server/game/src/questlua_horse.cpp
2022-03-05 12:44:06 +02:00

317 lines
7.0 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"
#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
{
//
// "horse" Lua functions
//
int horse_is_riding(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
if (ch->IsHorseRiding())
lua_pushnumber(L, 1);
else
lua_pushnumber(L, 0);
return 1;
}
int horse_is_summon(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
if (NULL != ch)
{
lua_pushboolean(L, (ch->GetHorse() != NULL) ? true : false);
}
else
{
lua_pushboolean(L, false);
}
return 1;
}
int horse_ride(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
ch->StartRiding();
return 0;
}
int horse_unride(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
ch->StopRiding();
return 0;
}
int horse_summon(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
// 소환하면 멀리서부터 달려오는지 여부
bool bFromFar = lua_isboolean(L, 1) ? lua_toboolean(L, 1) : false;
// 소환수의 vnum
DWORD horseVnum= lua_isnumber(L, 2) ? lua_tonumber(L, 2) : 0;
const char* name = lua_isstring(L, 3) ? lua_tostring(L, 3) : 0;
ch->HorseSummon(true, bFromFar, horseVnum, name);
return 0;
}
int horse_unsummon(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
ch->HorseSummon(false);
return 0;
}
int horse_is_mine(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
LPCHARACTER horse = CQuestManager::instance().GetCurrentNPCCharacterPtr();
lua_pushboolean(L, horse && horse->GetRider() == ch);
return 1;
}
int horse_set_level(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
if (!lua_isnumber(L, 1))
return 0;
int newlevel = MINMAX(0, (int)lua_tonumber(L, 1), HORSE_MAX_LEVEL);
ch->SetHorseLevel(newlevel);
ch->ComputePoints();
ch->SkillLevelPacket();
return 0;
}
int horse_get_level(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
lua_pushnumber(L, ch->GetHorseLevel());
return 1;
}
int horse_advance(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
if (ch->GetHorseLevel() >= HORSE_MAX_LEVEL)
return 0;
ch->SetHorseLevel(ch->GetHorseLevel() + 1);
ch->ComputePoints();
ch->SkillLevelPacket();
return 0;
}
int horse_get_health(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
if (ch->GetHorseLevel())
lua_pushnumber(L, ch->GetHorseHealth());
else
lua_pushnumber(L, 0);
return 1;
}
int horse_get_health_pct(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
int pct = MINMAX(0, ch->GetHorseHealth() * 100 / ch->GetHorseMaxHealth(), 100);
sys_log(1, "horse.get_health_pct %d", pct);
if (ch->GetHorseLevel())
lua_pushnumber(L, pct);
else
lua_pushnumber(L, 0);
return 1;
}
int horse_get_stamina(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
if (ch->GetHorseLevel())
lua_pushnumber(L, ch->GetHorseStamina());
else
lua_pushnumber(L, 0);
return 1;
}
int horse_get_stamina_pct(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
int pct = MINMAX(0, ch->GetHorseStamina() * 100 / ch->GetHorseMaxStamina(), 100);
sys_log(1, "horse.get_stamina_pct %d", pct);
if (ch->GetHorseLevel())
lua_pushnumber(L, pct);
else
lua_pushnumber(L, 0);
return 1;
}
int horse_get_grade(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
lua_pushnumber(L, ch->GetHorseGrade());
return 1;
}
int horse_is_dead(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
lua_pushboolean(L, ch->GetHorseHealth()<=0);
return 1;
}
int horse_revive(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
if (ch->GetHorseLevel() > 0 && ch->GetHorseHealth() <= 0)
{
ch->ReviveHorse();
}
return 0;
}
int horse_feed(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
//DWORD dwHorseFood = ch->GetHorseLevel() + ITEM_HORSE_FOOD_1 - 1;
if (ch->GetHorseLevel() > 0 && ch->GetHorseHealth() > 0)
{
ch->FeedHorse();
}
return 0;
}
int horse_set_name(lua_State* L)
{
// 리턴값
// 0 : 소유한 말이 없다
// 1 : 잘못된 이름이다
// 2 : 이름 바꾸기 성공
if ( lua_isstring(L, -1) != true ) return 0;
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
if ( ch->GetHorseLevel() > 0 )
{
const char* pHorseName = lua_tostring(L, -1);
if ( pHorseName == NULL || check_name(pHorseName) == 0 )
{
lua_pushnumber(L, 1);
}
else
{
int nHorseNameDuration = test_server == true ? 60*5 : 60*60*24*30;
ch->SetQuestFlag("horse_name.valid_till", get_global_time() + nHorseNameDuration);
ch->AddAffect(AFFECT_HORSE_NAME, 0, 0, 0, PASSES_PER_SEC(nHorseNameDuration), 0, true);
CHorseNameManager::instance().UpdateHorseName(ch->GetPlayerID(), lua_tostring(L, -1), true);
ch->HorseSummon(false, true);
ch->HorseSummon(true, true);
lua_pushnumber(L, 2);
}
}
else
{
lua_pushnumber(L, 0);
}
return 1;
}
int horse_get_name(lua_State* L)
{
LPCHARACTER ch = CQuestManager::instance().GetCurrentCharacterPtr();
if ( ch != NULL )
{
const char* pHorseName = CHorseNameManager::instance().GetHorseName(ch->GetPlayerID());
if ( pHorseName != NULL )
{
lua_pushstring(L, pHorseName);
return 1;
}
}
lua_pushstring(L, "");
return 1;
}
void RegisterHorseFunctionTable()
{
luaL_reg horse_functions[] =
{
{ "is_mine", horse_is_mine },
{ "is_riding", horse_is_riding },
{ "is_summon", horse_is_summon },
{ "ride", horse_ride },
{ "unride", horse_unride },
{ "summon", horse_summon },
{ "unsummon", horse_unsummon },
{ "advance", horse_advance },
{ "get_level", horse_get_level },
{ "set_level", horse_set_level },
{ "get_health", horse_get_health },
{ "get_health_pct", horse_get_health_pct },
{ "get_stamina", horse_get_stamina },
{ "get_stamina_pct",horse_get_stamina_pct },
{ "get_grade", horse_get_grade },
{ "is_dead", horse_is_dead },
{ "revive", horse_revive },
{ "feed", horse_feed },
{ "set_name", horse_set_name },
{ "get_name", horse_get_name },
{ NULL, NULL }
};
CQuestManager::instance().AddLuaFunctionTable("horse", horse_functions);
}
}