LuaInterface.cpp 71 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #include "LuaInterface.h"
  17. #include "LuaFunctions.h"
  18. #include "WorldDatabase.h"
  19. #include "SpellProcess.h"
  20. #include "../common/Log.h"
  21. #ifndef WIN32
  22. #include <stdio.h>
  23. #include <sys/types.h>
  24. #include <sys/stat.h>
  25. #include <dirent.h>
  26. #include <pthread.h>
  27. #else
  28. #include <process.h>
  29. #endif
  30. extern WorldDatabase database;
  31. LuaInterface::LuaInterface() {
  32. shutting_down = false;
  33. spawn_scripts_reloading = false;
  34. MDebugClients.SetName("LuaInterface::MDebugClients");
  35. MSpells.SetName("LuaInterface::MSpells");
  36. MSpawnScripts.SetName("LuaInterface::MSpawnScripts");
  37. MZoneScripts.SetName("LuaInterface::MZoneScripts");
  38. MQuests.SetName("LuaInterface::MQuests");
  39. MLUAUserData.SetName("LuaInterface::MLUAUserData");
  40. MLUAMain.SetName("LuaInterface::MLUAMain");
  41. MItemScripts.SetName("LuaInterface::MItemScripts");
  42. MSpellDelete.SetName("LuaInterface::MSpellDelete");
  43. MCustomSpell.SetName("LuaInterface::MCustomSpell");
  44. user_data_timer = new Timer(20000);
  45. user_data_timer->Start();
  46. spell_delete_timer = new Timer(5000);
  47. spell_delete_timer->Start();
  48. }
  49. #ifdef WIN32
  50. vector<string>* LuaInterface::GetDirectoryListing(const char* directory) {
  51. vector<string>* ret = new vector<string>;
  52. WIN32_FIND_DATA fdata;
  53. HANDLE dhandle;
  54. char buf[MAX_PATH];
  55. snprintf(buf, sizeof(buf), "%s\\*", directory);
  56. if((dhandle = FindFirstFile(buf, &fdata)) == INVALID_HANDLE_VALUE) {
  57. safe_delete(ret);
  58. return 0;
  59. }
  60. ret->push_back(string(fdata.cFileName));
  61. while(1) {
  62. if(FindNextFile(dhandle, &fdata)) {
  63. ret->push_back(string(fdata.cFileName));
  64. }
  65. else{
  66. if(GetLastError() == ERROR_NO_MORE_FILES) {
  67. break;
  68. } else {
  69. safe_delete(ret);
  70. FindClose(dhandle);
  71. return 0;
  72. }
  73. }
  74. }
  75. if(FindClose(dhandle) == 0) {
  76. safe_delete(ret);
  77. return 0;
  78. }
  79. return ret;
  80. }
  81. #else
  82. vector<string>* LuaInterface::GetDirectoryListing(const char* directory) {
  83. vector<string>* ret = new vector<string>;
  84. DIR *dp;
  85. struct dirent *ep;
  86. dp = opendir (directory);
  87. if (dp != NULL){
  88. while ((ep = readdir (dp)))
  89. ret->push_back(string(ep->d_name));
  90. (void) closedir (dp);
  91. }
  92. else {
  93. safe_delete(ret);
  94. return 0;
  95. }
  96. return ret;
  97. }
  98. #endif
  99. LuaInterface::~LuaInterface() {
  100. shutting_down = true;
  101. MLUAMain.lock();
  102. DestroySpells();
  103. DestroySpawnScripts();
  104. DestroyQuests();
  105. DestroyItemScripts();
  106. DestroyZoneScripts();
  107. DeleteUserDataPtrs(true);
  108. DeletePendingSpells(true);
  109. safe_delete(user_data_timer);
  110. safe_delete(spell_delete_timer);
  111. }
  112. int LuaInterface::GetNumberOfArgs(lua_State* state) {
  113. return lua_gettop(state);
  114. }
  115. void LuaInterface::Process() {
  116. if(shutting_down)
  117. return;
  118. MLUAMain.lock();
  119. if(user_data_timer && user_data_timer->Check())
  120. DeleteUserDataPtrs(false);
  121. if(spell_delete_timer && spell_delete_timer->Check())
  122. DeletePendingSpells(false);
  123. MLUAMain.unlock();
  124. }
  125. void LuaInterface::DestroySpells() {
  126. map<string, LuaSpell*>::iterator itr;
  127. MSpells.lock();
  128. for(itr = spells.begin(); itr != spells.end(); itr++){
  129. lua_close(itr->second->state);
  130. safe_delete(itr->second);
  131. }
  132. spells.clear();
  133. MSpells.unlock();
  134. }
  135. void LuaInterface::DestroyQuests(bool reload) {
  136. map<int32, lua_State*>::iterator itr;
  137. MQuests.lock();
  138. for(itr = quest_states.begin(); itr != quest_states.end(); itr++){
  139. safe_delete(quests[itr->first]);
  140. lua_close(itr->second);
  141. }
  142. quests.clear();
  143. quest_states.clear();
  144. map<int32, Mutex*>::iterator mutex_itr;
  145. for(mutex_itr = quests_mutex.begin(); mutex_itr != quests_mutex.end(); mutex_itr++){
  146. safe_delete(mutex_itr->second);
  147. }
  148. quests_mutex.clear();
  149. if(reload)
  150. database.LoadQuests();
  151. MQuests.unlock();
