
  6360. return 0;
  6361. }
  6362. if (!spawn->IsNPC()) {
  6363. lua_interface->LogError("%s: LUA ClearHate command error: spawn is not NPC", lua_interface->GetScriptName(state));
  6364. return 0;
  6365. }
  6366. if (!hated) {
  6367. ((NPC*)spawn)->Brain()->ClearHate();
  6368. return 0;
  6369. }
  6370. else
  6371. {
  6372. if (!hated->IsEntity()) {
  6373. lua_interface->LogError("%s: LUA ClearHate command error: second param is not entity", lua_interface->GetScriptName(state));
  6374. return 0;
  6375. }
  6376. ((NPC*)spawn)->Brain()->ClearHate(((Entity*)hated));
  6377. return 0;
  6378. }
  6379. return 0;
  6380. }
  6381. int EQ2Emu_lua_ClearEncounter(lua_State* state) {
  6382. if (!lua_interface)
  6383. return 0;
  6384. Spawn* spawn = lua_interface->GetSpawn(state);
  6385. if (!spawn) {
  6386. lua_interface->LogError("%s: LUA ClearEncounter command error: spawn is not valid", lua_interface->GetScriptName(state));
  6387. return 0;
  6388. }
  6389. if (!spawn->IsNPC()) {
  6390. lua_interface->LogError("%s: LUA ClearEncounter command error: spawn is not an NPC", lua_interface->GetScriptName(state));
  6391. return 0;
  6392. }
  6393. ((NPC*)spawn)->Brain()->ClearEncounter();
  6394. return 0;
  6395. }
  6396. int EQ2Emu_lua_GetEncounter(lua_State* state) {
  6397. if (!lua_interface)
  6398. return 0;
  6399. Spawn* spawn = lua_interface->GetSpawn(state);
  6400. if (!spawn) {
  6401. lua_interface->LogError("%s: LUA GetEncounter command error: Spawn is not valid", lua_interface->GetScriptName(state));
  6402. return 0;
  6403. }
  6404. if (!spawn->IsNPC()) {
  6405. lua_interface->LogError("%s: LUA GetEncounter command error: spawn is not a NPC", lua_interface->GetScriptName(state));
  6406. return 0;
  6407. }
  6408. // Temp list to store hate list
  6409. vector<int32>* encounterList = ((NPC*)spawn)->Brain()->GetEncounter();
  6410. if (encounterList->size() == 0) {
  6411. safe_delete(encounterList);
  6412. return 0;
  6413. }
  6414. lua_createtable(state, encounterList->size(), 0);
  6415. int newTable = lua_gettop(state);
  6416. for (int32 i = 0; i < encounterList->size(); i++) {
  6417. Spawn* temp = spawn->GetZone()->GetSpawnByID(encounterList->at(i));
  6418. if (temp)
  6419. lua_interface->SetSpawnValue(state, temp);
  6420. lua_rawseti(state, newTable, i + 1);
  6421. }
  6422. safe_delete(encounterList);
  6423. return 1;
  6424. }
  6425. int EQ2Emu_lua_GetHateList(lua_State* state) {
  6426. if (!lua_interface)
  6427. return 0;
  6428. Spawn* spawn = lua_interface->GetSpawn(state);
  6429. if (!spawn) {
  6430. lua_interface->LogError("%s: LUA GetHateList command error: spawn is not valid", lua_interface->GetScriptName(state));
  6431. return 0;
  6432. }
  6433. if (!spawn->IsNPC()) {
  6434. lua_interface->LogError("%s: LUA GetHateList command error: spawn is not a NPC", lua_interface->GetScriptName(state));
  6435. return 0;
  6436. }
  6437. // Temp list to store hate list
  6438. vector<Entity*>* hateList = ((NPC*)spawn)->Brain()->GetHateList();
  6439. if (hateList->size() == 0) {
  6440. safe_delete(hateList);
  6441. return 0;
  6442. }
  6443. lua_createtable(state, hateList->size(), 0);
  6444. int newTable = lua_gettop(state);
  6445. for (int32 i = 0; i < hateList->size(); i++) {
  6446. lua_interface->SetSpawnValue(state, hateList->at(i));
  6447. lua_rawseti(state, newTable, i + 1);
  6448. }
  6449. safe_delete(hateList);
  6450. return 1;
  6451. }
  6452. int EQ2Emu_lua_HasGroup(lua_State* state) {
  6453. if (!lua_interface)
  6454. return 0;
  6455. Spawn* spawn = lua_interface->GetSpawn(state);
  6456. if (!spawn) {
  6457. lua_interface->LogError("%s: LUA HasGroup command error: spawn is not valid", lua_interface->GetScriptName(state));
  6458. return 0;
  6459. }
  6460. if (spawn->IsPlayer()) {
  6461. if (((Player*)spawn)->GetGroupMemberInfo() && world.GetGroupManager()->GetGroupSize(((Player*)spawn)->GetGroupMemberInfo()->group_id) > 1)
  6462. lua_interface->SetBooleanValue(state, true);
  6463. else
  6464. lua_interface->SetBooleanValue(state, false);
  6465. return 1;
  6466. }
  6467. else {
  6468. lua_interface->SetBooleanValue(state, spawn->HasSpawnGroup());
  6469. return 1;
  6470. }
  6471. }
  6472. int EQ2Emu_lua_SetCompleteFlag(lua_State* state) {
  6473. if (!lua_interface)
  6474. return 0;
  6475. Quest* quest = lua_interface->GetQuest(state);
  6476. if (!quest) {
  6477. lua_interface->LogError("%s: LUA SetCompleteFlag command error: quest is not valid", lua_interface->GetScriptName(state));
  6478. return 0;
  6479. }
  6480. quest->SetCompletedFlag(true);
  6481. return 0;
  6482. }
  6483. int EQ2Emu_lua_HasSpellEffect(lua_State* state) {
  6484. if (!lua_interface)
  6485. return 0;
  6486. Spawn* spawn = lua_interface->GetSpawn(state);
  6487. int32 spellID = lua_interface->GetInt32Value(state, 2);
  6488. int8 tier = lua_interface->GetInt8Value(state, 3);
  6489. if (!spawn) {
  6490. lua_interface->LogError("%s: LUA HasSpellEffect command error: spawn is not valid", lua_interface->GetScriptName(state));
  6491. return 0;
  6492. }
  6493. if (!spawn->IsEntity()) {
  6494. lua_interface->LogError("%s: LUA HasSpellEffect command error: spawn is not an entity", lua_interface->GetScriptName(state));
  6495. return 0;
  6496. }
  6497. if (spellID == 0) {
  6498. lua_interface->LogError("%s: LUA HasSpellEffect command error: spell id is not valid", lua_interface->GetScriptName(state));
  6499. return 0;
  6500. }
  6501. SpellEffects* effect = ((Entity*)spawn)->GetSpellEffect(spellID);
  6502. if (effect) {
  6503. if (tier > 0) {
  6504. // If a tier was passed chec to see if it is the same as the effect
  6505. if (tier == effect->tier)
  6506. lua_interface->SetBooleanValue(state, true);
  6507. else
  6508. lua_interface->SetBooleanValue(state, false);
  6509. return 1;
  6510. }
  6511. else {
  6512. // Have an effect but no tier was passed so return true
  6513. lua_interface->SetBooleanValue(state, true);
  6514. }
  6515. return 1;
  6516. }
  6517. // no effect so return false
  6518. lua_interface->SetBooleanValue(state, false);
  6519. return 1;
  6520. }
  6521. int EQ2Emu_lua_AddSpawnIDAccess(lua_State* state) {
  6522. if (!lua_interface)
  6523. return 0;
  6524. Spawn* spawn = lua_interface->GetSpawn(state);
  6525. int32 id = lua_interface->GetInt32Value(state, 2);
  6526. ZoneServer* zone = lua_interface->GetZone(state, 3);
  6527. Spawn* spawn2 = 0;
  6528. vector<Spawn*> list;
  6529. if (!spawn) {
  6530. lua_interface->LogError("%s: LUA AddSpawnIDAccess command error: spawn is not valid", lua_interface->GetScriptName(state));
  6531. return 0;
  6532. }
  6533. //If zone not provided, use spawn's zone
  6534. if (!zone)
  6535. zone = spawn->GetZone();
  6536. list = zone->GetSpawnsByID(id);
  6537. if (list.size() == 0) {
  6538. lua_interface->LogError("%s: LUA AddSpawnIDAccess command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  6539. return 0;
  6540. }
  6541. vector<Spawn*>::iterator itr = list.begin();
  6542. for (int8 i = 0; i < list.size(); i++) {
  6543. spawn2 = itr[i];
  6544. if (spawn2)
  6545. spawn2->AddAllowAccessSpawn(spawn);
  6546. }
  6547. return 0;
  6548. }
  6549. int EQ2Emu_lua_RemoveSpawnIDAccess(lua_State* state) {
  6550. if (!lua_interface)
  6551. return 0;
  6552. Spawn* spawn = lua_interface->GetSpawn(state);
  6553. int32 id = lua_interface->GetInt32Value(state, 2);
  6554. ZoneServer* zone = lua_interface->GetZone(state, 3);
  6555. Spawn* spawn2 = 0;
  6556. if (!spawn) {
  6557. lua_interface->LogError("%s: LUA RemoveSpawnIDAccess command error: spawn is not valid", lua_interface->GetScriptName(state));
  6558. return 0;
  6559. }
  6560. //If zone not provided, use spawn's zone
  6561. if (!zone)
  6562. zone = spawn->GetZone();
  6563. vector<Spawn*> list = zone->GetSpawnsByID(id);
  6564. vector<Spawn*>::iterator itr = list.begin();
  6565. if (list.size() == 0) {
  6566. lua_interface->LogError("%s: LUA RemoveSpawnIDAccess command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  6567. return 0;
  6568. }
  6569. for (int8 i = 0; i < list.size(); i++) {
  6570. spawn2 = itr[i];
  6571. if (spawn2)
  6572. spawn2->RemoveSpawnAccess(spawn);
  6573. }
  6574. return 0;
  6575. }
  6576. int EQ2Emu_lua_SetQuestYellow(lua_State* state) {
  6577. if (!lua_interface)
  6578. return 0;
  6579. Quest* quest = lua_interface->GetQuest(state);
  6580. if (!quest) {
  6581. lua_interface->LogError("%s: LUA SetQuestYellow command error: quest is not valid", lua_interface->GetScriptName(state));
  6582. return 0;
  6583. }
  6584. quest->SetYellowName(true);
  6585. return 0;
  6586. }
  6587. int EQ2Emu_lua_CanReceiveQuest(lua_State* state) {
  6588. if (!lua_interface)
  6589. return 0;
  6590. Spawn* spawn = lua_interface->GetSpawn(state);
  6591. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  6592. if (!spawn) {
  6593. lua_interface->LogError("%s: LUA CanReceieveQuest command error: spawn is not valid", lua_interface->GetScriptName(state));
  6594. return 0;
  6595. }
  6596. if (!spawn->IsPlayer()) {
  6597. lua_interface->LogError("%s: LUA CanReceieveQuest command error: spawn is not player", lua_interface->GetScriptName(state));
  6598. return 0;
  6599. }
  6600. lua_interface->SetBooleanValue(state, ((Player*)spawn)->CanReceiveQuest(quest_id));
  6601. return 1;
  6602. }
  6603. int EQ2Emu_lua_SetSuccessTimer(lua_State* state) {
  6604. if (!lua_interface)
  6605. return 0;
  6606. Spawn* spawn = lua_interface->GetSpawn(state);
  6607. if (!spawn) {
  6608. lua_interface->LogError("%s: LUA SetSuccessTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  6609. return 0;
  6610. }
  6611. if (!spawn->IsPlayer()) {
  6612. lua_interface->LogError("%s: LUA SetSuccessTimer command error: spawn is not a player", lua_interface->GetScriptName(state));
  6613. return 0;
  6614. }
  6615. ZoneServer* zone = spawn->GetZone();
  6616. if (!zone) {
  6617. lua_interface->LogError("%s: LUA SetSuccessTimer command error: unable to get a valid zone for the given spawn", lua_interface->GetScriptName(state));
  6618. return 0;
  6619. }
  6620. Instance_Type iType = zone->GetInstanceType();
  6621. if (iType == SOLO_LOCKOUT_INSTANCE ||
  6622. iType == GROUP_LOCKOUT_INSTANCE ||
  6623. iType == RAID_LOCKOUT_INSTANCE ||
  6624. iType == SOLO_PERSIST_INSTANCE ||
  6625. iType == GROUP_PERSIST_INSTANCE ||
  6626. iType == RAID_PERSIST_INSTANCE) {
  6627. InstanceData* data = ((Player*)spawn)->GetCharacterInstances()->FindInstanceByZoneID(spawn->GetZone()->GetZoneID());
  6628. if (data) {
  6629. // Check to see if the timer has already been set, if it has return out.
  6630. if (Timer::GetUnixTimeStamp() <= data->last_success_timestamp + data->success_lockout_time)
  6631. return 0;
  6632. database.UpdateCharacterInstance(((Player*)spawn)->GetCharacterID(), string(spawn->GetZone()->GetZoneName()), spawn->GetZone()->GetInstanceID(), 1, Timer::GetUnixTimeStamp());
  6633. data->last_success_timestamp = Timer::GetUnixTimeStamp();
  6634. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  6635. if (client) {
  6636. string time_msg = "";
  6637. int32 time = data->success_lockout_time;
  6638. int16 hour;
  6639. int8 min;
  6640. int8 sec;
  6641. hour = time / 3600;
  6642. time = time % 3600;
  6643. min = time / 60;
  6644. time = time % 60;
  6645. sec = time;
  6646. if (hour > 0) {
  6647. char temp[10];
  6648. sprintf(temp, " %i", hour);
  6649. time_msg.append(temp);
  6650. time_msg.append(" hour");
  6651. time_msg.append((hour > 1) ? "s" : "");
  6652. }
  6653. if (min > 0) {
  6654. char temp[5];
  6655. sprintf(temp, " %i", min);
  6656. time_msg.append(temp);
  6657. time_msg.append(" minute");
  6658. time_msg.append((min > 1) ? "s" : "");
  6659. }
  6660. // Only add seconds if minutes and hours are 0
  6661. if (hour == 0 && min == 0 && sec > 0) {
  6662. char temp[5];
  6663. sprintf(temp, " %i", sec);
  6664. time_msg.append(temp);
  6665. time_msg.append(" second");
  6666. time_msg.append((sec > 1) ? "s" : "");
  6667. }
  6668. 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());
  6669. }
  6670. }
  6671. else
  6672. lua_interface->LogError("LUA SetSuccessTimer command error: unable to get instance data for instance %u for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  6673. }
  6674. else
  6675. lua_interface->LogError("%s: LUA SetSuccessTimer command error: current zone for given spawn is not a lockout or persistent instance", lua_interface->GetScriptName(state));
  6676. return 0;
  6677. }
  6678. int EQ2Emu_lua_SetFailureTimer(lua_State* state) {
  6679. if (!lua_interface)
  6680. return 0;
  6681. Spawn* spawn = lua_interface->GetSpawn(state);
  6682. if (!spawn) {
  6683. lua_interface->LogError("%s: LUA SetFailureTimer command error: spawn is not valid", lua_interface->GetScriptName(state));
  6684. return 0;
  6685. }
  6686. if (!spawn->IsPlayer()) {
  6687. lua_interface->LogError("%s: LUA SetFailureTimer command error: spawn is not a player", lua_interface->GetScriptName(state));
  6688. return 0;
  6689. }
  6690. ZoneServer* zone = spawn->GetZone();
  6691. if (!zone) {
  6692. lua_interface->LogError("%s: LUA SetFailureTimer command error: unable to get a valid zone for the given spawn", lua_interface->GetScriptName(state));
  6693. return 0;
  6694. }
  6695. Instance_Type iType = zone->GetInstanceType();
  6696. if (iType == SOLO_LOCKOUT_INSTANCE ||
  6697. iType == GROUP_LOCKOUT_INSTANCE ||
  6698. iType == RAID_LOCKOUT_INSTANCE ||
  6699. iType == SOLO_PERSIST_INSTANCE ||
  6700. iType == GROUP_PERSIST_INSTANCE ||
  6701. iType == RAID_PERSIST_INSTANCE) {
  6702. InstanceData* data = ((Player*)spawn)->GetCharacterInstances()->FindInstanceByZoneID(spawn->GetZone()->GetZoneID());
  6703. if (data) {
  6704. // Check to see if the timer has already been set, if it has return out.
  6705. if (Timer::GetUnixTimeStamp() <= data->last_failure_timestamp + data->failure_lockout_time)
  6706. return 0;
  6707. database.UpdateCharacterInstance(((Player*)spawn)->GetCharacterID(), string(spawn->GetZone()->GetZoneName()), spawn->GetZone()->GetInstanceID(), 2, Timer::GetUnixTimeStamp());
  6708. data->last_failure_timestamp = Timer::GetUnixTimeStamp();
  6709. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  6710. if (client) {
  6711. string time_msg = "";
  6712. int32 time = data->failure_lockout_time;
  6713. int16 hour;
  6714. int8 min;
  6715. int8 sec;
  6716. hour = time / 3600;
  6717. time = time % 3600;
  6718. min = time / 60;
  6719. time = time % 60;
  6720. sec = time;
  6721. if (hour > 0) {
  6722. char temp[10];
  6723. sprintf(temp, " %i", hour);
  6724. time_msg.append(temp);
  6725. time_msg.append(" hour");
  6726. time_msg.append((hour > 1) ? "s" : "");
  6727. }
  6728. if (min > 0) {
  6729. char temp[5];
  6730. sprintf(temp, " %i", min);
  6731. time_msg.append(temp);
  6732. time_msg.append(" minute");
  6733. time_msg.append((min > 1) ? "s" : "");
  6734. }
  6735. // Only add seconds if minutes and hours are 0
  6736. if (hour == 0 && min == 0 && sec > 0) {
  6737. char temp[5];
  6738. sprintf(temp, " %i", sec);
  6739. time_msg.append(temp);
  6740. time_msg.append(" second");
  6741. time_msg.append((sec > 1) ? "s" : "");
  6742. }
  6743. 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());
  6744. }
  6745. }
  6746. else
  6747. lua_interface->LogError("LUA SetFailureTimer command error: unable to get instance data for instance %u for player %s", spawn->GetZone()->GetInstanceID(), spawn->GetName());
  6748. }
  6749. else
  6750. lua_interface->LogError("%s: LUA SetFailureTimer command error: current zone for given spawn is not a lockout or persistent instance", lua_interface->GetScriptName(state));
  6751. return 0;
  6752. }
  6753. int EQ2Emu_lua_IsGroundSpawn(lua_State* state) {
  6754. if (!lua_interface)
  6755. return 0;
  6756. Spawn* spawn = lua_interface->GetSpawn(state);
  6757. if (!spawn) {
  6758. lua_interface->LogError("%s: LUA IsGroundSpawn command error: not a valid spawn", lua_interface->GetScriptName(state));
  6759. return 0;
  6760. }
  6761. lua_interface->SetBooleanValue(state, spawn->IsGroundSpawn());
  6762. return 1;
  6763. }
  6764. int EQ2Emu_lua_CanHarvest(lua_State* state) {
  6765. if (!lua_interface)
  6766. return 0;
  6767. Spawn* player = lua_interface->GetSpawn(state);
  6768. Spawn* ground = lua_interface->GetSpawn(state, 2);
  6769. if (!player) {
  6770. lua_interface->LogError("%s: LUA CanHarvest command error: not a valid spawn", lua_interface->GetScriptName(state));
  6771. return 0;
  6772. }
  6773. if (!player->IsPlayer()) {
  6774. lua_interface->LogError("%s: LUA CanHarvest command error: spawn is not a player", lua_interface->GetScriptName(state));
  6775. return 0;
  6776. }
  6777. if (!ground) {
  6778. lua_interface->LogError("%s: LUA CanHarvest command error: not a valid spawn", lua_interface->GetScriptName(state));
  6779. return 0;
  6780. }
  6781. if (!ground->IsGroundSpawn()) {
  6782. lua_interface->LogError("%s: LUA CanHarvest command error: spawn is not a ground spawn", lua_interface->GetScriptName(state));
  6783. return 0;
  6784. }
  6785. vector<GroundSpawnEntry*>* groundspawn_entries = player->GetZone()->GetGroundSpawnEntries(((GroundSpawn*)ground)->GetGroundSpawnEntryID());
  6786. if (!groundspawn_entries) {
  6787. lua_interface->LogError("LUA CanHarvest command error: No groundspawn entries assigned to groundspawn id: %u", ((GroundSpawn*)ground)->GetGroundSpawnEntryID());
  6788. return 0;
  6789. }
  6790. Skill* skill = 0;
  6791. string collection_skill = string(((GroundSpawn*)ground)->GetCollectionSkill());
  6792. if (collection_skill == "Collecting")
  6793. skill = ((Player*)player)->GetSkillByName("Gathering");
  6794. else
  6795. skill = ((Player*)player)->GetSkillByName(collection_skill.c_str());
  6796. if (!skill) {
  6797. lua_interface->LogError("LUA CanHarvest command error: Player '%s' lacks the skill: '%s'", player->GetName(), collection_skill.c_str());
  6798. return 0;
  6799. }
  6800. vector<GroundSpawnEntry*>::iterator itr;
  6801. GroundSpawnEntry* entry = 0;
  6802. bool can_harvest = false;
  6803. sint32 min_skill = -1;
  6804. int16 totalSkill = skill->current_val;
  6805. int32 skillID = master_item_list.GetItemStatIDByName(collection_skill);
  6806. if(skillID != 0xFFFFFFFF)
  6807. {
  6808. ((Entity*)player)->MStats.lock();
  6809. totalSkill += ((Entity*)player)->stats[skillID];
  6810. ((Entity*)player)->MStats.unlock();
  6811. }
  6812. // first, iterate through groundspawn_entries, discard tables player cannot use
  6813. for (itr = groundspawn_entries->begin(); itr != groundspawn_entries->end(); itr++)
  6814. {
  6815. entry = *itr;
  6816. if (min_skill == -1 || entry->min_skill_level < min_skill)
  6817. min_skill = entry->min_skill_level;
  6818. // if player lacks skill, skip table
  6819. if (entry->min_skill_level > totalSkill)
  6820. continue;
  6821. // if bonus, but player lacks level, skip table
  6822. if (entry->bonus_table && (player->GetLevel() < entry->min_adventure_level))
  6823. continue;
  6824. can_harvest = true;
  6825. break;
  6826. }
  6827. lua_interface->SetBooleanValue(state, can_harvest);
  6828. // If false, send the message to the client
  6829. if (!can_harvest) {
  6830. Client* client = player->GetZone()->GetClientBySpawn(player);
  6831. if (client) {
  6832. string msg = "You do not have enough skill to ";
  6833. if (collection_skill == "Gathering" || collection_skill == "Collecting")
  6834. msg.append("gather");
  6835. else if (collection_skill == "Mining")
  6836. msg.append("mine");
  6837. else if (collection_skill == "Trapping")
  6838. msg.append("trap");
  6839. else if (collection_skill == "Foresting")
  6840. msg.append("forest");
  6841. else if (collection_skill == "Fishing")
  6842. msg.append("catch");
  6843. msg.append(" the %s. It requires %i %s skill, and your skill is %i.");
  6844. client->Message(CHANNEL_HARVESTING_WARNINGS, msg.c_str(), ground->GetName(), min_skill, skill->name.data.c_str(), totalSkill);
  6845. // You do not have enough skill to catch the band of fish. It requires 20 Fishing skill, and your skill is 12.
