/* EQ2Emulator: Everquest II Server Emulator Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net) This file is part of EQ2Emulator. EQ2Emulator is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. EQ2Emulator is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with EQ2Emulator. If not, see . */ #include "LuaInterface.h" #include "LuaFunctions.h" #include "WorldDatabase.h" #include "SpellProcess.h" #include "../common/Log.h" #ifndef WIN32 #include #include #include #include #include #else #include #endif extern WorldDatabase database; LuaInterface::LuaInterface() { shutting_down = false; spawn_scripts_reloading = false; MDebugClients.SetName("LuaInterface::MDebugClients"); MSpells.SetName("LuaInterface::MSpells"); MSpawnScripts.SetName("LuaInterface::MSpawnScripts"); MZoneScripts.SetName("LuaInterface::MZoneScripts"); MQuests.SetName("LuaInterface::MQuests"); MLUAUserData.SetName("LuaInterface::MLUAUserData"); MLUAMain.SetName("LuaInterface::MLUAMain"); MItemScripts.SetName("LuaInterface::MItemScripts"); MSpellDelete.SetName("LuaInterface::MSpellDelete"); MCustomSpell.SetName("LuaInterface::MCustomSpell"); MRegionScripts.SetName("LuaInterface::MRegionScripts"); user_data_timer = new Timer(20000); user_data_timer->Start(); spell_delete_timer = new Timer(5000); spell_delete_timer->Start(); } #ifdef WIN32 vector* LuaInterface::GetDirectoryListing(const char* directory) { vector* ret = new vector; WIN32_FIND_DATA fdata; HANDLE dhandle; char buf[MAX_PATH]; snprintf(buf, sizeof(buf), "%s\\*", directory); if((dhandle = FindFirstFile(buf, &fdata)) == INVALID_HANDLE_VALUE) { safe_delete(ret); return 0; } ret->push_back(string(fdata.cFileName)); while(1) { if(FindNextFile(dhandle, &fdata)) { ret->push_back(string(fdata.cFileName)); } else{ if(GetLastError() == ERROR_NO_MORE_FILES) { break; } else { safe_delete(ret); FindClose(dhandle); return 0; } } } if(FindClose(dhandle) == 0) { safe_delete(ret); return 0; } return ret; } #else vector* LuaInterface::GetDirectoryListing(const char* directory) { vector* ret = new vector; DIR *dp; struct dirent *ep; dp = opendir (directory); if (dp != NULL){ while ((ep = readdir (dp))) ret->push_back(string(ep->d_name)); (void) closedir (dp); } else { safe_delete(ret); return 0; } return ret; } #endif LuaInterface::~LuaInterface() { shutting_down = true; MLUAMain.lock(); DestroySpells(); DestroySpawnScripts(); DestroyQuests(); DestroyItemScripts(); DestroyZoneScripts(); DestroyRegionScripts(); DeleteUserDataPtrs(true); DeletePendingSpells(true); safe_delete(user_data_timer); safe_delete(spell_delete_timer); } int LuaInterface::GetNumberOfArgs(lua_State* state) { return lua_gettop(state); } void LuaInterface::Process() { if(shutting_down) return; MLUAMain.lock(); if(user_data_timer && user_data_timer->Check()) DeleteUserDataPtrs(false); if(spell_delete_timer && spell_delete_timer->Check()) DeletePendingSpells(false); MLUAMain.unlock(); } void LuaInterface::DestroySpells() { map::iterator itr; MSpells.lock(); for(itr = spells.begin(); itr != spells.end(); itr++){ lua_close(itr->second->state); safe_delete(itr->second); } spells.clear(); MSpells.unlock(); } void LuaInterface::DestroyQuests(bool reload) { map::iterator itr; MQuests.lock(); for(itr = quest_states.begin(); itr != quest_states.end(); itr++){ safe_delete(quests[itr->first]); lua_close(itr->second); } quests.clear(); quest_states.clear(); map::iterator mutex_itr; for(mutex_itr = quests_mutex.begin(); mutex_itr != quests_mutex.end(); mutex_itr++){ safe_delete(mutex_itr->second); } quests_mutex.clear(); if(reload) database.LoadQuests(); MQuests.unlock(); } void LuaInterface::DestroyItemScripts() { map >::iterator itr; map::iterator state_itr; Mutex* mutex = 0; MItemScripts.writelock(__FUNCTION__, __LINE__); for(itr = item_scripts.begin(); itr != item_scripts.end(); itr++){ mutex = GetItemScriptMutex(itr->first.c_str()); mutex->writelock(__FUNCTION__, __LINE__); for(state_itr = itr->second.begin(); state_itr != itr->second.end(); state_itr++) lua_close(state_itr->first); mutex->releasewritelock(__FUNCTION__, __LINE__); safe_delete(mutex); } item_scripts.clear(); item_inverse_scripts.clear(); item_scripts_mutex.clear(); MItemScripts.releasewritelock(__FUNCTION__, __LINE__); } void LuaInterface::DestroySpawnScripts() { map >::iterator itr; map::iterator state_itr; Mutex* mutex = 0; MSpawnScripts.writelock(__FUNCTION__, __LINE__); for(itr = spawn_scripts.begin(); itr != spawn_scripts.end(); itr++){ mutex = GetSpawnScriptMutex(itr->first.c_str()); mutex->writelock(__FUNCTION__, __LINE__); for(state_itr = itr->second.begin(); state_itr != itr->second.end(); state_itr++) lua_close(state_itr->first); mutex->releasewritelock(__FUNCTION__, __LINE__); safe_delete(mutex); } spawn_scripts.clear(); spawn_inverse_scripts.clear(); spawn_scripts_mutex.clear(); MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__); } void LuaInterface::DestroyZoneScripts() { map >::iterator itr; map::iterator state_itr; Mutex* mutex = 0; MZoneScripts.writelock(__FUNCTION__, __LINE__); for (itr = zone_scripts.begin(); itr != zone_scripts.end(); itr++){ mutex = GetZoneScriptMutex(itr->first.c_str()); mutex->writelock(__FUNCTION__, __LINE__); for(state_itr = itr->second.begin(); state_itr != itr->second.end(); state_itr++) lua_close(state_itr->first); mutex->releasewritelock(__FUNCTION__, __LINE__); safe_delete(mutex); } zone_scripts.clear(); zone_inverse_scripts.clear(); zone_scripts_mutex.clear(); MZoneScripts.releasewritelock(__FUNCTION__, __LINE__); } void LuaInterface::DestroyRegionScripts() { map >::iterator itr; map::iterator state_itr; Mutex* mutex = 0; MRegionScripts.writelock(__FUNCTION__, __LINE__); for (itr = region_scripts.begin(); itr != region_scripts.end(); itr++){ mutex = GetRegionScriptMutex(itr->first.c_str()); mutex->writelock(__FUNCTION__, __LINE__); for(state_itr = itr->second.begin(); state_itr != itr->second.end(); state_itr++) lua_close(state_itr->first); mutex->releasewritelock(__FUNCTION__, __LINE__); safe_delete(mutex); } region_scripts.clear(); region_inverse_scripts.clear(); region_scripts_mutex.clear(); MRegionScripts.releasewritelock(__FUNCTION__, __LINE__); } void LuaInterface::ReloadSpells() { DestroySpells(); database.LoadSpellScriptData(); } bool LuaInterface::LoadLuaSpell(const char* name) { LuaSpell* spell = 0; string lua_script = string(name); if (lua_script.find(".lua") == string::npos) lua_script.append(".lua"); lua_State* state = LoadLuaFile(lua_script.c_str()); if(state){ spell = new LuaSpell; spell->file_name = lua_script; spell->state = state; spell->spell = 0; spell->caster = 0; spell->initial_target = 0; spell->resisted = false; spell->interrupted = false; spell->last_spellattack_hit = false; spell->crit = false; spell->MSpellTargets.SetName("LuaSpell.MSpellTargets"); spell->cancel_after_all_triggers = false; spell->num_triggers = 0; spell->had_triggers = false; spell->had_dmg_remaining = false; spell->slot_pos = 0; spell->damage_remaining = 0; spell->effect_bitmask = 0; MSpells.lock(); if (spells.count(lua_script) > 0) { lua_close(spells[lua_script]->state); safe_delete(spells[lua_script]); } spells[lua_script] = spell; MSpells.unlock(); return true; } return false; } bool LuaInterface::LoadLuaSpell(string name) { return LoadLuaSpell(name.c_str()); } bool LuaInterface::LoadItemScript(string name) { return LoadItemScript(name.c_str()); } bool LuaInterface::LoadItemScript(const char* name) { bool ret = false; if(name){ lua_State* state = LoadLuaFile(name); if(state){ MItemScripts.writelock(__FUNCTION__, __LINE__); item_scripts[name][state] = false; MItemScripts.releasewritelock(__FUNCTION__, __LINE__); ret = true; } } return ret; } bool LuaInterface::LoadSpawnScript(const char* name) { bool ret = false; if(name){ lua_State* state = LoadLuaFile(name); if(state){ MSpawnScripts.writelock(__FUNCTION__, __LINE__); spawn_scripts[name][state] = false; MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__); ret = true; } } return ret; } bool LuaInterface::LoadZoneScript(const char* name) { bool ret = false; if (name) { lua_State* state = LoadLuaFile(name); if (state) { MZoneScripts.writelock(__FUNCTION__, __LINE__); zone_scripts[name][state] = false; MZoneScripts.releasewritelock(__FUNCTION__, __LINE__); ret = true; } } return ret; } bool LuaInterface::LoadRegionScript(const char* name) { bool ret = false; if (name) { lua_State* state = LoadLuaFile(name); if (state) { MRegionScripts.writelock(__FUNCTION__, __LINE__); region_scripts[name][state] = false; MRegionScripts.releasewritelock(__FUNCTION__, __LINE__); ret = true; } } return ret; } void LuaInterface::ProcessErrorMessage(const char* message) { MDebugClients.lock(); vector delete_clients; map::iterator itr; for(itr = debug_clients.begin(); itr != debug_clients.end(); itr++){ if((Timer::GetCurrentTime2() - itr->second) > 60000) delete_clients.push_back(itr->first); else itr->first->Message(CHANNEL_COLOR_RED, "LUA Error: %s", message); } for(int32 i=0;iGetQuestID()) == 0){ ret = new Mutex(); quests_mutex[quest->GetQuestID()] = ret; ret->SetName(string("Quest::").append(quest->GetName())); } else ret = quests_mutex[quest->GetQuestID()]; MQuests.unlock(); return ret; } void LuaInterface::CallQuestFunction(Quest* quest, const char* function, Spawn* player, int32 step_id) { if(shutting_down) return; lua_State* state = 0; if(quest){ LogWrite(LUA__DEBUG, 0, "LUA", "Quest: %s, function: %s", quest->GetName(), function); Mutex* mutex = GetQuestMutex(quest); mutex->lock(); if(quest_states.count(quest->GetQuestID()) > 0) state = quest_states[quest->GetQuestID()]; if(state){ int8 arg_count = 3; lua_getglobal(state, function); SetQuestValue(state, quest); Spawn* spawn = player->GetZone()->GetSpawnByDatabaseID(quest->GetQuestGiver()); SetSpawnValue(state, spawn); SetSpawnValue(state, player); if(step_id != 0xFFFFFFFF){ SetInt32Value(state, step_id); arg_count++; } if(lua_pcall(state, arg_count, 0, 0) != 0){ LogError("%s: Error processing quest function '%s': %s ", GetScriptName(state), function, lua_tostring(state, -1)); lua_pop(state, 1); mutex->unlock(); return; } } mutex->unlock(); LogWrite(LUA__DEBUG, 0, "LUA", "Done!"); } } Quest* LuaInterface::LoadQuest(int32 id, const char* name, const char* type, const char* zone, int8 level, const char* description, char* script_name) { if(shutting_down) return 0; lua_State* state = LoadLuaFile(script_name); Quest* quest = 0; if(state){ quest = new Quest(id); if (name) quest->SetName(string(name)); if (type) quest->SetType(string(type)); if (zone) quest->SetZone(string(zone)); quest->SetLevel(level); if (description) quest->SetDescription(string(description)); lua_getglobal(state, "Init"); SetQuestValue(state, quest); if(lua_pcall(state, 1, 0, 0) != 0){ LogError("Error processing Quest \"%s\" (%u): %s", name ? name : "unknown", id, lua_tostring(state, -1)); lua_pop(state, 1); safe_delete(quest); return 0; } if(!quest->GetName()){ safe_delete(quest); return 0; } quest_states[id] = state; quests[id] = quest; } return quest; } const char* LuaInterface::GetScriptName(lua_State* state) { map::iterator itr; MItemScripts.writelock(__FUNCTION__, __LINE__); itr = item_inverse_scripts.find(state); if (itr != item_inverse_scripts.end()) { const char* scriptName = itr->second.c_str(); MItemScripts.releasewritelock(__FUNCTION__, __LINE__); return scriptName; } MItemScripts.releasewritelock(__FUNCTION__, __LINE__); MSpawnScripts.writelock(__FUNCTION__, __LINE__); itr = spawn_inverse_scripts.find(state); if (itr != spawn_inverse_scripts.end()) { const char* scriptName = itr->second.c_str(); MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__); return scriptName; } MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__); MZoneScripts.writelock(__FUNCTION__, __LINE__); itr = zone_inverse_scripts.find(state); if (itr != zone_inverse_scripts.end()) { const char* scriptName = itr->second.c_str(); MZoneScripts.releasewritelock(__FUNCTION__, __LINE__); return scriptName; } MZoneScripts.releasewritelock(__FUNCTION__, __LINE__); MRegionScripts.writelock(__FUNCTION__, __LINE__); itr = region_inverse_scripts.find(state); if (itr != region_inverse_scripts.end()) { const char* scriptName = itr->second.c_str(); MRegionScripts.releasewritelock(__FUNCTION__, __LINE__); return scriptName; } MRegionScripts.releasewritelock(__FUNCTION__, __LINE__); MSpells.lock(); LuaSpell* spell = GetCurrentSpell(state); if (spell) { const char* fileName = (spell->file_name.length() > 0) ? spell->file_name.c_str() : ""; MSpells.unlock(); return fileName; } MSpells.unlock(); return ""; } bool LuaInterface::LoadSpawnScript(string name) { return LoadSpawnScript(name.c_str()); } bool LuaInterface::LoadZoneScript(string name) { return LoadZoneScript(name.c_str()); } bool LuaInterface::LoadRegionScript(string name) { return LoadRegionScript(name.c_str()); } void LuaInterface::AddSpawnPointers(LuaSpell* spell, bool first_cast, bool precast, const char* function, SpellScriptTimer* timer, bool passLuaSpell) { if (function) lua_getglobal(spell->state, function); else if (precast) lua_getglobal(spell->state, "precast"); else if(first_cast) lua_getglobal(spell->state, "cast"); else lua_getglobal(spell->state, "tick"); if(passLuaSpell) SetSpellValue(spell->state, spell); Spawn* temp_spawn = 0; if (timer && timer->caster && spell->caster) temp_spawn = spell->caster->GetZone()->GetSpawnByID(timer->caster); if (temp_spawn) SetSpawnValue(spell->state, temp_spawn); else if (spell->caster) SetSpawnValue(spell->state, spell->caster); temp_spawn = 0; if (timer && timer->target && spell->caster) temp_spawn = spell->caster->GetZone()->GetSpawnByID(timer->target); if (temp_spawn) SetSpawnValue(spell->state, temp_spawn); else { if(spell->caster && spell->caster->GetZone() != nullptr && spell->initial_target) { // easier to debug target id as ptr Spawn* new_target = spell->caster->GetZone()->GetSpawnByID(spell->initial_target); SetSpawnValue(spell->state, new_target); } else if(spell->caster && spell->caster->GetTarget()) SetSpawnValue(spell->state, spell->caster->GetTarget()); else SetSpawnValue(spell->state, 0); } } LuaSpell* LuaInterface::GetCurrentSpell(lua_State* state) { if(current_spells.count(state) > 0) return current_spells[state]; return 0; } bool LuaInterface::CallSpellProcess(LuaSpell* spell, int8 num_parameters) { if(shutting_down || !spell || !spell->caster) return false; MSpells.lock(); current_spells[spell->state] = spell; MSpells.unlock(); if(lua_pcall(spell->state, num_parameters, 0, 0) != 0){ LogError("Error running %s", lua_tostring(spell->state, -1)); lua_pop(spell->state, 1); RemoveSpell(spell, false); return false; } return true; } void LuaInterface::RemoveSpawnScript(const char* name) { lua_State* state = 0; Mutex* mutex = GetSpawnScriptMutex(name); while((state = GetSpawnScript(name, false))){ mutex->writelock(__FUNCTION__, __LINE__); lua_close(state); spawn_scripts[name].erase(state); mutex->releasewritelock(__FUNCTION__, __LINE__); } MSpawnScripts.writelock(__FUNCTION__, __LINE__); spawn_scripts.erase(name); MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__); } bool LuaInterface::CallItemScript(lua_State* state, int8 num_parameters) { if(shutting_down) return false; if(!state || lua_pcall(state, num_parameters, 0, 0) != 0){ if (state){ const char* err = lua_tostring(state, -1); LogError("%s: %s", GetScriptName(state), err); lua_pop(state, 1); } return false; } return true; } bool LuaInterface::CallSpawnScript(lua_State* state, int8 num_parameters) { if(shutting_down) return false; if(!state || lua_pcall(state, num_parameters, 0, 0) != 0){ if (state){ const char* err = lua_tostring(state, -1); LogError("%s: %s", GetScriptName(state), err); lua_pop(state, 1); } return false; } return true; } bool LuaInterface::CallZoneScript(lua_State* state, int8 num_parameters) { if(shutting_down) return false; if (!state || lua_pcall(state, num_parameters, 0, 0) != 0) { if (state){ const char* err = lua_tostring(state, -1); LogError("%s: %s", GetScriptName(state), err); lua_pop(state, 1); } return false; } return true; } bool LuaInterface::CallRegionScript(lua_State* state, int8 num_parameters, int32* returnValue) { if(shutting_down) return false; if (!state || lua_pcall(state, num_parameters, 1, 0) != 0) { if (state){ const char* err = lua_tostring(state, -1); LogError("%s: %s", GetScriptName(state), err); lua_pop(state, 1); } return false; } int32 result = 0; if (lua_isnumber(state, -1)) { result = (int32)lua_tonumber(state, -1); lua_pop(state, 1); } if(returnValue) *returnValue = result; return true; } lua_State* LuaInterface::LoadLuaFile(const char* name) { if(shutting_down) return 0; lua_State* state = luaL_newstate(); luaL_openlibs(state); if(luaL_dofile(state, name) == 0){ RegisterFunctions(state); return state; } else{ LogError("Error loading %s (file name: '%s')", lua_tostring(state, -1), name); lua_pop(state, 1); lua_close(state); } return 0; } void LuaInterface::RemoveSpell(LuaSpell* spell, bool call_remove_function, bool can_delete, string reason) { if(shutting_down) return; if(call_remove_function){ lua_getglobal(spell->state, "remove"); LUASpawnWrapper* spawn_wrapper = new LUASpawnWrapper(); spawn_wrapper->spawn = spell->caster; AddUserDataPtr(spawn_wrapper); lua_pushlightuserdata(spell->state, spawn_wrapper); if(spell->caster && (spell->initial_target || spell->caster->GetTarget())){ spawn_wrapper = new LUASpawnWrapper(); if(!spell->initial_target) spawn_wrapper->spawn = spell->caster->GetTarget(); else spawn_wrapper->spawn = spell->caster->GetZone()->GetSpawnByID(spell->initial_target); AddUserDataPtr(spawn_wrapper); lua_pushlightuserdata(spell->state, spawn_wrapper); } else lua_pushlightuserdata(spell->state, 0); if (spell->caster && !spell->caster->Alive()) reason = "dead"; lua_pushstring(spell->state, (char*)reason.c_str()); MSpells.lock(); current_spells[spell->state] = spell; MSpells.unlock(); lua_pcall(spell->state, 3, 0, 0); ResetFunctionStack(spell->state); } spell->MSpellTargets.readlock(__FUNCTION__, __LINE__); for (int8 i = 0; i < spell->targets.size(); i++) { Spawn* target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i)); if (!target || !target->IsEntity()) continue; ((Entity*)target)->RemoveProc(0, spell); } spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__); // we need to make sure all memory is purged for a copied spell, its only used once if (spell->spell->IsCopiedSpell()) can_delete = true; if (can_delete) { AddPendingSpellDelete(spell); } if (spell->caster) { spell->caster->GetZone()->GetSpellProcess()->RemoveSpellScriptTimerBySpell(spell, false); spell->caster->RemoveProc(0, spell); spell->caster->RemoveMaintainedSpell(spell); } } void