  152. }
  153. void LuaInterface::DestroyItemScripts() {
  154. map<string, map<lua_State*, bool> >::iterator itr;
  155. map<lua_State*, bool>::iterator state_itr;
  156. Mutex* mutex = 0;
  157. MItemScripts.writelock(__FUNCTION__, __LINE__);
  158. for(itr = item_scripts.begin(); itr != item_scripts.end(); itr++){
  159. mutex = GetItemScriptMutex(itr->first.c_str());
  160. mutex->writelock(__FUNCTION__, __LINE__);
  161. for(state_itr = itr->second.begin(); state_itr != itr->second.end(); state_itr++)
  162. lua_close(state_itr->first);
  163. mutex->releasewritelock(__FUNCTION__, __LINE__);
  164. safe_delete(mutex);
  165. }
  166. item_scripts.clear();
  167. item_inverse_scripts.clear();
  168. item_scripts_mutex.clear();
  169. MItemScripts.releasewritelock(__FUNCTION__, __LINE__);
  170. }
  171. void LuaInterface::DestroySpawnScripts() {
  172. map<string, map<lua_State*, bool> >::iterator itr;
  173. map<lua_State*, bool>::iterator state_itr;
  174. Mutex* mutex = 0;
  175. MSpawnScripts.writelock(__FUNCTION__, __LINE__);
  176. for(itr = spawn_scripts.begin(); itr != spawn_scripts.end(); itr++){
  177. mutex = GetSpawnScriptMutex(itr->first.c_str());
  178. mutex->writelock(__FUNCTION__, __LINE__);
  179. for(state_itr = itr->second.begin(); state_itr != itr->second.end(); state_itr++)
  180. lua_close(state_itr->first);
  181. mutex->releasewritelock(__FUNCTION__, __LINE__);
  182. safe_delete(mutex);
  183. }
  184. spawn_scripts.clear();
  185. spawn_inverse_scripts.clear();
  186. spawn_scripts_mutex.clear();
  187. MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__);
  188. }
  189. void LuaInterface::DestroyZoneScripts() {
  190. map<string, map<lua_State*, bool> >::iterator itr;
  191. map<lua_State*, bool>::iterator state_itr;
  192. Mutex* mutex = 0;
  193. MZoneScripts.writelock(__FUNCTION__, __LINE__);
  194. for (itr = zone_scripts.begin(); itr != zone_scripts.end(); itr++){
  195. mutex = GetZoneScriptMutex(itr->first.c_str());
  196. mutex->writelock(__FUNCTION__, __LINE__);
  197. for(state_itr = itr->second.begin(); state_itr != itr->second.end(); state_itr++)
  198. lua_close(state_itr->first);
  199. mutex->releasewritelock(__FUNCTION__, __LINE__);
  200. safe_delete(mutex);
  201. }
  202. zone_scripts.clear();
  203. zone_inverse_scripts.clear();
  204. zone_scripts_mutex.clear();
  205. MZoneScripts.releasewritelock(__FUNCTION__, __LINE__);
  206. }
  207. void LuaInterface::ReloadSpells() {
  208. DestroySpells();
  209. database.LoadSpellScriptData();
  210. }
  211. bool LuaInterface::LoadLuaSpell(const char* name) {
  212. LuaSpell* spell = 0;
  213. string lua_script = string(name);
  214. if (lua_script.find(".lua") == string::npos)
  215. lua_script.append(".lua");
  216. lua_State* state = LoadLuaFile(lua_script.c_str());
  217. if(state){
  218. spell = new LuaSpell;
  219. spell->file_name = lua_script;
  220. spell->state = state;
  221. spell->spell = 0;
  222. spell->caster = 0;
  223. spell->initial_target = 0;
  224. spell->resisted = false;
  225. spell->interrupted = false;
  226. spell->last_spellattack_hit = false;
  227. spell->crit = false;
  228. spell->MSpellTargets.SetName("LuaSpell.MSpellTargets");
  229. spell->cancel_after_all_triggers = false;
  230. spell->num_triggers = 0;
  231. spell->had_triggers = false;
  232. spell->had_dmg_remaining = false;
  233. spell->slot_pos = 0;
  234. spell->damage_remaining = 0;
  235. spell->effect_bitmask = 0;
  236. MSpells.lock();
  237. if (spells.count(lua_script) > 0) {
  238. lua_close(spells[lua_script]->state);
  239. safe_delete(spells[lua_script]);
  240. }
  241. spells[lua_script] = spell;
  242. MSpells.unlock();
  243. return true;
  244. }
  245. return false;
  246. }
  247. bool LuaInterface::LoadLuaSpell(string name) {
  248. return LoadLuaSpell(name.c_str());
  249. }
  250. bool LuaInterface::LoadItemScript(string name) {
  251. return LoadItemScript(name.c_str());
  252. }
  253. bool LuaInterface::LoadItemScript(const char* name) {
  254. bool ret = false;
  255. if(name){
  256. lua_State* state = LoadLuaFile(name);
  257. if(state){
  258. MItemScripts.writelock(__FUNCTION__, __LINE__);
  259. item_scripts[name][state] = false;
  260. MItemScripts.releasewritelock(__FUNCTION__, __LINE__);
  261. ret = true;
