forgottenserver/data/scripts/lib/create_functions.lua

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revscriptsys (#2558) * initial revscriptsys creates a new folder called 'scripts' in the data folder. lua files placed in the 'scripts' or sub folders will automaticly get registered on load with the right setup ofcourse. Registering happens in the lua file itself, doesn't require xml settings. lua files can be deactivated by placing a '#' infront of the filename ex: '#positions.lua' it wont get loaded then. Currently it supports: -Actions -TalkActions -CreatureEvents -GlobalEvents -MoveEvents There is still stuff on the todo list but they'll get added sooner or later. Co-Authored-By: Sam <thesumm@users.noreply.github.com> * compiler fixes added boost-filesystem to appveyor.yml fixed a few more compiler errors. * cleanup on script.cpp removed using namespace for std / boost filesystem * some fixes had to make adjustment so lua callbacks and xml settings work alongside and don't crash the server * small fixes on movements & function additions Have to revert the function + callback for stepin/stepout & additem/removeitem as it doesn't make sense on the second look and might cause a stackoverflow I've also reworked the equip/dequip so it doesn't get double calls. It'll first check if functions return true if not it won't bother to read the callback accidently used an old spellbook.lua added :aid(ids) :uid(ids) functions for MoveEvents * revert to 'using' functions and suggestion of Djarek Could revert most of movements.h made the declaration of the static functions more clear Co-Authored-By: Damian Jarek <djarek@users.noreply.github.com> * small fixes removed commentary from movement.cpp added newline for position.lua reworked spellbook.lua with table.concat * Monster handler & other stuff - MonsterType's can now be created through lua functions. - added an interface to create MonsterType's easily through lua files (register_monster_type.lua) - added #example.lua in 'scripts\monsters\' - renamed action vector functions for a better standard - renamed _lib folder to lib, this folder gets now loaded when the other lib folder gets loaded aswell - moved loading lua scripts out of the scriptfilemanager, we need to load everything after monsters etc. is loaded so MonsterType script manipulation does work - added Loot() & MonsterSpell() metatables * fix compiler error * forgot to remove test code removed test outfit from MonsterType * small changes - added createFunctions(class) it virtually creates the get/set functions for the class passed on - 'events' folder in monsters is excluded from auto parsing files, as we load callbacks for specific monsters which have an eventFile set to 'true' or 'filename' in this folder. * compiler error fix * minor change on createFunctions * stripping path string * added Game.createMonsterType(name) and small fixes - added Game.createMonsterType(name) - reworked MonsterType(name) to return nil if the MonsterType does not exist, so we don't suddenly create a MonsterType if we do not even want to. - changed reinterpret_cast to static_cast * config.lua option for console - added an option to disable scripts console logging, it can be disabled by placing 'showScriptsLogInConsole = false' into config.lua * initial revscriptsys creates a new folder called 'scripts' in the data folder. lua files placed in the 'scripts' or sub folders will automaticly get registered on load with the right setup ofcourse. Registering happens in the lua file itself, doesn't require xml settings. lua files can be deactivated by placing a '#' infront of the filename ex: '#positions.lua' it wont get loaded then. Currently it supports: -Actions -TalkActions -CreatureEvents -GlobalEvents -MoveEvents There is still stuff on the todo list but they'll get added sooner or later. Co-Authored-By: Sam <thesumm@users.noreply.github.com> cleanup on script.cpp removed using namespace for std / boost filesystem small fixes on movements & function additions Have to revert the function + callback for stepin/stepout & additem/removeitem as it doesn't make sense on the second look and might cause a stackoverflow I've also reworked the equip/dequip so it doesn't get double calls. It'll first check if functions return true if not it won't bother to read the callback accidently used an old spellbook.lua added :aid(ids) :uid(ids) functions for MoveEvents Monster handler & other stuff - MonsterType's can now be created through lua functions. - added an interface to create MonsterType's easily through lua files (register_monster_type.lua) - added #example.lua in 'scripts\monsters\' - renamed action vector functions for a better standard - renamed _lib folder to lib, this folder gets now loaded when the other lib folder gets loaded aswell - moved loading lua scripts out of the scriptfilemanager, we need to load everything after monsters etc. is loaded so MonsterType script manipulation does work - added Loot() & MonsterSpell() metatables small changes - added createFunctions(class) it virtually creates the get/set functions for the class passed on - 'events' folder in monsters is excluded from auto parsing files, as we load callbacks for specific monsters which have an eventFile set to 'true' or 'filename' in this folder. stripping path string added Game.createMonsterType(name) and small fixes - added Game.createMonsterType(name) - reworked MonsterType(name) to return nil if the MonsterType does not exist, so we don't suddenly create a MonsterType if we do not even want to. - changed reinterpret_cast to static_cast config.lua option for console - added an option to disable scripts console logging, it can be disabled by placing 'showScriptsLogInConsole = false' into config.lua
2019-04-16 16:33:38 +02:00
createFunctions(MonsterType) -- creates get/set functions for MonsterType
Revscriptsys Spells (#2584) * Spell handling through lua - Basics are done, but this is still wip * work on reload for spell - just a few tiny changes * spell __newindex function - this include __newindex for spell - Spell does now return Userdata instead of tabledata * added Spell Functions - It includes all necessary Spell functions now * made use of dynamic_cast - There is still a cleanup todo, there are still several const_cast which I need to switch over - applied createFunctions for Spell * added a few safety checks - cleaned up some functions - changed const_cast to dynamic_cast - exclusive InstantSpell & RuneSpell functions will not crash the server if not used appropriate * erased duplicate - erased duplicated g_spells->clear(true); * enabled strings on Spell creation - now you can use Spell("rune") & Spell("instant") aswell * shortened down luaSpellGroup - created stringToSpellGroup(), so I could get rid of repetitive stuff. * combined charges and hasCharges - if we set a rune :charges(1) or higher it'll automaticly mean that it should use charges aswell. However if we don't set :charges or :charges(0) it means the rune is infinite. * Final Spell handling - changed so Spells are getting pushed as Spell now and not as InstantSpell or RuneSpell - corrected the methods :allowFarUse :blockWalls and :checkFloor - corrected RuneSpell* Spells::getRuneSpell(uint32_t id) it now can be accessed by either runeId or spellId - corrected InstantSpell* Spells::getInstantSpellById(uint32_t spellId) it now returns the correct InstantSpell * compiler error fix * little update - removed switch since it's just SPELL_INSTANT and SPELL_RUNE anyway - changed RuneSpell* Spells::getRuneSpell(uint32_t id) so it doesn't try to re initialize it again * Spells #example.lua - added Spells #example.lua * safety move - moved those 2 variables inside the if statements for safety.
2019-05-26 21:16:33 +02:00
createFunctions(Spell) -- creates get/set functions for Spell