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forked from metin2/server
server/game/src/questlua_pet.cpp
2022-03-05 12:44:06 +02:00

157 lines
3.5 KiB
C++

#include "stdafx.h"
#include "questlua.h"
#include "questmanager.h"
#include "horsename_manager.h"
#include "char.h"
#include "affect.h"
#include "config.h"
#include "utils.h"
#include "PetSystem.h"
#undef sys_err
#ifndef __WIN32__
#define sys_err(fmt, args...) quest::CQuestManager::instance().QuestError(__FUNCTION__, __LINE__, fmt, ##args)
#else
#define sys_err(fmt, ...) quest::CQuestManager::instance().QuestError(__FUNCTION__, __LINE__, fmt, __VA_ARGS__)
#endif
extern int (*check_name) (const char * str);
namespace quest
{
#ifdef __PET_SYSTEM__
// syntax in LUA: pet.summon(mob_vnum, pet's name, (bool)run to me from far away)
int pet_summon(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
CPetSystem* petSystem = ch->GetPetSystem();
LPITEM pItem = CQuestManager::instance().GetCurrentItem();
if (!ch || !petSystem || !pItem)
{
lua_pushnumber (L, 0);
return 1;
}
if (0 == petSystem)
{
lua_pushnumber (L, 0);
return 1;
}
// 소환수의 vnum
DWORD mobVnum= lua_isnumber(L, 1) ? lua_tonumber(L, 1) : 0;
// 소환수의 이름
const char* petName = lua_isstring(L, 2) ? lua_tostring(L, 2) : 0;
// 소환하면 멀리서부터 달려오는지 여부
bool bFromFar = lua_isboolean(L, 3) ? lua_toboolean(L, 3) : false;
CPetActor* pet = petSystem->Summon(mobVnum, pItem, petName, bFromFar);
if (pet != NULL)
lua_pushnumber (L, pet->GetVID());
else
lua_pushnumber (L, 0);
return 1;
}
// syntax: pet.unsummon(mob_vnum)
int pet_unsummon(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
CPetSystem* petSystem = ch->GetPetSystem();
if (0 == petSystem)
return 0;
// 소환수의 vnum
DWORD mobVnum= lua_isnumber(L, 1) ? lua_tonumber(L, 1) : 0;
petSystem->Unsummon(mobVnum);
return 1;
}
// syntax: pet.unsummon(mob_vnum)
int pet_count_summoned(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
CPetSystem* petSystem = ch->GetPetSystem();
lua_Number count = 0;
if (0 != petSystem)
count = (lua_Number)petSystem->CountSummoned();
lua_pushnumber(L, count);
return 1;
}
// syntax: pet.is_summon(mob_vnum)
int pet_is_summon(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
CPetSystem* petSystem = ch->GetPetSystem();
if (0 == petSystem)
return 0;
// 소환수의 vnum
DWORD mobVnum= lua_isnumber(L, 1) ? lua_tonumber(L, 1) : 0;
CPetActor* petActor = petSystem->GetByVnum(mobVnum);
if (NULL == petActor)
lua_pushboolean(L, false);
else
lua_pushboolean(L, petActor->IsSummoned());
return 1;
}
int pet_spawn_effect(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
CPetSystem* petSystem = ch->GetPetSystem();
if (0 == petSystem)
return 0;
DWORD mobVnum = lua_isnumber(L, 1) ? lua_tonumber(L, 1) : 0;
CPetActor* petActor = petSystem->GetByVnum(mobVnum);
if (NULL == petActor)
return 0;
LPCHARACTER pet_ch = petActor->GetCharacter();
if (NULL == pet_ch)
return 0;
if (lua_isstring(L, 2))
{
pet_ch->SpecificEffectPacket (lua_tostring(L, 2));
}
return 0;
}
void RegisterPetFunctionTable()
{
luaL_reg pet_functions[] =
{
{ "summon", pet_summon },
{ "unsummon", pet_unsummon },
{ "is_summon", pet_is_summon },
{ "count_summoned", pet_count_summoned },
{ "spawn_effect", pet_spawn_effect },
{ NULL, NULL }
};
CQuestManager::instance().AddLuaFunctionTable("pet", pet_functions);
}
#endif
}