  262. }
  263. }
  264. return ret;
  265. }
  266. bool LuaInterface::LoadSpawnScript(const char* name) {
  267. bool ret = false;
  268. if(name){
  269. lua_State* state = LoadLuaFile(name);
  270. if(state){
  271. MSpawnScripts.writelock(__FUNCTION__, __LINE__);
  272. spawn_scripts[name][state] = false;
  273. MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__);
  274. ret = true;
  275. }
  276. }
  277. return ret;
  278. }
  279. bool LuaInterface::LoadZoneScript(const char* name) {
  280. bool ret = false;
  281. if (name) {
  282. lua_State* state = LoadLuaFile(name);
  283. if (state) {
  284. MZoneScripts.writelock(__FUNCTION__, __LINE__);
  285. zone_scripts[name][state] = false;
  286. MZoneScripts.releasewritelock(__FUNCTION__, __LINE__);
  287. ret = true;
  288. }
  289. }
  290. return ret;
  291. }
  292. void LuaInterface::ProcessErrorMessage(const char* message) {
  293. MDebugClients.lock();
  294. vector<Client*> delete_clients;
  295. map<Client*, int32>::iterator itr;
  296. for(itr = debug_clients.begin(); itr != debug_clients.end(); itr++){
  297. if((Timer::GetCurrentTime2() - itr->second) > 60000)
  298. delete_clients.push_back(itr->first);
  299. else
  300. itr->first->Message(CHANNEL_COLOR_RED, "LUA Error: %s", message);
  301. }
  302. for(int32 i=0;i<delete_clients.size();i++)
  303. debug_clients.erase(delete_clients[i]);
  304. MDebugClients.unlock();
  305. }
  306. void LuaInterface::RemoveDebugClients(Client* client) {
  307. MDebugClients.lock();
  308. debug_clients.erase(client);
  309. MDebugClients.unlock();
  310. }
  311. void LuaInterface::UpdateDebugClients(Client* client) {
  312. MDebugClients.lock();
  313. debug_clients[client] = Timer::GetCurrentTime2();
  314. MDebugClients.unlock();
  315. }
  316. Mutex* LuaInterface::GetQuestMutex(Quest* quest) {
  317. Mutex* ret = 0;
  318. MQuests.lock();
  319. if(quests_mutex.count(quest->GetQuestID()) == 0){
  320. ret = new Mutex();
  321. quests_mutex[quest->GetQuestID()] = ret;
  322. ret->SetName(string("Quest::").append(quest->GetName()));
  323. }
  324. else
  325. ret = quests_mutex[quest->GetQuestID()];
  326. MQuests.unlock();
  327. return ret;
  328. }
  329. void LuaInterface::CallQuestFunction(Quest* quest, const char* function, Spawn* player, int32 step_id) {
  330. if(shutting_down)
  331. return;
  332. lua_State* state = 0;
  333. if(quest){
  334. LogWrite(LUA__DEBUG, 0, "LUA", "Quest: %s, function: %s", quest->GetName(), function);
  335. Mutex* mutex = GetQuestMutex(quest);
  336. mutex->lock();
  337. if(quest_states.count(quest->GetQuestID()) > 0)
  338. state = quest_states[quest->GetQuestID()];
  339. if(state){
  340. int8 arg_count = 3;
  341. lua_getglobal(state, function);
  342. SetQuestValue(state, quest);
  343. Spawn* spawn = player->GetZone()->GetSpawnByDatabaseID(quest->GetQuestGiver());
  344. SetSpawnValue(state, spawn);
  345. SetSpawnValue(state, player);
  346. if(step_id != 0xFFFFFFFF){
  347. SetInt32Value(state, step_id);
  348. arg_count++;
  349. }
  350. if(lua_pcall(state, arg_count, 0, 0) != 0){
  351. LogError("%s: Error processing quest function '%s': %s ", GetScriptName(state), function, lua_tostring(state, -1));
  352. lua_pop(state, 1);
  353. mutex->unlock();
  354. return;
  355. }
  356. }
  357. mutex->unlock();
  358. LogWrite(LUA__DEBUG, 0, "LUA", "Done!");
  359. }
  360. }
  361. Quest* LuaInterface::LoadQuest(int32 id, const char* name, const char* type, const char* zone, int8 level, const char* description, char* script_name) {
  362. if(shutting_down)
  363. return 0;
  364. lua_State* state = LoadLuaFile(script_name);
  365. Quest* quest = 0;
  366. if(state){
  367. quest = new Quest(id);
  368. if (name)
  369. quest->SetName(string(name));
  370. if (type)
  371. quest->SetType(string(type));
  372. if (zone)
  373. quest->SetZone(string(zone));
  374. quest->SetLevel(level);
  375. if (description)
  376. quest->SetDescription(string(description));
  377. lua_getglobal(state, "Init");
  378. SetQuestValue(state, quest);
  379. if(lua_pcall(state, 1, 0, 0) != 0){
  380. LogError("Error processing Quest \"%s\" (%u): %s", name ? name : "unknown", id, lua_tostring(state, -1));
  381. lua_pop(state, 1);
  382. safe_delete(quest);
  383. return 0;
  384. }
  385. if(!quest->GetName()){