  6846. }
  6847. }
  6848. return 1;
  6849. }
  6850. int EQ2Emu_lua_HasRecipeBook(lua_State* state) {
  6851. if (!lua_interface)
  6852. return 0;
  6853. Spawn* player = lua_interface->GetSpawn(state);
  6854. int32 recipe_id = lua_interface->GetInt32Value(state, 2);
  6855. if (!player) {
  6856. lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not valid", lua_interface->GetScriptName(state));
  6857. return 0;
  6858. }
  6859. if (!player->IsPlayer()) {
  6860. lua_interface->LogError("%s: LUA HasRecipeBook command error, Spawn is not a player", lua_interface->GetScriptName(state));
  6861. return 0;
  6862. }
  6863. bool ret = ((Player*)player)->HasRecipeBook(recipe_id);
  6864. lua_interface->SetBooleanValue(state, ret);
  6865. return 1;
  6866. }
  6867. int EQ2Emu_lua_SummonDumbFirePet(lua_State* state) {
  6868. // Check to see if we have a valid lua_interface
  6869. if (!lua_interface)
  6870. return 0;
  6871. // Get the spawn that is getting the pet
  6872. Spawn* spawn = lua_interface->GetSpawn(state);
  6873. Spawn* target = lua_interface->GetSpawn(state, 2);
  6874. // Get the DB ID of the pet
  6875. int32 pet_id = lua_interface->GetInt32Value(state, 3);
  6876. float x = lua_interface->GetFloatValue(state, 4);
  6877. float y = lua_interface->GetFloatValue(state, 5);
  6878. float z = lua_interface->GetFloatValue(state, 6);
  6879. // Get the spell that this command was called from
  6880. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  6881. // Check to make sure the spawn pointer is valid
  6882. if (!spawn) {
  6883. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: Spawn is not valid", lua_interface->GetScriptName(state));
  6884. return 0;
  6885. }
  6886. // Check to make sure the spawn is an entity
  6887. if (!spawn->IsEntity()) {
  6888. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: Spawn is not an entity", lua_interface->GetScriptName(state));
  6889. return 0;
  6890. }
  6891. if (!target) {
  6892. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: target is not valid", lua_interface->GetScriptName(state));
  6893. return 0;
  6894. }
  6895. if (!target->IsEntity()) {
  6896. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: target is not an entity", lua_interface->GetScriptName(state));
  6897. return 0;
  6898. }
  6899. // Check to see if the DB ID for the pet is set
  6900. if (pet_id == 0) {
  6901. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: pet_id can not be set to 0", lua_interface->GetScriptName(state));
  6902. return 0;
  6903. }
  6904. // Check to see if the pointer to the spell is valid
  6905. if (!luaspell) {
  6906. lua_interface->LogError("%s: LUA SummonDumbFirePet command error: valid spell not found, SummonPet can only be used in spell scripts", lua_interface->GetScriptName(state));
  6907. return 0;
  6908. }
  6909. if(luaspell->resisted) {
  6910. return 0;
  6911. }
  6912. // Get a pointer to a spawn with the given DB ID and check if the pointer is valid
  6913. Spawn* pet = spawn->GetZone()->GetSpawn(pet_id);
  6914. if (!pet) {
  6915. lua_interface->LogError("LUA SummonDumbFirePet command error: Could not find spawn with id of %u.", pet_id);
  6916. return 0;
  6917. }
  6918. // Check to make sure the pet is an npc
  6919. if (!pet->IsNPC()) {
  6920. lua_interface->LogError("LUA SummonDumbFirePet command error: id (%u) did not point to a npc", pet_id);
  6921. return 0;
  6922. }
  6923. if (x == 0)
  6924. x = spawn->GetX();
  6925. if (y == 0)
  6926. y = spawn->GetY();
  6927. if (z == 0)
  6928. z = spawn->GetZ();
  6929. // Spawn the pet at the same location as the owner
  6930. pet->SetX(x);
  6931. pet->SetY(y);
  6932. pet->SetZ(z);
  6933. pet->SetLocation(spawn->GetLocation());
  6934. pet->SetHeading(spawn->GetHeading());
  6935. spawn->GetZone()->AddSpawn(pet);
  6936. /*
  6937. const char* spawn_script = world.GetSpawnScript(pet_id);
  6938. if(spawn_script && lua_interface->GetSpawnScript(spawn_script) != 0){
  6939. spawn->SetSpawnScript(string(spawn_script));
  6940. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  6941. }*/
  6942. // Get a random pet name
  6943. string random_pet_name;
  6944. int16 rand_index = MakeRandomInt(0, spawn->GetZone()->pet_names.size() - 1);
  6945. random_pet_name = spawn->GetZone()->pet_names.at(rand_index);
  6946. LogWrite(PET__DEBUG, 0, "Pets", "Randomize Pet Name: '%s' (rand: %i)", random_pet_name.c_str(), rand_index);
  6947. // Set the pets name
  6948. pet->SetName(random_pet_name.c_str());
  6949. // Set the level of the pet to the owners level
  6950. pet->SetLevel(spawn->GetLevel());
  6951. // Set the faction of the pet to the same faction as the owner
  6952. pet->SetFactionID(spawn->GetFactionID());
  6953. // Set the spawn as a pet
  6954. pet->SetPet(true);
  6955. // Give a pointer of the owner to the pet
  6956. ((NPC*)pet)->SetOwner((Entity*)spawn);
  6957. // Set the pet type
  6958. ((NPC*)pet)->SetPetType(PET_TYPE_DUMBFIRE);
  6959. // Set the spell id used to create this pet
  6960. ((NPC*)pet)->SetPetSpellID(luaspell->spell->GetSpellData()->id);
  6961. // Set the spell tier used to create this pet
  6962. ((NPC*)pet)->SetPetSpellTier(luaspell->spell->GetSpellData()->tier);
  6963. // Set the pets spawn type to 6
  6964. pet->SetSpawnType(6);
  6965. // Set the pets brain
  6966. ((NPC*)pet)->SetBrain(new DumbFirePetBrain((NPC*)pet, (Entity*)target, luaspell->spell->GetSpellDuration() * 100));
  6967. // Check to see if the pet has a subtitle
  6968. if (strlen(pet->GetSubTitle()) > 0) {
  6969. // Add the players name to the front of the sub title
  6970. string pet_subtitle;
  6971. pet_subtitle.append(spawn->GetName()).append("'s ").append(pet->GetSubTitle());
  6972. LogWrite(PET__DEBUG, 0, "Pets", "Pet Subtitle: '%s'", pet_subtitle.c_str());
  6973. // Set the pets subtitle to the new one
  6974. pet->SetSubTitle(pet_subtitle.c_str());
  6975. }
  6976. // Set the pet as the return value for this function
  6977. lua_interface->SetSpawnValue(state, pet);
  6978. return 1;
  6979. }
  6980. int EQ2Emu_lua_SpawnMove(lua_State* state) {
  6981. if (!lua_interface)
  6982. return 0;
  6983. Spawn* spawn = lua_interface->GetSpawn(state);
  6984. Spawn* player = lua_interface->GetSpawn(state, 2);
  6985. float max_distance = lua_interface->GetFloatValue(state, 3);
  6986. string type = lua_interface->GetStringValue(state, 4);
  6987. if (!spawn || (spawn && spawn->IsPlayer())) {
  6988. lua_interface->LogError("%s: LUA SpawnMove command error: first param spawn is not valid or is player", lua_interface->GetScriptName(state));
  6989. return 0;
  6990. }
  6991. if (!player || (player && !player->IsPlayer())) {
  6992. lua_interface->LogError("%s: LUA SpawnMove command error: second param is not player", lua_interface->GetScriptName(state));
  6993. return 0;
  6994. }
  6995. Client* client = 0;
  6996. if (player->GetZone())
  6997. client = player->GetZone()->GetClientBySpawn(player);
  6998. if (!client) {
  6999. lua_interface->LogError("%s: LUA SpawnMove command error: could not find client", lua_interface->GetScriptName(state));
  7000. return 0;
  7001. }
  7002. //Set max_distance to default if not set or not proper value
  7003. if (max_distance <= 0)
  7004. max_distance = 500;
  7005. PacketStruct* packet = configReader.getStruct("WS_MoveObjectMode", client->GetVersion());
  7006. if (packet) {
  7007. float unknown2_3 = 0;
  7008. int8 placement_mode = 0;
  7009. if (type == "wall") {
  7010. placement_mode = 2;
  7011. unknown2_3 = 150;
  7012. }
  7013. else if (type == "ceiling")
  7014. placement_mode = 1;
  7015. packet->setDataByName("placement_mode", placement_mode);
  7016. packet->setDataByName("spawn_id", ((Player*)player)->GetIDWithPlayerSpawn(spawn));
  7017. packet->setDataByName("model_type", spawn->GetModelType());
  7018. packet->setDataByName("unknown", 1); //size
  7019. packet->setDataByName("unknown2", 1); //size 2
  7020. packet->setDataByName("unknown2", .5, 1); //size 3
  7021. packet->setDataByName("unknown2", 3, 2);
  7022. packet->setDataByName("unknown2", unknown2_3, 3);
  7023. packet->setDataByName("max_distance", max_distance);
  7024. packet->setDataByName("CoEunknown", 0xFFFFFFFF);
  7025. client->QueuePacket(packet->serialize());
  7026. safe_delete(packet);
  7027. }
  7028. return 0;
  7029. }
  7030. int EQ2Emu_lua_GetItemType(lua_State* state) {
  7031. if (!lua_interface)
  7032. return 0;
  7033. Item* item = lua_interface->GetItem(state);
  7034. if (!item) {
  7035. lua_interface->LogError("%s: LUA GetItemType command error: item pointer is not valid", lua_interface->GetScriptName(state));
  7036. return 0;
  7037. }
  7038. lua_interface->SetInt32Value(state, item->generic_info.item_type);
  7039. return 1;
  7040. }
  7041. int EQ2Emu_lua_GetItemEffectType(lua_State* state) {
  7042. if (!lua_interface)
  7043. return 0;
  7044. Item* item = lua_interface->GetItem(state);
  7045. if (!item) {
  7046. lua_interface->LogError("%s: LUA GetItemEffectType command error: item pointer is not valid", lua_interface->GetScriptName(state));
  7047. return 0;
  7048. }
  7049. lua_interface->SetInt32Value(state, item->effect_type);
  7050. return 1;
  7051. }
  7052. int EQ2Emu_lua_AddTransportSpawn(lua_State* state) {
  7053. if (!lua_interface)
  7054. return 0;
  7055. Spawn* spawn = lua_interface->GetSpawn(state);
  7056. if (!spawn) {
  7057. lua_interface->LogError("%s: LUA AddTransportSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
  7058. return 0;
  7059. }
  7060. if (spawn->GetZone())
  7061. spawn->GetZone()->AddTransportSpawn(spawn);
  7062. return 0;
  7063. }
  7064. int EQ2Emu_lua_IsTransportSpawn(lua_State* state) {
  7065. if (!lua_interface)
  7066. return 0;
  7067. Spawn* spawn = lua_interface->GetSpawn(state);
  7068. if (!spawn) {
  7069. lua_interface->LogError("%s: LUA AddTransportSpawn command error: spawn is not valid", lua_interface->GetScriptName(state));
  7070. return 0;
  7071. }
  7072. lua_interface->SetBooleanValue(state, spawn->IsTransportSpawn());
  7073. return 1;
  7074. }
  7075. int EQ2Emu_lua_GetSkillValue(lua_State* state) {
  7076. if (!lua_interface)
  7077. return 0;
  7078. Skill* skill = lua_interface->GetSkill(state);
  7079. if (!skill) {
  7080. lua_interface->LogError("%s: LUA GetSkillValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7081. return 0;
  7082. }
  7083. lua_interface->SetInt32Value(state, skill->current_val);
  7084. return 1;
  7085. }
  7086. int EQ2Emu_lua_GetSkillMaxValue(lua_State* state) {
  7087. if (!lua_interface)
  7088. return 0;
  7089. Skill* skill = lua_interface->GetSkill(state);
  7090. if (!skill) {
  7091. lua_interface->LogError("%s: LUA GetSkillMaxValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7092. return 0;
  7093. }
  7094. lua_interface->SetInt32Value(state, skill->max_val);
  7095. return 1;
  7096. }
  7097. int EQ2Emu_lua_GetSkillName(lua_State* state) {
  7098. if (!lua_interface)
  7099. return 0;
  7100. Skill* skill = lua_interface->GetSkill(state);
  7101. if (!skill) {
  7102. lua_interface->LogError("%s: LUA GetSkillName command error: skill is not valid", lua_interface->GetScriptName(state));
  7103. return 0;
  7104. }
  7105. lua_interface->SetStringValue(state, skill->name.data.c_str());
  7106. return 1;
  7107. }
  7108. int EQ2Emu_lua_SetSkillMaxValue(lua_State* state) {
  7109. if (!lua_interface)
  7110. return 0;
  7111. Skill* skill = lua_interface->GetSkill(state);
  7112. int16 value = lua_interface->GetInt16Value(state, 2);
  7113. if (!skill) {
  7114. lua_interface->LogError("%s: LUA SetSkillMaxValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7115. return 0;
  7116. }
  7117. skill->max_val = value;
  7118. if (skill->max_val < skill->current_val)
  7119. skill->current_val = skill->max_val;
  7120. return 0;
  7121. }
  7122. int EQ2Emu_lua_SetSkillValue(lua_State* state) {
  7123. if (!lua_interface)
  7124. return 0;
  7125. Skill* skill = lua_interface->GetSkill(state);
  7126. int16 value = lua_interface->GetInt16Value(state, 2);
  7127. if (!skill) {
  7128. lua_interface->LogError("%s: LUA SetSkillValue command error: skill is not valid", lua_interface->GetScriptName(state));
  7129. return 0;
  7130. }
  7131. if (value > skill->max_val)
  7132. skill->current_val = skill->max_val;
  7133. else
  7134. skill->current_val = value;
  7135. return 0;
  7136. }
  7137. int EQ2Emu_lua_HasSkill(lua_State* state) {
  7138. if (!lua_interface)
  7139. return 0;
  7140. Spawn* player = lua_interface->GetSpawn(state);
  7141. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  7142. if (skill_id > 0 && player && player->IsPlayer()) {
  7143. lua_interface->SetBooleanValue(state, ((Player*)player)->skill_list.HasSkill(skill_id));
  7144. return 1;
  7145. }
  7146. return 0;
  7147. }
  7148. int EQ2Emu_lua_AddSkill(lua_State* state) {
  7149. if (!lua_interface)
  7150. return 0;
  7151. Spawn* player_spawn = lua_interface->GetSpawn(state);
  7152. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  7153. int16 current_val = lua_interface->GetInt16Value(state, 3);
  7154. int16 max_val = lua_interface->GetInt16Value(state, 4);
  7155. bool more_to_add = lua_interface->GetBooleanValue(state, 5);
  7156. if (skill_id > 0 && current_val > 0 && max_val > 0) {
  7157. if (player_spawn && player_spawn->IsPlayer()) {
  7158. Player* player = (Player*)player_spawn;
  7159. bool added = false;
  7160. if (!player->skill_list.HasSkill(skill_id)) {
  7161. player->AddSkill(skill_id, current_val, max_val, true);
  7162. added = true;
  7163. }
  7164. 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
  7165. Client* client = player->GetClient();
  7166. if (client) {
  7167. EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
  7168. if (packet)
  7169. client->QueuePacket(packet);
  7170. }
  7171. }
  7172. if (added) {
  7173. lua_interface->SetBooleanValue(state, true);
  7174. return 1;
  7175. }
  7176. }
  7177. else {
  7178. lua_interface->LogError("%s: LUA AddSkill command error: Given spawn is not a player", lua_interface->GetScriptName(state));
  7179. }
  7180. }
  7181. else {
  7182. lua_interface->LogError("%s: LUA AddSkill command error: Required parameters not set", lua_interface->GetScriptName(state));
  7183. }
  7184. lua_interface->SetBooleanValue(state, false);
  7185. return 1;
  7186. }
  7187. int EQ2Emu_lua_RemoveSkill(lua_State* state) {
  7188. if (!lua_interface)
  7189. return 0;
  7190. Spawn* player_spawn = lua_interface->GetSpawn(state);
  7191. int32 skill_id = lua_interface->GetInt32Value(state, 2);
  7192. bool more_to_remove = lua_interface->GetBooleanValue(state, 3);
  7193. if (skill_id > 0) {
  7194. if (player_spawn && player_spawn->IsPlayer()) {
  7195. Player* player = (Player*)player_spawn;
  7196. if (player->skill_list.HasSkill(skill_id)) {
  7197. player->RemovePlayerSkill(skill_id);
  7198. if (!more_to_remove) {
  7199. Client* client = player->GetClient();
  7200. if (client) {
  7201. EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
  7202. if (packet)
  7203. client->QueuePacket(packet);
  7204. }
  7205. }
  7206. }
  7207. }
  7208. else {
  7209. lua_interface->LogError("%s: LUA RemoveSkill command error: Given spawn is not a player", lua_interface->GetScriptName(state));
  7210. }
  7211. }
  7212. else {
  7213. lua_interface->LogError("%s: LUA RemoveSkill command error: skill_id not set", lua_interface->GetScriptName(state));
  7214. }
  7215. return 0;
  7216. }
  7217. int EQ2Emu_lua_IncreaseSkillCapsByType(lua_State* state) {
  7218. if (!lua_interface)
  7219. return 0;
  7220. Spawn* player_spawn = lua_interface->GetSpawn(state);
  7221. int8 skill_type = lua_interface->GetInt8Value(state, 2);
  7222. int16 amount = lua_interface->GetInt8Value(state, 3);
  7223. bool more_to_increase = lua_interface->GetBooleanValue(state, 4);
  7224. if (amount > 0 && skill_type < 100) {
  7225. if (player_spawn && player_spawn->IsPlayer()) {
  7226. Player* player = (Player*)player_spawn;
  7227. player->skill_list.IncreaseSkillCapsByType(skill_type, amount);
  7228. if (!more_to_increase) {
  7229. Client* client = player->GetClient();
  7230. if (client) {
  7231. EQ2Packet* packet = player->GetSkills()->GetSkillPacket(client->GetVersion());
  7232. if (packet)
  7233. client->QueuePacket(packet);
  7234. }
  7235. }
  7236. }
  7237. else {
  7238. lua_interface->LogError("%s: LUA IncreaseSkillCapsByType command error: Given spawn is not a player", lua_interface->GetScriptName(state));
  7239. }
  7240. }
  7241. else {
  7242. lua_interface->LogError("%s: LUA IncreaseSkillCapsByType command error: Invalid parameters", lua_interface->GetScriptName(state));
  7243. }
  7244. return 0;
  7245. }
  7246. int EQ2Emu_lua_GetSkill(lua_State* state) {
  7247. if (!lua_interface)
  7248. return 0;
  7249. Spawn* spawn = lua_interface->GetSpawn(state);
  7250. string name = lua_interface->GetStringValue(state, 2);
  7251. if (!spawn) {
  7252. lua_interface->LogError("%s: LUA GetSkill command error: spawn is not valid", lua_interface->GetScriptName(state));
  7253. return 0;
  7254. }
  7255. if (!spawn->IsEntity()) {
  7256. lua_interface->LogError("%s: LUA GetSkill command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
  7257. return 0;
  7258. }
  7259. Skill* skill = ((Entity*)spawn)->GetSkillByName(name.c_str());
  7260. if (skill) {
  7261. lua_interface->SetSkillValue(state, skill);
  7262. return 1;
  7263. }
  7264. return 0;
  7265. }
  7266. int EQ2Emu_lua_AddProc(lua_State* state) {
  7267. if (!lua_interface)
  7268. return 0;
  7269. Spawn* spawn = lua_interface->GetSpawn(state);
  7270. int8 type = lua_interface->GetInt8Value(state, 2);
  7271. float chance = lua_interface->GetFloatValue(state, 3);
  7272. Item* item = lua_interface->GetItem(state, 4);
  7273. bool use_all_spelltargets = (lua_interface->GetInt8Value(state, 5) == 1);
  7274. LuaSpell* spell = 0;
  7275. if (!spawn && (!spell || !use_all_spelltargets)) {
  7276. lua_interface->LogError("%s: LUA AddProc command error: spawn is not valid", lua_interface->GetScriptName(state));
  7277. return 0;
  7278. }
  7279. if ((!spell || use_all_spelltargets) && spawn && !spawn->IsEntity()) {
  7280. lua_interface->LogError("%s: LUA AddProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
  7281. return 0;
  7282. }
  7283. if (!item)
  7284. spell = lua_interface->GetCurrentSpell(state);
  7285. if (!item && !spell) {
  7286. lua_interface->LogError("%s: LUA AddProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state));
  7287. return 0;
  7288. }
  7289. if(spell && spell->resisted) {
  7290. return 0;
  7291. }
  7292. if (spell && use_all_spelltargets) {
  7293. Spawn* target;
  7294. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  7295. for (int8 i = 0; i < spell->targets.size(); i++) {
  7296. target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  7297. if (!target || !target->IsEntity())
  7298. continue;
  7299. ((Entity*)target)->AddProc(type, chance, item, spell);
  7300. }
  7301. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  7302. }
  7303. else
  7304. ((Entity*)spawn)->AddProc(type, chance, item, spell);
  7305. return 0;
  7306. }
  7307. int EQ2Emu_lua_RemoveProc(lua_State* state) {
  7308. if (!lua_interface)
  7309. return 0;
  7310. Spawn* spawn = lua_interface->GetSpawn(state);
  7311. Item* item = lua_interface->GetItem(state, 2);
  7312. LuaSpell* spell = 0;
  7313. if (!spawn) {
  7314. lua_interface->LogError("%s: LUA RemoveProc command error: spawn is not valid", lua_interface->GetScriptName(state));
  7315. return 0;
  7316. }
  7317. if (!spawn->IsEntity()) {
  7318. lua_interface->LogError("%s: LUA RemoveProc command error: spawn is not a valid entity", lua_interface->GetScriptName(state));
  7319. return 0;
  7320. }
  7321. if (!item)
  7322. spell = lua_interface->GetCurrentSpell(state);
  7323. if (!item && !spell) {
  7324. lua_interface->LogError("%s: LUA RemoveProc command error: can only use with an item provided or inside a spell script", lua_interface->GetScriptName(state));
  7325. return 0;
  7326. }
  7327. if (spell) {
  7328. Spawn* target;
  7329. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  7330. for (int8 i = 0; i < spell->targets.size(); i++) {
  7331. target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  7332. if (!target || !target->IsEntity())
  7333. continue;
  7334. ((Entity*)target)->RemoveProc(item, spell);
  7335. }
  7336. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  7337. spell->caster->RemoveProc(item, spell);
  7338. }
  7339. else
  7340. ((Entity*)spawn)->RemoveProc(item, spell);
  7341. return 0;
  7342. }
  7343. int EQ2Emu_lua_Knockback(lua_State* state) {
  7344. if (!lua_interface)
  7345. return 0;
  7346. Spawn* target_spawn = lua_interface->GetSpawn(state);
  7347. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  7348. int32 duration = lua_interface->GetInt32Value(state, 3);
  7349. float vertical = lua_interface->GetFloatValue(state, 4);
  7350. float horizontal = lua_interface->GetFloatValue(state, 5);
  7351. bool use_heading = lua_interface->GetInt8Value(state, 6) == 1 ? true : false;
  7352. if (!target_spawn) {
  7353. lua_interface->LogError("%s: LUA Knockback command error: target_spawn is not valid", lua_interface->GetScriptName(state));
  7354. return 0;
  7355. }
  7356. if (!spawn) {
  7357. lua_interface->LogError("%s: LUA Knockback command error: spawn is not valid", lua_interface->GetScriptName(state));
  7358. return 0;
  7359. }
  7360. if (spawn->IsPlayer() && (vertical != 0 || horizontal != 0)) {
  7361. Client* client = spawn->GetZone()->GetClientBySpawn(spawn);
  7362. PacketStruct* packet = configReader.getStruct("WS_PlayerKnockback", client->GetVersion());
  7363. if (packet) {
  7364. packet->setDataByName("target_x", target_spawn->GetX());
  7365. packet->setDataByName("target_y", target_spawn->GetY());
  7366. packet->setDataByName("target_z", target_spawn->GetZ());
  7367. packet->setDataByName("vertical_movement", vertical);
  7368. packet->setDataByName("horizontal_movement", horizontal);
  7369. if (use_heading)
  7370. packet->setDataByName("use_player_heading", 1);
  7371. client->QueuePacket(packet->serialize());
  7372. }
  7373. safe_delete(packet);
  7374. }
  7375. return 0;
  7376. }
  7377. int EQ2Emu_lua_IsEpic(lua_State* state) {
  7378. if (!lua_interface)
  7379. return 0;
  7380. Spawn* spawn = lua_interface->GetSpawn(state);
  7381. if (!spawn) {
  7382. lua_interface->LogError("%s: LUA IsEpic command error: spawn is not valid", lua_interface->GetScriptName(state));
  7383. return 0;
  7384. }
  7385. lua_interface->SetBooleanValue(state, (spawn->GetHeroic() >= 2));
  7386. return 1;
  7387. }
  7388. int EQ2Emu_lua_ProcDamage(lua_State* state) {
  7389. if (!lua_interface)
  7390. return 0;
  7391. Spawn* caster = lua_interface->GetSpawn(state);
  7392. Spawn* target = lua_interface->GetSpawn(state, 2);
  7393. string name = lua_interface->GetStringValue(state, 3);
  7394. int8 dmg_type = lua_interface->GetInt8Value(state, 4);
  7395. int32 low_damage = lua_interface->GetInt32Value(state, 5);
  7396. int32 high_damage = lua_interface->GetInt32Value(state, 6);
  7397. string success_msg = lua_interface->GetStringValue(state, 7);
  7398. string effect_msg = lua_interface->GetStringValue(state, 8);
  7399. if (!caster) {
  7400. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  7401. return 0;
  7402. }
  7403. if (!caster->IsEntity()) {
  7404. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not an entity", lua_interface->GetScriptName(state));
  7405. return 0;
  7406. }
  7407. if (!target) {
  7408. lua_interface->LogError("%s: LUA ProcDamage command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  7409. return 0;
  7410. }
  7411. if (!target->IsEntity()) {
  7412. lua_interface->LogError("%s: LUA ProcDamage command error: target is not an entity", lua_interface->GetScriptName(state));
  7413. return 0;
  7414. }
  7415. if (name.length() == 0) {
  7416. lua_interface->LogError("%s: LUA ProcDamage command error: name is empty", lua_interface->GetScriptName(state));
  7417. return 0;
  7418. }
  7419. ((Entity*)caster)->ProcAttack(target, dmg_type, low_damage, high_damage, name, success_msg, effect_msg);
  7420. return 0;
  7421. }
  7422. int EQ2Emu_lua_GetSkillIDByName(lua_State* state) {
  7423. if (!lua_interface)
  7424. return 0;
  7425. string name = lua_interface->GetStringValue(state);
  7426. if (name.length() == 0) {
  7427. lua_interface->LogError("%s: LUA GetSkillIDByName command error: name param was not set", lua_interface->GetScriptName(state));
  7428. return 0;
  7429. }
  7430. Skill* skill = master_skill_list.GetSkillByName(name.c_str());
  7431. if (!skill) {
  7432. lua_interface->LogError("LUA GetSkillIDByName command error: skill with name of %s not found", name.c_str());
  7433. return 0;
  7434. }
  7435. lua_interface->SetInt32Value(state, skill->skill_id);
  7436. return 1;
  7437. }
  7438. int EQ2Emu_lua_IsHeroic(lua_State* state) {
  7439. if (!lua_interface)
  7440. return 0;
  7441. Spawn* spawn = lua_interface->GetSpawn(state);
  7442. if (!spawn) {
  7443. lua_interface->LogError("%s: LUA IsHeroic command error: spawn is not valid", lua_interface->GetScriptName(state));
  7444. return 0;
  7445. }
  7446. lua_interface->SetBooleanValue(state, spawn->GetHeroic() == 1);
  7447. return 1;
  7448. }
  7449. int EQ2Emu_lua_LastSpellAttackHit(lua_State* state) {
  7450. if (!lua_interface)
  7451. return 0;
  7452. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  7453. if (!luaspell) {
  7454. lua_interface->LogError("%s: LUA LastSpellAttackHit command error: this must be called from a spellscript", lua_interface->GetScriptName(state));
  7455. return 0;
  7456. }
  7457. lua_interface->SetBooleanValue(state, luaspell->last_spellattack_hit);
  7458. return 1;
  7459. }
  7460. int EQ2Emu_lua_IsBehind(lua_State* state) {
  7461. if (!lua_interface)
  7462. return 0;
  7463. Spawn* spawn = lua_interface->GetSpawn(state);
  7464. Spawn* target = lua_interface->GetSpawn(state, 2);
  7465. if (!spawn) {
  7466. lua_interface->LogError("%s: LUA IsBehind command error: spawn is not valid", lua_interface->GetScriptName(state));
  7467. return 0;
  7468. }
  7469. if (!spawn->IsEntity()) {
  7470. lua_interface->LogError("%s: LUA IsBehind command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7471. return 0;
