LuaInterface.h 13 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #ifndef LUA_INTERFACE_H
  17. #define LUA_INTERFACE_H
  18. #include <mutex>
  19. #include <shared_mutex>
  20. #include "Spawn.h"
  21. #include "Spells.h"
  22. #include "../common/Mutex.h"
  23. #include "Quests.h"
  24. #include "zoneserver.h"
  25. #include "client.h"
  26. #include "../LUA/lua.hpp"
  27. using namespace std;
  28. struct ConversationOption{
  29. string option;
  30. string function;
  31. };
  32. struct OptionWindowOption {
  33. string optionName;
  34. string optionDescription;
  35. string optionCommand;
  36. int32 optionIconSheet;
  37. int16 optionIconID;
  38. string optionConfirmTitle;
  39. };
  40. //Bitmask Values
  41. #define EFFECT_FLAG_STUN 1
  42. #define EFFECT_FLAG_ROOT 2
  43. #define EFFECT_FLAG_MEZ 4
  44. #define EFFECT_FLAG_STIFLE 8
  45. #define EFFECT_FLAG_DAZE 16
  46. #define EFFECT_FLAG_FEAR 32
  47. #define EFFECT_FLAG_SPELLBONUS 64
  48. #define EFFECT_FLAG_SKILLBONUS 128
  49. #define EFFECT_FLAG_STEALTH 256
  50. #define EFFECT_FLAG_INVIS 512
  51. #define EFFECT_FLAG_SNARE 1024
  52. #define EFFECT_FLAG_WATERWALK 2048
  53. #define EFFECT_FLAG_WATERJUMP 4096
  54. #define EFFECT_FLAG_FLIGHT 8192
  55. #define EFFECT_FLAG_GLIDE 16384
  56. #define EFFECT_FLAG_AOE_IMMUNE 32768
  57. #define EFFECT_FLAG_STUN_IMMUNE 65536
  58. #define EFFECT_FLAG_MEZ_IMMUNE 131072
  59. #define EFFECT_FLAG_DAZE_IMMUNE 262144
  60. #define EFFECT_FLAG_ROOT_IMMUNE 524288
  61. #define EFFECT_FLAG_STIFLE_IMMUNE 1048576
  62. #define EFFECT_FLAG_FEAR_IMMUNE 2097152
  63. #define EFFECT_FLAG_SAFEFALL 4194304
  64. struct LuaSpell{
  65. Entity* caster;
  66. int32 initial_caster_char_id;
  67. int32 initial_target;
  68. int32 initial_target_char_id;
  69. vector<int32> targets;
  70. vector<int32> removed_targets; // previously cancelled, expired, used, so on
  71. multimap<int32, int8> char_id_targets;
  72. Spell* spell;
  73. lua_State* state;
  74. string file_name;
  75. Timer timer;
  76. bool is_recast_timer;
  77. int16 num_calls;
  78. int16 num_triggers;
  79. int8 slot_pos;
  80. int32 damage_remaining;
  81. bool resisted;
  82. bool interrupted;
  83. bool crit;
  84. bool last_spellattack_hit;
  85. bool cancel_after_all_triggers;
  86. bool had_triggers;
  87. bool had_dmg_remaining;
  88. Mutex MSpellTargets;
  89. int32 effect_bitmask;
  90. bool restored; // restored spell cross zone
  91. };
  92. class LUAUserData{
  93. public:
  94. LUAUserData();
  95. virtual ~LUAUserData(){};
  96. virtual bool IsCorrectlyInitialized();
  97. virtual bool IsConversationOption();
  98. virtual bool IsSpawnList();
  99. virtual bool IsOptionWindow();
  100. virtual bool IsSpawn();
  101. virtual bool IsQuest();
  102. virtual bool IsZone();
  103. virtual bool IsItem();
  104. virtual bool IsSkill();
  105. virtual bool IsSpell();
  106. bool correctly_initialized;
  107. Item* item;
  108. ZoneServer* zone;
  109. Spawn* spawn;
  110. vector<ConversationOption>* conversation_options;
  111. vector<OptionWindowOption>* option_window_option;
  112. vector<Spawn*>* spawn_list;
  113. Quest* quest;
  114. Skill* skill;
  115. LuaSpell* spell;
  116. };
  117. class LUAConversationOptionWrapper : public LUAUserData{
  118. public:
  119. LUAConversationOptionWrapper();
  120. bool IsConversationOption();
  121. };
  122. class LUASpawnListWrapper: public LUAUserData{
  123. public:
  124. LUASpawnListWrapper();