  386. safe_delete(quest);
  387. return 0;
  388. }
  389. quest_states[id] = state;
  390. quests[id] = quest;
  391. }
  392. return quest;
  393. }
  394. const char* LuaInterface::GetScriptName(lua_State* state)
  395. {
  396. map<lua_State*, string>::iterator itr;
  397. MItemScripts.writelock(__FUNCTION__, __LINE__);
  398. itr = item_inverse_scripts.find(state);
  399. if (itr != item_inverse_scripts.end())
  400. {
  401. const char* scriptName = itr->second.c_str();
  402. MItemScripts.releasewritelock(__FUNCTION__, __LINE__);
  403. return scriptName;
  404. }
  405. MItemScripts.releasewritelock(__FUNCTION__, __LINE__);
  406. MSpawnScripts.writelock(__FUNCTION__, __LINE__);
  407. itr = spawn_inverse_scripts.find(state);
  408. if (itr != spawn_inverse_scripts.end())
  409. {
  410. const char* scriptName = itr->second.c_str();
  411. MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__);
  412. return scriptName;
  413. }
  414. MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__);
  415. MZoneScripts.writelock(__FUNCTION__, __LINE__);
  416. itr = zone_inverse_scripts.find(state);
  417. if (itr != zone_inverse_scripts.end())
  418. {
  419. const char* scriptName = itr->second.c_str();
  420. MZoneScripts.releasewritelock(__FUNCTION__, __LINE__);
  421. return scriptName;
  422. }
  423. MZoneScripts.releasewritelock(__FUNCTION__, __LINE__);
  424. MSpells.lock();
  425. LuaSpell* spell = GetCurrentSpell(state);
  426. if (spell)
  427. {
  428. const char* fileName = (spell->file_name.length() > 0) ? spell->file_name.c_str() : "";
  429. MSpells.unlock();
  430. return fileName;
  431. }
  432. MSpells.unlock();
  433. return "";
  434. }
  435. bool LuaInterface::LoadSpawnScript(string name) {
  436. return LoadSpawnScript(name.c_str());
  437. }
  438. bool LuaInterface::LoadZoneScript(string name) {
  439. return LoadZoneScript(name.c_str());
  440. }
  441. void LuaInterface::AddSpawnPointers(LuaSpell* spell, bool first_cast, bool precast, const char* function, SpellScriptTimer* timer, bool passLuaSpell) {
  442. if (function)
  443. lua_getglobal(spell->state, function);
  444. else if (precast)
  445. lua_getglobal(spell->state, "precast");
  446. else if(first_cast)
  447. lua_getglobal(spell->state, "cast");
  448. else
  449. lua_getglobal(spell->state, "tick");
  450. if(passLuaSpell)
  451. SetSpellValue(spell->state, spell);
  452. Spawn* temp_spawn = 0;
  453. if (timer && timer->caster && spell->caster)
  454. temp_spawn = spell->caster->GetZone()->GetSpawnByID(timer->caster);
  455. if (temp_spawn)
  456. SetSpawnValue(spell->state, temp_spawn);
  457. else if (spell->caster)
  458. SetSpawnValue(spell->state, spell->caster);
  459. temp_spawn = 0;
  460. if (timer && timer->target && spell->caster)
  461. temp_spawn = spell->caster->GetZone()->GetSpawnByID(timer->target);
  462. if (temp_spawn)
  463. SetSpawnValue(spell->state, temp_spawn);
  464. else {
  465. if(spell->caster && spell->initial_target)
  466. SetSpawnValue(spell->state, spell->caster->GetZone()->GetSpawnByID(spell->initial_target));
  467. else if(spell->caster && spell->caster->GetTarget())
  468. SetSpawnValue(spell->state, spell->caster->GetTarget());
  469. else
  470. SetSpawnValue(spell->state, 0);
  471. }
  472. }
  473. LuaSpell* LuaInterface::GetCurrentSpell(lua_State* state) {
  474. if(current_spells.count(state) > 0)
  475. return current_spells[state];
  476. return 0;
  477. }
  478. bool LuaInterface::CallSpellProcess(LuaSpell* spell, int8 num_parameters) {
  479. if(shutting_down || !spell || !spell->caster)
  480. return false;
  481. MSpells.lock();
  482. current_spells[spell->state] = spell;
  483. MSpells.unlock();
  484. if(lua_pcall(spell->state, num_parameters, 0, 0) != 0){
  485. LogError("Error running %s", lua_tostring(spell->state, -1));
  486. lua_pop(spell->state, 1);
  487. RemoveSpell(spell, false);
  488. return false;
  489. }
  490. return true;
  491. }
  492. void LuaInterface::RemoveSpawnScript(const char* name) {
  493. lua_State* state = 0;
  494. Mutex* mutex = GetSpawnScriptMutex(name);
  495. while((state = GetSpawnScript(name, false))){
  496. mutex->writelock(__FUNCTION__, __LINE__);
  497. lua_close(state);
  498. spawn_scripts[name].erase(state);
  499. mutex->releasewritelock(__FUNCTION__, __LINE__);