  7472. }
  7473. if (!target) {
  7474. lua_interface->LogError("%s: LUA IsBehind command error: target is not valid", lua_interface->GetScriptName(state));
  7475. return 0;
  7476. }
  7477. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->BehindTarget(target));
  7478. return 1;
  7479. }
  7480. int EQ2Emu_lua_IsFlanking(lua_State* state) {
  7481. if (!lua_interface)
  7482. return 0;
  7483. Spawn* spawn = lua_interface->GetSpawn(state);
  7484. Spawn* target = lua_interface->GetSpawn(state, 2);
  7485. if (!spawn) {
  7486. lua_interface->LogError("%s: LUA IsFlanking command error: spawn is not valid", lua_interface->GetScriptName(state));
  7487. return 0;
  7488. }
  7489. if (!spawn->IsEntity()) {
  7490. lua_interface->LogError("%s: LUA IsFlanking command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7491. return 0;
  7492. }
  7493. if (!target) {
  7494. lua_interface->LogError("%s: LUA IsFlanking command error: target is not valid", lua_interface->GetScriptName(state));
  7495. return 0;
  7496. }
  7497. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->FlankingTarget(target));
  7498. return 1;
  7499. }
  7500. int EQ2Emu_lua_GetItemCount(lua_State* state) {
  7501. if (!lua_interface)
  7502. return 0;
  7503. Item* item = lua_interface->GetItem(state);
  7504. if (!item) {
  7505. lua_interface->LogError("%s: LUA GetItemCount command error: item not valid", lua_interface->GetScriptName(state));
  7506. return 0;
  7507. }
  7508. lua_interface->SetInt32Value(state, item->details.count);
  7509. return 1;
  7510. }
  7511. int EQ2Emu_lua_SetItemCount(lua_State* state) {
  7512. if (!lua_interface)
  7513. return 0;
  7514. Item* item = lua_interface->GetItem(state);
  7515. Spawn* owner = lua_interface->GetSpawn(state, 2);
  7516. int16 new_count = lua_interface->GetInt32Value(state, 3);
  7517. if (!item) {
  7518. lua_interface->LogError("%s: LUA SetItemCount command error: item not valid", lua_interface->GetScriptName(state));
  7519. return 0;
  7520. }
  7521. if (!owner) {
  7522. lua_interface->LogError("%s: LUA SetItemCount command error: spawn not valid", lua_interface->GetScriptName(state));
  7523. return 0;
  7524. }
  7525. if (!owner->IsPlayer()) {
  7526. lua_interface->LogError("%s: LUA SetItemCount command error: spawn is not a player", lua_interface->GetScriptName(state));
  7527. return 0;
  7528. }
  7529. if (item->stack_count < new_count) {
  7530. lua_interface->LogError("%s: LUA SetItemCount command error: new item count cannot be more than max stack count", lua_interface->GetScriptName(state));
  7531. return 0;
  7532. }
  7533. if (new_count > 0) {
  7534. item->details.count = new_count;
  7535. item->save_needed = true;
  7536. }
  7537. else if (((Player*)owner)->GetEquipmentList()->GetItem(item->details.slot_id) == item)
  7538. ((Player*)owner)->GetEquipmentList()->RemoveItem(item->details.slot_id, true);
  7539. else if (((Player*)owner)->GetPlayerItemList()->GetItemFromUniqueID(item->details.unique_id) == item)
  7540. ((Player*)owner)->GetPlayerItemList()->RemoveItem(item, true);
  7541. else
  7542. {
  7543. lua_interface->LogError("%s: LUA SetItemCount command error: could not remove item from player", lua_interface->GetScriptName(state));
  7544. return 0;
  7545. }
  7546. Client* client = owner->GetZone()->GetClientBySpawn(owner);
  7547. if (!client)
  7548. return 0;
  7549. ((Player*)owner)->SendInventoryUpdate(client->GetVersion());
  7550. EQ2Packet* app = ((Player*)owner)->GetEquipmentList()->serialize(client->GetVersion(), client->GetPlayer());
  7551. if (app)
  7552. client->QueuePacket(app);
  7553. return 0;
  7554. }
  7555. int EQ2Emu_lua_AddSpellTimer(lua_State* state) {
  7556. if (!lua_interface)
  7557. return 0;
  7558. int32 time = lua_interface->GetInt32Value(state);
  7559. string function = lua_interface->GetStringValue(state, 2);
  7560. Spawn* caster = lua_interface->GetSpawn(state, 3);
  7561. Spawn* target = lua_interface->GetSpawn(state, 4);
  7562. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7563. if (time == 0) {
  7564. lua_interface->LogError("%s: LUA AddSpellTimer command error: time must be set", lua_interface->GetScriptName(state));
  7565. return 0;
  7566. }
  7567. if (function.length() == 0) {
  7568. lua_interface->LogError("%s: LUA AddSpellTimer command error: function name must be set", lua_interface->GetScriptName(state));
  7569. return 0;
  7570. }
  7571. if (!spell) {
  7572. lua_interface->LogError("%s: LUA AddSpellTimer command error: spell not found, AddSpellTimer must be used in a spell script", lua_interface->GetScriptName(state));
  7573. return 0;
  7574. }
  7575. SpellScriptTimer* timer = new SpellScriptTimer;
  7576. /* //Google tells me memsetting a string is bad, manually setting just in case - Foof
  7577. #ifdef WIN32
  7578. ZeroMemory(timer, sizeof(SpellScriptTimer));
  7579. #else
  7580. bzero(timer, sizeof(SpellScriptTimer));
  7581. #endif*/
  7582. timer->caster = 0;
  7583. timer->deleteWhenDone = false;
  7584. timer->target = 0;
  7585. timer->time = Timer::GetCurrentTime2() + time;
  7586. timer->customFunction = function;
  7587. timer->spell = spell;
  7588. if (caster)
  7589. timer->caster = caster->GetID();
  7590. if (target)
  7591. timer->target = target->GetID();
  7592. spell->caster->GetZone()->GetSpellProcess()->AddSpellScriptTimer(timer);
  7593. return 0;
  7594. }
  7595. int EQ2Emu_lua_Resurrect(lua_State* state) {
  7596. if (!lua_interface)
  7597. return 0;
  7598. float hp_perc = lua_interface->GetFloatValue(state);
  7599. float power_perc = lua_interface->GetFloatValue(state, 2);
  7600. bool send_window = lua_interface->GetInt32Value(state, 3) == 1;
  7601. Spawn* target = lua_interface->GetSpawn(state, 4);
  7602. string heal_name = lua_interface->GetStringValue(state, 5);
  7603. int8 crit_mod = lua_interface->GetInt32Value(state, 6);
  7604. bool no_calcs = lua_interface->GetInt32Value(state, 7) == 1;
  7605. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7606. if (!spell) {
  7607. lua_interface->LogError("%s: LUA command error: this function must be used in a spellscript", lua_interface->GetScriptName(state));
  7608. return 0;
  7609. }
  7610. Entity* caster = spell->caster;
  7611. if (!caster) {
  7612. lua_interface->LogError("%s: LUA command error: could not find caster", lua_interface->GetScriptName(state));
  7613. return 0;
  7614. }
  7615. Client* client = 0;
  7616. PendingResurrection* rez = 0;
  7617. ZoneServer* zone = spell->caster->GetZone();
  7618. if (!target) {
  7619. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  7620. if (spell->targets.size() > 0) {
  7621. vector<int32> spell_targets = spell->targets;
  7622. for (int8 i = 0; i < spell_targets.size(); i++) {
  7623. target = zone->GetSpawnByID(spell_targets.at(i));
  7624. if (!target)
  7625. continue;
  7626. if (!target->IsPlayer())
  7627. continue;
  7628. client = target->GetZone()->GetClientBySpawn(target);
  7629. if (!client)
  7630. continue;
  7631. rez = client->GetCurrentRez();
  7632. if (rez->active)
  7633. continue;
  7634. client->GetResurrectMutex()->writelock(__FUNCTION__, __LINE__);
  7635. rez->active = true;
  7636. rez->caster = caster;
  7637. rez->expire_timer = new Timer;
  7638. int32 duration = spell->spell->GetSpellDuration();
  7639. rez->expire_timer->Start(duration * 100);
  7640. rez->hp_perc = hp_perc;
  7641. rez->mp_perc = power_perc;
  7642. rez->range = spell->spell->GetSpellData()->range;
  7643. rez->spell_name = spell->spell->GetName();
  7644. if (heal_name.length() > 0)
  7645. rez->heal_name = heal_name;
  7646. else
  7647. rez->heal_name = rez->spell_name;
  7648. rez->no_calcs = no_calcs;
  7649. rez->crit_mod = crit_mod;
  7650. rez->spell_visual = spell->spell->GetSpellData()->spell_visual;
  7651. if (send_window)
  7652. client->SendResurrectionWindow();
  7653. else {
  7654. target->GetZone()->ResurrectSpawn(target, client);
  7655. rez->should_delete = true;
  7656. }
  7657. client->GetResurrectMutex()->releasewritelock(__FUNCTION__, __LINE__);
  7658. }
  7659. }
  7660. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  7661. }
  7662. else {
  7663. client = target->GetZone()->GetClientBySpawn(target);
  7664. if (!client)
  7665. return 0;
  7666. rez = client->GetCurrentRez();
  7667. if (rez->active)
  7668. return 0;
  7669. client->GetResurrectMutex()->writelock(__FUNCTION__, __LINE__);
  7670. rez->active = true;
  7671. rez->caster = caster;
  7672. rez->expire_timer = new Timer;
  7673. int32 duration = spell->spell->GetSpellDuration();
  7674. rez->expire_timer->Start(duration * 100);
  7675. rez->hp_perc = hp_perc;
  7676. rez->mp_perc = power_perc;
  7677. rez->range = spell->spell->GetSpellData()->range;
  7678. rez->spell_name = spell->spell->GetName();
  7679. if (heal_name.length() > 0)
  7680. rez->heal_name = heal_name;
  7681. else
  7682. rez->heal_name = rez->spell_name;
  7683. rez->no_calcs = no_calcs;
  7684. rez->crit_mod = crit_mod;
  7685. rez->spell_visual = spell->spell->GetSpellData()->spell_visual;
  7686. if (send_window)
  7687. client->SendResurrectionWindow();
  7688. else {
  7689. target->GetZone()->ResurrectSpawn(target, client);
  7690. rez->should_delete = true;
  7691. }
  7692. client->GetResurrectMutex()->releasewritelock(__FUNCTION__, __LINE__);
  7693. }
  7694. return 0;
  7695. }
  7696. int EQ2Emu_lua_SetVision(lua_State* state) {
  7697. if (!lua_interface)
  7698. return 0;
  7699. Spawn* spawn = lua_interface->GetSpawn(state);
  7700. int8 vision = lua_interface->GetInt8Value(state, 2);
  7701. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7702. if (!spawn) {
  7703. lua_interface->LogError("%s: LUA SetVision command error: spawn is not valid", lua_interface->GetScriptName(state));
  7704. return 0;
  7705. }
  7706. if (!spawn->IsEntity()) {
  7707. lua_interface->LogError("%s: LUA SetVision command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7708. return 0;
  7709. }
  7710. if (spell && spell->targets.size() > 0) {
  7711. ZoneServer* zone = spell->caster->GetZone();
  7712. for (int8 i = 0; i < spell->targets.size(); i++) {
  7713. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  7714. if (target && target->IsEntity()) {
  7715. ((Entity*)target)->GetInfoStruct()->set_vision(vision);
  7716. if (target->IsPlayer())
  7717. ((Player*)target)->SetCharSheetChanged(true);
  7718. }
  7719. }
  7720. }
  7721. else {
  7722. ((Entity*)spawn)->GetInfoStruct()->set_vision(vision);
  7723. if (spawn->IsPlayer())
  7724. ((Player*)spawn)->SetCharSheetChanged(true);
  7725. }
  7726. return 0;
  7727. }
  7728. int EQ2Emu_lua_BlurVision(lua_State* state) {
  7729. if (!lua_interface)
  7730. return 0;
  7731. Spawn* spawn = lua_interface->GetSpawn(state);
  7732. float intensity = lua_interface->GetFloatValue(state, 2);
  7733. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7734. if (!spawn) {
  7735. lua_interface->LogError("%s: LUA BlurVision command error: spawn is not valid", lua_interface->GetScriptName(state));
  7736. return 0;
  7737. }
  7738. if (!spawn->IsEntity()) {
  7739. lua_interface->LogError("%s: LUA BlurVision command error: spawn is not an entity", lua_interface->GetScriptName(state));
  7740. return 0;
  7741. }
  7742. if (spell && spell->targets.size() > 0) {
  7743. ZoneServer* zone = spell->caster->GetZone();
  7744. for (int8 i = 0; i < spell->targets.size(); i++) {
  7745. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  7746. if (target && target->IsEntity()) {
  7747. ((Entity*)target)->GetInfoStruct()->set_drunk(intensity);
  7748. if (target->IsPlayer())
  7749. ((Player*)target)->SetCharSheetChanged(true);
  7750. }
  7751. }
  7752. }
  7753. else {
  7754. ((Entity*)spawn)->GetInfoStruct()->set_drunk(intensity);
  7755. if (spawn->IsPlayer())
  7756. ((Player*)spawn)->SetCharSheetChanged(true);
  7757. }
  7758. return 0;
  7759. }
  7760. int EQ2Emu_lua_BreatheUnderwater(lua_State* state) {
  7761. if (!lua_interface)
  7762. return 0;
  7763. Spawn* spawn = lua_interface->GetSpawn(state);
  7764. bool breatheUnderwater = lua_interface->GetBooleanValue(state, 2);
  7765. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7766. if (!spawn) {
  7767. lua_interface->LogError("%s: LUA BreathUnderwater command error: spawn is not valid", lua_interface->GetScriptName(state));
  7768. return 0;
  7769. }
  7770. if (!spawn->IsEntity()) {
  7771. lua_interface->LogError("%s: LUA BreathUnderwater command error: spawn is not en entity", lua_interface->GetScriptName(state));
  7772. return 0;
  7773. }
  7774. if (spell && spell->targets.size() > 0) {
  7775. ZoneServer* zone = spell->caster->GetZone();
  7776. for (int8 i = 0; i < spell->targets.size(); i++) {
  7777. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  7778. if (target && target->IsEntity()) {
  7779. ((Entity*)target)->GetInfoStruct()->set_breathe_underwater(breatheUnderwater);
  7780. if (target->IsPlayer())
  7781. ((Player*)target)->SetCharSheetChanged(true);
  7782. }
  7783. }
  7784. }
  7785. else {
  7786. ((Entity*)spawn)->GetInfoStruct()->set_breathe_underwater(breatheUnderwater);
  7787. if (spawn->IsPlayer())
  7788. ((Player*)spawn)->SetCharSheetChanged(true);
  7789. }
  7790. return 0;
  7791. }
  7792. int EQ2Emu_lua_GetItemSkillReq(lua_State* state) {
  7793. if (!lua_interface)
  7794. return 0;
  7795. Item* item = lua_interface->GetItem(state);
  7796. int8 type = lua_interface->GetInt32Value(state, 2);
  7797. if (!item) {
  7798. lua_interface->LogError("%s: LUA GetItemSkillReq command error: item not valid", lua_interface->GetScriptName(state));
  7799. return 0;
  7800. }
  7801. if (type == 1)
  7802. lua_interface->SetInt32Value(state, item->generic_info.skill_req1);
  7803. else if (type == 2)
  7804. lua_interface->SetInt32Value(state, item->generic_info.skill_req2);
  7805. return 1;
  7806. }
  7807. int EQ2Emu_lua_SetSpeedMultiplier(lua_State* state) {
  7808. if (!lua_interface)
  7809. return 0;
  7810. Spawn* target = lua_interface->GetSpawn(state);
  7811. float val = lua_interface->GetFloatValue(state, 2);
  7812. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7813. // Added from Gangrenous post
  7814. if (spell && spell->resisted)
  7815. return 0;
  7816. // if its a percentage of 100 its a slow, we want to go at a fraction of the speed
  7817. if (val > 1.0f)
  7818. val = 1.0f - (val / 100.0f);
  7819. if (spell && spell->spell && spell->targets.size() > 0) {
  7820. ZoneServer* zone = spell->caster->GetZone();
  7821. for (int32 i = 0; i != spell->targets.size(); i++) {
  7822. Spawn* spawn = zone->GetSpawnByID(spell->targets.at(i));
  7823. if (spawn && spawn->IsEntity()) {
  7824. ((Entity*)spawn)->SetSpeedMultiplier(val);
  7825. if (spawn->IsPlayer())
  7826. ((Player*)spawn)->SetCharSheetChanged(true);
  7827. }
  7828. }
  7829. }
  7830. else {
  7831. if (target && target->IsEntity()) {
  7832. ((Entity*)target)->SetSpeedMultiplier(val);
  7833. if (target->IsPlayer())
  7834. ((Player*)target)->SetCharSheetChanged(true);
  7835. }
  7836. }
  7837. return 0;
  7838. }
  7839. int EQ2Emu_lua_SetIllusion(lua_State* state) {
  7840. if (!lua_interface)
  7841. return 0;
  7842. Spawn* spawn = lua_interface->GetSpawn(state);
  7843. int16 model = lua_interface->GetInt16Value(state, 2);
  7844. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7845. if (spell && spell->spell && spell->targets.size() > 0) {
  7846. ZoneServer* zone = spell->caster->GetZone();
  7847. for (int32 i = 0; i < spell->targets.size(); i++) {
  7848. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  7849. if (target)
  7850. target->SetIllusionModel(model);
  7851. }
  7852. }
  7853. else {
  7854. if (!spawn) {
  7855. lua_interface->LogError("%s: LUA SetIllusion command error: spawn is not valid", lua_interface->GetScriptName(state));
  7856. return 0;
  7857. }
  7858. spawn->SetIllusionModel(model);
  7859. }
  7860. return 0;
  7861. }
  7862. int EQ2Emu_lua_ResetIllusion(lua_State* state) {
  7863. if (!lua_interface)
  7864. return 0;
  7865. Spawn* spawn = lua_interface->GetSpawn(state);
  7866. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7867. if (spell && spell->spell && spell->targets.size() > 0) {
  7868. ZoneServer* zone = spell->caster->GetZone();
  7869. for (int32 i = 0; i < spell->targets.size(); i++) {
  7870. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  7871. if (target)
  7872. target->SetIllusionModel(0);
  7873. }
  7874. }
  7875. else {
  7876. if (!spawn) {
  7877. lua_interface->LogError("%s: LUA ResetIllusion command error: spawn is not valid", lua_interface->GetScriptName(state));
  7878. return 0;
  7879. }
  7880. spawn->SetIllusionModel(0);
  7881. }
  7882. return 0;
  7883. }
  7884. int EQ2Emu_lua_AddThreatTransfer(lua_State* state) {
  7885. if (!lua_interface)
  7886. return 0;
  7887. Spawn* caster = lua_interface->GetSpawn(state);
  7888. Spawn* target = lua_interface->GetSpawn(state, 2);
  7889. float chance = lua_interface->GetFloatValue(state, 3);
  7890. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7891. if (!caster) {
  7892. lua_interface->LogError("%s: LUA AddThreatTransfer command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  7893. return 0;
  7894. }
  7895. if (!caster->IsEntity()) {
  7896. lua_interface->LogError("%s: LUA AddThreatTransfer command error: caster is not an entity", lua_interface->GetScriptName(state));
  7897. return 0;
  7898. }
  7899. if (!target) {
  7900. lua_interface->LogError("%s: LUA AddThreatTransfer command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  7901. return 0;
  7902. }
  7903. if (!target->IsEntity()) {
  7904. lua_interface->LogError("%s: LUA AddThreatTransfer command error: target is not an entity", lua_interface->GetScriptName(state));
  7905. return 0;
  7906. }
  7907. if (chance <= 0) {
  7908. lua_interface->LogError("%s: LUA AddThreatTransfer command error: chance must be greater then 0%", lua_interface->GetScriptName(state));
  7909. return 0;
  7910. }
  7911. if (!spell) {
  7912. lua_interface->LogError("%s: LUA AddThreatTransfer command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  7913. return 0;
  7914. }
  7915. if(spell->resisted) {
  7916. return 0;
  7917. }
  7918. if (((Entity*)caster)->GetThreatTransfer()) {
  7919. return 0;
  7920. }
  7921. ThreatTransfer* transfer = new ThreatTransfer;
  7922. transfer->Target = target->GetID();
  7923. transfer->Amount = chance;
  7924. transfer->Spell = spell;
  7925. ((Entity*)caster)->SetThreatTransfer(transfer);
  7926. return 0;
  7927. }
  7928. int EQ2Emu_lua_RemoveThreatTransfer(lua_State* state) {
  7929. if (!lua_interface)
  7930. return 0;
  7931. Spawn* spawn = lua_interface->GetSpawn(state);
  7932. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7933. if (!spawn) {
  7934. lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: spawn is not valid", lua_interface->GetScriptName(state));
  7935. return 0;
  7936. }
  7937. if (!spell) {
  7938. lua_interface->LogError("%s: LUA RemoveThreatTransfer command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  7939. return 0;
  7940. }
  7941. if (((Entity*)spawn)->GetThreatTransfer() && ((Entity*)spawn)->GetThreatTransfer()->Spell == spell) {
  7942. ThreatTransfer* transfer = ((Entity*)spawn)->GetThreatTransfer();
  7943. if(transfer && transfer->Spell != spell) {
  7944. lua_interface->LogError("%s: LUA RemoveThreatTransfer called, but there was a different spell set for the threat transfer.", lua_interface->GetScriptName(state));
  7945. return 0;
  7946. }
  7947. ((Entity*)spawn)->SetThreatTransfer(nullptr);
  7948. }
  7949. return 0;
  7950. }
  7951. int EQ2Emu_lua_CureByType(lua_State* state) {
  7952. if (!lua_interface)
  7953. return 0;
  7954. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  7955. int8 cure_count = lua_interface->GetInt8Value(state);
  7956. int8 cure_type = lua_interface->GetInt8Value(state, 2);
  7957. string cure_name = lua_interface->GetStringValue(state, 3);
  7958. int8 cure_level = lua_interface->GetInt8Value(state, 4);
  7959. Spawn* target = lua_interface->GetSpawn(state, 5);
  7960. Spawn* caster = lua_interface->GetSpawn(state, 6); // optional
  7961. if(spell && spell->resisted) {
  7962. return 0;
  7963. }
  7964. if (target) {
  7965. if (!target->IsEntity()) {
  7966. lua_interface->LogError("%s: LUA CureByType command error: spawn override must be entity if used", lua_interface->GetScriptName(state));
  7967. return 0;
  7968. }
  7969. if (((Entity*)target)->GetDetTypeCount(cure_type) > 0) {
  7970. std::string alternate_name = "item";
  7971. if(spell)
  7972. alternate_name = std::string(spell->spell->GetName());
  7973. if(!caster && spell)
  7974. caster = (Spawn*)spell->caster;
  7975. ((Entity*)target)->CureDetrimentByType(cure_count, cure_type, cure_name.length() > 0 ? cure_name : alternate_name, (Entity*)caster, cure_level);
  7976. }
  7977. }
  7978. else {
  7979. ZoneServer* zone = spell->caster->GetZone();
  7980. vector<int32> targets = spell->targets;
  7981. vector<Entity*> targets_to_cure;
  7982. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  7983. for (int8 i = 0; i < targets.size(); i++) {
  7984. target = zone->GetSpawnByID(targets.at(i));
  7985. if (!target || !target->IsEntity())
  7986. continue;
  7987. if (((Entity*)target)->GetDetTypeCount(cure_type) > 0) {
  7988. targets_to_cure.push_back((Entity*)target);
  7989. }
  7990. }
  7991. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  7992. vector<Entity*>::iterator itr;
  7993. for(itr = targets_to_cure.begin(); itr != targets_to_cure.end(); itr++) {
  7994. ((Entity*)*itr)->CureDetrimentByType(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
  7995. }
  7996. }
  7997. return 0;
  7998. }
  7999. int EQ2Emu_lua_CureByControlEffect(lua_State* state) {
  8000. if (!lua_interface)
  8001. return 0;
  8002. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8003. if (!spell) {
  8004. lua_interface->LogError("%s: LUA CureByControlEffect command error: can only be used in a spell script", lua_interface->GetScriptName(state));
  8005. return 0;
  8006. }
  8007. if(spell->resisted) {
  8008. return 0;
  8009. }
  8010. int8 cure_count = lua_interface->GetInt8Value(state);
  8011. int8 cure_type = lua_interface->GetInt8Value(state, 2);
  8012. string cure_name = lua_interface->GetStringValue(state, 3);
  8013. int8 cure_level = lua_interface->GetInt8Value(state, 4);
  8014. Spawn* target = lua_interface->GetSpawn(state, 5);
  8015. if (target) {
  8016. if (!target->IsEntity()) {
  8017. lua_interface->LogError("%s: LUA CureByControlEffect command error: spawn override must be entity if used", lua_interface->GetScriptName(state));
  8018. return 0;
  8019. }
  8020. if (((Entity*)target)->GetDetCount() > 0)
  8021. ((Entity*)target)->CureDetrimentByControlEffect(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
  8022. }
  8023. else {
  8024. ZoneServer* zone = spell->caster->GetZone();
  8025. vector<int32> targets = spell->targets;
  8026. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8027. for (int8 i = 0; i < targets.size(); i++) {
  8028. target = zone->GetSpawnByID(targets.at(i));
  8029. if (!target || !target->IsEntity())
  8030. continue;
  8031. if (((Entity*)target)->GetDetCount() > 0)
  8032. ((Entity*)target)->CureDetrimentByControlEffect(cure_count, cure_type, cure_name.length() > 0 ? cure_name : (string)spell->spell->GetName(), spell->caster, cure_level);
  8033. }
  8034. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8035. }
  8036. return 0;
  8037. }
  8038. int EQ2Emu_lua_CancelSpell(lua_State* state) {
  8039. if (!lua_interface)
  8040. return 0;
  8041. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8042. if (!spell) {
  8043. lua_interface->LogError("%s: LUA CancelSpell command error: can only be use in a spell script", lua_interface->GetScriptName(state));
  8044. return 0;
  8045. }
  8046. if (!spell->caster) {
  8047. lua_interface->LogError("%s: LUA CancelSpell command error: unable to get the caster of the spell", lua_interface->GetScriptName(state));
  8048. return 0;
  8049. }
  8050. if (!spell->caster->GetZone()) {
  8051. lua_interface->LogError("%s: LUA CancelSpell command error: unable to get the zone of the caster", lua_interface->GetScriptName(state));
  8052. return 0;
  8053. }
  8054. spell->caster->GetZone()->GetSpellProcess()->AddSpellCancel(spell);
  8055. return 0;
  8056. }
  8057. int EQ2Emu_lua_RemoveStealth(lua_State* state) {
  8058. if (!lua_interface)
  8059. return 0;
  8060. Spawn* spawn = lua_interface->GetSpawn(state);
  8061. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8062. if (!spell) {
  8063. lua_interface->LogError("%s: LUA RemoveStealth command error: must be used from spell script", lua_interface->GetScriptName(state));
  8064. return 0;
  8065. }
  8066. if (spawn && spawn->IsEntity())
  8067. ((Entity*)spawn)->RemoveStealthSpell(spell);
  8068. else {
  8069. ZoneServer* zone = spell->caster->GetZone();
  8070. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8071. for (int32 i = 0; i < spell->targets.size(); i++) {
  8072. spawn = zone->GetSpawnByID(spell->targets.at(i));
  8073. if (!spawn || !spawn->IsEntity())
  8074. continue;
  8075. ((Entity*)spawn)->RemoveStealthSpell(spell);
  8076. }
  8077. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8078. }
  8079. return 0;
  8080. }
  8081. int EQ2Emu_lua_RemoveInvis(lua_State* state) {
  8082. if (!lua_interface)
  8083. return 0;
  8084. Spawn* spawn = lua_interface->GetSpawn(state);
  8085. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8086. if (!spell) {
  8087. lua_interface->LogError("%s: LUA RemoveInvis command error: must be used from spell script", lua_interface->GetScriptName(state));
  8088. return 0;
  8089. }
  8090. if (spawn && spawn->IsEntity())
  8091. ((Entity*)spawn)->RemoveInvisSpell(spell);
  8092. else {
  8093. ZoneServer* zone = spell->caster->GetZone();
  8094. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8095. for (int32 i = 0; i < spell->targets.size(); i++) {
  8096. spawn = zone->GetSpawnByID(spell->targets.at(i));
  8097. if (!spawn || !spawn->IsEntity())
  8098. continue;
  8099. ((Entity*)spawn)->RemoveInvisSpell(spell);
  8100. }
  8101. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8102. }
  8103. return 0;
  8104. }
  8105. int EQ2Emu_lua_StartHeroicOpportunity(lua_State* state) {