  125. ~LUASpawnListWrapper() { safe_delete(spawn_list); }
  126. bool IsSpawnList();
  127. };
  128. class LUAOptionWindowWrapper : public LUAUserData {
  129. public:
  130. LUAOptionWindowWrapper();
  131. bool IsOptionWindow();
  132. };
  133. class LUASpawnWrapper : public LUAUserData{
  134. public:
  135. LUASpawnWrapper();
  136. bool IsSpawn();
  137. };
  138. class LUAZoneWrapper : public LUAUserData{
  139. public:
  140. LUAZoneWrapper();
  141. bool IsZone();
  142. };
  143. class LUAQuestWrapper : public LUAUserData{
  144. public:
  145. LUAQuestWrapper();
  146. bool IsQuest();
  147. };
  148. class LUAItemWrapper : public LUAUserData{
  149. public:
  150. LUAItemWrapper();
  151. bool IsItem();
  152. };
  153. class LUASkillWrapper: public LUAUserData {
  154. public:
  155. LUASkillWrapper();
  156. bool IsSkill();
  157. };
  158. class LUASpellWrapper : public LUAUserData {
  159. public:
  160. LUASpellWrapper();
  161. bool IsSpell();
  162. };
  163. class LuaInterface {
  164. public:
  165. LuaInterface();
  166. ~LuaInterface();
  167. int GetNumberOfArgs(lua_State* state);
  168. bool LoadLuaSpell(const char* name);
  169. bool LoadLuaSpell(string name);
  170. bool LoadItemScript(string name);
  171. bool LoadItemScript(const char* name);
  172. bool LoadSpawnScript(string name);
  173. bool LoadSpawnScript(const char* name);
  174. bool LoadZoneScript(string name);
  175. bool LoadZoneScript(const char* name);
  176. bool LoadRegionScript(string name);
  177. bool LoadRegionScript(const char* name);
  178. void RemoveSpell(LuaSpell* spell, bool call_remove_function = true, bool can_delete = true, string reason = "", bool removing_all_spells = false);
  179. Spawn* GetSpawn(lua_State* state, int8 arg_num = 1);
  180. Item* GetItem(lua_State* state, int8 arg_num = 1);
  181. Quest* GetQuest(lua_State* state, int8 arg_num = 1);
  182. ZoneServer* GetZone(lua_State* state, int8 arg_num = 1);
  183. Skill* GetSkill(lua_State* state, int8 arg_num = 1);
  184. LuaSpell* GetSpell(lua_State* state, int8 arg_num = 1);
  185. vector<ConversationOption>* GetConversation(lua_State* state, int8 arg_num = 1);
  186. vector<Spawn*>* GetSpawnList(lua_State* state, int8 arg_num = 1);
  187. vector<OptionWindowOption>* GetOptionWindow(lua_State* state, int8 arg_num = 1);
  188. int8 GetInt8Value(lua_State* state, int8 arg_num = 1);
  189. int16 GetInt16Value(lua_State* state, int8 arg_num = 1);
  190. int32 GetInt32Value(lua_State* state, int8 arg_num = 1);
  191. sint32 GetSInt32Value(lua_State* state, int8 arg_num = 1);
  192. int64 GetInt64Value(lua_State* state, int8 arg_num = 1);
  193. sint64 GetSInt64Value(lua_State* state, int8 arg_num = 1);
  194. float GetFloatValue(lua_State* state, int8 arg_num = 1);
  195. string GetStringValue(lua_State* state, int8 arg_num = 1);
  196. bool GetBooleanValue(lua_State*state, int8 arg_num = 1);
  197. void Process();
  198. void SetInt32Value(lua_State* state, int32 value);
  199. void SetSInt32Value(lua_State* state, sint32 value);
  200. void SetInt64Value(lua_State* state, int64 value);
  201. void SetSInt64Value(lua_State* state, sint64 value);
  202. void SetFloatValue(lua_State* state, float value);
  203. void SetBooleanValue(lua_State* state, bool value);
  204. void SetStringValue(lua_State* state, const char* value);
  205. void SetSpawnValue(lua_State* state, Spawn* spawn);
  206. void SetSkillValue(lua_State* state, Skill* skill);