  500. }
  501. MSpawnScripts.writelock(__FUNCTION__, __LINE__);
  502. spawn_scripts.erase(name);
  503. MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__);
  504. }
  505. bool LuaInterface::CallItemScript(lua_State* state, int8 num_parameters) {
  506. if(shutting_down)
  507. return false;
  508. if(!state || lua_pcall(state, num_parameters, 0, 0) != 0){
  509. if (state){
  510. const char* err = lua_tostring(state, -1);
  511. LogError("%s: %s", GetScriptName(state), err);
  512. lua_pop(state, 1);
  513. }
  514. return false;
  515. }
  516. return true;
  517. }
  518. bool LuaInterface::CallSpawnScript(lua_State* state, int8 num_parameters) {
  519. if(shutting_down)
  520. return false;
  521. if(!state || lua_pcall(state, num_parameters, 0, 0) != 0){
  522. if (state){
  523. const char* err = lua_tostring(state, -1);
  524. LogError("%s: %s", GetScriptName(state), err);
  525. lua_pop(state, 1);
  526. }
  527. return false;
  528. }
  529. return true;
  530. }
  531. bool LuaInterface::CallZoneScript(lua_State* state, int8 num_parameters) {
  532. if(shutting_down)
  533. return false;
  534. if (!state || lua_pcall(state, num_parameters, 0, 0) != 0) {
  535. if (state){
  536. const char* err = lua_tostring(state, -1);
  537. LogError("%s: %s", GetScriptName(state), err);
  538. lua_pop(state, 1);
  539. }
  540. return false;
  541. }
  542. return true;
  543. }
  544. lua_State* LuaInterface::LoadLuaFile(const char* name) {
  545. if(shutting_down)
  546. return 0;
  547. lua_State* state = luaL_newstate();
  548. luaL_openlibs(state);
  549. if(luaL_dofile(state, name) == 0){
  550. RegisterFunctions(state);
  551. return state;
  552. }
  553. else{
  554. LogError("Error loading %s (file name: '%s')", lua_tostring(state, -1), name);
  555. lua_pop(state, 1);
  556. lua_close(state);
  557. }
  558. return 0;
  559. }
  560. void LuaInterface::RemoveSpell(LuaSpell* spell, bool call_remove_function, bool can_delete, string reason) {
  561. if(shutting_down)
  562. return;
  563. if(call_remove_function){
  564. lua_getglobal(spell->state, "remove");
  565. LUASpawnWrapper* spawn_wrapper = new LUASpawnWrapper();
  566. spawn_wrapper->spawn = spell->caster;
  567. AddUserDataPtr(spawn_wrapper);
  568. lua_pushlightuserdata(spell->state, spawn_wrapper);
  569. if(spell->caster && (spell->initial_target || spell->caster->GetTarget())){
  570. spawn_wrapper = new LUASpawnWrapper();
  571. if(!spell->initial_target)
  572. spawn_wrapper->spawn = spell->caster->GetTarget();
  573. else
  574. spawn_wrapper->spawn = spell->caster->GetZone()->GetSpawnByID(spell->initial_target);
  575. AddUserDataPtr(spawn_wrapper);
  576. lua_pushlightuserdata(spell->state, spawn_wrapper);
  577. }
  578. else
  579. lua_pushlightuserdata(spell->state, 0);
  580. if (spell->caster && !spell->caster->Alive())
  581. reason = "dead";
  582. lua_pushstring(spell->state, (char*)reason.c_str());
  583. MSpells.lock();
  584. current_spells[spell->state] = spell;
  585. MSpells.unlock();
  586. lua_pcall(spell->state, 3, 0, 0);
  587. ResetFunctionStack(spell->state);
  588. }
  589. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  590. for (int8 i = 0; i < spell->targets.size(); i++) {
  591. Spawn* target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  592. if (!target || !target->IsEntity())
  593. continue;
  594. ((Entity*)target)->RemoveProc(0, spell);
  595. }
  596. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  597. // we need to make sure all memory is purged for a copied spell, its only used once
  598. if (spell->spell->IsCopiedSpell())
  599. can_delete = true;
  600. if (can_delete) {
  601. AddPendingSpellDelete(spell);
  602. }
  603. if (spell->caster)
  604. {
  605. spell->caster->GetZone()->GetSpellProcess()->RemoveSpellScriptTimerBySpell(spell, false);
  606. spell->caster->RemoveProc(0, spell);
  607. spell->caster->RemoveMaintainedSpell(spell);
  608. }
  609. }
  610. void LuaInterface::RegisterFunctions(lua_State* state) {
  611. lua_register(state, "SetHP", EQ2Emu_lua_SetCurrentHP);
  612. lua_register(state, "SetMaxHP", EQ2Emu_lua_SetMaxHP);
  613. lua_register(state, "SetMaxHPBase", EQ2Emu_lua_SetMaxHPBase);
  614. lua_register(state, "SetPower", EQ2Emu_lua_SetCurrentPower);