LuaInterface::RegisterFunctions(lua_State* state) { lua_register(state, "SetHP", EQ2Emu_lua_SetCurrentHP); lua_register(state, "SetMaxHP", EQ2Emu_lua_SetMaxHP); lua_register(state, "SetMaxHPBase", EQ2Emu_lua_SetMaxHPBase); lua_register(state, "SetPower", EQ2Emu_lua_SetCurrentPower); lua_register(state, "SetMaxPower", EQ2Emu_lua_SetMaxPower); lua_register(state, "SetMaxPowerBase", EQ2Emu_lua_SetMaxPowerBase); lua_register(state, "SetPosition", EQ2Emu_lua_SetPosition); lua_register(state, "SetHeading", EQ2Emu_lua_SetHeading); lua_register(state, "SetModelType", EQ2Emu_lua_SetModelType); lua_register(state, "SetAdventureClass", EQ2Emu_lua_SetAdventureClass); lua_register(state, "SetTradeskillClass", EQ2Emu_lua_SetTradeskillClass); lua_register(state, "SetMount", EQ2Emu_lua_SetMount); lua_register(state, "SetMountColor", EQ2Emu_lua_SetMountColor); lua_register(state, "GetMount", EQ2Emu_lua_GetMount); lua_register(state, "GetRace", EQ2Emu_lua_GetRace); lua_register(state, "GetRaceName", EQ2Emu_lua_GetRaceName); lua_register(state, "GetClass", EQ2Emu_lua_GetClass); lua_register(state, "GetClassName", EQ2Emu_lua_GetClassName); lua_register(state, "GetArchetypeName", EQ2Emu_lua_GetArchetypeName); lua_register(state, "SetSpeed", EQ2Emu_lua_SetSpeed); lua_register(state, "ModifyPower", EQ2Emu_lua_ModifyPower); lua_register(state, "ModifyHP", EQ2Emu_lua_ModifyHP); lua_register(state, "GetDistance", EQ2Emu_lua_GetDistance); lua_register(state, "GetHeading", EQ2Emu_lua_GetHeading); lua_register(state, "GetLevel", EQ2Emu_lua_GetLevel); lua_register(state, "GetHP", EQ2Emu_lua_GetCurrentHP); lua_register(state, "GetMaxHP", EQ2Emu_lua_GetMaxHP); lua_register(state, "GetMaxHPBase", EQ2Emu_lua_GetMaxHPBase); lua_register(state, "GetMaxPower", EQ2Emu_lua_GetMaxPower); lua_register(state, "GetMaxPowerBase", EQ2Emu_lua_GetMaxPowerBase); lua_register(state, "GetName", EQ2Emu_lua_GetName); lua_register(state, "GetPower", EQ2Emu_lua_GetCurrentPower); lua_register(state, "GetX", EQ2Emu_lua_GetX); lua_register(state, "GetY", EQ2Emu_lua_GetY); lua_register(state, "GetZ", EQ2Emu_lua_GetZ); lua_register(state, "GetSpawnID", EQ2Emu_lua_GetSpawnID); lua_register(state, "GetSpawnGroupID", EQ2Emu_lua_GetSpawnGroupID); lua_register(state, "SetSpawnGroupID", EQ2Emu_lua_SetSpawnGroupID); lua_register(state, "GetSpawnLocationID", EQ2Emu_lua_GetSpawnLocationID); lua_register(state, "GetSpawnLocationPlacementID", EQ2Emu_lua_GetSpawnLocationPlacementID); lua_register(state, "CreateSpawnList", EQ2Emu_lua_CreateSpawnList); lua_register(state, "AddSpawnToSpawnList", EQ2Emu_lua_AddSpawnToSpawnList); lua_register(state, "RemoveSpawnFromSpawnList", EQ2Emu_lua_RemoveSpawnFromSpawnList); lua_register(state, "GetSpawnListBySpawnID", EQ2Emu_lua_GetSpawnListBySpawnID); lua_register(state, "GetSpawnFromList", EQ2Emu_lua_GetSpawnFromList); lua_register(state, "GetSpawnListSize", EQ2Emu_lua_GetSpawnListSize); lua_register(state, "SetFactionID", EQ2Emu_lua_SetFactionID); lua_register(state, "GetFactionID", EQ2Emu_lua_GetFactionID); lua_register(state, "GetFactionAmount", EQ2Emu_lua_GetFactionAmount); lua_register(state, "GetGender", EQ2Emu_lua_GetGender); lua_register(state, "GetTarget", EQ2Emu_lua_GetTarget); lua_register(state, "HasFreeSlot", EQ2Emu_lua_HasFreeSlot); lua_register(state, "HasItemEquipped", EQ2Emu_lua_HasItemEquipped); lua_register(state, "GetEquippedItemByID", EQ2Emu_lua_GetEquippedItemByID); lua_register(state, "SetEquippedItemByID", EQ2Emu_lua_SetEquippedItemByID); lua_register(state, "SetEquippedItem", EQ2Emu_lua_SetEquippedItem); lua_register(state, "UnequipSlot", EQ2Emu_lua_UnequipSlot); lua_register(state, "SetEquipment", EQ2Emu_lua_SetEquipment); lua_register(state, "GetEquippedItemBySlot", EQ2Emu_lua_GetEquippedItemBySlot); lua_register(state, "GetItemByID", EQ2Emu_lua_GetItemByID); lua_register(state, "GetItemType", EQ2Emu_lua_GetItemType); lua_register(state, "GetSpellName", EQ2Emu_lua_GetSpellName); lua_register(state, "PerformCameraShake", EQ2Emu_lua_PerformCameraShake); lua_register(state, "GetModelType", EQ2Emu_lua_GetModelType); lua_register(state, "GetSpeed", EQ2Emu_lua_GetSpeed); lua_register(state, "HasMoved", EQ2Emu_lua_HasMoved); lua_register(state, "SpellDamage", EQ2Emu_lua_SpellDamage); lua_register(state, "CastSpell", EQ2Emu_lua_CastSpell); lua_register(state, "SpellHeal", EQ2Emu_lua_SpellHeal); lua_register(state, "SpellHealPct", EQ2Emu_lua_SpellHealPct); lua_register(state, "AddItem", EQ2Emu_lua_AddItem); lua_register(state, "SummonItem", EQ2Emu_lua_SummonItem); lua_register(state, "RemoveItem", EQ2Emu_lua_RemoveItem); lua_register(state, "HasItem", EQ2Emu_lua_HasItem); lua_register(state, "SpawnMob", EQ2Emu_lua_Spawn); lua_register(state, "SummonPet", EQ2Emu_lua_SummonPet); lua_register(state, "AddSpawnAccess", EQ2Emu_lua_AddSpawnAccess); lua_register(state, "GetZone", EQ2Emu_lua_GetZone); lua_register(state, "GetZoneName", EQ2Emu_lua_GetZoneName); lua_register(state, "GetZoneID", EQ2Emu_lua_GetZoneID); lua_register(state, "Zone", EQ2Emu_lua_Zone); lua_register(state, "AddHate", EQ2Emu_lua_AddHate); lua_register(state, "IsAlive", EQ2Emu_lua_IsAlive); lua_register(state, "IsInCombat", EQ2Emu_lua_IsInCombat); lua_register(state, "Attack", EQ2Emu_lua_Attack); lua_register(state, "ApplySpellVisual", EQ2Emu_lua_ApplySpellVisual); lua_register(state, "IsPlayer", EQ2Emu_lua_IsPlayer); lua_register(state, "GetCharacterID", EQ2Emu_lua_GetCharacterID); lua_register(state, "FaceTarget", EQ2Emu_lua_FaceTarget); lua_register(state, "MoveToLocation", EQ2Emu_lua_MoveToLocation); lua_register(state, "ClearRunningLocations", EQ2Emu_lua_ClearRunningLocations); lua_register(state, "Shout", EQ2Emu_lua_Shout); lua_register(state, "Say", EQ2Emu_lua_Say); lua_register(state, "SayOOC", EQ2Emu_lua_SayOOC); lua_register(state, "Emote", EQ2Emu_lua_Emote); lua_register(state, "MovementLoopAddLocation", EQ2Emu_lua_MovementLoopAdd); // do not remove this function, it is already heavily used by the content team lua_register(state, "MovementLoopAdd", EQ2Emu_lua_MovementLoopAdd); lua_register(state, "GetCurrentZoneSafeLocation", EQ2Emu_lua_GetCurrentZoneSafeLocation); lua_register(state, "AddTimer", EQ2Emu_lua_AddTimer); lua_register(state, "Harvest", EQ2Emu_lua_Harvest); lua_register(state, "SetAttackable", EQ2Emu_lua_SetAttackable); lua_register(state, "AddSpellBonus", EQ2Emu_lua_AddSpellBonus); lua_register(state, "RemoveSpellBonus", EQ2Emu_lua_RemoveSpellBonus); lua_register(state, "AddSkillBonus", EQ2Emu_lua_AddSkillBonus); lua_register(state, "RemoveSkillBonus", EQ2Emu_lua_RemoveSkillBonus); lua_register(state, "AddControlEffect", EQ2Emu_lua_AddControlEffect); lua_register(state, "RemoveControlEffect", EQ2Emu_lua_RemoveControlEffect); lua_register(state, "HasControlEffect", EQ2Emu_lua_HasControlEffect); lua_register(state, "GetBaseAggroRadius", EQ2Emu_lua_GetBaseAggroRadius); lua_register(state, "GetAggroRadius", EQ2Emu_lua_GetAggroRadius); lua_register(state, "SetAggroRadius", EQ2Emu_lua_SetAggroRadius); lua_register(state, "GetCurrentZoneSafeLocation", EQ2Emu_lua_GetCurrentZoneSafeLocation); lua_register(state, "SetDeity", EQ2Emu_lua_SetDeity); lua_register(state, "GetDeity", EQ2Emu_lua_GetDeity); lua_register(state, "GetInt", EQ2Emu_lua_GetInt); lua_register(state, "GetWis", EQ2Emu_lua_GetWis); lua_register(state, "GetSta", EQ2Emu_lua_GetSta); lua_register(state, "GetStr", EQ2Emu_lua_GetStr); lua_register(state, "GetAgi", EQ2Emu_lua_GetAgi); lua_register(state, "SetInt", EQ2Emu_lua_SetInt); lua_register(state, "SetWis", EQ2Emu_lua_SetWis); lua_register(state, "SetSta", EQ2Emu_lua_SetSta); lua_register(state, "SetStr", EQ2Emu_lua_SetStr); lua_register(state, "SetAgi", EQ2Emu_lua_SetAgi); lua_register(state, "GetIntBase", EQ2Emu_lua_GetIntBase); lua_register(state, "GetWisBase", EQ2Emu_lua_GetWisBase); lua_register(state, "GetStaBase", EQ2Emu_lua_GetStaBase); lua_register(state, "GetStrBase", EQ2Emu_lua_GetStrBase); lua_register(state, "GetAgiBase", EQ2Emu_lua_GetAgiBase); lua_register(state, "SetIntBase", EQ2Emu_lua_SetIntBase); lua_register(state, "SetWisBase", EQ2Emu_lua_SetWisBase); lua_register(state, "SetStaBase", EQ2Emu_lua_SetStaBase); lua_register(state, "SetStrBase", EQ2Emu_lua_SetStrBase); lua_register(state, "SetAgiBase", EQ2Emu_lua_SetAgiBase); lua_register(state, "GetSpawn", EQ2Emu_lua_GetSpawn); lua_register(state, "GetVariableValue", EQ2Emu_lua_GetVariableValue); lua_register(state, "GetCoinMessage", EQ2Emu_lua_GetCoinMessage); lua_register(state, "GetSpawnByGroupID", EQ2Emu_lua_GetSpawnByGroupID); lua_register(state, "GetSpawnByLocationID", EQ2Emu_lua_GetSpawnByLocationID); lua_register(state, "PlayFlavor", EQ2Emu_lua_PlayFlavor); lua_register(state, "PlaySound", EQ2Emu_lua_PlaySound); lua_register(state, "PlayVoice", EQ2Emu_lua_PlayVoice); lua_register(state, "PlayAnimation", EQ2Emu_lua_PlayAnimation); lua_register(state, "AddLootItem", EQ2Emu_lua_AddLootItem); lua_register(state, "HasLootItem", EQ2Emu_lua_HasLootItem); lua_register(state, "RemoveLootItem", EQ2Emu_lua_RemoveLootItem); lua_register(state, "AddLootCoin", EQ2Emu_lua_AddLootCoin); lua_register(state, "GiveLoot", EQ2Emu_lua_GiveLoot); lua_register(state, "HasPendingLootItem", EQ2Emu_lua_HasPendingLootItem); lua_register(state, "HasPendingLoot", EQ2Emu_lua_HasPendingLoot); lua_register(state, "SetLootCoin", EQ2Emu_lua_SetLootCoin); lua_register(state, "GetLootCoin", EQ2Emu_lua_GetLootCoin); lua_register(state, "SetPlayerProximityFunction", EQ2Emu_lua_SetPlayerProximityFunction); lua_register(state, "SetLocationProximityFunction", EQ2Emu_lua_SetLocationProximityFunction); lua_register(state, "CreateConversation", EQ2Emu_lua_CreateConversation); lua_register(state, "AddConversationOption", EQ2Emu_lua_AddConversationOption); lua_register(state, "StartConversation", EQ2Emu_lua_StartConversation); lua_register(state, "CloseConversation", EQ2Emu_lua_CloseConversation); lua_register(state, "CloseItemConversation", EQ2Emu_lua_CloseItemConversation); //lua_register(state, "StartItemConversation", EQ2Emu_lua_StartItemConversation); lua_register(state, "StartDialogConversation", EQ2Emu_lua_StartDialogConversation); lua_register(state, "SendStateCommand", EQ2Emu_lua_SendStateCommand); lua_register(state, "SpawnSet", EQ2Emu_lua_SpawnSet); lua_register(state, "SpawnSetByDistance", EQ2Emu_lua_SpawnSetByDistance); lua_register(state, "SpawnMove", EQ2Emu_lua_SpawnMove); lua_register(state, "KillSpawn", EQ2Emu_lua_KillSpawn); lua_register(state, "KillSpawnByDistance", EQ2Emu_lua_KillSpawnByDistance); lua_register(state, "Despawn", EQ2Emu_lua_Despawn); lua_register(state, "ChangeHandIcon", EQ2Emu_lua_ChangeHandIcon); lua_register(state, "SetVisualFlag", EQ2Emu_lua_SetVisualFlag); lua_register(state, "SetInfoFlag", EQ2Emu_lua_SetInfoFlag); lua_register(state, "IsBindAllowed", EQ2Emu_lua_IsBindAllowed); lua_register(state, "IsGateAllowed", EQ2Emu_lua_IsGateAllowed); lua_register(state, "Bind", EQ2Emu_lua_Bind); lua_register(state, "Gate", EQ2Emu_lua_Gate); lua_register(state, "SendMessage", EQ2Emu_lua_SendMessage); lua_register(state, "SendPopUpMessage", EQ2Emu_lua_SendPopUpMessage); lua_register(state, "SetServerControlFlag", EQ2Emu_lua_SetServerControlFlag); lua_register(state, "ToggleTracking", EQ2Emu_lua_ToggleTracking); lua_register(state, "AddPrimaryEntityCommand", EQ2Emu_lua_AddPrimaryEntityCommand); lua_register(state, "AddSpellBookEntry", EQ2Emu_lua_AddSpellBookEntry); lua_register(state, "HasSpell", EQ2Emu_lua_HasSpell); lua_register(state, "Interrupt", EQ2Emu_lua_Interrupt); lua_register(state, "Stealth", EQ2Emu_lua_Stealth); lua_register(state, "IsInvis", EQ2Emu_lua_IsInvis); lua_register(state, "IsStealthed", EQ2Emu_lua_IsStealthed); lua_register(state, "AddSpawnIDAccess", EQ2Emu_lua_AddSpawnIDAccess); lua_register(state, "RemoveSpawnIDAccess", EQ2Emu_lua_RemoveSpawnIDAccess); lua_register(state, "HasRecipeBook", EQ2Emu_lua_HasRecipeBook); lua_register(state, "SetRequiredQuest", EQ2Emu_lua_SetRequiredQuest); lua_register(state, "SetRequiredHistory", EQ2Emu_lua_SetRequiredHistory); lua_register(state, "SetStepComplete", EQ2Emu_lua_SetStepComplete); lua_register(state, "AddStepProgress", EQ2Emu_lua_AddStepProgress); lua_register(state, "UpdateQuestTaskGroupDescription", EQ2Emu_lua_UpdateQuestTaskGroupDescription); lua_register(state, "GetTaskGroupStep", EQ2Emu_lua_GetTaskGroupStep); lua_register(state, "GetQuestStep", EQ2Emu_lua_GetQuestStep); lua_register(state, "QuestStepIsComplete", EQ2Emu_lua_QuestStepIsComplete); lua_register(state, "RegisterQuest", EQ2Emu_lua_RegisterQuest); lua_register(state, "SetQuestPrereqLevel", EQ2Emu_lua_SetQuestPrereqLevel); lua_register(state, "AddQuestPrereqQuest", EQ2Emu_lua_AddQuestPrereqQuest); lua_register(state, "AddQuestPrereqItem", EQ2Emu_lua_AddQuestPrereqItem); lua_register(state, "AddQuestPrereqFaction", EQ2Emu_lua_AddQuestPrereqFaction); lua_register(state, "AddQuestPrereqRace", EQ2Emu_lua_AddQuestPrereqRace); lua_register(state, "AddQuestPrereqModelType", EQ2Emu_lua_AddQuestPrereqModelType); lua_register(state, "AddQuestPrereqClass", EQ2Emu_lua_AddQuestPrereqClass); lua_register(state, "AddQuestPrereqTradeskillLevel", EQ2Emu_lua_AddQuestPrereqTradeskillLevel); lua_register(state, "AddQuestPrereqTradeskillClass", EQ2Emu_lua_AddQuestPrereqTradeskillClass); lua_register(state, "AddQuestSelectableRewardItem", EQ2Emu_lua_AddQuestSelectableRewardItem); lua_register(state, "HasQuestRewardItem", EQ2Emu_lua_HasQuestRewardItem); lua_register(state, "AddQuestRewardItem", EQ2Emu_lua_AddQuestRewardItem); lua_register(state, "AddQuestRewardCoin", EQ2Emu_lua_AddQuestRewardCoin); lua_register(state, "AddQuestRewardFaction", EQ2Emu_lua_AddQuestRewardFaction); lua_register(state, "SetQuestRewardStatus", EQ2Emu_lua_SetQuestRewardStatus); lua_register(state, "SetQuestRewardComment", EQ2Emu_lua_SetQuestRewardComment); lua_register(state, "SetQuestRewardExp", EQ2Emu_lua_SetQuestRewardExp); lua_register(state, "AddQuestStepKill", EQ2Emu_lua_AddQuestStepKill); lua_register(state, "AddQuestStep", EQ2Emu_lua_AddQuestStep); lua_register(state, "AddQuestStepChat", EQ2Emu_lua_AddQuestStepChat); lua_register(state, "AddQuestStepObtainItem", EQ2Emu_lua_AddQuestStepObtainItem); lua_register(state, "AddQuestStepLocation", EQ2Emu_lua_AddQuestStepLocation); lua_register(state, "AddQuestStepSpell", EQ2Emu_lua_AddQuestStepSpell); lua_register(state, "AddQuestStepCraft", EQ2Emu_lua_AddQuestStepCraft); lua_register(state, "AddQuestStepHarvest", EQ2Emu_lua_AddQuestStepHarvest); lua_register(state, "AddQuestStepCompleteAction", EQ2Emu_lua_AddQuestStepCompleteAction); lua_register(state, "AddQuestStepProgressAction", EQ2Emu_lua_AddQuestStepProgressAction); lua_register(state, "SetQuestCompleteAction", EQ2Emu_lua_SetQuestCompleteAction); lua_register(state, "GiveQuestReward", EQ2Emu_lua_GiveQuestReward); lua_register(state, "GiveImmediateQuestReward", EQ2Emu_lua_GiveImmediateQuestReward); lua_register(state, "UpdateQuestStepDescription", EQ2Emu_lua_UpdateQuestStepDescription); lua_register(state, "UpdateQuestDescription", EQ2Emu_lua_UpdateQuestDescription); lua_register(state, "UpdateQuestZone", EQ2Emu_lua_UpdateQuestZone); lua_register(state, "SetCompletedDescription", EQ2Emu_lua_SetCompletedDescription); lua_register(state, "OfferQuest", EQ2Emu_lua_OfferQuest); lua_register(state, "ProvidesQuest", EQ2Emu_lua_ProvidesQuest); lua_register(state, "HasQuest", EQ2Emu_lua_HasQuest); lua_register(state, "HasCompletedQuest", EQ2Emu_lua_HasCompletedQuest); lua_register(state, "QuestIsComplete", EQ2Emu_lua_QuestIsComplete); lua_register(state, "QuestReturnNPC", EQ2Emu_lua_QuestReturnNPC); lua_register(state, "GetQuest", EQ2Emu_lua_GetQuest); lua_register(state, "HasCollectionsToHandIn", EQ2Emu_lua_HasCollectionsToHandIn); lua_register(state, "HandInCollections", EQ2Emu_lua_HandInCollections); lua_register(state, "UseWidget", EQ2Emu_lua_UseWidget); lua_register(state, "SetSpellList", EQ2Emu_lua_SetSpellList); lua_register(state, "GetPet", EQ2Emu_lua_GetPet); lua_register(state, "Charm", EQ2Emu_lua_Charm); lua_register(state, "GetGroup", EQ2Emu_lua_GetGroup); lua_register(state, "SetCompleteFlag", EQ2Emu_lua_SetCompleteFlag); lua_register(state, "SetQuestYellow", EQ2Emu_lua_SetQuestYellow); lua_register(state, "CanReceiveQuest", EQ2Emu_lua_CanReceiveQuest); lua_register(state, "AddTransportSpawn", EQ2Emu_lua_AddTransportSpawn); // Option window lua_register(state, "CreateOptionWindow", EQ2Emu_lua_CreateOptionWindow); lua_register(state, "AddOptionWindowOption", EQ2Emu_lua_AddOptionWindowOption); lua_register(state, "SendOptionWindow", EQ2Emu_lua_SendOptionWindow); lua_register(state, "GetTradeskillClass", EQ2Emu_lua_GetTradeskillClass); lua_register(state, "GetTradeskillLevel", EQ2Emu_lua_GetTradeskillLevel); lua_register(state, "GetTradeskillClassName", EQ2Emu_lua_GetTradeskillClassName); lua_register(state, "SetTradeskillLevel", EQ2Emu_lua_SetTradeskillLevel); lua_register(state, "SummonDeityPet", EQ2Emu_lua_SummonDeityPet); lua_register(state, "SummonCosmeticPet", EQ2Emu_lua_SummonCosmeticPet); lua_register(state, "DismissPet", EQ2Emu_lua_DismissPet); lua_register(state, "GetCharmedPet", EQ2Emu_lua_GetCharmedPet); lua_register(state, "GetDeityPet", EQ2Emu_lua_GetDeityPet); lua_register(state, "GetCosmeticPet", EQ2Emu_lua_GetCosmeticPet); lua_register(state, "SetQuestFeatherColor", EQ2Emu_lua_SetQuestFeatherColor); lua_register(state, "RemoveSpawnAccess", EQ2Emu_lua_RemoveSpawnAccess); lua_register(state, "SpawnByLocationID", EQ2Emu_lua_SpawnByLocationID); lua_register(state, "CastEntityCommand", EQ2Emu_lua_CastEntityCommand); lua_register(state, "SetLuaBrain", EQ2Emu_lua_SetLuaBrain); lua_register(state, "SetBrainTick", EQ2Emu_lua_SetBrainTick); lua_register(state, "SetFollowTarget", EQ2Emu_lua_SetFollowTarget); lua_register(state, "GetFollowTarget", EQ2Emu_lua_GetFollowTarget); lua_register(state, "ToggleFollow", EQ2Emu_lua_ToggleFollow); lua_register(state, "IsFollowing", EQ2Emu_lua_IsFollowing); lua_register(state, "SetTempVariable", EQ2Emu_lua_SetTempVariable); lua_register(state, "GetTempVariable", EQ2Emu_lua_GetTempVariable); lua_register(state, "GiveQuestItem", EQ2Emu_lua_GiveQuestItem); lua_register(state, "SetQuestRepeatable", EQ2Emu_lua_SetQuestRepeatable); lua_register(state, "AddWaypoint", EQ2Emu_lua_AddWaypoint); lua_register(state, "RemoveWaypoint", EQ2Emu_lua_RemoveWaypoint); lua_register(state, "SendWaypoints", EQ2Emu_lua_SendWaypoints); lua_register(state, "AddWard", EQ2Emu_lua_AddWard); lua_register(state, "AddToWard", EQ2Emu_lua_AddToWard); lua_register(state, "RemoveWard", EQ2Emu_lua_RemoveWard); lua_register(state, "GetWardAmountLeft", EQ2Emu_lua_GetWardAmountLeft); lua_register(state, "GetWardValue", EQ2Emu_lua_GetWardValue); lua_register(state, "SetTarget", EQ2Emu_lua_SetTarget); lua_register(state, "IsPet", EQ2Emu_lua_IsPet); lua_register(state, "GetOwner", EQ2Emu_lua_GetOwner); lua_register(state, "SetInCombat", EQ2Emu_lua_SetInCombat); lua_register(state, "CompareSpawns", EQ2Emu_lua_CompareSpawns); lua_register(state, "Runback", EQ2Emu_lua_Runback); lua_register(state, "GetRunbackDistance", EQ2Emu_lua_GetRunbackDistance); lua_register(state, "IsCasting", EQ2Emu_lua_IsCasting); lua_register(state, "IsMezzed", EQ2Emu_lua_IsMezzed); lua_register(state, "IsStunned", EQ2Emu_lua_IsStunned); lua_register(state, "IsMezzedOrStunned", EQ2Emu_lua_IsMezzedOrStunned); lua_register(state, "ProcessSpell", EQ2Emu_lua_ProcessSpell); lua_register(state, "ProcessMelee", EQ2Emu_lua_ProcessMelee); lua_register(state, "HasRecovered", EQ2Emu_lua_HasRecovered); lua_register(state, "GetEncounterSize", EQ2Emu_lua_GetEncounterSize); lua_register(state, "GetMostHated", EQ2Emu_lua_GetMostHated); lua_register(state, "ClearHate", EQ2Emu_lua_ClearHate); lua_register(state, "ClearEncounter", EQ2Emu_lua_ClearEncounter); lua_register(state, "GetEncounter", EQ2Emu_lua_GetEncounter); lua_register(state, "GetHateList", EQ2Emu_lua_GetHateList); lua_register(state, "HasGroup", EQ2Emu_lua_HasGroup); lua_register(state, "HasSpellEffect", EQ2Emu_lua_HasSpellEffect); lua_register(state, "SetSuccessTimer", EQ2Emu_lua_SetSuccessTimer); lua_register(state, "SetFailureTimer", EQ2Emu_lua_SetFailureTimer); lua_register(state, "IsGroundSpawn", EQ2Emu_lua_IsGroundSpawn); lua_register(state, "CanHarvest", EQ2Emu_lua_CanHarvest); lua_register(state, "SummonDumbFirePet", EQ2Emu_lua_SummonDumbFirePet); lua_register(state, "GetSkillValue", EQ2Emu_lua_GetSkillValue); lua_register(state, "GetSkillMaxValue", EQ2Emu_lua_GetSkillMaxValue); lua_register(state, "GetSkillName", EQ2Emu_lua_GetSkillName); lua_register(state, "SetSkillMaxValue", EQ2Emu_lua_SetSkillMaxValue); lua_register(state, "SetSkillValue", EQ2Emu_lua_SetSkillValue); lua_register(state, "GetSkill", EQ2Emu_lua_GetSkill); lua_register(state, "GetSkillIDByName", EQ2Emu_lua_GetSkillIDByName); lua_register(state, "HasSkill", EQ2Emu_lua_HasSkill); lua_register(state, "AddSkill", EQ2Emu_lua_AddSkill); lua_register(state, "IncreaseSkillCapsByType", EQ2Emu_lua_IncreaseSkillCapsByType); lua_register(state, "RemoveSkill", EQ2Emu_lua_RemoveSkill); lua_register(state, "AddProc", EQ2Emu_lua_AddProc); lua_register(state, "RemoveProc", EQ2Emu_lua_RemoveProc); lua_register(state, "Knockback", EQ2Emu_lua_Knockback); lua_register(state, "IsEpic", EQ2Emu_lua_IsEpic); lua_register(state, "IsHeroic", EQ2Emu_lua_IsHeroic); lua_register(state, "ProcDamage", EQ2Emu_lua_ProcDamage); lua_register(state, "LastSpellAttackHit", EQ2Emu_lua_LastSpellAttackHit); lua_register(state, "IsBehind", EQ2Emu_lua_IsBehind); lua_register(state, "IsFlanking", EQ2Emu_lua_IsFlanking); lua_register(state, "AddSpellTimer", EQ2Emu_lua_AddSpellTimer); lua_register(state, "GetItemCount", EQ2Emu_lua_GetItemCount); lua_register(state, "SetItemCount", EQ2Emu_lua_SetItemCount); lua_register(state, "Resurrect", EQ2Emu_lua_Resurrect); lua_register(state, "BreatheUnderwater", EQ2Emu_lua_BreatheUnderwater); lua_register(state, "BlurVision", EQ2Emu_lua_BlurVision); lua_register(state, "SetVision", EQ2Emu_lua_SetVision); lua_register(state, "GetItemSkillReq", EQ2Emu_lua_GetItemSkillReq); lua_register(state, "SetSpeedMultiplier", EQ2Emu_lua_SetSpeedMultiplier); lua_register(state, "SetIllusion", EQ2Emu_lua_SetIllusion); lua_register(state, "ResetIllusion", EQ2Emu_lua_ResetIllusion); lua_register(state, "AddThreatTransfer", EQ2Emu_lua_AddThreatTransfer); lua_register(state, "RemoveThreatTransfer", EQ2Emu_lua_RemoveThreatTransfer); lua_register(state, "CureByType", EQ2Emu_lua_CureByType); lua_register(state, "CureByControlEffect", EQ2Emu_lua_CureByControlEffect); lua_register(state, "AddSpawnSpellBonus", EQ2Emu_lua_AddSpawnSpellBonus); lua_register(state, "RemoveSpawnSpellBonus", EQ2Emu_lua_RemoveSpawnSpellBonus); lua_register(state, "CancelSpell", EQ2Emu_lua_CancelSpell); lua_register(state, "RemoveStealth", EQ2Emu_lua_RemoveStealth); lua_register(state, "RemoveInvis", EQ2Emu_lua_RemoveInvis); lua_register(state, "StartHeroicOpportunity", EQ2Emu_lua_StartHeroicOpportunity); lua_register(state, "CopySpawnAppearance", EQ2Emu_lua_CopySpawnAppearance); lua_register(state, "SetSpellTriggerCount", EQ2Emu_lua_SetSpellTriggerCount); lua_register(state, "GetSpellTriggerCount", EQ2Emu_lua_GetSpellTriggerCount); lua_register(state, "RemoveTriggerFromSpell", EQ2Emu_lua_RemoveTriggerFromSpell); lua_register(state, "HasSpellImmunity", EQ2Emu_lua_HasSpellImmunity); lua_register(state, "AddImmunitySpell", EQ2Emu_lua_AddImmunitySpell); lua_register(state, "RemoveImmunitySpell", EQ2Emu_lua_RemoveImmunitySpell); lua_register(state, "SetSpellSnareValue", EQ2Emu_lua_SetSpellSnareValue); lua_register(state, "CheckRaceType", EQ2Emu_lua_CheckRaceType); lua_register(state, "GetRaceType", EQ2Emu_lua_GetRaceType); lua_register(state, "GetRaceBaseType", EQ2Emu_lua_GetRaceBaseType); lua_register(state, "GetQuestFlags", EQ2Emu_lua_GetQuestFlags); lua_register(state, "SetQuestFlags", EQ2Emu_lua_SetQuestFlags); lua_register(state, "SetQuestTimer", EQ2Emu_lua_SetQuestTimer); lua_register(state, "RemoveQuestStep", EQ2Emu_lua_RemoveQuestStep); lua_register(state, "ResetQuestStep", EQ2Emu_lua_ResetQuestStep); lua_register(state, "SetQuestTimerComplete", EQ2Emu_lua_SetQuestTimerComplete); lua_register(state, "AddQuestStepFailureAction", EQ2Emu_lua_AddQuestStepFailureAction); lua_register(state, "SetStepFailed", EQ2Emu_lua_SetStepFailed); lua_register(state, "GetQuestCompleteCount", EQ2Emu_lua_GetQuestCompleteCount); lua_register(state, "SetServerVariable", EQ2Emu_lua_SetServerVariable); lua_register(state, "GetServerVariable", EQ2Emu_lua_GetServerVariable); lua_register(state, "HasLanguage", EQ2Emu_lua_HasLanguage); lua_register(state, "AddLanguage", EQ2Emu_lua_AddLanguage); lua_register(state, "IsNight", EQ2Emu_lua_IsNight); lua_register(state, "AddMultiFloorLift", EQ2Emu_lua_AddMultiFloorLift); lua_register(state, "StartAutoMount", EQ2Emu_lua_StartAutoMount); lua_register(state, "EndAutoMount", EQ2Emu_lua_EndAutoMount); lua_register(state, "IsOnAutoMount", EQ2Emu_lua_IsOnAutoMount); lua_register(state, "SetPlayerHistory", EQ2Emu_lua_SetPlayerHistory); lua_register(state, "GetPlayerHistory", EQ2Emu_lua_GetPlayerHistory); lua_register(state, "SetGridID", EQ2Emu_lua_SetGridID); lua_register(state, "GetQuestStepProgress", EQ2Emu_lua_GetQuestStepProgress); lua_register(state, "SetPlayerLevel", EQ2Emu_lua_SetPlayerLevel); lua_register(state, "AddCoin", EQ2Emu_lua_AddCoin); lua_register(state, "RemoveCoin", EQ2Emu_lua_RemoveCoin); lua_register(state, "GetPlayersInZone", EQ2Emu_lua_GetPlayersInZone); lua_register(state, "SpawnGroupByID", EQ2Emu_lua_SpawnGroupByID); lua_register(state, "SetSpawnAnimation", EQ2Emu_lua_SetSpawnAnimation); lua_register(state, "GetClientVersion", EQ2Emu_lua_GetClientVersion); lua_register(state, "GetItemID", EQ2Emu_lua_GetItemID); lua_register(state, "IsEntity", EQ2Emu_lua_IsEntity); lua_register(state, "GetOrigX", EQ2Emu_lua_GetOrigX); lua_register(state, "GetOrigY", EQ2Emu_lua_GetOrigY); lua_register(state, "GetOrigZ", EQ2Emu_lua_GetOrigZ); lua_register(state, "GetPCTOfHP", EQ2Emu_lua_GetPCTOfHP); lua_register(state, "GetPCTOfPower", EQ2Emu_lua_GetPCTOfPower); lua_register(state, "GetBoundZoneID", EQ2Emu_lua_GetBoundZoneID); lua_register(state, "Evac", EQ2Emu_lua_Evac); lua_register(state, "GetSpellTier", EQ2Emu_lua_GetSpellTier); lua_register(state, "GetSpellID", EQ2Emu_lua_GetSpellID); lua_register(state, "StartTransmute", EQ2Emu_lua_StartTransmute); lua_register(state, "CompleteTransmute", EQ2Emu_lua_CompleteTransmute); lua_register(state, "ProcHate", EQ2Emu_lua_ProcHate); lua_register(state, "GetRandomSpawnByID", EQ2Emu_lua_GetRandomSpawnByID); lua_register(state, "ShowLootWindow", EQ2Emu_lua_ShowLootWindow); lua_register(state, "AddPrimaryEntityCommandAllSpawns", EQ2Emu_lua_AddPrimaryEntityCommandAllSpawns); lua_register(state, "InstructionWindow", EQ2Emu_lua_InstructionWindow); lua_register(state, "InstructionWindowClose", EQ2Emu_lua_InstructionWindowClose); lua_register(state, "InstructionWindowGoal", EQ2Emu_lua_InstructionWindowGoal); lua_register(state, "ShowWindow", EQ2Emu_lua_ShowWindow); lua_register(state, "FlashWindow", EQ2Emu_lua_FlashWindow); lua_register(state, "EnableGameEvent", EQ2Emu_lua_EnableGameEvent); lua_register(state, "GetTutorialStep", EQ2Emu_lua_GetTutorialStep); lua_register(state, "SetTutorialStep", EQ2Emu_lua_SetTutorialStep); lua_register(state, "DisplayText", EQ2Emu_lua_DisplayText); lua_register(state, "GiveExp", EQ2Emu_lua_GiveExp); lua_register(state, "CheckLOS", EQ2Emu_lua_CheckLOS); lua_register(state, "CheckLOSByCoordinates", EQ2Emu_lua_CheckLOSByCoordinates); lua_register(state, "SetZoneExpansionFlag", EQ2Emu_lua_SetZoneExpansionFlag); lua_register(state, "GetZoneExpansionFlag", EQ2Emu_lua_GetZoneExpansionFlag); lua_register(state, "SetZoneHolidayFlag", EQ2Emu_lua_SetZoneHolidayFlag); lua_register(state, "GetZoneHolidayFlag", EQ2Emu_lua_GetZoneHolidayFlag); lua_register(state, "AddSpawnProximity", EQ2Emu_lua_AddSpawnProximity); lua_register(state, "CanSeeInvis", EQ2Emu_lua_CanSeeInvis); lua_register(state, "SetSeeInvis", EQ2Emu_lua_SetSeeInvis); lua_register(state, "SetSeeHide", EQ2Emu_lua_SetSeeHide); lua_register(state, "SetAccessToEntityCommand", EQ2Emu_lua_SetAccessToEntityCommand); lua_register(state, "SetAccessToEntityCommandByCharID", EQ2Emu_lua_SetAccessToEntityCommandByCharID); lua_register(state, "RemovePrimaryEntityCommand", EQ2Emu_lua_RemovePrimaryEntityCommand); lua_register(state, "SendUpdateDefaultCommand", EQ2Emu_lua_SendUpdateDefaultCommand); lua_register(state, "SendTransporters", EQ2Emu_lua_SendTransporters); lua_register(state, "SetTemporaryTransportID", EQ2Emu_lua_SetTemporaryTransportID); lua_register(state, "GetTemporaryTransportID", EQ2Emu_lua_GetTemporaryTransportID); lua_register(state, "SetAlignment", EQ2Emu_lua_SetAlignment); lua_register(state, "GetAlignment", EQ2Emu_lua_GetAlignment); lua_register(state, "GetSpell", EQ2Emu_lua_GetSpell); lua_register(state, "GetSpellData", EQ2Emu_lua_GetSpellData); lua_register(state, "SetSpellData", EQ2Emu_lua_SetSpellData); lua_register(state, "CastCustomSpell", EQ2Emu_lua_CastCustomSpell); lua_register(state, "SetSpellDataIndex", EQ2Emu_lua_SetSpellDataIndex); lua_register(state, "GetSpellDataIndex", EQ2Emu_lua_GetSpellDataIndex); lua_register(state, "SetSpellDisplayEffect", EQ2Emu_lua_SetSpellDisplayEffect); lua_register(state, "GetSpellDisplayEffect", EQ2Emu_lua_GetSpellDisplayEffect); lua_register(state, "InWater", EQ2Emu_lua_InWater); lua_register(state, "InLava", EQ2Emu_lua_InLava); lua_register(state, "DamageSpawn", EQ2Emu_lua_DamageSpawn); lua_register(state, "IsInvulnerable", EQ2Emu_lua_IsInvulnerable); lua_register(state, "SetInvulnerable", EQ2Emu_lua_SetInvulnerable); lua_register(state, "GetRuleFlagBool", EQ2Emu_lua_GetRuleFlagBool); lua_register(state, "GetRuleFlagInt32", EQ2Emu_lua_GetRuleFlagInt32); lua_register(state, "GetRuleFlagFloat", EQ2Emu_lua_GetRuleFlagFloat); lua_register(state, "GetAAInfo", EQ2Emu_lua_GetAAInfo); lua_register(state, "SetAAInfo", EQ2Emu_lua_SetAAInfo); lua_register(state, "AddMasterTitle", EQ2Emu_lua_AddMasterTitle); lua_register(state, "AddCharacterTitle", EQ2Emu_lua_AddCharacterTitle); lua_register(state, "SetCharacterTitleSuffix", EQ2Emu_lua_SetCharacterTitleSuffix); lua_register(state, "SetCharacterTitlePrefix", EQ2Emu_lua_SetCharacterTitlePrefix); lua_register(state, "ResetCharacterTitleSuffix", EQ2Emu_lua_ResetCharacterTitleSuffix); lua_register(state, "ResetCharacterTitlePrefix", EQ2Emu_lua_ResetCharacterTitlePrefix); lua_register(state, "GetInfoStructString", EQ2Emu_lua_GetInfoStructString); lua_register(state, "GetInfoStructUInt", EQ2Emu_lua_GetInfoStructUInt); lua_register(state, "GetInfoStructSInt", EQ2Emu_lua_GetInfoStructSInt); lua_register(state, "GetInfoStructFloat", EQ2Emu_lua_GetInfoStructFloat); lua_register(state, "SetInfoStructString", EQ2Emu_lua_SetInfoStructString); lua_register(state, "SetInfoStructUInt", EQ2Emu_lua_SetInfoStructUInt); lua_register(state, "SetInfoStructSInt", EQ2Emu_lua_SetInfoStructSInt); lua_register(state, "SetInfoStructFloat", EQ2Emu_lua_SetInfoStructFloat); lua_register(state, "SetCharSheetChanged", EQ2Emu_lua_SetCharSheetChanged); lua_register(state, "AddPlayerMail", EQ2Emu_lua_AddPlayerMail); lua_register(state, "AddPlayerMailByCharID", EQ2Emu_lua_AddPlayerMailByCharID); lua_register(state, "OpenDoor", EQ2Emu_lua_OpenDoor); lua_register(state, "CloseDoor", EQ2Emu_lua_CloseDoor); lua_register(state, "IsOpen", EQ2Emu_lua_IsOpen); lua_register(state, "MakeRandomInt", EQ2Emu_lua_MakeRandomInt); lua_register(state, "MakeRandomFloat", EQ2Emu_lua_MakeRandomFloat); lua_register(state, "AddIconValue", EQ2Emu_lua_AddIconValue); lua_register(state, "RemoveIconValue", EQ2Emu_lua_RemoveIconValue); lua_register(state, "GetShardID", EQ2Emu_lua_GetShardID); lua_register(state, "GetShardCharID", EQ2Emu_lua_GetShardCharID); lua_register(state, "GetShardCreatedTimestamp", EQ2Emu_lua_GetShardCreatedTimestamp); lua_register(state, "DeleteDBShardID", EQ2Emu_lua_DeleteDBShardID); lua_register(state, "PauseMovement", EQ2Emu_lua_PauseMovement); lua_register(state, "GetArrowColor", EQ2Emu_lua_GetArrowColor); lua_register(state, "GetTSArrowColor", EQ2Emu_lua_GetTSArrowColor); } void LuaInterface::LogError(const char* error, ...) { va_list argptr; char buffer[4096]; va_start(argptr, error); vsnprintf(buffer, sizeof(buffer), error, argptr); va_end(argptr); SimpleLogError(buffer); } void LuaInterface::SimpleLogError(const char* error) { ProcessErrorMessage(error); LogWrite(LUA__ERROR, 0, "LUA", "%s", error); } void LuaInterface::ResetFunctionStack(lua_State* state) { lua_settop(state, 0); } void LuaInterface::AddUserDataPtr(LUAUserData* data) { MLUAUserData.lock(); user_data[data] = Timer::GetCurrentTime2() + 300000; //allow a function to use this pointer for 5 minutes MLUAUserData.unlock(); } void LuaInterface::DeletePendingSpells(bool all) { MSpellDelete.lock(); if (spells_pending_delete.size() > 0) { int32 time = Timer::GetCurrentTime2(); map::iterator itr; vector tmp_deletes; vector::iterator del_itr; for (itr = spells_pending_delete.begin(); itr != spells_pending_delete.end(); itr++) { if (all || time >= itr->second) tmp_deletes.push_back(itr->first); } LuaSpell* spell = 0; for (del_itr = tmp_deletes.begin(); del_itr != tmp_deletes.end(); del_itr++) { spell = *del_itr; spells_pending_delete.erase(spell); if (spell->spell->IsCopiedSpell()) { RemoveCustomSpell(spell->spell->GetSpellID()); safe_delete(spell->spell); } safe_delete(spell); } } MSpellDelete.unlock(); } void LuaInterface::DeletePendingSpell(LuaSpell* spell) { MSpellDelete.lock(); if (spells_pending_delete.size() > 0) { map::iterator itr = spells_pending_delete.find(spell); if (itr != spells_pending_delete.end()) spells_pending_delete.erase(itr); } MSpellDelete.unlock(); } void LuaInterface::DeleteUserDataPtrs(bool all) { MLUAUserData.lock(); if(user_data.size() > 0){ map::iterator itr; int32 time = Timer::GetCurrentTime2(); vector tmp_deletes; vector::iterator del_itr; for(itr = user_data.begin(); itr != user_data.end(); itr++){ if(all || time >= itr->second) tmp_deletes.push_back(itr->first); } LUAUserData* data = 0; for(del_itr = tmp_deletes.begin(); del_itr != tmp_deletes.end(); del_itr++){ data = *del_itr; user_data.erase(data); safe_delete(data); } } MLUAUserData.unlock(); } Spawn* LuaInterface::GetSpawn(lua_State* state, int8 arg_num) { Spawn* ret = 0; if (lua_islightuserdata(state, arg_num)){ LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num); if(!data || !data->IsCorrectlyInitialized()){ LogError("%s: GetSpawn error while processing %s", GetScriptName(state), lua_tostring(state, -1)); } else if(!data->IsSpawn()){ lua_Debug ar; lua_getstack (state, 1, &ar); lua_getinfo(state, "Sln", &ar); LogError("%s: Invalid data type used for GetSpawn in %s (line %d)", GetScriptName(state), ar.source, ar.currentline); } else ret = data->spawn; } return ret; } vector* LuaInterface::GetConversation(lua_State* state, int8 arg_num) { vector* ret = 0; if(lua_islightuserdata(state, arg_num)){ LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num); if(!data || !data->IsCorrectlyInitialized()){ LogError("%s: GetConversation error while processing %s", GetScriptName(state), lua_tostring(state, -1)); } else if(!data->IsConversationOption()){ lua_Debug ar; lua_getstack (state, 1, &ar); lua_getinfo(state, "Sln", &ar); LogError("%s: Invalid data type used for GetConversation in %s (line %d)", GetScriptName(state), ar.source, ar.currentline); } else ret = data->conversation_options; } return ret; } vector* LuaInterface::GetSpawnList(lua_State* state, int8 arg_num) { vector* ret = 0; if (lua_islightuserdata(state, arg_num)) { LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num); if (!data || !data->IsCorrectlyInitialized()) { LogError("%s: GetSpawnList error while processing %s", GetScriptName(state), lua_tostring(state, -1)); } else if (!data->IsSpawnList()) { lua_Debug ar; lua_getstack(state, 1, &ar); lua_getinfo(state, "Sln", &ar); LogError("%s: Invalid data type used for GetSpawnList in %s (line %d)", GetScriptName(state), ar.source, ar.currentline); } else ret = data->spawn_list; } return ret; } vector* LuaInterface::GetOptionWindow(lua_State* state, int8 arg_num) { vector* ret = 0; if(lua_islightuserdata(state, arg_num)){ LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num); if(!data || !data->IsCorrectlyInitialized()){ LogError("%s: GetOptionWindow error while processing %s", GetScriptName(state), lua_tostring(state, -1)); } else if(!data->IsOptionWindow()){ lua_Debug ar; lua_getstack (state, 1, &ar); lua_getinfo(state, "Sln", &ar); LogError("%s: Invalid data type used for GetOptionWindow in %s (line %d)", GetScriptName(state), ar.source, ar.currentline); } else ret = data->option_window_option; } return ret; } Quest* LuaInterface::GetQuest(lua_State* state, int8 arg_num) { Quest* ret = 0; if(lua_islightuserdata(state, arg_num)){ LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num); if(!data || !data->IsCorrectlyInitialized()){ LogError("%s: GetQuest error while processing %s", GetScriptName(state), lua_tostring(state, 0)); } else if(!data->IsQuest()){ lua_Debug ar; lua_getstack (state, 1, &ar); lua_getinfo(state, "Sln", &ar); LogError("%s: Invalid data type used for GetQuest in %s (line %d)", GetScriptName(state), ar.source, ar.currentline); } else ret = data->quest; } return ret; } Item* LuaInterface::GetItem(lua_State* state, int8 arg_num) { Item* ret = 0; if(lua_islightuserdata(state, arg_num)){ LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num); if(!data || !data->IsCorrectlyInitialized()){ LogError("%s: GetItem error while processing %s", GetScriptName(state), lua_tostring(state, 0)); } else if(!data->IsItem()){ lua_Debug ar; lua_getstack (state, 1, &ar); lua_getinfo(state, "Sln", &ar); LogError("%s: Invalid data type used for GetItem in %s (line %d)", GetScriptName(state), ar.source, ar.currentline); } else ret = data->item; } return ret; } Skill* LuaInterface::GetSkill(lua_State* state, int8 arg_num) { Skill* ret = 0; if (lua_islightuserdata(state, arg_num)) { LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num); if (!data || !data->IsCorrectlyInitialized()) { LogError("%s: GetSkill error while processing %s", GetScriptName(state), lua_tostring(state, 0)); } else if (!data->IsSkill()) { lua_Debug ar; lua_getstack(state, 1, &ar); lua_getinfo(state, "Sln", &ar); LogError("%s: Invalid data type used for GetSkill in %s (line %d)", GetScriptName(state), ar.source, ar.currentline); } else ret = data->skill; } return ret; } LuaSpell* LuaInterface::GetSpell(lua_State* state, int8 arg_num) { LuaSpell* ret = 0; if (lua_islightuserdata(state, arg_num)) { LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num); if (!data || !data->IsCorrectlyInitialized()) { LogError("%s: GetSpell error while processing %s", GetScriptName(state), lua_tostring(state, 0)); } else if (!data->IsSpell()) { lua_Debug ar; lua_getstack(state, 1, &ar); lua_getinfo(state, "Sln", &ar); LogError("%s: Invalid data type used for GetSpell in %s (line %d)", GetScriptName(state), ar.source, ar.currentline); } else ret = data->spell; } return ret; } ZoneServer* LuaInterface::GetZone(lua_State* state, int8 arg_num) { ZoneServer* ret = 0; if(lua_islightuserdata(state, arg_num)){ LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num); if(!data || !data->IsCorrectlyInitialized()){ LogError("%s: GetZone error while processing %s", GetScriptName(state), lua_tostring(state, -1)); } else if(!data->IsZone()){ lua_Debug ar; lua_getstack (state, 1, &ar); lua_getinfo(state, "Sln", &ar); LogError("%s: Invalid data type used for GetZone