  207. void SetItemValue(lua_State* state, Item* item);
  208. void SetQuestValue(lua_State* state, Quest* quest);
  209. void SetZoneValue(lua_State* state, ZoneServer* zone);
  210. void SetSpawnListValue(lua_State* state, vector<Spawn*>* spawnList);
  211. void SetSpellValue(lua_State* state, LuaSpell* spell);
  212. void SetConversationValue(lua_State* state, vector<ConversationOption>* conversation);
  213. void SetOptionWindowValue(lua_State* state, vector<OptionWindowOption>* optionWindow);
  214. std::string AddSpawnPointers(LuaSpell* spell, bool first_cast, bool precast = false, const char* function = 0, SpellScriptTimer* timer = 0, bool passLuaSpell=false, Spawn* altTarget = 0);
  215. LuaSpell* GetCurrentSpell(lua_State* state);
  216. bool CallSpellProcess(LuaSpell* spell, int8 num_parameters, std::string functionCalled);
  217. LuaSpell* GetSpell(const char* name);
  218. void UseItemScript(const char* name, lua_State* state, bool val);
  219. void UseSpawnScript(const char* name, lua_State* state, bool val);
  220. void UseZoneScript(const char* name, lua_State* state, bool val);
  221. void UseRegionScript(const char* name, lua_State* state, bool val);
  222. lua_State* GetItemScript(const char* name, bool create_new = true, bool use = false);
  223. lua_State* GetSpawnScript(const char* name, bool create_new = true, bool use = false);
  224. lua_State* GetZoneScript(const char* name, bool create_new = true, bool use = false);
  225. lua_State* GetRegionScript(const char* name, bool create_new = true, bool use = false);
  226. Quest* LoadQuest(int32 id, const char* name, const char* type, const char* zone, int8 level, const char* description, char* script_name);
  227. const char* GetScriptName(lua_State* state);
  228. void RemoveSpawnScript(const char* name);
  229. bool RunItemScript(string script_name, const char* function_name, Item* item, Spawn* spawn = 0, Spawn* target = 0, sint64* returnValue = 0);
  230. bool RunItemScriptWithReturnString(string script_name, const char* function_name, Item* item, Spawn* spawn = 0, std::string* returnValue = 0);
  231. bool CallItemScript(lua_State* state, int8 num_parameters, std::string* returnValue = 0);
  232. bool CallItemScript(lua_State* state, int8 num_parameters, sint64* returnValue = 0);
  233. bool RunSpawnScript(string script_name, const char* function_name, Spawn* npc, Spawn* spawn = 0, const char* message = 0, bool is_door_open = false, sint32 input_value = 0, sint32* return_value = 0);
  234. bool CallSpawnScript(lua_State* state, int8 num_parameters);
  235. bool RunZoneScript(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn = 0, int32 int32_arg1 = 0, const char* str_arg1 = 0, Spawn* spawn_arg1 = 0, int32 int32_arg2 = 0, const char* str_arg2 = 0, Spawn* spawn_arg2 = 0);
  236. bool RunZoneScriptWithReturn(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn, int32 int32_arg1, int32 int32_arg2, int32 int32_arg3, int32* returnValue = 0);
  237. bool CallScriptInt32(lua_State* state, int8 num_parameters, int32* returnValue = 0);
  238. bool CallScriptSInt32(lua_State* state, int8 num_parameters, sint32* returnValue = 0);
  239. bool RunRegionScript(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn = 0, sint32 int32_arg1 = 0, int32* returnValue = 0);
  240. bool CallRegionScript(lua_State* state, int8 num_parameters, int32* returnValue);
  241. void ResetFunctionStack(lua_State* state);
  242. void DestroySpells();