  615. lua_register(state, "SetMaxPower", EQ2Emu_lua_SetMaxPower);
  616. lua_register(state, "SetMaxPowerBase", EQ2Emu_lua_SetMaxPowerBase);
  617. lua_register(state, "SetPosition", EQ2Emu_lua_SetPosition);
  618. lua_register(state, "SetHeading", EQ2Emu_lua_SetHeading);
  619. lua_register(state, "SetModelType", EQ2Emu_lua_SetModelType);
  620. lua_register(state, "SetAdventureClass", EQ2Emu_lua_SetAdventureClass);
  621. lua_register(state, "SetTradeskillClass", EQ2Emu_lua_SetTradeskillClass);
  622. lua_register(state, "SetMount", EQ2Emu_lua_SetMount);
  623. lua_register(state, "SetMountColor", EQ2Emu_lua_SetMountColor);
  624. lua_register(state, "GetMount", EQ2Emu_lua_GetMount);
  625. lua_register(state, "GetRace", EQ2Emu_lua_GetRace);
  626. lua_register(state, "GetRaceName", EQ2Emu_lua_GetRaceName);
  627. lua_register(state, "GetClass", EQ2Emu_lua_GetClass);
  628. lua_register(state, "GetClassName", EQ2Emu_lua_GetClassName);
  629. lua_register(state, "GetArchetypeName", EQ2Emu_lua_GetArchetypeName);
  630. lua_register(state, "SetSpeed", EQ2Emu_lua_SetSpeed);
  631. lua_register(state, "ModifyPower", EQ2Emu_lua_ModifyPower);
  632. lua_register(state, "ModifyHP", EQ2Emu_lua_ModifyHP);
  633. lua_register(state, "GetDistance", EQ2Emu_lua_GetDistance);
  634. lua_register(state, "GetHeading", EQ2Emu_lua_GetHeading);
  635. lua_register(state, "GetLevel", EQ2Emu_lua_GetLevel);
  636. lua_register(state, "GetHP", EQ2Emu_lua_GetCurrentHP);
  637. lua_register(state, "GetMaxHP", EQ2Emu_lua_GetMaxHP);
  638. lua_register(state, "GetMaxHPBase", EQ2Emu_lua_GetMaxHPBase);
  639. lua_register(state, "GetMaxPower", EQ2Emu_lua_GetMaxPower);
  640. lua_register(state, "GetMaxPowerBase", EQ2Emu_lua_GetMaxPowerBase);
  641. lua_register(state, "GetName", EQ2Emu_lua_GetName);
  642. lua_register(state, "GetPower", EQ2Emu_lua_GetCurrentPower);
  643. lua_register(state, "GetX", EQ2Emu_lua_GetX);
  644. lua_register(state, "GetY", EQ2Emu_lua_GetY);
  645. lua_register(state, "GetZ", EQ2Emu_lua_GetZ);
  646. lua_register(state, "GetSpawnID", EQ2Emu_lua_GetSpawnID);
  647. lua_register(state, "GetSpawnGroupID", EQ2Emu_lua_GetSpawnGroupID);
  648. lua_register(state, "GetSpawnLocationID", EQ2Emu_lua_GetSpawnLocationID);
  649. lua_register(state, "GetSpawnLocationPlacementID", EQ2Emu_lua_GetSpawnLocationPlacementID);
  650. lua_register(state, "CreateSpawnList", EQ2Emu_lua_CreateSpawnList);
  651. lua_register(state, "AddSpawnToSpawnList", EQ2Emu_lua_AddSpawnToSpawnList);
  652. lua_register(state, "RemoveSpawnFromSpawnList", EQ2Emu_lua_RemoveSpawnFromSpawnList);
  653. lua_register(state, "GetSpawnListBySpawnID", EQ2Emu_lua_GetSpawnListBySpawnID);
  654. lua_register(state, "GetSpawnFromList", EQ2Emu_lua_GetSpawnFromList);
  655. lua_register(state, "GetSpawnListSize", EQ2Emu_lua_GetSpawnListSize);
  656. lua_register(state, "SetFactionID", EQ2Emu_lua_SetFactionID);
  657. lua_register(state, "GetFactionID", EQ2Emu_lua_GetFactionID);
  658. lua_register(state, "GetFactionAmount", EQ2Emu_lua_GetFactionAmount);
  659. lua_register(state, "GetGender", EQ2Emu_lua_GetGender);
  660. lua_register(state, "GetTarget", EQ2Emu_lua_GetTarget);
  661. lua_register(state, "HasFreeSlot", EQ2Emu_lua_HasFreeSlot);
  662. lua_register(state, "HasItemEquipped", EQ2Emu_lua_HasItemEquipped);
  663. lua_register(state, "GetEquippedItemByID", EQ2Emu_lua_GetEquippedItemByID);
  664. lua_register(state, "GetEquippedItemBySlot", EQ2Emu_lua_GetEquippedItemBySlot);
  665. lua_register(state, "GetItemByID", EQ2Emu_lua_GetItemByID);
  666. lua_register(state, "GetItemType", EQ2Emu_lua_GetItemType);
  667. lua_register(state, "GetSpellName", EQ2Emu_lua_GetSpellName);
  668. lua_register(state, "PerformCameraShake", EQ2Emu_lua_PerformCameraShake);
  669. lua_register(state, "GetModelType", EQ2Emu_lua_GetModelType);
  670. lua_register(state, "GetSpeed", EQ2Emu_lua_GetSpeed);
  671. lua_register(state, "HasMoved", EQ2Emu_lua_HasMoved);
  672. lua_register(state, "SpellDamage", EQ2Emu_lua_SpellDamage);
  673. lua_register(state, "CastSpell", EQ2Emu_lua_CastSpell);
  674. lua_register(state, "SpellHeal", EQ2Emu_lua_SpellHeal);
  675. lua_register(state, "AddItem", EQ2Emu_lua_AddItem);
  676. lua_register(state, "SummonItem", EQ2Emu_lua_SummonItem);
  677. lua_register(state, "RemoveItem", EQ2Emu_lua_RemoveItem);