in %s (line %d)", GetScriptName(state), ar.source, ar.currentline); } else ret = data->zone; } return ret; } sint64 LuaInterface::GetSInt64Value(lua_State* state, int8 arg_num) { sint64 val = 0; if(lua_isnumber(state, arg_num)){ val = (sint64)lua_tointeger(state, arg_num); } return val; } int64 LuaInterface::GetInt64Value(lua_State* state, int8 arg_num) { int64 val = 0; if(lua_isnumber(state, arg_num)){ val = (int64)lua_tonumber(state, arg_num); } return val; } sint32 LuaInterface::GetSInt32Value(lua_State* state, int8 arg_num) { sint32 val = 0; if(lua_isnumber(state, arg_num)){ val = lua_tointeger(state, arg_num); } return val; } int32 LuaInterface::GetInt32Value(lua_State* state, int8 arg_num) { int32 val = 0; if(lua_isnumber(state, arg_num)){ val = (int32)lua_tonumber(state, arg_num); } return val; } int16 LuaInterface::GetInt16Value(lua_State* state, int8 arg_num) { int16 val = 0; if(lua_isnumber(state, arg_num)){ val = lua_tointeger(state, arg_num); } return val; } int8 LuaInterface::GetInt8Value(lua_State* state, int8 arg_num) { int8 val = 0; if(lua_isnumber(state, arg_num)){ val = lua_tointeger(state, arg_num); } return val; } float LuaInterface::GetFloatValue(lua_State* state, int8 arg_num) { float val = 0; if(lua_isnumber(state, arg_num)) val = (float)lua_tonumber(state, arg_num); return val; } string LuaInterface::GetStringValue(lua_State* state, int8 arg_num) { string val; if(lua_isstring(state, arg_num)){ size_t size = 0; const char* str = lua_tolstring(state, arg_num, &size); if(str) val = string(str); } return val; } bool LuaInterface::GetBooleanValue(lua_State* state, int8 arg_num) { return lua_toboolean(state, arg_num) == 1; } void LuaInterface::SetStringValue(lua_State* state, const char* value) { lua_pushstring(state, value); } void LuaInterface::SetBooleanValue(lua_State* state, bool value) { lua_pushboolean(state, value); } void LuaInterface::SetFloatValue(lua_State* state, float value) { lua_pushnumber(state, value); } void LuaInterface::SetInt32Value(lua_State* state, int32 value) { lua_pushinteger(state, value); } void LuaInterface::SetSInt32Value(lua_State* state, sint32 value) { lua_pushinteger(state, value); } void LuaInterface::SetInt64Value(lua_State* state, int64 value) { lua_pushinteger(state, value); } void LuaInterface::SetSInt64Value(lua_State* state, sint64 value) { lua_pushinteger(state, value); } void LuaInterface::SetSpawnValue(lua_State* state, Spawn* spawn) { LUASpawnWrapper* spawn_wrapper = new LUASpawnWrapper(); spawn_wrapper->spawn = spawn; AddUserDataPtr(spawn_wrapper); lua_pushlightuserdata(state, spawn_wrapper); } void LuaInterface::SetSpawnListValue(lua_State* state, vector* spawnList) { LUASpawnListWrapper* spawnList_wrapper = new LUASpawnListWrapper(); spawnList_wrapper->spawn_list = spawnList; AddUserDataPtr(spawnList_wrapper); lua_pushlightuserdata(state, spawnList_wrapper); } void LuaInterface::SetConversationValue(lua_State* state, vector* conversation) { LUAConversationOptionWrapper* conv_wrapper = new LUAConversationOptionWrapper(); conv_wrapper->conversation_options = conversation; AddUserDataPtr(conv_wrapper); lua_pushlightuserdata(state, conv_wrapper); } void LuaInterface::SetOptionWindowValue(lua_State* state, vector* optionWindow) { LUAOptionWindowWrapper* option_wrapper = new LUAOptionWindowWrapper(); option_wrapper->option_window_option = optionWindow; AddUserDataPtr(option_wrapper); lua_pushlightuserdata(state, option_wrapper); } void LuaInterface::SetItemValue(lua_State* state, Item* item) { LUAItemWrapper* item_wrapper = new LUAItemWrapper(); item_wrapper->item = item; AddUserDataPtr(item_wrapper); lua_pushlightuserdata(state, item_wrapper); } void LuaInterface::SetSkillValue(lua_State* state, Skill* skill) { LUASkillWrapper* skill_wrapper = new LUASkillWrapper(); skill_wrapper->skill = skill; AddUserDataPtr(skill_wrapper); lua_pushlightuserdata(state, skill_wrapper); } void LuaInterface::SetQuestValue(lua_State* state, Quest* quest) { LUAQuestWrapper* quest_wrapper = new LUAQuestWrapper(); quest_wrapper->quest = quest; AddUserDataPtr(quest_wrapper); lua_pushlightuserdata(state, quest_wrapper); } void LuaInterface::SetZoneValue(lua_State* state, ZoneServer* zone) { LUAZoneWrapper* zone_wrapper = new LUAZoneWrapper(); zone_wrapper->zone = zone; AddUserDataPtr(zone_wrapper); lua_pushlightuserdata(state, zone_wrapper); } void LuaInterface::SetSpellValue(lua_State* state, LuaSpell* spell) { LUASpellWrapper* spell_wrapper = new LUASpellWrapper(); spell_wrapper->spell = spell; AddUserDataPtr(spell_wrapper); lua_pushlightuserdata(state, spell_wrapper); } LuaSpell* LuaInterface::GetSpell(const char* name) { string lua_script = string(name); if (lua_script.find(".lua") == string::npos) lua_script.append(".lua"); if(spells.count(lua_script) > 0) { LogWrite(LUA__DEBUG, 0, "LUA", "Found LUA Spell Script: '%s'", lua_script.c_str()); LuaSpell* spell = spells[lua_script]; LuaSpell* new_spell = new LuaSpell; new_spell->state = spell->state; new_spell->file_name = string(spell->file_name); new_spell->timer = spell->timer; new_spell->timer.Disable(); new_spell->resisted = false; new_spell->interrupted = false; new_spell->crit = false; new_spell->last_spellattack_hit = false; new_spell->MSpellTargets.SetName("LuaSpell.MSpellTargets"); new_spell->cancel_after_all_triggers = false; new_spell->num_triggers = 0; new_spell->had_triggers = false; new_spell->had_dmg_remaining = false; new_spell->slot_pos = 0; new_spell->damage_remaining = 0; new_spell->effect_bitmask = 0; new_spell->caster = 0; new_spell->initial_target = 0; new_spell->spell = 0; return new_spell; } else{ LogWrite(LUA__ERROR, 0, "LUA", "Error LUA Spell Script: '%s'", name); return 0; } } Mutex* LuaInterface::GetItemScriptMutex(const char* name) { Mutex* mutex = 0; if(item_scripts_mutex.count(name) > 0) mutex = item_scripts_mutex[name]; if(!mutex){ mutex = new Mutex(); item_scripts_mutex[name] = mutex; } return mutex; } Mutex* LuaInterface::GetSpawnScriptMutex(const char* name) { Mutex* mutex = 0; if(spawn_scripts_mutex.count(string(name)) > 0) mutex = spawn_scripts_mutex[name]; if(!mutex){ mutex = new Mutex(); spawn_scripts_mutex[name] = mutex; } return mutex; } Mutex* LuaInterface::GetZoneScriptMutex(const char* name) { Mutex* mutex = 0; if(zone_scripts_mutex.count(name) > 0) mutex = zone_scripts_mutex[name]; if(!mutex){ mutex = new Mutex(); zone_scripts_mutex[name] = mutex; } return mutex; } Mutex* LuaInterface::GetRegionScriptMutex(const char* name) { Mutex* mutex = 0; if(region_scripts_mutex.count(name) > 0) mutex = region_scripts_mutex[name]; if(!mutex){ mutex = new Mutex(); region_scripts_mutex[name] = mutex; } return mutex; } void LuaInterface::UseItemScript(const char* name, lua_State* state, bool val) { MItemScripts.writelock(__FUNCTION__, __LINE__); item_scripts[name][state] = val; item_inverse_scripts[state] = name; MItemScripts.releasewritelock(__FUNCTION__, __LINE__); } void LuaInterface::UseSpawnScript(const char* name, lua_State* state, bool val) { MSpawnScripts.writelock(__FUNCTION__, __LINE__); spawn_scripts[name][state] = val; spawn_inverse_scripts[state] = name; MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__); } void LuaInterface::UseZoneScript(const char* name, lua_State* state, bool val) { MZoneScripts.writelock(__FUNCTION__, __LINE__); zone_scripts[name][state] = val; zone_inverse_scripts[state] = name; MZoneScripts.releasewritelock(__FUNCTION__, __LINE__); } void LuaInterface::UseRegionScript(const char* name, lua_State* state, bool val) { MRegionScripts.writelock(__FUNCTION__, __LINE__); region_scripts[name][state] = val; region_inverse_scripts[state] = name; MRegionScripts.releasewritelock(__FUNCTION__, __LINE__); } lua_State* LuaInterface::GetItemScript(const char* name, bool create_new, bool use) { map >::iterator itr; map::iterator item_script_itr; lua_State* ret = 0; Mutex* mutex = 0; itr = item_scripts.find(name); if(itr != item_scripts.end()) { mutex = GetItemScriptMutex(name); mutex->readlock(__FUNCTION__, __LINE__); for(item_script_itr = itr->second.begin(); item_script_itr != itr->second.end(); item_script_itr++){ if(!item_script_itr->second){ //not in use ret = item_script_itr->first; if (use) { item_script_itr->second = true; break; // don't keep iterating, we already have our result } } } mutex->releasereadlock(__FUNCTION__, __LINE__); } if(!ret && create_new){ if(name && LoadItemScript(name)) ret = GetItemScript(name, create_new, use); else{ LogError("Error LUA Item Script '%s'", name); return 0; } } return ret; } lua_State* LuaInterface::GetSpawnScript(const char* name, bool create_new, bool use) { if (spawn_scripts_reloading) return 0; map >::iterator itr; map::iterator spawn_script_itr; lua_State* ret = 0; Mutex* mutex = 0; itr = spawn_scripts.find(name); if(itr != spawn_scripts.end()) { mutex = GetSpawnScriptMutex(name); mutex->readlock(__FUNCTION__, __LINE__); for(spawn_script_itr = itr->second.begin(); spawn_script_itr != itr->second.end(); spawn_script_itr++){ if(!spawn_script_itr->second){ //not in use ret = spawn_script_itr->first; if (use) { spawn_script_itr->second = true; break; // don't keep iterating, we already have our result } } } mutex->releasereadlock(__FUNCTION__, __LINE__); } if(!ret && create_new){ if(name && LoadSpawnScript(name)) ret = GetSpawnScript(name, create_new, use); else{ LogError("Error LUA Spawn Script '%s'", name); return 0; } } return ret; } lua_State* LuaInterface::GetZoneScript(const char* name, bool create_new, bool use) { map >::iterator itr; map::iterator zone_script_itr; lua_State* ret = 0; Mutex* mutex = 0; itr = zone_scripts.find(name); if(itr != zone_scripts.end()) { mutex = GetZoneScriptMutex(name); mutex->readlock(__FUNCTION__, __LINE__); for(zone_script_itr = itr->second.begin(); zone_script_itr != itr->second.end(); zone_script_itr++){ if(!zone_script_itr->second){ //not in use ret = zone_script_itr->first; if (use) { zone_script_itr->second = true; break; // don't keep iterating, we already have our result } } } mutex->releasereadlock(__FUNCTION__, __LINE__); } if(!ret && create_new){ if(name && LoadZoneScript(name)) ret = GetZoneScript(name); else{ LogError("Error LUA Zone Script '%s'", name); return 0; } } return ret; } lua_State* LuaInterface::GetRegionScript(const char* name, bool create_new, bool use) { map >::iterator itr; map::iterator region_script_itr; lua_State* ret = 0; Mutex* mutex = 0; itr = region_scripts.find(name); if(itr != region_scripts.end()) { mutex = GetRegionScriptMutex(name); mutex->readlock(__FUNCTION__, __LINE__); for(region_script_itr = itr->second.begin(); region_script_itr != itr->second.end(); region_script_itr++){ if(!region_script_itr->second){ //not in use ret = region_script_itr->first; if (use) { region_script_itr->second = true; break; // don't keep iterating, we already have our result } } } mutex->releasereadlock(__FUNCTION__, __LINE__); } if(!ret && create_new){ if(name && LoadRegionScript(name)) ret = GetRegionScript(name); else{ LogError("Error LUA Zone Script '%s'", name); return 0; } } return ret; } bool LuaInterface::RunItemScript(string script_name, const char* function_name, Item* item, Spawn* spawn) { if(!item) return false; lua_State* state = GetItemScript(script_name.c_str(), true, true); if(state){ Mutex* mutex = GetItemScriptMutex(script_name.c_str()); if(mutex) mutex->readlock(__FUNCTION__, __LINE__); else{ LogError("Error getting lock for '%s'", script_name.c_str()); UseItemScript(script_name.c_str(), state, false); return false; } lua_getglobal(state, function_name); if (!lua_isfunction(state, lua_gettop(state))){ lua_pop(state, 1); mutex->releasereadlock(__FUNCTION__); UseItemScript(script_name.c_str(), state, false); return false; } SetItemValue(state, item); int8 num_parms = 1; if(spawn){ SetSpawnValue(state, spawn); num_parms++; } if(!CallItemScript(state, num_parms)){ if(mutex) mutex->releasereadlock(__FUNCTION__, __LINE__); UseItemScript(script_name.c_str(), state, false); return false; } if(mutex) mutex->releasereadlock(__FUNCTION__, __LINE__); UseItemScript(script_name.c_str(), state, false); return true; } else return false; } bool LuaInterface::RunSpawnScript(string script_name, const char* function_name, Spawn* npc, Spawn* spawn, const char* message, bool is_door_open) { if(!npc || spawn_scripts_reloading) return false; bool isUseDoorFunction = false; if(!strcmp(function_name,"usedoor")) isUseDoorFunction = true; lua_State* state = GetSpawnScript(script_name.c_str(), true, true); if(state){ Mutex* mutex = GetSpawnScriptMutex(script_name.c_str()); if(mutex) mutex->readlock(__FUNCTION__, __LINE__); else{ LogError("Error getting lock for '%s'", script_name.c_str()); UseSpawnScript(script_name.c_str(), state, false); return false; } lua_getglobal(state, function_name); if (!lua_isfunction(state, lua_gettop(state))){ lua_pop(state, 1); mutex->releasereadlock(__FUNCTION__); UseSpawnScript(script_name.c_str(), state, false); return false; } SetSpawnValue(state, npc); int8 num_parms = 1; // we always send spawn, even if null (nil) when its 'usedoor' function if(spawn || isUseDoorFunction){ SetSpawnValue(state, spawn); num_parms++; } // usedoor function always passes just npc, spawn and is_door_open if(isUseDoorFunction){ SetBooleanValue(state, is_door_open); num_parms++; } else if(message){ SetStringValue(state, message); num_parms++; } if(!CallSpawnScript(state, num_parms)){ if(mutex) mutex->releasereadlock(__FUNCTION__, __LINE__); UseSpawnScript(script_name.c_str(), state, false); return false; } if(mutex) mutex->releasereadlock(__FUNCTION__, __LINE__); UseSpawnScript(script_name.c_str(), state, false); return true; } else return false; } bool LuaInterface::RunZoneScript(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn, int32 int32_arg1, const char* str_arg1, Spawn* spawn_arg1, int32 int32_arg2, const char* str_arg2, Spawn* spawn_arg2) { if (!zone) return false; lua_State* state = GetZoneScript(script_name.c_str(), true, true); if (state) { Mutex* mutex = GetZoneScriptMutex(script_name.c_str()); if (mutex) mutex->readlock(__FUNCTION__, __LINE__); else { LogError("Error getting lock for '%s'", script_name.c_str()); UseZoneScript(script_name.c_str(), state, false); return false; } lua_getglobal(state, function_name); if (!lua_isfunction(state, lua_gettop(state))) { lua_pop(state, 1); mutex->releasereadlock(__FUNCTION__); UseZoneScript(script_name.c_str(), state, false); return false; } SetZoneValue(state, zone); int8 num_params = 1; if (spawn) { SetSpawnValue(state, spawn); num_params++; } if (int32_arg1 > 0) { SetInt32Value(state, int32_arg1); num_params++; } if (str_arg1) { SetStringValue(state, str_arg1); num_params++; } if (spawn_arg1) { SetSpawnValue(state, spawn_arg1); num_params++; } if (int32_arg2 > 0) { SetInt32Value(state, int32_arg2); num_params++; } if (str_arg2) { SetStringValue(state, str_arg2); num_params++; } if (spawn_arg2) { SetSpawnValue(state, spawn_arg2); num_params++; } if (!CallZoneScript(state, num_params)) { if (mutex) mutex->releasereadlock(__FUNCTION__, __LINE__); UseZoneScript(script_name.c_str(), state, false); return false; } if (mutex) mutex->releasereadlock(__FUNCTION__, __LINE__); UseZoneScript(script_name.c_str(), state, false); return true; } else return false; } bool LuaInterface::RunRegionScript(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn, sint32 int32_arg1, int32* returnValue) { if (!zone) return false; lua_State* state = GetRegionScript(script_name.c_str(), true, true); if (state) { Mutex* mutex = GetRegionScriptMutex(script_name.c_str()); if (mutex) mutex->readlock(__FUNCTION__, __LINE__); else { LogError("Error getting lock for '%s'", script_name.c_str()); UseRegionScript(script_name.c_str(), state, false); return false; } lua_getglobal(state, function_name); if (!lua_isfunction(state, lua_gettop(state))) { lua_pop(state, 1); mutex->releasereadlock(__FUNCTION__); UseRegionScript(script_name.c_str(), state, false); return false; } SetZoneValue(state, zone); int8 num_params = 1; if (spawn) { SetSpawnValue(state, spawn); num_params++; } if (int32_arg1 > 0) { SetSInt32Value(state, int32_arg1); num_params++; } if (!CallRegionScript(state, num_params, returnValue)) { if (mutex) mutex->releasereadlock(__FUNCTION__, __LINE__); UseRegionScript(script_name.c_str(), state, false); return false; } if (mutex) mutex->releasereadlock(__FUNCTION__, __LINE__); UseRegionScript(script_name.c_str(), state, false); return true; } else return false; } void LuaInterface::AddPendingSpellDelete(LuaSpell* spell) { MSpellDelete.lock(); if ( spells_pending_delete.count(spell) == 0 ) spells_pending_delete[spell] = Timer::GetCurrentTime2() + 10000; MSpellDelete.unlock(); } void LuaInterface::AddCustomSpell(LuaSpell* spell) { MCustomSpell.writelock(); custom_spells[spell->spell->GetSpellID()] = spell; MCustomSpell.releasewritelock(); } void LuaInterface::RemoveCustomSpell(int32 id) { MCustomSpell.writelock(); map::iterator itr = custom_spells.find(id); if (itr != custom_spells.end()) { custom_spells.erase(itr); custom_free_spell_ids.push_front(id); } MCustomSpell.releasewritelock(); } // prior to calling FindCustomSpell you should call FindCustomSpellLock and after FindCustomSpellUnlock LuaSpell* LuaInterface::FindCustomSpell(int32 id) { LuaSpell* spell = 0; map::iterator itr = custom_spells.find(id); if (itr != custom_spells.end()) spell = itr->second; return spell; } int32 LuaInterface::GetFreeCustomSpellID() { int32 id = 0; MCustomSpell.writelock(); if (!custom_free_spell_ids.empty()) { id = custom_free_spell_ids.front(); custom_free_spell_ids.pop_front(); } MCustomSpell.releasewritelock(); return id; } LUAUserData::LUAUserData(){ correctly_initialized = false; quest = 0; conversation_options = 0; spawn = 0; zone = 0; skill = 0; option_window_option = 0; item = 0; spawn_list = 0; } bool LUAUserData::IsCorrectlyInitialized(){ return correctly_initialized; } bool LUAUserData::IsConversationOption(){ return false; } bool LUAUserData::IsSpawnList() { return false; } bool LUAUserData::IsOptionWindow() { return false; } bool LUAUserData::IsSpawn(){ return false; } bool LUAUserData::IsQuest(){ return false; } bool LUAUserData::IsZone(){ return false; } bool LUAUserData::IsItem(){ return false; } bool LUAUserData::IsSkill() { return false; } bool LUAUserData::IsSpell() { return false; } LUAConversationOptionWrapper::LUAConversationOptionWrapper(){ correctly_initialized = true; } bool LUAConversationOptionWrapper::IsConversationOption(){ return true; } LUASpawnListWrapper::LUASpawnListWrapper() { correctly_initialized = true; } bool LUASpawnListWrapper::IsSpawnList() { return true; } LUAOptionWindowWrapper::LUAOptionWindowWrapper() { correctly_initialized = true; } bool LUAOptionWindowWrapper::IsOptionWindow() { return true; } LUASpawnWrapper::LUASpawnWrapper(){ correctly_initialized = true; } bool LUASpawnWrapper::IsSpawn(){ return true; } LUAZoneWrapper::LUAZoneWrapper(){ correctly_initialized = true; } bool LUAZoneWrapper::IsZone(){ return true; } LUAQuestWrapper::LUAQuestWrapper(){ correctly_initialized = true; } bool LUAQuestWrapper::IsQuest(){ return true; } LUAItemWrapper::LUAItemWrapper(){ correctly_initialized = true; } bool LUAItemWrapper::IsItem(){ return true; } LUASkillWrapper::LUASkillWrapper() { correctly_initialized = true; } bool LUASkillWrapper::IsSkill() { return true; } LUASpellWrapper::LUASpellWrapper() { correctly_initialized = true; } bool LUASpellWrapper::IsSpell() { return true; }