/*
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;
}