  8106. if (!lua_interface)
  8107. return 0;
  8108. Spawn* caster = lua_interface->GetSpawn(state);
  8109. int8 class_id = lua_interface->GetInt8Value(state, 2);
  8110. if (!caster) {
  8111. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: caster is not valid", lua_interface->GetScriptName(state));
  8112. return 0;
  8113. }
  8114. if (!caster->IsPlayer()) {
  8115. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: caster must be a player", lua_interface->GetScriptName(state));
  8116. return 0;
  8117. }
  8118. Spawn* target = caster->GetTarget();
  8119. if (!target) {
  8120. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: target is not valid", lua_interface->GetScriptName(state));
  8121. return 0;
  8122. }
  8123. Client* client = caster->GetZone()->GetClientBySpawn(caster);
  8124. if (!client) {
  8125. lua_interface->LogError("%s: LUA StartHeroicOpportunity command error: unable to get a client for the given caster", lua_interface->GetScriptName(state));
  8126. return 0;
  8127. }
  8128. HeroicOP* ho = master_ho_list.GetHeroicOP(class_id);
  8129. if (ho) {
  8130. ho->SetTarget(target->GetID());
  8131. LogWrite(SPELL__ERROR, 0, "HO", "caster: %u", caster->GetID());
  8132. LogWrite(SPELL__ERROR, 0, "HO", "target: %u", target->GetID());
  8133. if (((Entity*)caster)->GetGroupMemberInfo()) {
  8134. if (caster->GetZone()->GetSpellProcess()->AddHO(client, ho)) {
  8135. world.GetGroupManager()->GroupLock(__FUNCTION__, __LINE__);
  8136. deque<GroupMemberInfo*>::iterator itr;
  8137. PlayerGroup* group = world.GetGroupManager()->GetGroup(((Entity*)caster)->GetGroupMemberInfo()->group_id);
  8138. if (group)
  8139. {
  8140. group->MGroupMembers.readlock(__FUNCTION__, __LINE__);
  8141. deque<GroupMemberInfo*>* members = group->GetMembers();
  8142. for (itr = members->begin(); itr != members->end(); itr++) {
  8143. if ((*itr)->client)
  8144. ClientPacketFunctions::SendHeroicOPUpdate((*itr)->client, ho);
  8145. }
  8146. group->MGroupMembers.releasereadlock(__FUNCTION__, __LINE__);
  8147. }
  8148. world.GetGroupManager()->ReleaseGroupLock(__FUNCTION__, __LINE__);
  8149. }
  8150. else
  8151. safe_delete(ho);
  8152. }
  8153. else {
  8154. if (caster->GetZone()->GetSpellProcess()->AddHO(client, ho)) {
  8155. ClientPacketFunctions::SendHeroicOPUpdate(client, ho);
  8156. }
  8157. else
  8158. safe_delete(ho);
  8159. }
  8160. }
  8161. return 0;
  8162. }
  8163. int EQ2Emu_lua_SetSpellTriggerCount(lua_State* state) {
  8164. if (!lua_interface)
  8165. return 0;
  8166. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8167. if (!spell) {
  8168. lua_interface->LogError("%s: LUA SetSpellTriggerCount command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
  8169. return 0;
  8170. }
  8171. int16 triggerCount = lua_interface->GetInt16Value(state);
  8172. bool cancel_after_triggers = (lua_interface->GetInt8Value(state, 2) == 1);
  8173. if (!triggerCount) {
  8174. lua_interface->LogError("%s: LUA SetSpellTriggerCount command error: used trigger value equals zero!", lua_interface->GetScriptName(state));
  8175. return 0;
  8176. }
  8177. spell->num_triggers = triggerCount;
  8178. spell->had_triggers = true;
  8179. spell->cancel_after_all_triggers = cancel_after_triggers;
  8180. return 0;
  8181. }
  8182. int EQ2Emu_lua_GetSpellTriggerCount(lua_State* state) {
  8183. if (!lua_interface)
  8184. return 0;
  8185. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8186. if (!spell) {
  8187. lua_interface->LogError("%s: LUA GetSpellTriggerCount command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
  8188. return 0;
  8189. }
  8190. lua_interface->SetInt32Value(state, spell->num_triggers);
  8191. return 1;
  8192. }
  8193. int EQ2Emu_lua_RemoveTriggerFromSpell(lua_State* state) {
  8194. if (!lua_interface)
  8195. return 0;
  8196. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8197. if (!spell) {
  8198. lua_interface->LogError("%s: LUA RemoveTriggerFromSpell command error: you must use this function in a spellscript!", lua_interface->GetScriptName(state));
  8199. return 0;
  8200. }
  8201. int16 remove_count = lua_interface->GetInt16Value(state);
  8202. if (!remove_count)
  8203. remove_count = 1;
  8204. if (remove_count >= spell->num_triggers) {
  8205. spell->num_triggers = 0;
  8206. if (spell->cancel_after_all_triggers)
  8207. spell->caster->GetZone()->GetSpellProcess()->AddSpellCancel(spell);
  8208. }
  8209. else {
  8210. spell->num_triggers -= remove_count;
  8211. ClientPacketFunctions::SendMaintainedExamineUpdate(spell->caster->GetZone()->GetClientBySpawn(spell->caster), spell->slot_pos, spell->num_triggers, 0);
  8212. }
  8213. return 0;
  8214. }
  8215. int EQ2Emu_lua_CopySpawnAppearance(lua_State* state) {
  8216. if (!lua_interface)
  8217. return 0;
  8218. Spawn* spawn = lua_interface->GetSpawn(state);
  8219. Spawn* copy_spawn = lua_interface->GetSpawn(state, 2);
  8220. if (!spawn) {
  8221. lua_interface->LogError("%s: LUA CopySpawnAppearance command error: the first spawn used was not valid!", lua_interface->GetScriptName(state));
  8222. return 0;
  8223. }
  8224. if (!copy_spawn) {
  8225. lua_interface->LogError("%s: LUA CopySpawnAppearance command error: the second spawn used was not valid!", lua_interface->GetScriptName(state));
  8226. return 0;
  8227. }
  8228. spawn->CopySpawnAppearance(copy_spawn);
  8229. return 0;
  8230. }
  8231. int EQ2Emu_lua_HasSpellImmunity(lua_State* state) {
  8232. Spawn* spawn = lua_interface->GetSpawn(state);
  8233. int8 type = lua_interface->GetInt8Value(state, 2);
  8234. if (!spawn) {
  8235. lua_interface->LogError("%s: LUA HasSpellImmunity command error: spawn does not exist.", lua_interface->GetScriptName(state));
  8236. return 0;
  8237. }
  8238. else if (!spawn->IsEntity()) {
  8239. lua_interface->LogError("%s: LUA HasSpellImmunity command error: spawn %s is not an entity.", lua_interface->GetScriptName(state), spawn->GetName());
  8240. return 0;
  8241. }
  8242. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->IsImmune(type));
  8243. return 1;
  8244. }
  8245. int EQ2Emu_lua_AddImmunitySpell(lua_State* state) {
  8246. if (!lua_interface)
  8247. return 0;
  8248. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8249. int8 type = lua_interface->GetInt8Value(state);
  8250. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  8251. if (!spell) {
  8252. lua_interface->LogError("%s: LUA AddImmunitySpell command error: This must be used in a spellscript", lua_interface->GetScriptName(state));
  8253. return 0;
  8254. }
  8255. if(spell->resisted) {
  8256. return 0;
  8257. }
  8258. if (spawn) {
  8259. if (!spawn->IsEntity()) {
  8260. lua_interface->LogError("%s: LUA AddImmunitySpell command error: The spawn provided is not an entity", lua_interface->GetScriptName(state));
  8261. return 0;
  8262. }
  8263. Entity* entity = ((Entity*)spawn);
  8264. entity->AddImmunity(spell, type);
  8265. }
  8266. else {
  8267. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8268. for (int8 i = 0; i < spell->targets.size(); i++) {
  8269. spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  8270. if (!spawn || !spawn->IsEntity())
  8271. continue;
  8272. Entity* entity = ((Entity*)spawn);
  8273. entity->AddImmunity(spell, type);
  8274. }
  8275. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8276. }
  8277. return 0;
  8278. }
  8279. int EQ2Emu_lua_RemoveImmunitySpell(lua_State* state) {
  8280. if (!lua_interface)
  8281. return 0;
  8282. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8283. int8 type = lua_interface->GetInt8Value(state);
  8284. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  8285. if (!spell) {
  8286. lua_interface->LogError("%s: LUA RemoveImmunitySpell command error: This must be used in a spellscript", lua_interface->GetScriptName(state));
  8287. return 0;
  8288. }
  8289. if (spawn) {
  8290. if (!spawn->IsEntity()) {
  8291. lua_interface->LogError("%s: LUA RemoveImmunitySpell command error: The spawn provided is not an entity", lua_interface->GetScriptName(state));
  8292. return 0;
  8293. }
  8294. Entity* entity = ((Entity*)spawn);
  8295. entity->RemoveImmunity(spell, type);
  8296. }
  8297. else {
  8298. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8299. for (int8 i = 0; i < spell->targets.size(); i++) {
  8300. spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  8301. if (!spawn || !spawn->IsEntity())
  8302. continue;
  8303. Entity* entity = ((Entity*)spawn);
  8304. entity->RemoveImmunity(spell, type);
  8305. }
  8306. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8307. }
  8308. return 0;
  8309. }
  8310. int EQ2Emu_lua_SetSpellSnareValue(lua_State* state) {
  8311. if (!lua_interface)
  8312. return 0;
  8313. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8314. if (!spell) {
  8315. lua_interface->LogError("%s: LUA SetSpellSnareValue command error: This can only be used in a spell script!", lua_interface->GetScriptName(state));
  8316. return 0;
  8317. }
  8318. if(spell->resisted) {
  8319. return 0;
  8320. }
  8321. float snare = lua_interface->GetFloatValue(state);
  8322. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  8323. // convert the val to the speed multipler value (100 - val)
  8324. float val = 100.0 - snare;
  8325. val /= 100.0;
  8326. if (spawn) {
  8327. if (!spawn->IsEntity()) {
  8328. lua_interface->LogError("%s: LUA SetSpellSnareValue command error: spawn must be an entity.", lua_interface->GetScriptName(state));
  8329. return 0;
  8330. }
  8331. ((Entity*)spawn)->SetSnareValue(spell, val);
  8332. }
  8333. else {
  8334. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  8335. for (int8 i = 0; i < spell->targets.size(); i++) {
  8336. spawn = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  8337. if (!spawn || !spawn->IsEntity())
  8338. continue;
  8339. ((Entity*)spawn)->SetSnareValue(spell, val);
  8340. }
  8341. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  8342. }
  8343. return 0;
  8344. }
  8345. int EQ2Emu_lua_CheckRaceType(lua_State* state) {
  8346. if (!lua_interface)
  8347. return 0;
  8348. Spawn* spawn = lua_interface->GetSpawn(state);
  8349. int16 race_id = lua_interface->GetInt16Value(state, 2);
  8350. if (!spawn) {
  8351. lua_interface->LogError("%s: LUA CheckRaceType command error: spawn is not valid", lua_interface->GetScriptName(state));
  8352. return 0;
  8353. }
  8354. if (race_id == 0) {
  8355. lua_interface->LogError("%s: LUA CheckRaceType command error: race id must be set", lua_interface->GetScriptName(state));
  8356. return 0;
  8357. }
  8358. lua_interface->SetBooleanValue(state, (race_id == race_types_list.GetRaceType(spawn->GetModelType()) || race_id == race_types_list.GetRaceBaseType(spawn->GetModelType())));
  8359. return 1;
  8360. }
  8361. int EQ2Emu_lua_GetRaceType(lua_State* state) {
  8362. if (!lua_interface)
  8363. return 0;
  8364. Spawn* spawn = lua_interface->GetSpawn(state);
  8365. if (!spawn) {
  8366. lua_interface->LogError("%s: LUA GetRaceType command error: spawn is not valid", lua_interface->GetScriptName(state));
  8367. return 0;
  8368. }
  8369. lua_interface->SetInt32Value(state, race_types_list.GetRaceType(spawn->GetModelType()));
  8370. return 1;
  8371. }
  8372. int EQ2Emu_lua_GetRaceBaseType(lua_State* state) {
  8373. if (!lua_interface)
  8374. return 0;
  8375. Spawn* spawn = lua_interface->GetSpawn(state);
  8376. if (!spawn) {
  8377. lua_interface->LogError("%s: LUA GetRaceBaseType command error: spawn is not valid", lua_interface->GetScriptName(state));
  8378. return 0;
  8379. }
  8380. lua_interface->SetInt32Value(state, race_types_list.GetRaceBaseType(spawn->GetModelType()));
  8381. return 1;
  8382. }
  8383. int EQ2Emu_lua_GetSpellName(lua_State* state) {
  8384. if (!lua_interface)
  8385. return 0;
  8386. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  8387. if (!spell) {
  8388. lua_interface->LogError("%s: LUA GetSpellName command error: this function must be used from a spell script!", lua_interface->GetScriptName(state));
  8389. return 0;
  8390. }
  8391. lua_interface->SetStringValue(state, spell->spell->GetName());
  8392. return 1;
  8393. }
  8394. int EQ2Emu_lua_GetQuestFlags(lua_State* state) {
  8395. if (!lua_interface)
  8396. return 0;
  8397. Quest* quest = lua_interface->GetQuest(state);
  8398. if (!quest) {
  8399. lua_interface->LogError("%s: LUA GetQuestFlags command error: quest is not valid.", lua_interface->GetScriptName(state));
  8400. return 0;
  8401. }
  8402. lua_interface->SetInt32Value(state, quest->GetQuestFlags());
  8403. return 1;
  8404. }
  8405. int EQ2Emu_lua_SetQuestFlags(lua_State* state) {
  8406. if (!lua_interface)
  8407. return 0;
  8408. Quest* quest = lua_interface->GetQuest(state);
  8409. int32 flags = lua_interface->GetInt32Value(state, 2);
  8410. if (!quest) {
  8411. lua_interface->LogError("%s: LUA SetQuestFlags command error: quest is not valid.", lua_interface->GetScriptName(state));
  8412. return 0;
  8413. }
  8414. quest->SetQuestFlags(flags);
  8415. return 0;
  8416. }
  8417. int EQ2Emu_lua_SetQuestTimer(lua_State* state) {
  8418. if (!lua_interface)
  8419. return 0;
  8420. Quest* quest = lua_interface->GetQuest(state);
  8421. Spawn* player = lua_interface->GetSpawn(state, 2);
  8422. int32 step = lua_interface->GetInt32Value(state, 3);
  8423. int32 duration = lua_interface->GetInt32Value(state, 4);
  8424. string action = lua_interface->GetStringValue(state, 5);
  8425. if (!quest) {
  8426. lua_interface->LogError("%s: LUA SetQuestTimer command error: quest is not valid.", lua_interface->GetScriptName(state));
  8427. return 0;
  8428. }
  8429. if (!player) {
  8430. lua_interface->LogError("%s: LUA SetQuestTimer command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8431. return 0;
  8432. }
  8433. if (!player->IsPlayer()) {
  8434. lua_interface->LogError("%s: LUA SetQuestTimer command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8435. return 0;
  8436. }
  8437. if (step == 0) {
  8438. lua_interface->LogError("%s: LUA SetQuestTimer command error: step must be set.", lua_interface->GetScriptName(state));
  8439. return 0;
  8440. }
  8441. if (duration == 0) {
  8442. lua_interface->LogError("%s: LUA SetQuestTimer command error: duration must be set.", lua_interface->GetScriptName(state));
  8443. return 0;
  8444. }
  8445. if (action.length() == 0) {
  8446. lua_interface->LogError("%s: LUA SetQuestTimer command error: failed action must be set.", lua_interface->GetScriptName(state));
  8447. return 0;
  8448. }
  8449. Client* client = player->GetZone()->GetClientBySpawn(player);
  8450. if (!client) {
  8451. lua_interface->LogError("%s: LUA SetQuestTimer command error: failed to get a valid client pointer for the given player", lua_interface->GetScriptName(state));
  8452. return 0;
  8453. }
  8454. quest->SetTimerStep(step);
  8455. quest->AddFailedAction(step, action);
  8456. quest->SetStepTimer(duration);
  8457. client->AddQuestTimer(quest->GetQuestID());
  8458. return 0;
  8459. }
  8460. int EQ2Emu_lua_SetQuestTimerComplete(lua_State* state) {
  8461. if (!lua_interface)
  8462. return 0;
  8463. Quest* quest = lua_interface->GetQuest(state);
  8464. Spawn* player = lua_interface->GetSpawn(state, 2);
  8465. if (!quest) {
  8466. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: quest is not valid.", lua_interface->GetScriptName(state));
  8467. return 0;
  8468. }
  8469. if (!player) {
  8470. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8471. return 0;
  8472. }
  8473. if (!player->IsPlayer()) {
  8474. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8475. return 0;
  8476. }
  8477. Client* client = player->GetZone()->GetClientBySpawn(player);
  8478. if (!client) {
  8479. lua_interface->LogError("%s: LUA SetQuestTimerComplete command error: failed to get a valid client pointer for the given player", lua_interface->GetScriptName(state));
  8480. return 0;
  8481. }
  8482. quest->SetTimerStep(0);
  8483. quest->SetStepTimer(0);
  8484. client->RemoveQuestTimer(quest->GetQuestID());
  8485. return 0;
  8486. }
  8487. int EQ2Emu_lua_RemoveQuestStep(lua_State* state) {
  8488. if (!lua_interface)
  8489. return 0;
  8490. Spawn* player = lua_interface->GetSpawn(state);
  8491. Quest* quest = lua_interface->GetQuest(state, 2);
  8492. int32 step = lua_interface->GetInt32Value(state, 3);
  8493. if (!player) {
  8494. lua_interface->LogError("%s: LUA RemoveQuestStep command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8495. return 0;
  8496. }
  8497. if (!player->IsPlayer()) {
  8498. lua_interface->LogError("%s: LUA RemoveQuestStep command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8499. return 0;
  8500. }
  8501. if (!quest) {
  8502. lua_interface->LogError("%s: LUA RemoveQuestStep command error: quest is not valid.", lua_interface->GetScriptName(state));
  8503. return 0;
  8504. }
  8505. if (step == 0) {
  8506. lua_interface->LogError("%s: LUA RemoveQuestStep command error: step must be set.", lua_interface->GetScriptName(state));
  8507. return 0;
  8508. }
  8509. Client* client = player->GetZone()->GetClientBySpawn(player);
  8510. if (!client) {
  8511. lua_interface->LogError("%s: LUA RemoveQuestStep command error: unable to get a valid client pointer from the given player.", lua_interface->GetScriptName(state));
  8512. return 0;
  8513. }
  8514. if (quest->RemoveQuestStep(step, client)) {
  8515. client->QueuePacket(quest->QuestJournalReply(client->GetVersion(), client->GetNameCRC(), (Player*)player, 0, 0, 0, true));
  8516. client->GetCurrentZone()->SendQuestUpdates(client);
  8517. }
  8518. else
  8519. lua_interface->LogError("LUA RemoveQuestStep command error: unable to remove the step (%u) from the quest (%s).", step, quest->GetName());
  8520. return 0;
  8521. }
  8522. int EQ2Emu_lua_ResetQuestStep(lua_State* state) {
  8523. if (!lua_interface)
  8524. return 0;
  8525. Quest* quest = lua_interface->GetQuest(state, 1);
  8526. int32 step = lua_interface->GetInt32Value(state, 2);
  8527. string desc = lua_interface->GetStringValue(state, 3);
  8528. string task_group = lua_interface->GetStringValue(state, 4);
  8529. if (!quest) {
  8530. lua_interface->LogError("%s: LUA ResetQuestStep command error: quest is not valid.", lua_interface->GetScriptName(state));
  8531. return 0;
  8532. }
  8533. if (step == 0) {
  8534. lua_interface->LogError("%s: LUA ResetQuestStep command error: step must be set.", lua_interface->GetScriptName(state));
  8535. return 0;
  8536. }
  8537. QuestStep* quest_step = quest->GetQuestStep(step);
  8538. if (!quest_step) {
  8539. lua_interface->LogError("%s: LUA ResetQuestStep command error: unable to get a valid quest step.", lua_interface->GetScriptName(state));
  8540. return 0;
  8541. }
  8542. quest_step->SetStepProgress(0);
  8543. quest_step->SetTaskGroup(task_group);
  8544. quest_step->SetDescription(desc);
  8545. return 0;
  8546. }
  8547. int EQ2Emu_lua_AddQuestStepFailureAction(lua_State* state) {
  8548. if (!lua_interface)
  8549. return 0;
  8550. Quest* quest = lua_interface->GetQuest(state);
  8551. int32 step = lua_interface->GetInt32Value(state, 2);
  8552. string action = lua_interface->GetStringValue(state, 3);
  8553. if (!quest) {
  8554. lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: quest is not valid.", lua_interface->GetScriptName(state));
  8555. return 0;
  8556. }
  8557. if (step == 0) {
  8558. lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: step must be set.", lua_interface->GetScriptName(state));
  8559. return 0;
  8560. }
  8561. if (action.length() == 0) {
  8562. lua_interface->LogError("%s: LUA AddQuestStepFailureAction command error: action must be set.", lua_interface->GetScriptName(state));
  8563. return 0;
  8564. }
  8565. quest->AddFailedAction(step, action);
  8566. return 0;
  8567. }
  8568. int EQ2Emu_lua_SetStepFailed(lua_State* state) {
  8569. if (!lua_interface)
  8570. return 0;
  8571. Spawn* player = lua_interface->GetSpawn(state);
  8572. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  8573. int32 step = lua_interface->GetInt32Value(state, 3);
  8574. if (!player) {
  8575. lua_interface->LogError("%s: LUA SetStepFailed command error: player is not a valid spawn.", lua_interface->GetScriptName(state));
  8576. return 0;
  8577. }
  8578. if (!player->IsPlayer()) {
  8579. lua_interface->LogError("%s: LUA SetStepFailed command error: player is not a valid player.", lua_interface->GetScriptName(state));
  8580. return 0;
  8581. }
  8582. if (quest_id == 0) {
  8583. lua_interface->LogError("%s: LUA SetStepFailed command error: quest_id must be set.", lua_interface->GetScriptName(state));
  8584. return 0;
  8585. }
  8586. if (step == 0) {
  8587. lua_interface->LogError("%s: LUA SetStepFailed command error: step must be set.", lua_interface->GetScriptName(state));
  8588. return 0;
  8589. }
  8590. Quest* quest = ((Player*)player)->GetQuest(quest_id);
  8591. if (!quest) {
  8592. lua_interface->LogError("LUA SetStepFailed command error: unable to get a valid quest from the given id (%u).", quest_id);
  8593. return 0;
  8594. }
  8595. quest->StepFailed(step);
  8596. return 0;
  8597. }
  8598. int EQ2Emu_lua_GetQuestCompleteCount(lua_State* state) {
  8599. if (!lua_interface)
  8600. return 0;
  8601. Spawn* player = lua_interface->GetSpawn(state);
  8602. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  8603. if (!player) {
  8604. lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: player is not a valid spawn", lua_interface->GetScriptName(state));
  8605. return 0;
  8606. }
  8607. if (!player->IsPlayer()) {
  8608. lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: player is not a valid player", lua_interface->GetScriptName(state));
  8609. return 0;
  8610. }
  8611. if (quest_id == 0) {
  8612. lua_interface->LogError("%s: LUA GetQuestCompleteCount command error: quest id is not valid", lua_interface->GetScriptName(state));
  8613. return 0;
  8614. }
  8615. Quest* quest = ((Player*)player)->GetCompletedQuest(quest_id);
  8616. if (!quest) {
  8617. lua_interface->SetInt32Value(state, 0);
  8618. return 1;
  8619. }
  8620. lua_interface->SetInt32Value(state, quest->GetCompleteCount());
  8621. return 1;
  8622. }
  8623. int EQ2Emu_lua_SetServerVariable(lua_State* state) {
  8624. if (!lua_interface)
  8625. return 0;
  8626. string name = lua_interface->GetStringValue(state);
  8627. string value = lua_interface->GetStringValue(state, 2);
  8628. string comment = lua_interface->GetStringValue(state, 3);
  8629. if (name.length() == 0) {
  8630. lua_interface->LogError("%s: LUA SetServerVariable command error: name is not valid", lua_interface->GetScriptName(state));
  8631. return 0;
  8632. }
  8633. if (value.length() == 0) {
  8634. lua_interface->LogError("%s: LUA SetServerVariable command error: value is not valid", lua_interface->GetScriptName(state));
  8635. return 0;
  8636. }
  8637. string varname = string("lua_").append(name);
  8638. Variable* var = variables.FindVariable(varname);
  8639. if (var)
  8640. var->SetValue(value.c_str());
  8641. else {
  8642. var = new Variable(varname.c_str(), value.c_str(), comment.c_str());
  8643. variables.AddVariable(var);
  8644. }
  8645. database.SaveVariable(var->GetName(), var->GetValue(), var->GetComment());
  8646. return 0;
  8647. }
  8648. int EQ2Emu_lua_GetServerVariable(lua_State* state) {
  8649. if (!lua_interface)
  8650. return 0;
  8651. string name = lua_interface->GetStringValue(state);
  8652. if (name.length() == 0) {
  8653. lua_interface->LogError("%s: LUA GetServerVariable command error: name is not valid", lua_interface->GetScriptName(state));
  8654. return 0;
  8655. }
  8656. string varname = string("lua_").append(name);
  8657. Variable* var = variables.FindVariable(varname);
  8658. if (var)
  8659. lua_interface->SetStringValue(state, var->GetValue());
  8660. else
  8661. lua_interface->SetStringValue(state, "NULL");
  8662. return 1;
  8663. }
  8664. int EQ2Emu_lua_HasLanguage(lua_State* state) {
  8665. if (!lua_interface)
  8666. return 0;
  8667. Spawn* player = lua_interface->GetSpawn(state);
  8668. int32 language_id = lua_interface->GetInt32Value(state, 2);
  8669. if (!player) {
  8670. lua_interface->LogError("%s: LUA HasLanguage command error: player is not valid", lua_interface->GetScriptName(state));
  8671. return 0;
  8672. }
  8673. if (!player->IsPlayer()) {
  8674. lua_interface->LogError("%s: LUA HasLanguage command error: player is not a valid player", lua_interface->GetScriptName(state));
  8675. return 0;
  8676. }
  8677. lua_interface->SetBooleanValue(state, ((Player*)player)->HasLanguage(language_id));
  8678. return 1;
  8679. }
  8680. int EQ2Emu_lua_AddLanguage(lua_State* state) {
  8681. if (!lua_interface)
  8682. return 0;
  8683. Spawn* player = lua_interface->GetSpawn(state);
  8684. int32 language_id = lua_interface->GetInt32Value(state, 2);
  8685. if (!player) {
  8686. lua_interface->LogError("%s: LUA AddLanguage command error: player is not valid", lua_interface->GetScriptName(state));
  8687. return 0;
  8688. }
  8689. if (!player->IsPlayer()) {
  8690. lua_interface->LogError("%s: LUA AddLanguage command error: player is not a valid player", lua_interface->GetScriptName(state));
  8691. return 0;
  8692. }
  8693. Language* language = master_languages_list.GetLanguage(language_id);
  8694. if (language)
  8695. {
  8696. ((Player*)player)->AddLanguage(language->GetID(), language->GetName(), true);
  8697. ((Player*)player)->GetClient()->SendLanguagesUpdate(language->GetID());
  8698. }
  8699. return 0;
  8700. }
  8701. int EQ2Emu_lua_IsNight(lua_State* state) {
  8702. if (!lua_interface)
  8703. return 0;
  8704. ZoneServer* zone = lua_interface->GetZone(state);
  8705. if (!zone) {
  8706. lua_interface->LogError("%s: LUA IsNight command error: zone is not valid", lua_interface->GetScriptName(state));
  8707. return 0;
  8708. }
  8709. lua_interface->SetBooleanValue(state, zone->IsDusk());
  8710. return 1;
  8711. }
  8712. int EQ2Emu_lua_AddMultiFloorLift(lua_State* state) {
  8713. if (!lua_interface)
  8714. return 0;
  8715. Spawn* spawn = lua_interface->GetSpawn(state);
  8716. if (!spawn) {
  8717. lua_interface->LogError("%s: LUA AddMultiFloorLift command error: spawn is not valid", lua_interface->GetScriptName(state));
  8718. return 0;
  8719. }