  678. lua_register(state, "HasItem", EQ2Emu_lua_HasItem);
  679. lua_register(state, "SpawnMob", EQ2Emu_lua_Spawn);
  680. lua_register(state, "SummonPet", EQ2Emu_lua_SummonPet);
  681. lua_register(state, "AddSpawnAccess", EQ2Emu_lua_AddSpawnAccess);
  682. lua_register(state, "GetZone", EQ2Emu_lua_GetZone);
  683. lua_register(state, "GetZoneName", EQ2Emu_lua_GetZoneName);
  684. lua_register(state, "GetZoneID", EQ2Emu_lua_GetZoneID);
  685. lua_register(state, "Zone", EQ2Emu_lua_Zone);
  686. lua_register(state, "AddHate", EQ2Emu_lua_AddHate);
  687. lua_register(state, "IsAlive", EQ2Emu_lua_IsAlive);
  688. lua_register(state, "IsInCombat", EQ2Emu_lua_IsInCombat);
  689. lua_register(state, "Attack", EQ2Emu_lua_Attack);
  690. lua_register(state, "ApplySpellVisual", EQ2Emu_lua_ApplySpellVisual);
  691. lua_register(state, "IsPlayer", EQ2Emu_lua_IsPlayer);
  692. lua_register(state, "FaceTarget", EQ2Emu_lua_FaceTarget);
  693. lua_register(state, "MoveToLocation", EQ2Emu_lua_MoveToLocation);
  694. lua_register(state, "ClearRunningLocations", EQ2Emu_lua_ClearRunningLocations);
  695. lua_register(state, "Shout", EQ2Emu_lua_Shout);
  696. lua_register(state, "Say", EQ2Emu_lua_Say);
  697. lua_register(state, "SayOOC", EQ2Emu_lua_SayOOC);
  698. lua_register(state, "Emote", EQ2Emu_lua_Emote);
  699. lua_register(state, "MovementLoopAddLocation", EQ2Emu_lua_MovementLoopAdd); // do not remove this function, it is already heavily used by the content team
  700. lua_register(state, "MovementLoopAdd", EQ2Emu_lua_MovementLoopAdd);
  701. lua_register(state, "GetCurrentZoneSafeLocation", EQ2Emu_lua_GetCurrentZoneSafeLocation);
  702. lua_register(state, "AddTimer", EQ2Emu_lua_AddTimer);
  703. lua_register(state, "Harvest", EQ2Emu_lua_Harvest);
  704. lua_register(state, "SetAttackable", EQ2Emu_lua_SetAttackable);
  705. lua_register(state, "AddSpellBonus", EQ2Emu_lua_AddSpellBonus);
  706. lua_register(state, "RemoveSpellBonus", EQ2Emu_lua_RemoveSpellBonus);
  707. lua_register(state, "AddSkillBonus", EQ2Emu_lua_AddSkillBonus);
  708. lua_register(state, "RemoveSkillBonus", EQ2Emu_lua_RemoveSkillBonus);
  709. lua_register(state, "AddControlEffect", EQ2Emu_lua_AddControlEffect);
  710. lua_register(state, "RemoveControlEffect", EQ2Emu_lua_RemoveControlEffect);
  711. lua_register(state, "GetCurrentZoneSafeLocation", EQ2Emu_lua_GetCurrentZoneSafeLocation);
  712. lua_register(state, "GetInt", EQ2Emu_lua_GetInt);
  713. lua_register(state, "GetWis", EQ2Emu_lua_GetWis);
  714. lua_register(state, "GetSta", EQ2Emu_lua_GetSta);
  715. lua_register(state, "GetStr", EQ2Emu_lua_GetStr);
  716. lua_register(state, "GetAgi", EQ2Emu_lua_GetAgi);
  717. lua_register(state, "SetInt", EQ2Emu_lua_SetInt);
  718. lua_register(state, "SetWis", EQ2Emu_lua_SetWis);
  719. lua_register(state, "SetSta", EQ2Emu_lua_SetSta);
  720. lua_register(state, "SetStr", EQ2Emu_lua_SetStr);
  721. lua_register(state, "SetAgi", EQ2Emu_lua_SetAgi);
  722. lua_register(state, "GetIntBase", EQ2Emu_lua_GetIntBase);
  723. lua_register(state, "GetWisBase", EQ2Emu_lua_GetWisBase);
  724. lua_register(state, "GetStaBase", EQ2Emu_lua_GetStaBase);
  725. lua_register(state, "GetStrBase", EQ2Emu_lua_GetStrBase);
  726. lua_register(state, "GetAgiBase", EQ2Emu_lua_GetAgiBase);
  727. lua_register(state, "SetIntBase", EQ2Emu_lua_SetIntBase);
  728. lua_register(state, "SetWisBase", EQ2Emu_lua_SetWisBase);
  729. lua_register(state, "SetStaBase", EQ2Emu_lua_SetStaBase);
  730. lua_register(state, "SetStrBase", EQ2Emu_lua_SetStrBase);
  731. lua_register(state, "SetAgiBase", EQ2Emu_lua_SetAgiBase);
  732. lua_register(state, "GetSpawn", EQ2Emu_lua_GetSpawn);
  733. lua_register(state, "GetVariableValue", EQ2Emu_lua_GetVariableValue);
  734. lua_register(state, "GetCoinMessage", EQ2Emu_lua_GetCoinMessage);
  735. lua_register(state, "GetSpawnByGroupID", EQ2Emu_lua_GetSpawnByGroupID);
  736. lua_register(state, "GetSpawnByLocationID", EQ2Emu_lua_GetSpawnByLocationID);
  737. lua_register(state, "PlayFlavor", EQ2Emu_lua_PlayFlavor);
  738. lua_register(state, "PlaySound", EQ2Emu_lua_PlaySound);
  739. lua_register(state, "PlayVoice", EQ2Emu_lua_PlayVoice);
  740. lua_register(state, "PlayAnimation", EQ2Emu_lua_PlayAnimation);
  741. lua_register(state, "AddLootItem", EQ2Emu_lua_AddLootItem);