  243. void DestroySpawnScripts();
  244. void DestroyItemScripts();
  245. void ReloadSpells();
  246. void DestroyQuests(bool reload = false);
  247. void DestroyZoneScripts();
  248. void DestroyRegionScripts();
  249. void SimpleLogError(const char* error);
  250. void LogError(const char* error, ...);
  251. bool CallQuestFunction(Quest* quest, const char* function, Spawn* player, int32 step_id = 0xFFFFFFFF, int32* returnValue = 0);
  252. void RemoveDebugClients(Client* client);
  253. void UpdateDebugClients(Client* client);
  254. void ProcessErrorMessage(const char* message);
  255. map<Client*, int32> GetDebugClients(){ return debug_clients; }
  256. void AddUserDataPtr(LUAUserData* data, void* data_ptr = 0);
  257. void DeleteUserDataPtrs(bool all);
  258. void DeletePendingSpells(bool all);
  259. void DeletePendingSpell(LuaSpell* spell);
  260. Mutex* GetSpawnScriptMutex(const char* name);
  261. Mutex* GetItemScriptMutex(const char* name);
  262. Mutex* GetZoneScriptMutex(const char* name);
  263. Mutex* GetRegionScriptMutex(const char* name);
  264. Mutex* GetQuestMutex(Quest* quest);
  265. void SetLuaSystemReloading(bool val) { lua_system_reloading = val; }
  266. bool IsLuaSystemReloading() { return lua_system_reloading; }
  267. void AddPendingSpellDelete(LuaSpell* spell);
  268. void AddCustomSpell(LuaSpell* spell);
  269. void RemoveCustomSpell(int32 id);
  270. void FindCustomSpellLock() { MCustomSpell.readlock(); }
  271. void FindCustomSpellUnlock() { MCustomSpell.releasereadlock(); }
  272. LuaSpell* FindCustomSpell(int32 id);
  273. int32 GetFreeCustomSpellID();
  274. void SetLuaUserDataStale(void* ptr);
  275. private:
  276. bool shutting_down;
  277. bool lua_system_reloading;
  278. map<LuaSpell*, int32> spells_pending_delete;
  279. Timer* user_data_timer;
  280. Timer* spell_delete_timer;
  281. map<LUAUserData*, int32> user_data;
  282. map<void*, LUAUserData*> user_data_ptr;
  283. map<Client*, int32> debug_clients;
  284. map<lua_State*, LuaSpell*> current_spells;
  285. vector<string>* GetDirectoryListing(const char* directory);
  286. lua_State* LoadLuaFile(const char* name);
  287. void RegisterFunctions(lua_State* state);
  288. map<string, LuaSpell*> spells;
  289. map<lua_State*, string> inverse_spells;
  290. map<int32, Quest*> quests;
  291. map<int32, lua_State*> quest_states;
  292. map<string, map<lua_State*, bool> > item_scripts;
  293. map<string, map<lua_State*, bool> > spawn_scripts;
  294. map<string, map<lua_State*, bool> > zone_scripts;
  295. map<string, map<lua_State*, bool> > region_scripts;
  296. map<int32, LuaSpell*> custom_spells;
  297. std::deque<int32> custom_free_spell_ids;
  298. map<lua_State*, string> item_inverse_scripts;
  299. map<lua_State*, string> spawn_inverse_scripts;
  300. map<lua_State*, string> zone_inverse_scripts;
  301. map<lua_State*, string> region_inverse_scripts;
  302. map<string, Mutex*> item_scripts_mutex;
  303. map<string, Mutex*> spawn_scripts_mutex;
  304. map<string, Mutex*> zone_scripts_mutex;
  305. map<int32, Mutex*> quests_mutex;
  306. map<string, Mutex*> region_scripts_mutex;
  307. Mutex MDebugClients;
  308. Mutex MSpells;
  309. Mutex MSpawnScripts;
  310. Mutex MItemScripts;
  311. Mutex MZoneScripts;
  312. Mutex MQuests;
  313. Mutex MLUAMain;
  314. Mutex MSpellDelete;
  315. Mutex MCustomSpell;
  316. Mutex MRegionScripts;
  317. mutable std::shared_mutex MLUAUserData;
  318. };
  319. #endif