  8720. if (!spawn->IsWidget()) {
  8721. lua_interface->LogError("%s: LUA AddMultiFloorLift command error: spawn is not a widget", lua_interface->GetScriptName(state));
  8722. return 0;
  8723. }
  8724. ((Widget*)spawn)->SetMultiFloorLift(true);
  8725. if (spawn->GetZone())
  8726. spawn->GetZone()->AddTransportSpawn(spawn);
  8727. return 0;
  8728. }
  8729. int EQ2Emu_lua_StartAutoMount(lua_State* state) {
  8730. if (!lua_interface)
  8731. return 0;
  8732. Spawn* player = lua_interface->GetSpawn(state);
  8733. int32 path = lua_interface->GetInt32Value(state, 2);
  8734. if (!player) {
  8735. lua_interface->LogError("%s: LUA StartAutoMount command error: spawn is not valid", lua_interface->GetScriptName(state));
  8736. return 0;
  8737. }
  8738. if (!player->IsPlayer()) {
  8739. lua_interface->LogError("%s: LUA StartAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
  8740. return 0;
  8741. }
  8742. if (path == 0) {
  8743. lua_interface->LogError("%s: LUA StartAutoMount command error: path must be greater then zero", lua_interface->GetScriptName(state));
  8744. return 0;
  8745. }
  8746. Client* client = player->GetZone()->GetClientBySpawn(player);
  8747. if (!client) {
  8748. lua_interface->LogError("%s: LUA StartAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
  8749. return 0;
  8750. }
  8751. client->SendFlightAutoMount(path);
  8752. return 0;
  8753. }
  8754. int EQ2Emu_lua_EndAutoMount(lua_State* state) {
  8755. if (!lua_interface)
  8756. return 0;
  8757. Spawn* player = lua_interface->GetSpawn(state);
  8758. if (!player) {
  8759. lua_interface->LogError("%s: LUA EndAutoMount command error: spawn is not valid", lua_interface->GetScriptName(state));
  8760. return 0;
  8761. }
  8762. if (!player->IsPlayer()) {
  8763. lua_interface->LogError("%s: LUA EndAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
  8764. return 0;
  8765. }
  8766. Client* client = player->GetZone()->GetClientBySpawn(player);
  8767. if (!client) {
  8768. lua_interface->LogError("%s: LUA EndAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
  8769. return 0;
  8770. }
  8771. client->EndAutoMount();
  8772. return 0;
  8773. }
  8774. int EQ2Emu_lua_IsOnAutoMount(lua_State* state) {
  8775. if (!lua_interface)
  8776. return 0;
  8777. Spawn* player = lua_interface->GetSpawn(state);
  8778. if (!player) {
  8779. lua_interface->LogError("%s: LUA IsOnAutoMount command error: spawn in not valid", lua_interface->GetScriptName(state));
  8780. return 0;
  8781. }
  8782. if (!player->IsPlayer()) {
  8783. lua_interface->LogError("%s: LUA IsOnAutoMount command error: spawn is not a player", lua_interface->GetScriptName(state));
  8784. return 0;
  8785. }
  8786. Client* client = player->GetZone()->GetClientBySpawn(player);
  8787. if (!client) {
  8788. lua_interface->LogError("%s: LUA IsOnAutoMount command error: unable to get a client from the given player", lua_interface->GetScriptName(state));
  8789. return 0;
  8790. }
  8791. lua_interface->SetBooleanValue(state, client->GetOnAutoMount());
  8792. return 1;
  8793. }
  8794. int EQ2Emu_lua_SetPlayerHistory(lua_State* state) {
  8795. if (!lua_interface)
  8796. return 0;
  8797. Spawn* player = lua_interface->GetSpawn(state);
  8798. int32 event_id = lua_interface->GetInt32Value(state, 2);
  8799. int32 value = lua_interface->GetInt32Value(state, 3);
  8800. int32 value2 = lua_interface->GetInt32Value(state, 4);
  8801. if (!player) {
  8802. lua_interface->LogError("%s: LUA SetPlayerHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
  8803. return 0;
  8804. }
  8805. if (!player->IsPlayer()) {
  8806. lua_interface->LogError("%s: LUA SetPlayerHistory command error: spawn is not a player", lua_interface->GetScriptName(state));
  8807. return 0;
  8808. }
  8809. ((Player*)player)->UpdateLUAHistory(event_id, value, value2);
  8810. return 0;
  8811. }
  8812. int EQ2Emu_lua_GetPlayerHistory(lua_State* state) {
  8813. if (!lua_interface)
  8814. return 0;
  8815. Spawn* player = lua_interface->GetSpawn(state);
  8816. int32 event_id = lua_interface->GetInt32Value(state, 2);
  8817. if (!player) {
  8818. lua_interface->LogError("%s: LUA GetPlayerHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
  8819. return 0;
  8820. }
  8821. if (!player->IsPlayer()) {
  8822. lua_interface->LogError("%s: LUA GetPlayerHistory command error: spawn is not a player", lua_interface->GetScriptName(state));
  8823. return 0;
  8824. }
  8825. LUAHistory* hd = ((Player*)player)->GetLUAHistory(event_id);
  8826. if (!hd)
  8827. return 0;
  8828. lua_interface->SetInt32Value(state, hd->Value);
  8829. lua_interface->SetInt32Value(state, hd->Value2);
  8830. return 2;
  8831. }
  8832. int EQ2Emu_lua_SetGridID(lua_State* state) {
  8833. if (!lua_interface)
  8834. return 0;
  8835. Spawn* spawn = lua_interface->GetSpawn(state);
  8836. int32 grid = lua_interface->GetInt32Value(state, 2);
  8837. if (!spawn) {
  8838. lua_interface->LogError("%s: LUA SetGridID command error: spawn is not valid", lua_interface->GetScriptName(state));
  8839. return 0;
  8840. }
  8841. if (grid == 0) {
  8842. lua_interface->LogError("%s: LUA SetGridID command error: grid is not valid", lua_interface->GetScriptName(state));
  8843. return 0;
  8844. }
  8845. spawn->SetPos(&(spawn->appearance.pos.grid_id), grid);
  8846. return 0;
  8847. }
  8848. int EQ2Emu_lua_SetRequiredHistory(lua_State* state) {
  8849. if (!lua_interface)
  8850. return 0;
  8851. Spawn* spawn = lua_interface->GetSpawn(state);
  8852. int32 event_id = lua_interface->GetInt32Value(state, 2);
  8853. int32 value1 = lua_interface->GetInt32Value(state, 3);
  8854. int32 value2 = lua_interface->GetInt32Value(state, 4);
  8855. bool private_spawn = (lua_interface->GetInt8Value(state, 5) == 1);
  8856. int16 flag_override = lua_interface->GetInt16Value(state, 6);
  8857. if (!spawn) {
  8858. lua_interface->LogError("%s: LUA SetRequiredHistory command error: spawn is not valid", lua_interface->GetScriptName(state));
  8859. return 0;
  8860. }
  8861. //Add this quest to the list of required quests for this spawn
  8862. spawn->SetRequiredHistory(event_id, value1, value2);
  8863. //If private spawn value set
  8864. if (private_spawn) {
  8865. //Set the spawn to be private when not granted access via history
  8866. spawn->AddAllowAccessSpawn(spawn);
  8867. spawn->SetPrivateQuestSpawn(true);
  8868. }
  8869. //This value will override vis_flags in the vis packet
  8870. if (flag_override > 0)
  8871. spawn->SetQuestsRequiredOverride(flag_override);
  8872. return 0;
  8873. }
  8874. int EQ2Emu_lua_GetQuestStepProgress(lua_State* state) {
  8875. if (!lua_interface)
  8876. return 0;
  8877. Spawn* player = lua_interface->GetSpawn(state);
  8878. int32 quest_id = lua_interface->GetInt32Value(state, 2);
  8879. int32 step_id = lua_interface->GetInt32Value(state, 3);
  8880. if (!player) {
  8881. lua_interface->LogError("%s: LUA GetQuestStepProgress command error: spawn is not valid", lua_interface->GetScriptName(state));
  8882. return 0;
  8883. }
  8884. if (!player->IsPlayer()) {
  8885. lua_interface->LogError("%s: LUA GetQuestStepProgress command error: spawn is not a player", lua_interface->GetScriptName(state));
  8886. return 0;
  8887. }
  8888. lua_interface->SetInt32Value(state, ((Player*)player)->GetStepProgress(quest_id, step_id));
  8889. return 1;
  8890. }
  8891. int EQ2Emu_lua_SetPlayerLevel(lua_State* state) {
  8892. if (!lua_interface)
  8893. return 0;
  8894. Spawn* player = lua_interface->GetSpawn(state);
  8895. int8 level = lua_interface->GetInt8Value(state, 2);
  8896. if (!player) {
  8897. lua_interface->LogError("%s: LUA SetPlayerLevel command error: spawn is not valid", lua_interface->GetScriptName(state));
  8898. return 0;
  8899. }
  8900. if (!player->IsPlayer()) {
  8901. lua_interface->LogError("%s: LUA SetPlayerLevel command error: spawn is not a player", lua_interface->GetScriptName(state));
  8902. return 0;
  8903. }
  8904. if (level == 0) {
  8905. lua_interface->LogError("%s: LUA SetPlayerLevel command error: new level can't be 0", lua_interface->GetScriptName(state));
  8906. return 0;
  8907. }
  8908. Client* client = player->GetZone()->GetClientBySpawn(player);
  8909. if (!client) {
  8910. lua_interface->LogError("%s: LUA SetPlayerLevel command error: unable to get a client from the given spawn", lua_interface->GetScriptName(state));
  8911. return 0;
  8912. }
  8913. client->ChangeLevel(client->GetPlayer()->GetLevel(), level);
  8914. return 0;
  8915. }
  8916. int EQ2Emu_lua_AddCoin(lua_State* state) {
  8917. if (!lua_interface)
  8918. return 0;
  8919. Spawn* player = lua_interface->GetSpawn(state);
  8920. int32 amount = lua_interface->GetInt32Value(state, 2);
  8921. if (!player) {
  8922. lua_interface->LogError("%s: LUA AddCoin command error: spawn is not valid", lua_interface->GetScriptName(state));
  8923. return 0;
  8924. }
  8925. if (!player->IsPlayer()) {
  8926. lua_interface->LogError("%s: LUA AddCoin command error: spawn is not a player", lua_interface->GetScriptName(state));
  8927. return 0;
  8928. }
  8929. if (amount == 0) {
  8930. lua_interface->LogError("%s: LUA AddCoin command error: amount must be greater then 0", lua_interface->GetScriptName(state));
  8931. return 0;
  8932. }
  8933. ((Player*)player)->AddCoins(amount);
  8934. return 0;
  8935. }
  8936. int EQ2Emu_lua_RemoveCoin(lua_State* state) {
  8937. if (!lua_interface)
  8938. return 0;
  8939. Spawn* player = lua_interface->GetSpawn(state);
  8940. int32 amount = lua_interface->GetInt32Value(state, 2);
  8941. if (!player) {
  8942. lua_interface->LogError("%s: LUA RemoveCoin command error: spawn is not valid", lua_interface->GetScriptName(state));
  8943. return 0;
  8944. }
  8945. if (!player->IsPlayer()) {
  8946. lua_interface->LogError("%s: LUA RemoveCoin command error: spawn is not a player", lua_interface->GetScriptName(state));
  8947. return 0;
  8948. }
  8949. if (amount == 0) {
  8950. lua_interface->LogError("%s: LUA RemoveCoin command error: amount must be greater then 0", lua_interface->GetScriptName(state));
  8951. return 0;
  8952. }
  8953. lua_interface->SetBooleanValue(state, ((Player*)player)->RemoveCoins(amount));
  8954. return 1;
  8955. }
  8956. int EQ2Emu_lua_GetPlayersInZone(lua_State* state) {
  8957. if (!lua_interface)
  8958. return 0;
  8959. ZoneServer* zone = lua_interface->GetZone(state);
  8960. if (!zone) {
  8961. lua_interface->LogError("%s: LUA GetPlayersInZone command error: zone is not valid", lua_interface->GetScriptName(state));
  8962. return 0;
  8963. }
  8964. vector<Entity*> players = zone->GetPlayers();
  8965. if (players.size() == 0)
  8966. return 0;
  8967. lua_createtable(state, players.size(), 0);
  8968. int newTable = lua_gettop(state);
  8969. for (int32 i = 0; i < players.size(); i++) {
  8970. lua_interface->SetSpawnValue(state, players.at(i));
  8971. lua_rawseti(state, newTable, i + 1);
  8972. }
  8973. return 1;
  8974. }
  8975. int EQ2Emu_lua_SpawnGroupByID(lua_State* state) {
  8976. if (!lua_interface)
  8977. return 0;
  8978. ZoneServer* zone = lua_interface->GetZone(state, 1);
  8979. if (!zone) {
  8980. lua_interface->LogError("%s: LUA GetPlayersInZone command error: zone is not valid", lua_interface->GetScriptName(state));
  8981. return 0;
  8982. }
  8983. int32 group_id = lua_interface->GetInt32Value(state, 2);
  8984. //Map of <placement_id, location_id>
  8985. map<int32, int32>* locs = zone->GetSpawnLocationsByGroup(group_id);
  8986. map<int32, int32>::iterator itr;
  8987. vector<Spawn*> group;
  8988. for (itr = locs->begin(); itr != locs->end(); itr++) {
  8989. SpawnLocation* location = zone->GetSpawnLocation(itr->second);
  8990. if (!location) {
  8991. lua_interface->LogError("LUA SpawnByLocationID command error: no location found for the given ID (%u)", itr->second);
  8992. return 0;
  8993. }
  8994. Spawn* spawn = 0;
  8995. if (location->entities[0]) {
  8996. if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_NPC)
  8997. spawn = zone->AddNPCSpawn(location, location->entities[0]);
  8998. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_GROUNDSPAWN)
  8999. spawn = zone->AddGroundSpawn(location, location->entities[0]);
  9000. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_OBJECT)
  9001. spawn = zone->AddObjectSpawn(location, location->entities[0]);
  9002. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_WIDGET)
  9003. spawn = zone->AddWidgetSpawn(location, location->entities[0]);
  9004. else if (location->entities[0]->spawn_type == SPAWN_ENTRY_TYPE_SIGN)
  9005. spawn = zone->AddSignSpawn(location, location->entities[0]);
  9006. if(spawn && spawn->IsOmittedByDBFlag())
  9007. {
  9008. 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);
  9009. safe_delete(spawn);
  9010. continue;
  9011. }
  9012. if (spawn) {
  9013. const char* script = 0;
  9014. for (int x = 0; x < 3; x++) {
  9015. switch (x) {
  9016. case 0:
  9017. script = world.GetSpawnEntryScript(location->entities[0]->spawn_entry_id);
  9018. break;
  9019. case 1:
  9020. script = world.GetSpawnLocationScript(location->entities[0]->spawn_location_id);
  9021. break;
  9022. case 2:
  9023. script = world.GetSpawnScript(location->entities[0]->spawn_id);
  9024. break;
  9025. }
  9026. if (script && lua_interface->GetSpawnScript(script) != 0) {
  9027. spawn->SetSpawnScript(string(script));
  9028. break;
  9029. }
  9030. }
  9031. zone->CallSpawnScript(spawn, SPAWN_SCRIPT_SPAWN);
  9032. lua_interface->SetSpawnValue(state, spawn);
  9033. group.push_back(spawn);
  9034. }
  9035. else {
  9036. LogWrite(ZONE__ERROR, 0, "Zone", "Error adding spawn by group id to zone %s with location id %u.", zone->GetZoneName(), group_id);
  9037. safe_delete(spawn);
  9038. }
  9039. }
  9040. }
  9041. if (!group.empty()) {
  9042. lua_createtable(state, group.size(), 0);
  9043. int newTable = lua_gettop(state);
  9044. for (int32 i = 0; i < group.size(); i++) {
  9045. lua_interface->SetSpawnValue(state, group[i]);
  9046. lua_rawseti(state, newTable, i + 1);
  9047. }
  9048. }
  9049. else
  9050. lua_pushnil(state);
  9051. return 1;
  9052. }
  9053. int EQ2Emu_lua_SetSpawnAnimation(lua_State* state) {
  9054. if (!lua_interface)
  9055. return 0;
  9056. Spawn* spawn = lua_interface->GetSpawn(state, 1);
  9057. int32 anim_id = lua_interface->GetInt32Value(state, 2);
  9058. int16 leeway = lua_interface->GetInt16Value(state, 3);
  9059. if (!spawn) {
  9060. lua_interface->LogError("%s: LUA SetSpawnAnimation command error: spawn is not valid", lua_interface->GetScriptName(state));
  9061. return 0;
  9062. }
  9063. if (anim_id == 0) {
  9064. lua_interface->LogError("%s: LUA SetSpawnAnimation command error: anim_id is not valid", lua_interface->GetScriptName(state));
  9065. return 0;
  9066. }
  9067. if (leeway == 0)
  9068. leeway = 5000;
  9069. spawn->SetSpawnAnim(anim_id);
  9070. spawn->SetSpawnAnimLeeway(leeway);
  9071. return 0;
  9072. }
  9073. int EQ2Emu_lua_GetClientVersion(lua_State* state) {
  9074. if (!lua_interface)
  9075. return 0;
  9076. Spawn* player = lua_interface->GetSpawn(state);
  9077. if (!player) {
  9078. return 0;
  9079. }
  9080. Client* client = player->GetZone()->GetClientBySpawn(player);
  9081. if (!client) {
  9082. return 0;
  9083. }
  9084. lua_interface->SetInt32Value(state, client->GetVersion());
  9085. return 1;
  9086. }
  9087. int EQ2Emu_lua_GetItemID(lua_State* state) {
  9088. if (!lua_interface)
  9089. return 0;
  9090. Item* item = lua_interface->GetItem(state);
  9091. if (!item) {
  9092. lua_interface->LogError("%s: LUA GetItemID command error: item is not valid", lua_interface->GetScriptName(state));
  9093. return 0;
  9094. }
  9095. lua_interface->SetInt32Value(state, item->details.item_id);
  9096. return 1;
  9097. }
  9098. int EQ2Emu_lua_IsEntity(lua_State* state) {
  9099. if (!lua_interface)
  9100. return 0;
  9101. Spawn* spawn = lua_interface->GetSpawn(state);
  9102. if (!spawn) {
  9103. lua_interface->LogError("%s: LUA IsEntity command error: spawn is not valid", lua_interface->GetScriptName(state));
  9104. return 0;
  9105. }
  9106. lua_interface->SetBooleanValue(state, spawn->IsEntity());
  9107. return 1;
  9108. }
  9109. int EQ2Emu_lua_GetOrigX(lua_State* state) {
  9110. if (!lua_interface)
  9111. return 0;
  9112. Spawn* spawn = lua_interface->GetSpawn(state);
  9113. if (!spawn) {
  9114. lua_interface->LogError("%s: LUA GetOrigX command error: spawn is not valid", lua_interface->GetScriptName(state));
  9115. return 0;
  9116. }
  9117. lua_interface->SetFloatValue(state, spawn->GetSpawnOrigX());
  9118. return 1;
  9119. }
  9120. int EQ2Emu_lua_GetOrigY(lua_State* state) {
  9121. if (!lua_interface)
  9122. return 0;
  9123. Spawn* spawn = lua_interface->GetSpawn(state);
  9124. if (!spawn) {
  9125. lua_interface->LogError("%s: LUA GetOrigY command error: spawn is not valid", lua_interface->GetScriptName(state));
  9126. return 0;
  9127. }
  9128. lua_interface->SetFloatValue(state, spawn->GetSpawnOrigY());
  9129. return 1;
  9130. }
  9131. int EQ2Emu_lua_GetOrigZ(lua_State* state) {
  9132. if (!lua_interface)
  9133. return 0;
  9134. Spawn* spawn = lua_interface->GetSpawn(state);
  9135. if (!spawn) {
  9136. lua_interface->LogError("%s: LUA GetOrigZ command error: spawn is not valid", lua_interface->GetScriptName(state));
  9137. return 0;
  9138. }
  9139. lua_interface->SetFloatValue(state, spawn->GetSpawnOrigZ());
  9140. return 1;
  9141. }
  9142. int EQ2Emu_lua_GetPCTOfHP(lua_State* state) {
  9143. if (!lua_interface)
  9144. return 0;
  9145. Spawn* spawn = lua_interface->GetSpawn(state);
  9146. float pct = lua_interface->GetFloatValue(state, 2);
  9147. if (!spawn) {
  9148. lua_interface->LogError("%s: LUA GetPCTOfHP command error: spawn is not valid", lua_interface->GetScriptName(state));
  9149. return 0;
  9150. }
  9151. if (pct == 0) {
  9152. lua_interface->LogError("%s: LUA GetPCTOfHP command error: pct is not valid", lua_interface->GetScriptName(state));
  9153. return 0;
  9154. }
  9155. int32 amount = std::round(spawn->GetTotalHP() * (pct / 100));
  9156. lua_interface->SetInt32Value(state, amount);
  9157. return 1;
  9158. }
  9159. int EQ2Emu_lua_GetPCTOfPower(lua_State* state) {
  9160. if (!lua_interface)
  9161. return 0;
  9162. Spawn* spawn = lua_interface->GetSpawn(state);
  9163. float pct = lua_interface->GetFloatValue(state, 2);
  9164. if (!spawn) {
  9165. lua_interface->LogError("%s: LUA GetPCTOfPower command error: spawn is not valid", lua_interface->GetScriptName(state));
  9166. return 0;
  9167. }
  9168. if (pct == 0) {
  9169. lua_interface->LogError("%s: LUA GetPCTOfPower command error: pct is not valid", lua_interface->GetScriptName(state));
  9170. return 0;
  9171. }
  9172. int32 amount = std::round(spawn->GetTotalPower() * (pct / 100));
  9173. lua_interface->SetInt32Value(state, amount);
  9174. return 1;
  9175. }
  9176. int EQ2Emu_lua_GetBoundZoneID(lua_State* state) {
  9177. if (!lua_interface)
  9178. return 0;
  9179. Spawn* spawn = lua_interface->GetSpawn(state);
  9180. if (!spawn) {
  9181. lua_interface->LogError("%s: LUA GetBoundZoneID command error: spawn is not valid", lua_interface->GetScriptName(state));
  9182. return 0;
  9183. }
  9184. if (!spawn->IsPlayer()) {
  9185. lua_interface->LogError("%s: LUA GetBoundZoneID command error: spawn is not a player", lua_interface->GetScriptName(state));
  9186. return 0;
  9187. }
  9188. lua_interface->SetInt32Value(state, ((Player*)spawn)->GetPlayerInfo()->GetBindZoneID());
  9189. return 1;
  9190. }
  9191. int EQ2Emu_lua_Evac(lua_State* state) {
  9192. if (!lua_interface)
  9193. return 0;
  9194. Spawn* target = lua_interface->GetSpawn(state);
  9195. if (target) {
  9196. float x = target->GetZone()->GetSafeX();
  9197. float y = target->GetZone()->GetSafeY();
  9198. float z = target->GetZone()->GetSafeZ();
  9199. float h = target->GetZone()->GetSafeHeading();
  9200. target->SetX(x);
  9201. target->SetY(y);
  9202. target->SetZ(z);
  9203. target->SetHeading(h);
  9204. target->SetSpawnOrigX(x);
  9205. target->SetSpawnOrigY(y);
  9206. target->SetSpawnOrigZ(z);
  9207. target->SetSpawnOrigHeading(h);
  9208. if (target->IsPlayer()) {
  9209. Client* client = target->GetZone()->GetClientBySpawn(target);
  9210. if (client) {
  9211. client->GetCurrentZone()->ClearHate(client->GetPlayer());
  9212. int numargs = lua_interface->GetNumberOfArgs(state);
  9213. if(numargs == 4) {
  9214. x = lua_interface->GetFloatValue(state,1);
  9215. y = lua_interface->GetFloatValue(state,2);
  9216. z = lua_interface->GetFloatValue(state,3);
  9217. h = lua_interface->GetFloatValue(state,4);
  9218. }
  9219. client->SetReloadingZone(true);
  9220. target->SetX(x);
  9221. target->SetY(y);
  9222. target->SetZ(z);
  9223. target->SetHeading(h);
  9224. target->SetSpawnOrigX(x);
  9225. target->SetSpawnOrigY(y);
  9226. target->SetSpawnOrigZ(z);
  9227. target->SetSpawnOrigHeading(h);
  9228. target->SetAppearancePosition(x,y,z);
  9229. client->SetZoningCoords(x,y,z,h);
  9230. PacketStruct* packet = configReader.getStruct("WS_TeleportWithinZone", client->GetVersion());
  9231. if (packet)
  9232. {
  9233. packet->setDataByName("x", x);
  9234. packet->setDataByName("y", y);
  9235. packet->setDataByName("z", z);
  9236. client->QueuePacket(packet->serialize());
  9237. safe_delete(packet);
  9238. }
  9239. client->GetCurrentZone()->RemoveSpawn(target, false, false, true, true);
  9240. client->GetPlayer()->SetSpawnSentState(target, SpawnState::SPAWN_STATE_SENT);
  9241. }
  9242. }
  9243. }
  9244. else {
  9245. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  9246. if(!spell)
  9247. return 0;
  9248. ZoneServer* zone = spell->caster->GetZone();
  9249. float x = spell->caster->GetZone()->GetSafeX();
  9250. float y = spell->caster->GetZone()->GetSafeY();
  9251. float z = spell->caster->GetZone()->GetSafeZ();
  9252. float h = spell->caster->GetZone()->GetSafeHeading();
  9253. int numargs = lua_interface->GetNumberOfArgs(state);
  9254. if(numargs == 4) {
  9255. x = lua_interface->GetFloatValue(state,1);
  9256. y = lua_interface->GetFloatValue(state,2);
  9257. z = lua_interface->GetFloatValue(state,3);
  9258. h = lua_interface->GetFloatValue(state,4);
  9259. }
  9260. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  9261. for (int32 i = 0; i < spell->targets.size(); i++) {
  9262. Spawn* target2 = zone->GetSpawnByID(spell->targets.at(i));
  9263. if (!target2)
  9264. continue;
  9265. if (target2->IsPlayer()) {
  9266. Client* client = target2->GetZone()->GetClientBySpawn(target2);
  9267. if (client) {
  9268. client->GetCurrentZone()->ClearHate(client->GetPlayer());
  9269. client->SetReloadingZone(true);
  9270. target2->SetX(x);
  9271. target2->SetY(y);
  9272. target2->SetZ(z);
  9273. target2->SetHeading(h);
  9274. target2->SetSpawnOrigX(x);
  9275. target2->SetSpawnOrigY(y);
  9276. target2->SetSpawnOrigZ(z);
  9277. target2->SetSpawnOrigHeading(h);
  9278. target2->SetAppearancePosition(x,y,z);
  9279. client->SetZoningCoords(x,y,z,h);
  9280. PacketStruct* packet = configReader.getStruct("WS_TeleportWithinZone", client->GetVersion());
  9281. if (packet)
  9282. {
  9283. packet->setDataByName("x", x);
  9284. packet->setDataByName("y", y);
  9285. packet->setDataByName("z", z);
  9286. client->QueuePacket(packet->serialize());
  9287. safe_delete(packet);
  9288. }
  9289. client->GetCurrentZone()->RemoveSpawn(target2, false, false, true, true);
  9290. client->GetPlayer()->SetSpawnSentState(target2, SpawnState::SPAWN_STATE_SENT);
  9291. }
  9292. }
  9293. }
  9294. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  9295. }
  9296. return 0;
  9297. }
  9298. int EQ2Emu_lua_GetSpellTier(lua_State* state) {
  9299. if (!lua_interface)
  9300. return 0;
  9301. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  9302. if (!luaspell) {
  9303. lua_interface->LogError("%s: LUA GetSpellTier command error: must be used in a spell script", lua_interface->GetScriptName(state));
  9304. return 0;
  9305. }
  9306. int8 tier = luaspell->spell->GetSpellTier();
  9307. lua_interface->SetInt32Value(state, tier);
  9308. return 1;
  9309. }
  9310. int EQ2Emu_lua_GetSpellID(lua_State* state) {
  9311. if (!lua_interface)
  9312. return 0;
  9313. LuaSpell* luaspell = lua_interface->GetCurrentSpell(state);
  9314. if (!luaspell) {
  9315. lua_interface->LogError("%s: LUA GetSpellID command error: must be used in a spell script", lua_interface->GetScriptName(state));
  9316. return 0;
  9317. }
  9318. int32 spell_id = luaspell->spell->GetSpellID();
  9319. lua_interface->SetInt32Value(state, spell_id);
  9320. return 1;
  9321. }
  9322. int EQ2Emu_lua_StartTransmute(lua_State* state) {
  9323. if (!lua_interface)
  9324. return 0;
  9325. Spawn* spawn = lua_interface->GetSpawn(state, 1);
  9326. if (!spawn) {
  9327. lua_interface->LogError("%s: Lua StartTransmute command error: no spawn", lua_interface->GetScriptName(state));
  9328. return 0;
  9329. }
  9330. if (!spawn->IsPlayer()) {
  9331. lua_interface->LogError("%s: Lua StartTransmute command error: spawn is not a player", lua_interface->GetScriptName(state));
  9332. return 0;
  9333. }
  9334. ZoneServer* zone = spawn->GetZone();
  9335. if (!zone) {
  9336. return 0;
  9337. }
  9338. Client* client = zone->GetClientBySpawn(spawn);
  9339. if (!client) {
  9340. return 0;
  9341. }
  9342. Transmute::CreateItemRequest(client, static_cast<Player*>(spawn));
  9343. return 0;
  9344. }
  9345. int EQ2Emu_lua_CompleteTransmute(lua_State* state) {
  9346. if (!lua_interface)
  9347. return 0;
  9348. Spawn* spawn = lua_interface->GetSpawn(state, 1);
  9349. if (!spawn) {
  9350. lua_interface->LogError("%s: Lua CompleteTransmute command error: no spawn", lua_interface->GetScriptName(state));
  9351. return 0;
  9352. }
  9353. if (!spawn->IsPlayer()) {
  9354. lua_interface->LogError("%s: Lua CompleteTransmute command error: spawn is not a player", lua_interface->GetScriptName(state));
  9355. return 0;
  9356. }
  9357. ZoneServer* zone = spawn->GetZone();
  9358. if (!zone) {
  9359. return 0;
  9360. }
  9361. Client* client = zone->GetClientBySpawn(spawn);
  9362. if (!client) {
  9363. return 0;
  9364. }
  9365. Transmute::CompleteTransmutation(client, static_cast<Player*>(spawn));
  9366. return 0;
  9367. }
  9368. int EQ2Emu_lua_ProcHate(lua_State* state) {
  9369. if (!lua_interface)
  9370. return 0;
  9371. Spawn* caster = lua_interface->GetSpawn(state);
  9372. Spawn* target = lua_interface->GetSpawn(state, 2);
  9373. int32 threat_amt = lua_interface->GetInt32Value(state, 3);
  9374. string spell_name = lua_interface->GetStringValue(state, 4);
  9375. if (!caster) {
  9376. lua_interface->LogError("%s: LUA ProcHate command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  9377. return 0;
  9378. }
  9379. if (!caster->IsEntity()) {
  9380. lua_interface->LogError("%s: LUA ProcHate command error: caster is not an entity", lua_interface->GetScriptName(state));
  9381. return 0;
  9382. }
  9383. if (!target) {
  9384. lua_interface->LogError("%s: LUA ProcHate command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  9385. return 0;
  9386. }
  9387. if (!target->IsEntity()) {
  9388. lua_interface->LogError("%s: LUA ProcHate command error: target is not an entity", lua_interface->GetScriptName(state));
  9389. return 0;
  9390. }
  9391. static_cast<Entity*>(target)->AddHate(static_cast<Entity*>(caster), threat_amt);
  9392. caster->GetZone()->SendThreatPacket(static_cast<Entity*>(caster), target, threat_amt, spell_name.c_str());
  9393. return 0;
  9394. }
  9395. int EQ2Emu_lua_GiveExp(lua_State* state) {
  9396. if (!lua_interface)
  9397. return 0;
  9398. Spawn* player = lua_interface->GetSpawn(state);
  9399. int32 amount = lua_interface->GetInt32Value(state, 2);
  9400. if (player && player->IsPlayer() && amount > 0) {
  9401. ((Player*)player)->AddXP(amount);
  9402. ((Player*)player)->SetCharSheetChanged(true);
  9403. Client* client = player->GetZone()->GetClientBySpawn(player);
  9404. if (client) {
  9405. client->SimpleMessage(CHANNEL_REWARD, "You gain experience!");
  9406. }
  9407. }
  9408. return 0;
  9409. }
  9410. int EQ2Emu_lua_DisplayText(lua_State* state) {
  9411. if (!lua_interface)
  9412. return 0;
  9413. Spawn* player = lua_interface->GetSpawn(state);
  9414. int8 type = lua_interface->GetInt8Value(state, 2);
  9415. string text = lua_interface->GetStringValue(state, 3);
  9416. Client* client = 0;
  9417. if (player && player->IsPlayer())
  9418. client = player->GetZone()->GetClientBySpawn(player);
  9419. if (!client || text.length() == 0) {
  9420. lua_interface->LogError("%s: LUA DisplayText required parameters not given", lua_interface->GetScriptName(state));
  9421. return 0;
  9422. }
  9423. client->SimpleMessage(type, text.c_str());
  9424. return 0;
  9425. }
  9426. int EQ2Emu_lua_ShowLootWindow(lua_State* state) {
  9427. if (!lua_interface)
  9428. return 0;
  9429. Spawn* player = lua_interface->GetSpawn(state);
  9430. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  9431. Client* client = 0;
  9432. if (player && player->IsPlayer())
  9433. client = player->GetZone()->GetClientBySpawn(player);
  9434. if (!client || !spawn) {
  9435. lua_interface->LogError("%s: LUA ShowLootWindow required parameters not given", lua_interface->GetScriptName(state));
  9436. return 0;
  9437. }
  9438. vector<Item*>* items = ((Player*)player)->GetPendingLootItems(spawn->GetID());
  9439. if (!items) {
  9440. lua_interface->LogError("%s: LUA ShowLootWindow has no items", lua_interface->GetScriptName(state));
  9441. return 0;
  9442. }
  9443. client->Loot(spawn->GetLootCoins(), items, spawn);
  9444. return 0;
  9445. }
  9446. int EQ2Emu_lua_GetRandomSpawnByID(lua_State* state) {
  9447. if (!lua_interface)
  9448. return 0;
  9449. Spawn* spawnref = lua_interface->GetSpawn(state);
  9450. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  9451. if (spawn_id > 0 && spawnref) {
  9452. vector<Spawn*> spawns = spawnref->GetZone()->GetSpawnsByID(spawn_id);
  9453. if (spawns.size() == 0) {
  9454. lua_interface->LogError("%s: LUA EQ2Emu_lua_GetRandomSpawnByID command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  9455. return 0;
  9456. }
  9457. Spawn* spawn = 0;
  9458. int16 index = MakeRandomInt(0, spawns.size());
  9459. if (index >= spawns.size() || index < 0)
  9460. index = 0;
  9461. spawn = spawns[index];
  9462. lua_interface->SetSpawnValue(state, spawn);
  9463. return 1;
  9464. }
  9465. else {
  9466. lua_interface->LogError("%s: LUA GetRandomSpawnByID required parameters not given", lua_interface->GetScriptName(state));
  9467. }
  9468. return 0;
  9469. }
  9470. int EQ2Emu_lua_AddPrimaryEntityCommandAllSpawns(lua_State* state) {
  9471. Spawn* player = lua_interface->GetSpawn(state);
  9472. int32 spawn_id = lua_interface->GetInt32Value(state, 2);
  9473. string name = lua_interface->GetStringValue(state, 3);
  9474. float distance = lua_interface->GetFloatValue(state, 4);
  9475. string command = lua_interface->GetStringValue(state, 5);
  9476. string error_text = lua_interface->GetStringValue(state, 6);
  9477. int16 cast_time = lua_interface->GetInt16Value(state, 7);
  9478. int32 spell_visual = lua_interface->GetInt32Value(state, 8);
  9479. if (spawn_id && player && player->IsPlayer() && name.length() > 0) {
  9480. if (distance == 0)
  9481. distance = 10.0f;
  9482. if (command.length() == 0)
  9483. command = name;
  9484. vector<Spawn*> spawns = player->GetZone()->GetSpawnsByID(spawn_id);
  9485. if (spawns.size() == 0) {
  9486. lua_interface->LogError("%s: LUA AddPrimaryEntityCommandAllSpawns command error: GetSpawnsByID returned no spawns", lua_interface->GetScriptName(state));
  9487. return 0;
  9488. }
  9489. Spawn* spawn = 0;
  9490. for (vector<Spawn*>::iterator itr = spawns.begin(); itr != spawns.end(); itr++) {
  9491. spawn = *itr;
  9492. if (spawn) {
  9493. spawn->AddPrimaryEntityCommand(name.c_str(), distance, command.c_str(), error_text.c_str(), cast_time, spell_visual);
  9494. player->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance);
  9495. }
  9496. }
  9497. }
  9498. return 0;
  9499. }
  9500. int EQ2Emu_lua_InstructionWindowGoal(lua_State* state) {
  9501. if (!lua_interface)
  9502. return 0;
  9503. Client* client = 0;
  9504. Spawn* player = lua_interface->GetSpawn(state);
  9505. int8 goal_num = lua_interface->GetInt8Value(state, 2);
  9506. if (player && player->IsPlayer() && player->GetZone())
  9507. client = player->GetZone()->GetClientBySpawn(player);
  9508. else{
  9509. lua_interface->LogError("LUA InstructionWindowGoal command error: player is not valid");
  9510. return 0;
  9511. }
  9512. if (client) {
  9513. PacketStruct* packet = configReader.getStruct("WS_InstructionWindow", client->GetVersion());
  9514. if (packet) {
  9515. packet->setDataByName("goal_num", goal_num);
  9516. client->QueuePacket(packet->serialize());
  9517. safe_delete(packet);
  9518. }
  9519. }
  9520. return 0;
  9521. }
  9522. int EQ2Emu_lua_InstructionWindowClose(lua_State* state) {
  9523. if (!lua_interface)
  9524. return 0;
  9525. Client* client = 0;
  9526. Spawn* player = lua_interface->GetSpawn(state);
  9527. if (player && player->IsPlayer() && player->GetZone())
  9528. client = player->GetZone()->GetClientBySpawn(player);
  9529. else {
  9530. lua_interface->LogError("LUA InstructionWindowClose command error: player is not valid");
  9531. return 0;
  9532. }
  9533. if (client) {
  9534. client->QueuePacket(new EQ2Packet(OP_EqInstructionWindowCloseCmd, 0, 0));
  9535. }
  9536. return 0;
  9537. }
  9538. int EQ2Emu_lua_InstructionWindow(lua_State* state) {
  9539. if (!lua_interface)
  9540. return 0;
  9541. Client* client = 0;
  9542. Spawn* player = lua_interface->GetSpawn(state);
  9543. float duration = lua_interface->GetFloatValue(state, 2);
  9544. string text = lua_interface->GetStringValue(state, 3);
  9545. string voice = lua_interface->GetStringValue(state, 4);
  9546. int32 voice_key1 = lua_interface->GetInt32Value(state, 5);
  9547. int32 voice_key2 = lua_interface->GetInt32Value(state, 6);
  9548. string signal = lua_interface->GetStringValue(state, 7);
  9549. string goal1 = lua_interface->GetStringValue(state, 8);
  9550. string task1 = lua_interface->GetStringValue(state, 9);
  9551. string goal2 = lua_interface->GetStringValue(state, 10);
  9552. string task2 = lua_interface->GetStringValue(state, 11);
  9553. string goal3 = lua_interface->GetStringValue(state, 12);
  9554. string task3 = lua_interface->GetStringValue(state, 13);
  9555. string goal4 = lua_interface->GetStringValue(state, 14);
  9556. string task4 = lua_interface->GetStringValue(state, 15);
  9557. if (!player) {
  9558. lua_interface->LogError("LUA InstructionWindow command error: spawn is not valid");
  9559. return 0;
  9560. }
  9561. if (!player->IsPlayer()) {
  9562. lua_interface->LogError("LUA InstructionWindow command error: spawn is not a player");
  9563. return 0;
  9564. }
  9565. else
  9566. client = ((Player*)player)->GetClient();
  9567. if (!client) {
  9568. lua_interface->LogError("LUA InstructionWindow command error: could not find client");
  9569. return 0;
  9570. }
  9571. if (text.length() == 0) {
  9572. lua_interface->LogError("LUA InstructionWindow required parameters not given");
  9573. return 0;
  9574. }
  9575. if (duration >= 0 && duration < 2)
  9576. duration = 2;
  9577. PacketStruct* packet = configReader.getStruct("WS_InstructionWindow", client->GetVersion());
  9578. if (packet) {
  9579. packet->setDataByName("open_seconds_max", duration);
  9580. packet->setDataByName("text", text.c_str());
  9581. packet->setDataByName("voice", voice.c_str());
  9582. int8 num_goals = 1;
  9583. if (task2.length() > 0)
  9584. num_goals++;
  9585. if (task3.length() > 0)
  9586. num_goals++;
  9587. if (task4.length() > 0)
  9588. num_goals++;
  9589. packet->setArrayLengthByName("num_goals", num_goals);
  9590. for (int8 i = 0; i < num_goals; i++) {
  9591. packet->setSubArrayLengthByName("num_tasks", 1, i);
  9592. }
  9593. if (goal1.length() > 0)
  9594. packet->setArrayDataByName("goal_text", goal1.c_str());
  9595. if (goal2.length() > 0)
  9596. packet->setArrayDataByName("goal_text", goal2.c_str(), 1);
  9597. if (goal3.length() > 0)
  9598. packet->setArrayDataByName("goal_text", goal3.c_str(), 2);
  9599. if (goal4.length() > 0)
  9600. packet->setArrayDataByName("goal_text", goal4.c_str(), 3);
  9601. packet->setSubArrayDataByName("task_text", task1.c_str());
  9602. if (task2.length() > 0)
  9603. packet->setSubArrayDataByName("task_text", task2.c_str(), 1);
  9604. if (task3.length() > 0)
  9605. packet->setSubArrayDataByName("task_text", task3.c_str(), 2);
  9606. if (task4.length() > 0)
  9607. packet->setSubArrayDataByName("task_text", task4.c_str(), 3);
  9608. packet->setDataByName("complete_sound", "click");
  9609. packet->setDataByName("signal", signal.c_str());
  9610. packet->setDataByName("voice_key1", voice_key1);
  9611. packet->setDataByName("voice_key2", voice_key2);
  9612. client->QueuePacket(packet->serialize());
  9613. safe_delete(packet);
  9614. }
  9615. return 0;
  9616. }
  9617. int EQ2Emu_lua_ShowWindow(lua_State* state) {
  9618. if (!lua_interface)
  9619. return 0;
  9620. Client* client = 0;
  9621. Spawn* player = lua_interface->GetSpawn(state);
  9622. string window = lua_interface->GetStringValue(state, 2);
  9623. int8 show = lua_interface->GetInt8Value(state, 3);
  9624. if (!player) {
  9625. lua_interface->LogError("LUA ShowWindow command error: spawn is not valid");
  9626. return 0;
  9627. }
  9628. if (!player->IsPlayer()) {
  9629. lua_interface->LogError("LUA ShowWindow command error: spawn is not a player");
  9630. return 0;
  9631. }
  9632. else
  9633. client = ((Player*)player)->GetClient();
  9634. if (!client) {
  9635. lua_interface->LogError("LUA ShowWindow command error: could not find client");
  9636. return 0;
  9637. }
  9638. if (window.length() == 0) {
  9639. lua_interface->LogError("LUA ShowWindow required parameters not given");
  9640. return 0;
  9641. }
  9642. PacketStruct* packet = configReader.getStruct("WS_ShowWindow", client->GetVersion());
  9643. if (packet) {
  9644. packet->setDataByName("window", window.c_str());
  9645. packet->setDataByName("show", show);
  9646. client->QueuePacket(packet->serialize());
  9647. safe_delete(packet);
  9648. }
  9649. return 0;
  9650. }
  9651. int EQ2Emu_lua_EnableGameEvent(lua_State* state) {
  9652. //See GameEvents.txt for options that can be used for this function
  9653. if (!lua_interface)
  9654. return 0;
  9655. Client* client = 0;
  9656. Spawn* player = lua_interface->GetSpawn(state);
  9657. string event_name = lua_interface->GetStringValue(state, 2);
  9658. int8 enabled = lua_interface->GetInt8Value(state, 3);
  9659. if (!player || !player->IsPlayer()) {
  9660. lua_interface->LogError("LUA EnableGameEvent error: player is not valid");
  9661. return 0;
  9662. }
  9663. if (player->GetZone())
  9664. client = player->GetZone()->GetClientBySpawn(player);
  9665. if (!client) {
  9666. lua_interface->LogError("LUA EnableGameEvent error: could not find client");
  9667. return 0;
  9668. }
  9669. PacketStruct* packet = configReader.getStruct("WS_EnableGameEvent", client->GetVersion());
  9670. if (packet) {
  9671. packet->setDataByName("event_name", event_name.c_str());
  9672. packet->setDataByName("enabled", enabled);
  9673. client->QueuePacket(packet->serialize());
  9674. safe_delete(packet);
  9675. }
  9676. return 0;
  9677. }
  9678. int EQ2Emu_lua_GetTutorialStep(lua_State* state) {
  9679. if (!lua_interface)
  9680. return 0;
  9681. Spawn* player = lua_interface->GetSpawn(state);
  9682. if (player && player->IsPlayer()) {
  9683. lua_interface->SetInt32Value(state, ((Player*)player)->GetTutorialStep());
  9684. return 1;
  9685. }
  9686. return 0;
  9687. }
  9688. int EQ2Emu_lua_SetTutorialStep(lua_State* state) {
  9689. if (!lua_interface)
  9690. return 0;
  9691. Spawn* player = lua_interface->GetSpawn(state);
  9692. int8 step = lua_interface->GetInt8Value(state, 2);
  9693. if (player && player->IsPlayer() && step > 0) {
  9694. ((Player*)player)->SetTutorialStep(step);
  9695. }
  9696. return 0;
  9697. }
  9698. int EQ2Emu_lua_FlashWindow(lua_State* state) {
  9699. if (!lua_interface)
  9700. return 0;
  9701. Client* client = 0;
  9702. Spawn* player = lua_interface->GetSpawn(state);
  9703. string window = lua_interface->GetStringValue(state, 2);
  9704. float flash_seconds = lua_interface->GetFloatValue(state, 3);
  9705. if (!player) {
  9706. lua_interface->LogError("LUA FlashWindow command error: spawn is not valid");
  9707. return 0;
  9708. }
  9709. if (!player->IsPlayer()) {
  9710. lua_interface->LogError("LUA FlashWindow command error: spawn is not a player");
  9711. return 0;
  9712. }
  9713. else
  9714. client = ((Player*)player)->GetClient();
  9715. if (!client) {
  9716. lua_interface->LogError("LUA FlashWindow command error: could not find client");
  9717. return 0;
  9718. }
  9719. if (window.length() == 0) {
  9720. lua_interface->LogError("LUA FlashWindow required parameters not given");
  9721. return 0;
  9722. }
  9723. PacketStruct* packet = configReader.getStruct("WS_FlashWindow", client->GetVersion());
  9724. if (packet) {
  9725. packet->setDataByName("window", window.c_str());
  9726. packet->setDataByName("flash_seconds", flash_seconds);
  9727. client->QueuePacket(packet->serialize());
  9728. safe_delete(packet);
  9729. }
  9730. return 0;
  9731. }
  9732. int EQ2Emu_lua_CheckLOS(lua_State* state) {
  9733. if (!lua_interface)
  9734. return 0;
  9735. Spawn* spawn = lua_interface->GetSpawn(state);
  9736. Spawn* target = lua_interface->GetSpawn(state, 2);
  9737. if (spawn && target)
  9738. return spawn->CheckLoS(target);
  9739. return 0;
  9740. }
  9741. int EQ2Emu_lua_CheckLOSByCoordinates(lua_State* state) {
  9742. if (!lua_interface)
  9743. return 0;
  9744. Spawn* spawn = lua_interface->GetSpawn(state);
  9745. float x = lua_interface->GetFloatValue(state, 2);
  9746. float y = lua_interface->GetFloatValue(state, 3);
  9747. float z = lua_interface->GetFloatValue(state, 4);
  9748. if (spawn)
  9749. return spawn->CheckLoS(glm::vec3(spawn->GetX(), spawn->GetZ(), spawn->GetY() + 1.0f), glm::vec3(x, z, y+1.0f));
  9750. return 0;
  9751. }
  9752. int EQ2Emu_lua_SetZoneExpansionFlag(lua_State* state) {
  9753. if (!lua_interface)
  9754. return 0;
  9755. ZoneServer* zone = lua_interface->GetZone(state);
  9756. int32 xpackFlag = lua_interface->GetInt32Value(state, 2);
  9757. if (zone)
  9758. zone->SetExpansionFlag(xpackFlag);
  9759. return 0;
  9760. }
  9761. int EQ2Emu_lua_GetZoneExpansionFlag(lua_State* state) {
  9762. if (!lua_interface)
  9763. return 0;
  9764. ZoneServer* zone = lua_interface->GetZone(state);
  9765. if (zone) {
  9766. lua_interface->SetInt32Value(state, zone->GetExpansionFlag());
  9767. return 1;
  9768. }
  9769. return 0;
  9770. }
  9771. int EQ2Emu_lua_SetZoneHolidayFlag(lua_State* state) {
  9772. if (!lua_interface)
  9773. return 0;
  9774. ZoneServer* zone = lua_interface->GetZone(state);
  9775. int32 holidayFlag = lua_interface->GetInt32Value(state, 2);
  9776. if (zone)
  9777. zone->SetHolidayFlag(holidayFlag);
  9778. return 0;
  9779. }
  9780. int EQ2Emu_lua_GetZoneHolidayFlag(lua_State* state) {
  9781. if (!lua_interface)
  9782. return 0;
  9783. ZoneServer* zone = lua_interface->GetZone(state);
  9784. if (zone) {
  9785. lua_interface->SetInt32Value(state, zone->GetHolidayFlag());
  9786. return 1;
  9787. }
  9788. return 0;
  9789. }
  9790. int EQ2Emu_lua_SetCanBind(lua_State* state) {
  9791. if (!lua_interface)
  9792. return 0;
  9793. Spawn* player = lua_interface->GetSpawn(state);
  9794. ZoneServer* zone = player->GetZone();
  9795. bool canbind = lua_interface->GetInt32Value(state, 2);
  9796. if (zone)
  9797. zone->SetCanBind(canbind);
  9798. return 0;
  9799. }
  9800. int EQ2Emu_lua_GetCanBind(lua_State* state) {
  9801. if (!lua_interface)
  9802. return 0;
  9803. Spawn* player = lua_interface->GetSpawn(state);
  9804. ZoneServer* zone = player->GetZone();
  9805. if (zone) {
  9806. lua_interface->SetInt32Value(state, zone->GetCanBind());
  9807. return 1;
  9808. }
  9809. return 0;
  9810. }
  9811. int EQ2Emu_lua_SetCanGate(lua_State* state) {
  9812. if (!lua_interface)
  9813. return 0;
  9814. Spawn* player = lua_interface->GetSpawn(state);
  9815. ZoneServer* zone = player->GetZone();
  9816. bool cangate = lua_interface->GetInt32Value(state, 2);
  9817. if (zone)
  9818. zone->SetCanGate(cangate);
  9819. return 0;
  9820. }
  9821. int EQ2Emu_lua_GetCanGate(lua_State* state) {
  9822. if (!lua_interface)
  9823. return 0;
  9824. Spawn* player = lua_interface->GetSpawn(state);
  9825. ZoneServer* zone = player->GetZone();
  9826. if (zone) {
  9827. lua_interface->SetInt32Value(state, zone->GetCanGate());
  9828. return 1;
  9829. }
  9830. return 0;
  9831. }
  9832. int EQ2Emu_lua_AddSpawnProximity(lua_State* state) {
  9833. if (!lua_interface)
  9834. return 0;
  9835. Spawn* spawn = lua_interface->GetSpawn(state);
  9836. int32 spawn_value = lua_interface->GetInt32Value(state, 2);
  9837. int8 spawn_type = lua_interface->GetInt8Value(state, 3);
  9838. float distance = lua_interface->GetFloatValue(state, 4);
  9839. string in_range_function = lua_interface->GetStringValue(state, 5);
  9840. string leaving_range_function = lua_interface->GetStringValue(state, 6);
  9841. if (spawn && distance > 0 && in_range_function.length() > 0)
  9842. spawn->AddLUASpawnProximity(spawn_value, (Spawn::SpawnProximityType)spawn_type, distance, in_range_function, leaving_range_function);
  9843. return 0;
  9844. }
  9845. int EQ2Emu_lua_CanSeeInvis(lua_State* state) {
  9846. if (!lua_interface)
  9847. return 0;
  9848. Spawn* spawn = lua_interface->GetSpawn(state);
  9849. Spawn* target = lua_interface->GetSpawn(state, 2);
  9850. if (spawn && target)
  9851. {
  9852. if (spawn->IsPlayer() && target->IsEntity())
  9853. {
  9854. lua_interface->SetBooleanValue(state, ((Player*)spawn)->CanSeeInvis((Entity*)target));
  9855. return 1;
  9856. }
  9857. else if (spawn->IsEntity() && target->IsEntity())
  9858. {
  9859. lua_interface->SetBooleanValue(state, ((Entity*)spawn)->CanSeeInvis((Entity*)target));
  9860. return 1;
  9861. }
  9862. }
  9863. return 0;
  9864. }
  9865. int EQ2Emu_lua_SetSeeInvis(lua_State* state) {
  9866. if (!lua_interface)
  9867. return 0;
  9868. Spawn* spawn = lua_interface->GetSpawn(state);
  9869. bool val = (lua_interface->GetInt8Value(state, 2) == 1);
  9870. if (spawn && spawn->IsEntity())
  9871. {
  9872. ((Entity*)spawn)->SetSeeInvisSpell(val);
  9873. if (spawn->IsPlayer())
  9874. {
  9875. Client* client = spawn->GetZone()->GetClientBySpawn((Player*)spawn);
  9876. if (client)
  9877. ((Player*)spawn)->GetZone()->SendAllSpawnsForSeeInvisChange(client);
  9878. }
  9879. }
  9880. return 0;
  9881. }
  9882. int EQ2Emu_lua_SetSeeHide(lua_State* state) {
  9883. if (!lua_interface)
  9884. return 0;
  9885. Spawn* spawn = lua_interface->GetSpawn(state);
  9886. bool val = (lua_interface->GetInt8Value(state, 2) == 1);
  9887. if (spawn && spawn->IsEntity())
  9888. {
  9889. ((Entity*)spawn)->SetSeeHideSpell(val);
  9890. if (spawn->IsPlayer())
  9891. {
  9892. Client* client = spawn->GetZone()->GetClientBySpawn((Player*)spawn);
  9893. if (client)
  9894. ((Player*)spawn)->GetZone()->SendAllSpawnsForVisChange(client);
  9895. }
  9896. }
  9897. return 0;
  9898. }
  9899. int EQ2Emu_lua_SetAccessToEntityCommand(lua_State* state)
  9900. {
  9901. if (!lua_interface)
  9902. return 0;
  9903. Spawn* player = lua_interface->GetSpawn(state);
  9904. Spawn* spawn = lua_interface->GetSpawn(state, 2);
  9905. string command = lua_interface->GetStringValue(state, 3);
  9906. bool val = (lua_interface->GetInt8Value(state, 4) == 1);
  9907. lua_interface->ResetFunctionStack(state);
  9908. if (spawn && player && player->IsPlayer())
  9909. {
  9910. EntityCommand* cmd = spawn->FindEntityCommand(string(command), true);
  9911. bool res = false;
  9912. if (cmd)
  9913. res = spawn->SetPermissionToEntityCommand(cmd, (Player*)player, val);
  9914. lua_interface->SetBooleanValue(state, res);
  9915. return 1;
  9916. }
  9917. return 0;
  9918. }
  9919. int EQ2Emu_lua_SetAccessToEntityCommandByCharID(lua_State* state)
  9920. {
  9921. if (!lua_interface)
  9922. return 0;
  9923. Spawn* spawn = lua_interface->GetSpawn(state);
  9924. int32 charID = lua_interface->GetInt32Value(state, 2);
  9925. string command = lua_interface->GetStringValue(state, 3);
  9926. bool val = (lua_interface->GetInt8Value(state, 4) == 1);
  9927. lua_interface->ResetFunctionStack(state);
  9928. if (spawn && charID)
  9929. {
  9930. EntityCommand* cmd = spawn->FindEntityCommand(string(command), true);
  9931. bool res = false;
  9932. if (cmd)
  9933. res = spawn->SetPermissionToEntityCommandByCharID(cmd, charID, val);
  9934. lua_interface->SetBooleanValue(state, res);
  9935. return 1;
  9936. }
  9937. return 0;
  9938. }
  9939. int EQ2Emu_lua_RemovePrimaryEntityCommand(lua_State* state)
  9940. {
  9941. if (!lua_interface)
  9942. return 0;
  9943. Spawn* spawn = lua_interface->GetSpawn(state);
  9944. string command = lua_interface->GetStringValue(state, 2);
  9945. lua_interface->ResetFunctionStack(state);
  9946. if (spawn && command.length() > 0)
  9947. spawn->RemovePrimaryEntityCommand(command.c_str());
  9948. return 0;
  9949. }
  9950. int EQ2Emu_lua_SendUpdateDefaultCommand(lua_State* state) {
  9951. if (!lua_interface)
  9952. return 0;
  9953. Spawn* spawn = lua_interface->GetSpawn(state);
  9954. float distance = lua_interface->GetFloatValue(state, 2);
  9955. string command = lua_interface->GetStringValue(state, 3);
  9956. Spawn* player = lua_interface->GetSpawn(state, 4);
  9957. lua_interface->ResetFunctionStack(state);
  9958. if (spawn) {
  9959. spawn->GetZone()->SendUpdateDefaultCommand(spawn, command.c_str(), distance, player);
  9960. }
  9961. return 0;
  9962. }
  9963. int EQ2Emu_lua_SendTransporters(lua_State* state) {
  9964. if (!lua_interface)
  9965. return 0;
  9966. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  9967. Spawn* spawn = lua_interface->GetSpawn(state);
  9968. Spawn* player = lua_interface->GetSpawn(state, 2);
  9969. int32 transport_id = lua_interface->GetInt32Value(state, 3);
  9970. lua_interface->ResetFunctionStack(state);
  9971. if (spawn && player && transport_id && player->IsPlayer()) {
  9972. Client* client = 0;
  9973. if (player && player->IsPlayer())
  9974. client = player->GetZone()->GetClientBySpawn(player);
  9975. if (!client)
  9976. return 0;
  9977. vector<TransportDestination*> destinations;
  9978. player->GetZone()->GetTransporters(&destinations, client, transport_id);
  9979. if (destinations.size())
  9980. {
  9981. client->SetTemporaryTransportID(transport_id);
  9982. client->ProcessTeleport(spawn, &destinations, transport_id, (spell != nullptr) ? true : false);
  9983. }
  9984. else
  9985. client->Message(CHANNEL_COLOR_RED, "There are no transporters available (ID: %u)", transport_id);
  9986. }
  9987. return 0;
  9988. }
  9989. int EQ2Emu_lua_SetTemporaryTransportID(lua_State* state) {
  9990. if (!lua_interface)
  9991. return 0;
  9992. Spawn* player = lua_interface->GetSpawn(state);
  9993. int32 transport_id = lua_interface->GetInt32Value(state, 2);
  9994. lua_interface->ResetFunctionStack(state);
  9995. if (player && player->IsPlayer()) {
  9996. Client* client = 0;
  9997. if (player && player->IsPlayer())
  9998. client = player->GetZone()->GetClientBySpawn(player);
  9999. if (!client)
  10000. return 0;
  10001. client->SetTemporaryTransportID(transport_id);
  10002. }
  10003. return 0;
  10004. }
  10005. int EQ2Emu_lua_GetTemporaryTransportID(lua_State* state) {
  10006. if (!lua_interface)
  10007. return 0;
  10008. Spawn* player = lua_interface->GetSpawn(state);
  10009. lua_interface->ResetFunctionStack(state);
  10010. if (player && player->IsPlayer()) {
  10011. Client* client = 0;
  10012. if (player && player->IsPlayer())
  10013. client = player->GetZone()->GetClientBySpawn(player);
  10014. if (!client)
  10015. return 0;
  10016. lua_interface->SetInt32Value(state, client->GetTemporaryTransportID());
  10017. return 1;
  10018. }
  10019. return 0;
  10020. }
  10021. int EQ2Emu_lua_SetAlignment(lua_State* state) {
  10022. if (!lua_interface)
  10023. return 0;
  10024. Spawn* spawn = lua_interface->GetSpawn(state);
  10025. sint32 alignment = lua_interface->GetSInt32Value(state, 2);
  10026. LuaSpell* spell = lua_interface->GetCurrentSpell(state);
  10027. if (!spawn) {
  10028. lua_interface->LogError("%s: LUA SetAlignment command error: spawn is not valid", lua_interface->GetScriptName(state));
  10029. return 0;
  10030. }
  10031. if (!spawn->IsEntity()) {
  10032. lua_interface->LogError("%s: LUA SetAlignment command error: spawn is not an entity", lua_interface->GetScriptName(state));
  10033. return 0;
  10034. }
  10035. if (alignment < SCHAR_MIN || alignment > SCHAR_MAX)
  10036. {
  10037. 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);
  10038. return 0;
  10039. }
  10040. lua_interface->ResetFunctionStack(state);
  10041. if (spell && spell->targets.size() > 0) {
  10042. ZoneServer* zone = spell->caster->GetZone();
  10043. for (int8 i = 0; i < spell->targets.size(); i++) {
  10044. Spawn* target = zone->GetSpawnByID(spell->targets.at(i));
  10045. if (target && target->IsEntity()) {
  10046. ((Entity*)target)->GetInfoStruct()->set_alignment((sint8)alignment);
  10047. if (target->IsPlayer())
  10048. ((Player*)target)->SetCharSheetChanged(true);
  10049. }
  10050. }
  10051. }
  10052. else {
  10053. ((Entity*)spawn)->GetInfoStruct()->set_alignment((sint8)alignment);
  10054. if (spawn->IsPlayer())
  10055. ((Player*)spawn)->SetCharSheetChanged(true);
  10056. }
  10057. return 0;
  10058. }
  10059. int EQ2Emu_lua_GetAlignment(lua_State* state) {
  10060. if (!lua_interface)
  10061. return 0;
  10062. Spawn* spawn = lua_interface->GetSpawn(state);
  10063. lua_interface->ResetFunctionStack(state);
  10064. if (!spawn) {
  10065. lua_interface->LogError("%s: LUA GetAlignment command error: spawn is not valid", lua_interface->GetScriptName(state));
  10066. return 0;
  10067. }
  10068. if (!spawn->IsEntity()) {
  10069. lua_interface->LogError("%s: LUA GetAlignment command error: spawn is not an entity", lua_interface->GetScriptName(state));
  10070. return 0;
  10071. }
  10072. lua_interface->SetSInt32Value(state, ((Entity*)spawn)->GetAlignment());
  10073. return 1;
  10074. }
  10075. int EQ2Emu_lua_GetSpell(lua_State* state) {
  10076. if (!lua_interface)
  10077. return 0;
  10078. int32 spell_id = lua_interface->GetInt32Value(state);
  10079. int8 spell_tier = lua_interface->GetInt8Value(state, 2);
  10080. string custom_lua_script = lua_interface->GetStringValue(state, 3);
  10081. if (spell_id > 0) {
  10082. if (spell_tier == 0)
  10083. spell_tier = 1;
  10084. Spell* spell = master_spell_list.GetSpell(spell_id, spell_tier);
  10085. LuaSpell* lua_spell = 0;
  10086. if(custom_lua_script.size() > 0)
  10087. {
  10088. // attempt to load the custom script since it isn't already loaded
  10089. // we will re-obtain the lua_spell further below
  10090. if((lua_spell = lua_interface->GetSpell(custom_lua_script.c_str())) == nullptr)
  10091. {
  10092. 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());
  10093. lua_interface->LoadLuaSpell(custom_lua_script);
  10094. }
  10095. }
  10096. else
  10097. custom_lua_script = spell->GetSpellData()->lua_script;
  10098. if (!lua_spell && lua_interface)
  10099. lua_spell = lua_interface->GetSpell(custom_lua_script.c_str());
  10100. if (!lua_spell)
  10101. {
  10102. LogWrite(LUA__ERROR, 0, "LUA", "GetSpell(%u, %u, '%s') spell could not be loaded.", spell_id, spell_tier, custom_lua_script.c_str());
  10103. return 0;
  10104. }
  10105. lua_spell->spell = new Spell(spell);
  10106. lua_interface->AddCustomSpell(lua_spell);
  10107. lua_interface->SetSpellValue(state, lua_spell);
  10108. return 1;
  10109. }
  10110. return 0;
  10111. }
  10112. int EQ2Emu_lua_GetSpellData(lua_State* state) {
  10113. if (!lua_interface)
  10114. return 0;
  10115. LuaSpell* spell = lua_interface->GetSpell(state);
  10116. string field = lua_interface->GetStringValue(state, 2);
  10117. if (!spell) {
  10118. lua_interface->LogError("%s: Spell not given in GetSpellData!", lua_interface->GetScriptName(state));
  10119. return 0;
  10120. }
  10121. if (!spell->spell || !spell->spell->GetSpellData()) {
  10122. lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellData!", lua_interface->GetScriptName(state));
  10123. return 0;
  10124. }
  10125. boost::to_lower(field);
  10126. return spell->spell->GetSpellData(state, field);
  10127. }
  10128. int EQ2Emu_lua_SetSpellData(lua_State* state) {
  10129. if (!lua_interface)
  10130. return 0;
  10131. LuaSpell* spell = lua_interface->GetSpell(state);
  10132. string field = lua_interface->GetStringValue(state, 2);
  10133. int8 fieldArg = 3; // field value after the initial set
  10134. if (!spell) {
  10135. lua_interface->LogError("%s: Spell not given in SetSpellData!", lua_interface->GetScriptName(state));
  10136. return 0;
  10137. }
  10138. if (!spell->spell || !spell->spell->GetSpellData()) {
  10139. lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellData!", lua_interface->GetScriptName(state));
  10140. return 0;
  10141. }
  10142. boost::to_lower(field);
  10143. bool valSet = false;
  10144. spell->spell->SetSpellData(state, field, fieldArg);
  10145. return valSet;
  10146. }
  10147. int EQ2Emu_lua_SetSpellDataIndex(lua_State* state) {
  10148. if (!lua_interface)
  10149. return 0;
  10150. LuaSpell* spell = lua_interface->GetSpell(state);
  10151. int8 idx = lua_interface->GetInt32Value(state, 2);
  10152. if (!spell) {
  10153. lua_interface->LogError("%s: Spell not given in SetSpellDataIndex!", lua_interface->GetScriptName(state));
  10154. return 0;
  10155. }
  10156. if (!spell->spell || !spell->spell->GetSpellData()) {
  10157. lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellDataIndex!", lua_interface->GetScriptName(state));
  10158. return 0;
  10159. }
  10160. if (spell->spell->lua_data.size() <= idx)
  10161. {
  10162. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) SetSpellDataIndex!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10163. return 0;
  10164. }
  10165. bool setVal = true;
  10166. LUAData* data = spell->spell->lua_data[idx];
  10167. switch (data->type)
  10168. {
  10169. case 0:
  10170. {
  10171. sint32 value = lua_interface->GetSInt32Value(state, 3);
  10172. sint32 value2 = lua_interface->GetSInt32Value(state, 4);
  10173. data->int_value = value;
  10174. data->int_value2 = value2;
  10175. break;
  10176. }
  10177. case 1:
  10178. {
  10179. float value = lua_interface->GetFloatValue(state, 3);
  10180. float value2 = lua_interface->GetFloatValue(state, 4);
  10181. data->float_value = value;
  10182. data->float_value2 = value2;
  10183. break;
  10184. }
  10185. case 2:
  10186. {
  10187. bool value = lua_interface->GetBooleanValue(state, 3);
  10188. data->bool_value = value;
  10189. break;
  10190. }
  10191. case 3:
  10192. {
  10193. string value = lua_interface->GetStringValue(state, 3);
  10194. string value2 = lua_interface->GetStringValue(state, 4);
  10195. data->string_value = value;
  10196. data->string_value2 = value2;
  10197. break;
  10198. }
  10199. default:
  10200. setVal = false;
  10201. }
  10202. return setVal;
  10203. }
  10204. int EQ2Emu_lua_GetSpellDataIndex(lua_State* state) {
  10205. if (!lua_interface)
  10206. return 0;
  10207. LuaSpell* spell = lua_interface->GetSpell(state);
  10208. int8 idx = lua_interface->GetInt32Value(state, 2);
  10209. bool secondfield = lua_interface->GetBooleanValue(state, 3);
  10210. if (!spell) {
  10211. lua_interface->LogError("%s: Spell not given in GetSpellDataIndex!", lua_interface->GetScriptName(state));
  10212. return 0;
  10213. }
  10214. if (!spell->spell || !spell->spell->GetSpellData()) {
  10215. lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellDataIndex!", lua_interface->GetScriptName(state));
  10216. return 0;
  10217. }
  10218. if (spell->spell->lua_data.size() <= idx)
  10219. {
  10220. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) GetSpellDataIndex!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10221. return 0;
  10222. }
  10223. bool setVal = true;
  10224. LUAData* data = spell->spell->lua_data[idx];
  10225. switch (data->type)
  10226. {
  10227. case 0:
  10228. {
  10229. if(!secondfield)
  10230. lua_interface->SetSInt32Value(state, data->int_value);
  10231. else
  10232. lua_interface->SetSInt32Value(state, data->int_value2);
  10233. break;
  10234. }
  10235. case 1:
  10236. {
  10237. if (!secondfield)
  10238. lua_interface->SetFloatValue(state, data->float_value);
  10239. else
  10240. lua_interface->SetFloatValue(state, data->float_value2);
  10241. break;
  10242. }
  10243. case 2:
  10244. {
  10245. lua_interface->SetBooleanValue(state, data->bool_value);
  10246. break;
  10247. }
  10248. case 3:
  10249. {
  10250. if (!secondfield)
  10251. lua_interface->SetStringValue(state, data->string_value.c_str());
  10252. else
  10253. lua_interface->SetStringValue(state, data->string_value2.c_str());
  10254. break;
  10255. }
  10256. default:
  10257. setVal = false;
  10258. }
  10259. return setVal;
  10260. }
  10261. int EQ2Emu_lua_SetSpellDisplayEffect(lua_State* state) {
  10262. if (!lua_interface)
  10263. return 0;
  10264. LuaSpell* spell = lua_interface->GetSpell(state);
  10265. int8 idx = lua_interface->GetInt32Value(state, 2);
  10266. string field = lua_interface->GetStringValue(state, 3);
  10267. boost::to_lower(field);
  10268. if (!spell) {
  10269. lua_interface->LogError("%s: Spell not given in SetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10270. return 0;
  10271. }
  10272. if (!spell->spell || !spell->spell->GetSpellData()) {
  10273. lua_interface->LogError("%s: Inner Spell or SpellData not given in SetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10274. return 0;
  10275. }
  10276. if (spell->spell->effects.size() <= idx)
  10277. {
  10278. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) SetSpellDisplayEffect!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10279. return 0;
  10280. }
  10281. // do we need to lock? eh probably not this should only be used before use of the custom spell
  10282. SpellDisplayEffect* effect = spell->spell->effects[idx];
  10283. if (field == "description")
  10284. effect->description = string(lua_interface->GetStringValue(state, 4));
  10285. else if (field == "bullet")
  10286. effect->subbullet = lua_interface->GetInt8Value(state, 4);
  10287. else if (field == "percentage")
  10288. effect->percentage = lua_interface->GetInt8Value(state, 4);
  10289. else // no match
  10290. return 0;
  10291. return 1;
  10292. }
  10293. int EQ2Emu_lua_GetSpellDisplayEffect(lua_State* state) {
  10294. if (!lua_interface)
  10295. return 0;
  10296. LuaSpell* spell = lua_interface->GetSpell(state);
  10297. int8 idx = lua_interface->GetInt32Value(state, 2);
  10298. string field = lua_interface->GetStringValue(state, 3);
  10299. boost::to_lower(field);
  10300. if (!spell) {
  10301. lua_interface->LogError("%s: Spell not given in GetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10302. return 0;
  10303. }
  10304. if (!spell->spell || !spell->spell->GetSpellData()) {
  10305. lua_interface->LogError("%s: Inner Spell or SpellData not given in GetSpellDisplayEffect!", lua_interface->GetScriptName(state));
  10306. return 0;
  10307. }
  10308. if (spell->spell->effects.size() <= idx)
  10309. {
  10310. lua_interface->LogError("%s: lua_data size %i <= %i (idx passed) GetSpellDisplayEffect!", lua_interface->GetScriptName(state), spell->spell->lua_data.size(), idx);
  10311. return 0;
  10312. }
  10313. // do we need to lock? eh probably not this should only be used before use of the custom spell
  10314. SpellDisplayEffect* effect = spell->spell->effects[idx];
  10315. if (field == "description")
  10316. lua_interface->SetStringValue(state, effect->description.c_str());
  10317. else if (field == "bullet")
  10318. lua_interface->SetInt32Value(state, effect->subbullet);
  10319. else if (field == "percentage")
  10320. lua_interface->SetInt32Value(state, effect->percentage);
  10321. else // no match
  10322. return 0;
  10323. return 1;
  10324. }
  10325. int EQ2Emu_lua_CastCustomSpell(lua_State* state) {
  10326. if (!lua_interface)
  10327. return 0;
  10328. LuaSpell* spell = lua_interface->GetSpell(state);
  10329. Spawn* caster = lua_interface->GetSpawn(state, 2);
  10330. Spawn* target = lua_interface->GetSpawn(state, 3);
  10331. if (!target) {
  10332. lua_interface->LogError("%s: LUA CastCustomSpell command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  10333. return 0;
  10334. }
  10335. if (!target->IsEntity()) {
  10336. lua_interface->LogError("%s: LUA CastCustomSpell command error: target (%s) is not an entity", lua_interface->GetScriptName(state), target->GetName());
  10337. return 0;
  10338. }
  10339. if (!spell) {
  10340. lua_interface->LogError("%s: LUA CastCustomSpell command error: spell is not valid", lua_interface->GetScriptName(state));
  10341. return 0;
  10342. }
  10343. if (caster && !caster->IsEntity()) {
  10344. lua_interface->LogError("%s: LUA CastSpell command error: caster (%s) is not an entity", lua_interface->GetScriptName(state), caster->GetName());
  10345. return 0;
  10346. }
  10347. target->GetZone()->ProcessSpell(NULL, (Entity*)caster, (Entity*)target, true, false, spell, 0);
  10348. return 0;
  10349. }
  10350. int EQ2Emu_lua_InWater(lua_State* state) {
  10351. if (!lua_interface)
  10352. return 0;
  10353. Spawn* spawn = lua_interface->GetSpawn(state);
  10354. lua_interface->ResetFunctionStack(state);
  10355. if (spawn) {
  10356. lua_interface->SetBooleanValue(state, spawn->InWater());
  10357. return 1;
  10358. }
  10359. return 0;
  10360. }
  10361. int EQ2Emu_lua_InLava(lua_State* state) {
  10362. if (!lua_interface)
  10363. return 0;
  10364. Spawn* spawn = lua_interface->GetSpawn(state);
  10365. lua_interface->ResetFunctionStack(state);
  10366. if (spawn) {
  10367. lua_interface->SetBooleanValue(state, spawn->InLava());
  10368. return 1;
  10369. }
  10370. return 0;
  10371. }
  10372. int EQ2Emu_lua_DamageSpawn(lua_State* state) {
  10373. if (!lua_interface)
  10374. return 0;
  10375. Spawn* attacker = lua_interface->GetSpawn(state);
  10376. Spawn* victim = lua_interface->GetSpawn(state, 2);
  10377. int8 type = lua_interface->GetInt8Value(state, 3);
  10378. int8 dmg_type = lua_interface->GetInt8Value(state, 4);
  10379. int32 low_damage = lua_interface->GetInt32Value(state, 5);
  10380. int32 high_damage = lua_interface->GetInt32Value(state, 6);
  10381. string spell_name = lua_interface->GetStringValue(state, 7);
  10382. int8 crit_mod = lua_interface->GetInt8Value(state, 8);
  10383. bool is_tick = (lua_interface->GetInt8Value(state, 9) == 1);
  10384. bool no_calcs = (lua_interface->GetInt8Value(state, 10) == 1);
  10385. bool ignore_attacker = (lua_interface->GetInt8Value(state, 11) == 1);
  10386. lua_interface->ResetFunctionStack(state);
  10387. if (!attacker) {
  10388. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not a valid spawn", lua_interface->GetScriptName(state));
  10389. return 0;
  10390. }
  10391. if (!attacker->IsEntity()) {
  10392. lua_interface->LogError("%s: LUA ProcDamage command error: caster is not an entity", lua_interface->GetScriptName(state));
  10393. return 0;
  10394. }
  10395. if (!victim) {
  10396. lua_interface->LogError("%s: LUA ProcDamage command error: target is not a valid spawn", lua_interface->GetScriptName(state));
  10397. return 0;
  10398. }
  10399. if (!victim->IsEntity()) {
  10400. lua_interface->LogError("%s: LUA ProcDamage command error: target is not an entity", lua_interface->GetScriptName(state));
  10401. return 0;
  10402. }
  10403. ((Entity*)attacker)->DamageSpawn((Entity*)victim, type, dmg_type, low_damage, high_damage, spell_name.c_str(), crit_mod, is_tick, no_calcs, ignore_attacker);
  10404. return 0;
  10405. }
  10406. int EQ2Emu_lua_IsInvulnerable(lua_State* state) {
  10407. if (!lua_interface)
  10408. return 0;
  10409. Spawn* spawn = lua_interface->GetSpawn(state);
  10410. lua_interface->ResetFunctionStack(state);
  10411. if (spawn) {
  10412. lua_interface->SetBooleanValue(state, spawn->GetInvulnerable());
  10413. return 1;
  10414. }
  10415. return 0;
  10416. }
  10417. int EQ2Emu_lua_SetInvulnerable(lua_State* state) {
  10418. if (!lua_interface)
  10419. return 0;
  10420. Spawn* spawn = lua_interface->GetSpawn(state);
  10421. bool invul = lua_interface->GetBooleanValue(state, 2);
  10422. lua_interface->ResetFunctionStack(state);
  10423. if (spawn) {
  10424. spawn->SetInvulnerable(invul);
  10425. }
  10426. return 0;
  10427. }
  10428. int EQ2Emu_lua_GetRuleFlagBool(lua_State* state) {
  10429. if (!lua_interface)
  10430. return 0;
  10431. string category = lua_interface->GetStringValue(state);
  10432. string name = lua_interface->GetStringValue(state, 2);
  10433. lua_interface->ResetFunctionStack(state);
  10434. Rule *ret = 0;
  10435. if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
  10436. lua_interface->SetBooleanValue(state, ret->GetBool());
  10437. return 1;
  10438. }
  10439. lua_interface->LogError("%s: LUA GetRuleFlagBool Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
  10440. return 0;
  10441. }
  10442. int EQ2Emu_lua_GetRuleFlagInt32(lua_State* state) {
  10443. if (!lua_interface)
  10444. return 0;
  10445. string category = lua_interface->GetStringValue(state);
  10446. string name = lua_interface->GetStringValue(state, 2);
  10447. lua_interface->ResetFunctionStack(state);
  10448. Rule *ret = 0;
  10449. if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
  10450. lua_interface->SetInt32Value(state, ret->GetInt32());
  10451. return 1;
  10452. }
  10453. lua_interface->LogError("%s: LUA GetRuleFlagInt32 Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
  10454. return 0;
  10455. }
  10456. int EQ2Emu_lua_GetRuleFlagFloat(lua_State* state) {
  10457. if (!lua_interface)
  10458. return 0;
  10459. string category = lua_interface->GetStringValue(state);
  10460. string name = lua_interface->GetStringValue(state, 2);
  10461. lua_interface->ResetFunctionStack(state);
  10462. Rule *ret = 0;
  10463. if ((ret = rule_manager.GetGlobalRule(category.c_str(), name.c_str()))) {
  10464. lua_interface->SetFloatValue(state, ret->GetFloat());
  10465. return 1;
  10466. }
  10467. lua_interface->LogError("%s: LUA GetRuleFlagFloat Unknown rule with category '%s' and type '%s'", lua_interface->GetScriptName(state), category.c_str(), name.c_str());
  10468. return 0;
  10469. }
  10470. int EQ2Emu_lua_GetAAInfo(lua_State* state) {
  10471. if (!lua_interface)
  10472. return 0;
  10473. Spawn* spawn = lua_interface->GetSpawn(state);
  10474. string type = lua_interface->GetStringValue(state, 2);
  10475. lua_interface->ResetFunctionStack(state);
  10476. if (spawn) {
  10477. int res = 1;
  10478. boost::to_lower(type);
  10479. if(type == "assigned_aa")
  10480. lua_interface->SetSInt32Value(state, spawn->GetAssignedAA());
  10481. else if ( type == "unassigned_aa")
  10482. lua_interface->SetSInt32Value(state, spawn->GetUnassignedAA());
  10483. else if ( type == "assigned_tradeskill_aa")
  10484. lua_interface->SetSInt32Value(state, spawn->GetTradeskillAA());
  10485. else if ( type == "unassigned_tradeskill_aa")
  10486. lua_interface->SetSInt32Value(state, spawn->GetUnassignedTradeskillAA());
  10487. else if ( type == "assigned_prestige_aa")
  10488. lua_interface->SetSInt32Value(state, spawn->GetPrestigeAA());
  10489. else if ( type == "unassigned_prestige_aa")
  10490. lua_interface->SetSInt32Value(state, spawn->GetUnassignedPretigeAA());
  10491. else if ( type == "assigned_tradeskill_prestige_aa")
  10492. lua_interface->SetSInt32Value(state, spawn->GetTradeskillPrestigeAA());
  10493. else if ( type == "unassigned_tradeskill_prestige_aa")
  10494. lua_interface->SetSInt32Value(state, spawn->GetUnassignedTradeskillPrestigeAA());
  10495. else
  10496. res = 0;
  10497. return res;
  10498. }
  10499. lua_interface->LogError("%s: LUA GetAAInfo spawn does not exist", lua_interface->GetScriptName(state));
  10500. return 0;
  10501. }
  10502. int EQ2Emu_lua_SetAAInfo(lua_State* state) {
  10503. if (!lua_interface)
  10504. return 0;
  10505. Spawn* spawn = lua_interface->GetSpawn(state);
  10506. string type = lua_interface->GetStringValue(state, 2);
  10507. sint32 value = lua_interface->GetSInt32Value(state, 3);
  10508. lua_interface->ResetFunctionStack(state);
  10509. if (spawn) {
  10510. boost::to_lower(type);
  10511. if(type == "assigned_aa")
  10512. spawn->SetAssignedAA((sint16)value);
  10513. else if ( type == "unassigned_aa")
  10514. spawn->SetUnassignedAA((sint16)value);
  10515. else if ( type == "assigned_tradeskill_aa")
  10516. spawn->SetTradeskillAA((sint16)value);
  10517. else if ( type == "unassigned_tradeskill_aa")
  10518. spawn->SetUnassignedTradeskillAA((sint16)value);
  10519. else if ( type == "assigned_prestige_aa")
  10520. spawn->SetPrestigeAA((sint16)value);
  10521. else if ( type == "unassigned_prestige_aa")
  10522. spawn->SetUnassignedPrestigeAA((sint16)value);
  10523. else if ( type == "assigned_tradeskill_prestige_aa")
  10524. spawn->SetTradeskillPrestigeAA((sint16)value);
  10525. else if ( type == "unassigned_tradeskill_prestige_aa")
  10526. spawn->SetUnassignedTradeskillPrestigeAA((sint16)value);
  10527. if(spawn->IsPlayer())
  10528. ((Player*)spawn)->SetCharSheetChanged(true);
  10529. }
  10530. return 0;
  10531. }
  10532. int EQ2Emu_lua_AddMasterTitle(lua_State* state) {
  10533. if (!lua_interface)
  10534. return 0;
  10535. string titleName = lua_interface->GetStringValue(state);
  10536. int8 isPrefix = lua_interface->GetInt8Value(state, 2);
  10537. lua_interface->ResetFunctionStack(state);
  10538. sint32 index = database.AddMasterTitle(titleName.c_str(), isPrefix);
  10539. lua_interface->SetSInt32Value(state, index);
  10540. return 1;
  10541. }
  10542. int EQ2Emu_lua_AddCharacterTitle(lua_State* state) {
  10543. if (!lua_interface)
  10544. return 0;
  10545. Spawn* spawn = lua_interface->GetSpawn(state);
  10546. string titleName = lua_interface->GetStringValue(state, 2);
  10547. lua_interface->ResetFunctionStack(state);
  10548. if(!spawn->IsPlayer())
  10549. {
  10550. lua_interface->LogError("%s: LUA AddCharacterTitle command error: player is not valid", lua_interface->GetScriptName(state));
  10551. lua_interface->SetSInt32Value(state, -1);
  10552. return 1;
  10553. }
  10554. Player* player = (Player*)spawn;
  10555. // check if player already has the title, don't need to add twice
  10556. Title* playerHasTitle = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
  10557. if ( playerHasTitle)
  10558. {
  10559. lua_interface->SetSInt32Value(state, playerHasTitle->GetID());
  10560. return 1;
  10561. }
  10562. Title* title = master_titles_list.GetTitleByName(titleName.c_str());
  10563. if(!title)
  10564. {
  10565. lua_interface->LogError("%s: LUA AddCharacterTitle command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  10566. lua_interface->SetSInt32Value(state, -1);
  10567. return 1;
  10568. }
  10569. sint32 returnIdx = database.AddCharacterTitle(title->GetID(), player->GetCharacterID(), player);
  10570. if(returnIdx < 0)
  10571. {
  10572. lua_interface->LogError("%s: LUA AddCharacterTitle command error: got invalid index (-1) returned for database.AddCharacterTitle '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  10573. }
  10574. lua_interface->SetSInt32Value(state, returnIdx);
  10575. player->GetClient()->SendTitleUpdate();
  10576. return 1;
  10577. }
  10578. int EQ2Emu_lua_SetCharacterTitleSuffix(lua_State* state) {
  10579. if (!lua_interface)
  10580. return 0;
  10581. Spawn* spawn = lua_interface->GetSpawn(state);
  10582. string titleName = lua_interface->GetStringValue(state, 2);
  10583. lua_interface->ResetFunctionStack(state);
  10584. if(!spawn->IsPlayer())
  10585. {
  10586. lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: player is not valid", lua_interface->GetScriptName(state));
  10587. return 0;
  10588. }
  10589. Player* player = (Player*)spawn;
  10590. Title* title = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
  10591. if(!title)
  10592. {
  10593. lua_interface->LogError("%s: LUA SetCharacterTitleSuffix command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  10594. return 0;
  10595. }
  10596. if(title->GetPrefix())
  10597. {
  10598. 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());
  10599. return 0;
  10600. }
  10601. database.SaveCharSuffixIndex(title->GetID(), player->GetCharacterID());
  10602. player->GetClient()->SendTitleUpdate();
  10603. return 1;
  10604. }
  10605. int EQ2Emu_lua_SetCharacterTitlePrefix(lua_State* state) {
  10606. if (!lua_interface)
  10607. return 0;
  10608. Spawn* spawn = lua_interface->GetSpawn(state);
  10609. string titleName = lua_interface->GetStringValue(state, 2);
  10610. lua_interface->ResetFunctionStack(state);
  10611. if(!spawn->IsPlayer())
  10612. {
  10613. lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: player is not valid", lua_interface->GetScriptName(state));
  10614. return 0;
  10615. }
  10616. Player* player = (Player*)spawn;
  10617. Title* title = player->GetPlayerTitles()->GetTitleByName(titleName.c_str());
  10618. if(!title)
  10619. {
  10620. lua_interface->LogError("%s: LUA SetCharacterTitlePrefix command error: title is not valid with name '%s'", lua_interface->GetScriptName(state), titleName.c_str());
  10621. return 0;
  10622. }
  10623. if(!title->GetPrefix())
  10624. {
  10625. 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());
  10626. return 0;
  10627. }
  10628. database.SaveCharPrefixIndex(title->GetID(), player->GetCharacterID());
  10629. player->GetClient()->SendTitleUpdate();
  10630. return 1;
  10631. }
  10632. int EQ2Emu_lua_ResetCharacterTitleSuffix(lua_State* state) {
  10633. if (!lua_interface)
  10634. return 0;
  10635. Spawn* spawn = lua_interface->GetSpawn(state);
  10636. lua_interface->ResetFunctionStack(state);
  10637. if(!spawn->IsPlayer())
  10638. {
  10639. lua_interface->LogError("%s: LUA ResetCharacterTitleSuffix command error: player is not valid", lua_interface->GetScriptName(state));
  10640. return 0;
  10641. }
  10642. Player* player = (Player*)spawn;
  10643. database.SaveCharSuffixIndex(-1, player->GetCharacterID());
  10644. player->GetClient()->SendTitleUpdate();
  10645. return 1;
  10646. }
  10647. int EQ2Emu_lua_ResetCharacterTitlePrefix(lua_State* state) {
  10648. if (!lua_interface)
  10649. return 0;
  10650. Spawn* spawn = lua_interface->GetSpawn(state);
  10651. lua_interface->ResetFunctionStack(state);
  10652. if(!spawn->IsPlayer())
  10653. {
  10654. lua_interface->LogError("%s: LUA ResetCharacterTitlePrefix command error: player is not valid", lua_interface->GetScriptName(state));
  10655. return 0;
  10656. }
  10657. Player* player = (Player*)spawn;
  10658. database.SaveCharPrefixIndex(-1, player->GetCharacterID());
  10659. player->GetClient()->SendTitleUpdate();
  10660. return 1;
  10661. }
  10662. int EQ2Emu_lua_GetInfoStructString(lua_State* state) {
  10663. if (!lua_interface)
  10664. return 0;
  10665. Spawn* spawn = lua_interface->GetSpawn(state);
  10666. string field = lua_interface->GetStringValue(state, 2);
  10667. lua_interface->ResetFunctionStack(state);
  10668. if(!spawn || !spawn->IsEntity())
  10669. {
  10670. 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));
  10671. return 0;
  10672. }
  10673. Entity* ent = (Entity*)spawn;
  10674. lua_interface->SetStringValue(state, ent->GetInfoStructString(field).c_str());
  10675. return 1;
  10676. }
  10677. int EQ2Emu_lua_GetInfoStructUInt(lua_State* state) {
  10678. if (!lua_interface)
  10679. return 0;
  10680. Spawn* spawn = lua_interface->GetSpawn(state);
  10681. string field = lua_interface->GetStringValue(state, 2);
  10682. lua_interface->ResetFunctionStack(state);
  10683. if(!spawn || !spawn->IsEntity())
  10684. {
  10685. 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));
  10686. return 0;
  10687. }
  10688. Entity* ent = (Entity*)spawn;
  10689. lua_interface->SetInt64Value(state, ent->GetInfoStructUInt(field));
  10690. return 1;
  10691. }
  10692. int EQ2Emu_lua_GetInfoStructSInt(lua_State* state) {
  10693. if (!lua_interface)
  10694. return 0;
  10695. Spawn* spawn = lua_interface->GetSpawn(state);
  10696. string field = lua_interface->GetStringValue(state, 2);
  10697. lua_interface->ResetFunctionStack(state);
  10698. if(!spawn || !spawn->IsEntity())
  10699. {
  10700. 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));
  10701. return 0;
  10702. }
  10703. Entity* ent = (Entity*)spawn;
  10704. lua_interface->SetSInt64Value(state, ent->GetInfoStructSInt(field));
  10705. return 1;
  10706. }
  10707. int EQ2Emu_lua_GetInfoStructFloat(lua_State* state) {
  10708. if (!lua_interface)
  10709. return 0;
  10710. Spawn* spawn = lua_interface->GetSpawn(state);
  10711. string field = lua_interface->GetStringValue(state, 2);
  10712. lua_interface->ResetFunctionStack(state);
  10713. if(!spawn || !spawn->IsEntity())
  10714. {
  10715. 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));
  10716. return 0;
  10717. }
  10718. Entity* ent = (Entity*)spawn;
  10719. lua_interface->SetFloatValue(state, ent->GetInfoStructFloat(field));
  10720. return 1;
  10721. }
  10722. int EQ2Emu_lua_SetInfoStructString(lua_State* state) {
  10723. if (!lua_interface)
  10724. return 0;
  10725. Spawn* spawn = lua_interface->GetSpawn(state);
  10726. string field = lua_interface->GetStringValue(state, 2);
  10727. string value = lua_interface->GetStringValue(state, 3);
  10728. lua_interface->ResetFunctionStack(state);
  10729. if(!spawn || !spawn->IsEntity())
  10730. {
  10731. 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));
  10732. return 0;
  10733. }
  10734. Entity* ent = (Entity*)spawn;
  10735. bool set_ = ent->SetInfoStructString(field, value);
  10736. lua_interface->SetBooleanValue(state, set_);
  10737. return 1;
  10738. }
  10739. int EQ2Emu_lua_SetInfoStructUInt(lua_State* state) {
  10740. if (!lua_interface)
  10741. return 0;
  10742. Spawn* spawn = lua_interface->GetSpawn(state);
  10743. string field = lua_interface->GetStringValue(state, 2);
  10744. int64 value = lua_interface->GetInt64Value(state, 3);
  10745. lua_interface->ResetFunctionStack(state);
  10746. if(!spawn || !spawn->IsEntity())
  10747. {
  10748. 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));
  10749. return 0;
  10750. }
  10751. Entity* ent = (Entity*)spawn;
  10752. bool set_ = ent->SetInfoStructUInt(field, value);
  10753. lua_interface->SetBooleanValue(state, set_);
  10754. return 1;
  10755. }
  10756. int EQ2Emu_lua_SetInfoStructSInt(lua_State* state) {
  10757. if (!lua_interface)
  10758. return 0;
  10759. Spawn* spawn = lua_interface->GetSpawn(state);
  10760. string field = lua_interface->GetStringValue(state, 2);
  10761. sint64 value = lua_interface->GetSInt64Value(state, 3);
  10762. lua_interface->ResetFunctionStack(state);
  10763. if(!spawn || !spawn->IsEntity())
  10764. {
  10765. 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));
  10766. return 0;
  10767. }
  10768. Entity* ent = (Entity*)spawn;
  10769. bool set_ = ent->SetInfoStructSInt(field, value);
  10770. lua_interface->SetBooleanValue(state, set_);
  10771. return 1;
  10772. }
  10773. int EQ2Emu_lua_SetInfoStructFloat(lua_State* state) {
  10774. if (!lua_interface)
  10775. return 0;
  10776. Spawn* spawn = lua_interface->GetSpawn(state);
  10777. string field = lua_interface->GetStringValue(state, 2);
  10778. float value = lua_interface->GetFloatValue(state, 3);
  10779. lua_interface->ResetFunctionStack(state);
  10780. if(!spawn || !spawn->IsEntity())
  10781. {
  10782. 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));
  10783. return 0;
  10784. }
  10785. Entity* ent = (Entity*)spawn;
  10786. bool set_ = ent->SetInfoStructFloat(field, value);
  10787. lua_interface->SetBooleanValue(state, set_);
  10788. return 1;
  10789. }
  10790. int EQ2Emu_lua_SetCharSheetChanged(lua_State* state) {
  10791. if (!lua_interface)
  10792. return 0;
  10793. Spawn* spawn = lua_interface->GetSpawn(state);
  10794. bool value = lua_interface->GetBooleanValue(state, 2);
  10795. lua_interface->ResetFunctionStack(state);
  10796. if(!spawn || !spawn->IsPlayer())
  10797. {
  10798. 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));
  10799. return 0;
  10800. }
  10801. ((Player*)spawn)->SetCharSheetChanged(value);
  10802. return 0;
  10803. }
  10804. int EQ2Emu_lua_AddPlayerMail(lua_State* state) {
  10805. if (!lua_interface)
  10806. return 0;
  10807. Spawn* spawn = lua_interface->GetSpawn(state);
  10808. std::string fromName = lua_interface->GetStringValue(state, 2);
  10809. std::string subjectName = lua_interface->GetStringValue(state, 3);
  10810. std::string mailBody = lua_interface->GetStringValue(state, 4);
  10811. int8 mailType = lua_interface->GetInt8Value(state, 5);
  10812. int32 copper = lua_interface->GetInt32Value(state, 6);
  10813. int32 silver = lua_interface->GetInt32Value(state, 7);
  10814. int32 gold = lua_interface->GetInt32Value(state, 8);
  10815. int32 platinum = lua_interface->GetInt32Value(state, 9);
  10816. int32 item_id = lua_interface->GetInt32Value(state, 10);
  10817. int16 stack_size = lua_interface->GetInt32Value(state, 11);
  10818. int32 expire_time = lua_interface->GetInt32Value(state, 12);
  10819. int32 sent_time = lua_interface->GetInt32Value(state, 13);
  10820. lua_interface->ResetFunctionStack(state);
  10821. if(!spawn || !spawn->IsPlayer())
  10822. {
  10823. 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));
  10824. lua_interface->SetBooleanValue(state, false);
  10825. return 1;
  10826. }
  10827. int32 time_sent = sent_time > 0 ? sent_time : Timer::GetUnixTimeStamp();
  10828. ((Player*)spawn)->GetClient()->CreateAndUpdateMail(fromName, subjectName, mailBody, mailType, copper, silver, gold, platinum, item_id, stack_size, time_sent, expire_time);
  10829. lua_interface->SetBooleanValue(state, true);
  10830. return 1;
  10831. }
  10832. int EQ2Emu_lua_AddPlayerMailByCharID(lua_State* state) {
  10833. if (!lua_interface)
  10834. return 0;
  10835. int32 char_id = lua_interface->GetInt32Value(state);
  10836. std::string fromName = lua_interface->GetStringValue(state, 2);
  10837. std::string subjectName = lua_interface->GetStringValue(state, 3);
  10838. std::string mailBody = lua_interface->GetStringValue(state, 4);
  10839. int8 mailType = lua_interface->GetInt8Value(state, 5);
  10840. int32 copper = lua_interface->GetInt32Value(state, 6);
  10841. int32 silver = lua_interface->GetInt32Value(state, 7);
  10842. int32 gold = lua_interface->GetInt32Value(state, 8);
  10843. int32 platinum = lua_interface->GetInt32Value(state, 9);
  10844. int32 item_id = lua_interface->GetInt32Value(state, 10);
  10845. int16 stack_size = lua_interface->GetInt32Value(state, 11);
  10846. int32 expire_time = lua_interface->GetInt32Value(state, 12);
  10847. int32 sent_time = lua_interface->GetInt32Value(state, 13);
  10848. lua_interface->ResetFunctionStack(state);
  10849. int32 time_sent = sent_time > 0 ? sent_time : Timer::GetUnixTimeStamp();
  10850. Client::CreateMail(char_id, fromName, subjectName, mailBody, mailType, copper, silver, gold, platinum, item_id, stack_size, time_sent, expire_time);
  10851. lua_interface->SetBooleanValue(state, true);
  10852. return 1;
  10853. }
  10854. int EQ2Emu_lua_OpenDoor(lua_State* state) {
  10855. Spawn* widget;
  10856. if (lua_interface) {
  10857. widget = lua_interface->GetSpawn(state);
  10858. bool disable_open_sound = lua_interface->GetBooleanValue(state, 2);
  10859. lua_interface->ResetFunctionStack(state);
  10860. if (widget && widget->IsWidget())
  10861. {
  10862. ((Widget*)widget)->OpenDoor();
  10863. if(!disable_open_sound && ((Widget*)widget)->IsOpen() && ((Widget*)widget)->GetOpenSound())
  10864. widget->GetZone()->PlaySoundFile(0, ((Widget*)widget)->GetOpenSound(), ((Widget*)widget)->GetX(), ((Widget*)widget)->GetY(), ((Widget*)widget)->GetZ());
  10865. }
  10866. else
  10867. 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));
  10868. }
  10869. return 0;
  10870. }
  10871. int EQ2Emu_lua_CloseDoor(lua_State* state) {
  10872. Spawn* widget;
  10873. if (lua_interface) {
  10874. widget = lua_interface->GetSpawn(state);
  10875. bool disable_close_sound = lua_interface->GetBooleanValue(state, 2);
  10876. lua_interface->ResetFunctionStack(state);
  10877. if (widget && widget->IsWidget())
  10878. {
  10879. ((Widget*)widget)->CloseDoor();
  10880. if(!disable_close_sound && !((Widget*)widget)->IsOpen() && ((Widget*)widget)->GetCloseSound())
  10881. widget->GetZone()->PlaySoundFile(0, ((Widget*)widget)->GetCloseSound(), ((Widget*)widget)->GetX(), ((Widget*)widget)->GetY(), ((Widget*)widget)->GetZ());
  10882. }
  10883. else
  10884. 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));
  10885. }
  10886. return 0;
  10887. }
  10888. int EQ2Emu_lua_IsOpen(lua_State* state) {
  10889. if (!lua_interface)
  10890. return 0;
  10891. Spawn* widget = lua_interface->GetSpawn(state);
  10892. lua_interface->ResetFunctionStack(state);
  10893. if (widget && widget->IsWidget())
  10894. {
  10895. lua_interface->SetBooleanValue(state, ((Widget*)widget)->IsOpen());
  10896. return 1;
  10897. }
  10898. return 0;
  10899. }
  10900. int EQ2Emu_lua_MakeRandomInt(lua_State* state) {
  10901. if (!lua_interface)
  10902. return 0;
  10903. sint32 min = lua_interface->GetSInt32Value(state);
  10904. sint32 max = lua_interface->GetSInt32Value(state, 2);
  10905. lua_interface->ResetFunctionStack(state);
  10906. sint32 result = MakeRandomInt(min, max);
  10907. lua_interface->SetSInt32Value(state, result);
  10908. return 1;
  10909. }
  10910. int EQ2Emu_lua_MakeRandomFloat(lua_State* state) {
  10911. if (!lua_interface)
  10912. return 0;
  10913. float min = lua_interface->GetFloatValue(state);
  10914. float max = lua_interface->GetFloatValue(state, 2);
  10915. lua_interface->ResetFunctionStack(state);
  10916. float result = MakeRandomFloat(min, max);
  10917. lua_interface->SetFloatValue(state, result);
  10918. return 1;
  10919. }
  10920. int EQ2Emu_lua_AddIconValue(lua_State* state) {
  10921. if (!lua_interface)
  10922. return 0;
  10923. Spawn* spawn = lua_interface->GetSpawn(state);
  10924. int32 value = lua_interface->GetInt32Value(state, 2);
  10925. lua_interface->ResetFunctionStack(state);
  10926. if(!spawn)
  10927. {
  10928. lua_interface->LogError("%s: LUA AddIconValue command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
  10929. lua_interface->SetBooleanValue(state, false);
  10930. return 1;
  10931. }
  10932. spawn->AddIconValue(value);
  10933. lua_interface->SetBooleanValue(state, true);
  10934. return 1;
  10935. }
  10936. int EQ2Emu_lua_RemoveIconValue(lua_State* state) {
  10937. if (!lua_interface)
  10938. return 0;
  10939. Spawn* spawn = lua_interface->GetSpawn(state);
  10940. int32 value = lua_interface->GetInt32Value(state, 2);
  10941. lua_interface->ResetFunctionStack(state);
  10942. if(!spawn)
  10943. {
  10944. lua_interface->LogError("%s: LUA RemoveIconValue command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
  10945. lua_interface->SetBooleanValue(state, false);
  10946. return 1;
  10947. }
  10948. spawn->RemoveIconValue(value);
  10949. lua_interface->SetBooleanValue(state, true);
  10950. return 1;
  10951. }
  10952. int EQ2Emu_lua_GetShardID(lua_State* state) {
  10953. Spawn* npc = lua_interface->GetSpawn(state);
  10954. lua_interface->ResetFunctionStack(state);
  10955. if (npc && npc->IsNPC()) {
  10956. NPC* shard = (NPC*)npc;
  10957. int32 shardid = shard->GetShardID();
  10958. lua_interface->SetInt32Value(state, shardid);
  10959. return 1;
  10960. }
  10961. lua_interface->SetInt32Value(state, 0);
  10962. return 1;
  10963. }
  10964. int EQ2Emu_lua_GetShardCharID(lua_State* state) {
  10965. Spawn* npc = lua_interface->GetSpawn(state);
  10966. lua_interface->ResetFunctionStack(state);
  10967. if (npc && npc->IsNPC()) {
  10968. NPC* shard = (NPC*)npc;
  10969. int32 charid = shard->GetShardCharID();
  10970. lua_interface->SetInt32Value(state, charid);
  10971. return 1;
  10972. }
  10973. lua_interface->SetInt32Value(state, 0);
  10974. return 1;
  10975. }
  10976. int EQ2Emu_lua_GetShardCreatedTimestamp(lua_State* state) {
  10977. Spawn* npc = lua_interface->GetSpawn(state);
  10978. lua_interface->ResetFunctionStack(state);
  10979. if (npc && npc->IsNPC()) {
  10980. NPC* shard = (NPC*)npc;
  10981. int64 timestamp = shard->GetShardCreatedTimestamp();
  10982. lua_interface->SetSInt64Value(state, timestamp);
  10983. return 1;
  10984. }
  10985. lua_interface->SetSInt64Value(state, 0);
  10986. return 1;
  10987. }
  10988. int EQ2Emu_lua_DeleteDBShardID(lua_State* state) {
  10989. if (!lua_interface)
  10990. return 0;
  10991. int32 shardid = lua_interface->GetInt32Value(state);
  10992. lua_interface->ResetFunctionStack(state);
  10993. if(shardid < 1)
  10994. lua_interface->SetBooleanValue(state, false);
  10995. else
  10996. lua_interface->SetBooleanValue(state, database.DeleteSpiritShard(shardid));
  10997. return 1;
  10998. }
  10999. int EQ2Emu_lua_PauseMovement(lua_State* state) {
  11000. if (!lua_interface)
  11001. return 0;
  11002. Spawn* spawn = lua_interface->GetSpawn(state);
  11003. int32 delay_in_ms = lua_interface->GetInt32Value(state, 2);
  11004. if (spawn) {
  11005. spawn->PauseMovement(delay_in_ms);
  11006. }
  11007. lua_interface->ResetFunctionStack(state);
  11008. return 0;
  11009. }
  11010. int EQ2Emu_lua_StopMovement(lua_State* state) {
  11011. if (!lua_interface)
  11012. return 0;
  11013. Spawn* spawn = lua_interface->GetSpawn(state);
  11014. if (spawn) {
  11015. spawn->StopMovement();
  11016. }
  11017. lua_interface->ResetFunctionStack(state);
  11018. return 0;
  11019. }
  11020. int EQ2Emu_lua_GetArrowColor(lua_State* state) {
  11021. Player* player = (Player*)lua_interface->GetSpawn(state);
  11022. int8 level = lua_interface->GetInt8Value(state, 2);
  11023. lua_interface->ResetFunctionStack(state);
  11024. if (player && player->IsPlayer() && level > 0) {
  11025. lua_interface->SetInt32Value(state, player->GetArrowColor(level));
  11026. return 1;
  11027. }
  11028. return 0;
  11029. }
  11030. int EQ2Emu_lua_GetTSArrowColor(lua_State* state) {
  11031. Player* player = (Player*)lua_interface->GetSpawn(state);
  11032. int8 level = lua_interface->GetInt8Value(state, 2);
  11033. lua_interface->ResetFunctionStack(state);
  11034. if (player && player->IsPlayer() && level > 0) {
  11035. lua_interface->SetInt32Value(state, player->GetTSArrowColor(level));
  11036. return 1;
  11037. }
  11038. return 0;
  11039. }
  11040. int EQ2Emu_lua_GetSpawnByRailID(lua_State* state) {
  11041. ZoneServer* zone = lua_interface->GetZone(state);
  11042. sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
  11043. lua_interface->ResetFunctionStack(state);
  11044. if (zone) {
  11045. Spawn* spawn = zone->GetTransportByRailID(rail_id);
  11046. if (spawn) {
  11047. lua_interface->SetSpawnValue(state, spawn);
  11048. return 1;
  11049. }
  11050. }
  11051. return 0;
  11052. }
  11053. int EQ2Emu_lua_SetRailID(lua_State* state) {
  11054. if (!lua_interface)
  11055. return 0;
  11056. Spawn* spawn = lua_interface->GetSpawn(state);
  11057. sint64 rail_id = lua_interface->GetSInt64Value(state, 2);
  11058. lua_interface->ResetFunctionStack(state);
  11059. bool res = false;
  11060. if(spawn && spawn->IsTransportSpawn())
  11061. {
  11062. //printf("Set rail id %i for %s\n",rail_id,spawn->GetName());
  11063. spawn->SetRailID(rail_id);
  11064. res = true;
  11065. }
  11066. else if (!spawn) {
  11067. lua_interface->LogError("%s: LUA SetRailID command error: spawn is not valid, does not exist", lua_interface->GetScriptName(state));
  11068. }
  11069. else if(!spawn->IsTransportSpawn()) {
  11070. 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());
  11071. }
  11072. lua_interface->SetBooleanValue(state, res);
  11073. return 1;
  11074. }
  11075. int EQ2Emu_lua_IsZoneLoading(lua_State* state) {
  11076. if (!lua_interface)
  11077. return 0;
  11078. ZoneServer* zone = lua_interface->GetZone(state);
  11079. lua_interface->ResetFunctionStack(state);
  11080. if (zone) {
  11081. lua_interface->SetBooleanValue(state, zone->IsLoading());
  11082. return 1;
  11083. }
  11084. return 0;
  11085. }
  11086. int EQ2Emu_lua_IsRunning(lua_State* state) {
  11087. if (!lua_interface)
  11088. return 0;
  11089. Spawn* spawn = lua_interface->GetSpawn(state);
  11090. lua_interface->ResetFunctionStack(state);
  11091. if (spawn) {
  11092. lua_interface->SetBooleanValue(state, spawn->IsRunning());
  11093. return 1;
  11094. }
  11095. return 0;
  11096. }
  11097. int EQ2Emu_lua_GetZoneLockoutTimer(lua_State* state) {
  11098. if (!lua_interface)
  11099. return 0;
  11100. Spawn* player = lua_interface->GetSpawn(state);
  11101. int32 zoneID = lua_interface->GetInt32Value(state, 2);
  11102. bool displayClient = lua_interface->GetInt32Value(state, 3);
  11103. lua_interface->ResetFunctionStack(state);
  11104. if (!player || !player->IsPlayer() || !player->GetClient()) {
  11105. lua_interface->LogError("%s: LUA GetZoneLockoutTimer command error: player is not valid, does not exist", lua_interface->GetScriptName(state));
  11106. }
  11107. else if(!zoneID) {
  11108. lua_interface->LogError("%s: LUA GetZoneLockoutTimer command error: zoneID is not set.");
  11109. }
  11110. else
  11111. {
  11112. lua_interface->SetStringValue(state, player->GetClient()->IdentifyInstanceLockout(zoneID, displayClient).c_str());
  11113. return 1;
  11114. }
  11115. return 0;
  11116. }
  11117. int EQ2Emu_lua_SetWorldTime(lua_State* state) {
  11118. if (!lua_interface)
  11119. return 0;
  11120. int16 newYear = lua_interface->GetInt16Value(state, 1);
  11121. sint32 newMonth = lua_interface->GetInt16Value(state, 2);
  11122. int16 newHour = lua_interface->GetInt16Value(state, 3);
  11123. int16 newMinute = lua_interface->GetInt16Value(state, 4);
  11124. lua_interface->ResetFunctionStack(state);
  11125. world.MWorldTime.writelock(__FUNCTION__, __LINE__);
  11126. world.GetWorldTimeStruct()->year = newYear;
  11127. world.GetWorldTimeStruct()->month = newMonth;
  11128. world.GetWorldTimeStruct()->hour = newHour;
  11129. world.GetWorldTimeStruct()->minute = newMinute;
  11130. world.MWorldTime.releasewritelock(__FUNCTION__, __LINE__);
  11131. return 0;
  11132. }
  11133. int EQ2Emu_lua_GetWorldTimeYear(lua_State* state) {
  11134. if (!lua_interface)
  11135. return 0;
  11136. lua_interface->ResetFunctionStack(state);
  11137. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11138. lua_interface->SetInt32Value(state, world.GetWorldTimeStruct()->year);
  11139. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11140. return 1;
  11141. }
  11142. int EQ2Emu_lua_GetWorldTimeMonth(lua_State* state) {
  11143. if (!lua_interface)
  11144. return 0;
  11145. lua_interface->ResetFunctionStack(state);
  11146. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11147. lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->month);
  11148. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11149. return 1;
  11150. }
  11151. int EQ2Emu_lua_GetWorldTimeHour(lua_State* state) {
  11152. if (!lua_interface)
  11153. return 0;
  11154. lua_interface->ResetFunctionStack(state);
  11155. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11156. lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->hour);
  11157. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11158. return 1;
  11159. }
  11160. int EQ2Emu_lua_GetWorldTimeMinute(lua_State* state) {
  11161. if (!lua_interface)
  11162. return 0;
  11163. lua_interface->ResetFunctionStack(state);
  11164. world.MWorldTime.readlock(__FUNCTION__, __LINE__);
  11165. lua_interface->SetSInt32Value(state, world.GetWorldTimeStruct()->minute);
  11166. world.MWorldTime.releasereadlock(__FUNCTION__, __LINE__);
  11167. return 1;
  11168. }
  11169. int EQ2Emu_lua_SendTimeUpdate(lua_State* state) {
  11170. if (!lua_interface)
  11171. return 0;
  11172. lua_interface->ResetFunctionStack(state);
  11173. world.SendTimeUpdate();
  11174. return 0;
  11175. }
  11176. int EQ2Emu_lua_ChangeFaction(lua_State* state) {
  11177. bool update_result = false;
  11178. Faction* faction = 0;
  11179. Player* player = (Player*)lua_interface->GetSpawn(state);
  11180. Client* client = player->GetZone()->GetClientBySpawn(player);
  11181. int32 faction_id = lua_interface->GetInt32Value(state, 2);
  11182. sint32 increase = lua_interface->GetInt32Value(state, 3);
  11183. lua_interface->ResetFunctionStack(state);
  11184. if (player && player->IsPlayer() && faction_id > 0) {
  11185. bool hasfaction = database.VerifyFactionID(player->GetCharacterID(),faction_id);
  11186. if(hasfaction == 0) {
  11187. //they do not have the faction. Lets get the default value and feed it in.
  11188. sint32 defaultfaction = master_faction_list.GetDefaultFactionValue(faction_id);
  11189. //add the default faction for the player.
  11190. player->SetFactionValue(faction_id, defaultfaction);
  11191. }
  11192. if(increase >= 0) {
  11193. update_result = player->GetFactions()->IncreaseFaction(faction_id,increase);
  11194. faction = master_faction_list.GetFaction(faction_id);
  11195. if(faction && update_result)
  11196. client->Message(CHANNEL_FACTION, "Your faction standing with %s got better.", faction->name.c_str());
  11197. else if(faction)
  11198. client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any better.", faction->name.c_str());
  11199. lua_interface->SetBooleanValue(state, true);
  11200. return 1;
  11201. }
  11202. if(increase < 0){
  11203. //change the negative to a positive, since thats how decreasefaction() likes it.
  11204. increase *= -1;
  11205. update_result = player->GetFactions()->DecreaseFaction(faction_id,increase);
  11206. faction = master_faction_list.GetFaction(faction_id);
  11207. if(faction && update_result)
  11208. client->Message(CHANNEL_FACTION, "Your faction standing with %s got worse.", faction->name.c_str());
  11209. else if(faction)
  11210. client->Message(CHANNEL_FACTION, "Your faction standing with %s could not possibly get any worse.", faction->name.c_str());
  11211. lua_interface->SetBooleanValue(state, true);
  11212. return 1;
  11213. }
  11214. }
  11215. lua_interface->SetBooleanValue(state, false);
  11216. return 1;
  11217. }
  11218. int EQ2Emu_lua_HasCoin(lua_State* state) {
  11219. bool hascoin = 0;
  11220. Player* player = (Player*)lua_interface->GetSpawn(state);
  11221. int32 coins = lua_interface->GetInt32Value(state, 2);
  11222. lua_interface->ResetFunctionStack(state);
  11223. if (player && player->IsPlayer()) {
  11224. hascoin = player->HasCoins(coins);
  11225. if(hascoin == 0) {
  11226. lua_interface->SetBooleanValue(state, false);
  11227. return 1;
  11228. }
  11229. if(hascoin == 1) {
  11230. lua_interface->SetBooleanValue(state, true);
  11231. return 1;
  11232. }
  11233. }
  11234. return 0;
  11235. }
  11236. int EQ2Emu_lua_GetLootTier(lua_State* state) {
  11237. int32 loot_tier = 0;
  11238. Spawn* spawn = lua_interface->GetSpawn(state);
  11239. lua_interface->ResetFunctionStack(state);
  11240. if (spawn) {
  11241. loot_tier = spawn->GetLootTier();
  11242. lua_interface->SetInt32Value(state, loot_tier);
  11243. return 1;
  11244. }
  11245. return 0;
  11246. }
  11247. int EQ2Emu_lua_SetLootTier(lua_State* state) {
  11248. if (!lua_interface)
  11249. return 0;
  11250. Spawn* spawn = lua_interface->GetSpawn(state);
  11251. int32 loot_tier = lua_interface->GetInt32Value(state, 2);
  11252. lua_interface->ResetFunctionStack(state);
  11253. if (spawn) {
  11254. spawn->SetLootTier(loot_tier);
  11255. lua_interface->SetBooleanValue(state, true);
  11256. return 1;
  11257. }
  11258. lua_interface->SetBooleanValue(state, false);
  11259. return 1;
  11260. }
  11261. int EQ2Emu_lua_GetLootDropType(lua_State* state) {
  11262. int32 loot_drop_type = 0;
  11263. Spawn* spawn = lua_interface->GetSpawn(state);
  11264. lua_interface->ResetFunctionStack(state);
  11265. if (spawn) {
  11266. loot_drop_type = spawn->GetLootDropType();
  11267. lua_interface->SetInt32Value(state, loot_drop_type);
  11268. return 1;
  11269. }
  11270. return 0;
  11271. }
  11272. int EQ2Emu_lua_SetLootDropType(lua_State* state) {
  11273. if (!lua_interface)
  11274. return 0;
  11275. Spawn* spawn = lua_interface->GetSpawn(state);
  11276. int32 loot_drop_type = lua_interface->GetInt32Value(state, 2);
  11277. lua_interface->ResetFunctionStack(state);
  11278. if (spawn) {
  11279. spawn->SetLootDropType(loot_drop_type);
  11280. lua_interface->SetBooleanValue(state, true);
  11281. return 1;
  11282. }
  11283. lua_interface->SetBooleanValue(state, false);
  11284. return 1;
  11285. }