  742. lua_register(state, "HasLootItem", EQ2Emu_lua_HasLootItem);
  743. lua_register(state, "RemoveLootItem", EQ2Emu_lua_RemoveLootItem);
  744. lua_register(state, "AddLootCoin", EQ2Emu_lua_AddLootCoin);
  745. lua_register(state, "GiveLoot", EQ2Emu_lua_GiveLoot);
  746. lua_register(state, "HasPendingLootItem", EQ2Emu_lua_HasPendingLootItem);
  747. lua_register(state, "HasPendingLoot", EQ2Emu_lua_HasPendingLoot);
  748. lua_register(state, "SetLootCoin", EQ2Emu_lua_SetLootCoin);
  749. lua_register(state, "GetLootCoin", EQ2Emu_lua_GetLootCoin);
  750. lua_register(state, "SetPlayerProximityFunction", EQ2Emu_lua_SetPlayerProximityFunction);
  751. lua_register(state, "SetLocationProximityFunction", EQ2Emu_lua_SetLocationProximityFunction);
  752. lua_register(state, "CreateConversation", EQ2Emu_lua_CreateConversation);
  753. lua_register(state, "AddConversationOption", EQ2Emu_lua_AddConversationOption);
  754. lua_register(state, "StartConversation", EQ2Emu_lua_StartConversation);
  755. lua_register(state, "CloseConversation", EQ2Emu_lua_CloseConversation);
  756. lua_register(state, "CloseItemConversation", EQ2Emu_lua_CloseItemConversation);
  757. //lua_register(state, "StartItemConversation", EQ2Emu_lua_StartItemConversation);
  758. lua_register(state, "StartDialogConversation", EQ2Emu_lua_StartDialogConversation);
  759. lua_register(state, "SendStateCommand", EQ2Emu_lua_SendStateCommand);
  760. lua_register(state, "SpawnSet", EQ2Emu_lua_SpawnSet);
  761. lua_register(state, "SpawnSetByDistance", EQ2Emu_lua_SpawnSetByDistance);
  762. lua_register(state, "SpawnMove", EQ2Emu_lua_SpawnMove);
  763. lua_register(state, "KillSpawn", EQ2Emu_lua_KillSpawn);
  764. lua_register(state, "KillSpawnByDistance", EQ2Emu_lua_KillSpawnByDistance);
  765. lua_register(state, "Despawn", EQ2Emu_lua_Despawn);
  766. lua_register(state, "ChangeHandIcon", EQ2Emu_lua_ChangeHandIcon);
  767. lua_register(state, "SetVisualFlag", EQ2Emu_lua_SetVisualFlag);
  768. lua_register(state, "SetInfoFlag", EQ2Emu_lua_SetInfoFlag);
  769. lua_register(state, "IsBindAllowed", EQ2Emu_lua_IsBindAllowed);
  770. lua_register(state, "IsGateAllowed", EQ2Emu_lua_IsGateAllowed);
  771. lua_register(state, "Bind", EQ2Emu_lua_Bind);
  772. lua_register(state, "Gate", EQ2Emu_lua_Gate);
  773. lua_register(state, "SendMessage", EQ2Emu_lua_SendMessage);
  774. lua_register(state, "SendPopUpMessage", EQ2Emu_lua_SendPopUpMessage);
  775. lua_register(state, "SetServerControlFlag", EQ2Emu_lua_SetServerControlFlag);
  776. lua_register(state, "ToggleTracking", EQ2Emu_lua_ToggleTracking);
  777. lua_register(state, "AddPrimaryEntityCommand", EQ2Emu_lua_AddPrimaryEntityCommand);
  778. lua_register(state, "AddSpellBookEntry", EQ2Emu_lua_AddSpellBookEntry);
  779. lua_register(state, "HasSpell", EQ2Emu_lua_HasSpell);
  780. lua_register(state, "Interrupt", EQ2Emu_lua_Interrupt);
  781. lua_register(state, "Stealth", EQ2Emu_lua_Stealth);
  782. lua_register(state, "IsInvis", EQ2Emu_lua_IsInvis);
  783. lua_register(state, "IsStealthed", EQ2Emu_lua_IsStealthed);
  784. lua_register(state, "AddSpawnIDAccess", EQ2Emu_lua_AddSpawnIDAccess);
  785. lua_register(state, "RemoveSpawnIDAccess", EQ2Emu_lua_RemoveSpawnIDAccess);
  786. lua_register(state, "HasRecipeBook", EQ2Emu_lua_HasRecipeBook);
  787. lua_register(state, "SetRequiredQuest", EQ2Emu_lua_SetRequiredQuest);
  788. lua_register(state, "SetRequiredHistory", EQ2Emu_lua_SetRequiredHistory);
  789. lua_register(state, "SetStepComplete", EQ2Emu_lua_SetStepComplete);
  790. lua_register(state, "AddStepProgress", EQ2Emu_lua_AddStepProgress);
  791. lua_register(state, "UpdateQuestTaskGroupDescription", EQ2Emu_lua_UpdateQuestTaskGroupDescription);
  792. lua_register(state, "GetTaskGroupStep", EQ2Emu_lua_GetTaskGroupStep);
  793. lua_register(state, "GetQuestStep", EQ2Emu_lua_GetQuestStep);
  794. lua_register(state, "QuestStepIsComplete", EQ2Emu_lua_QuestStepIsComplete);
  795. lua_register(state, "RegisterQuest", EQ2Emu_lua_RegisterQuest);
  796. lua_register(state, "SetQuestPrereqLevel", EQ2Emu_lua_SetQuestPrereqLevel);
  797. lua_register(state, "AddQuestPrereqQuest", EQ2Emu_lua_AddQuestPrereqQuest);
  798. lua_register(state, "AddQuestPrereqItem", EQ2Emu_lua_AddQuestPrereqItem);
  799. lua_register(state, "AddQuestPrereqFaction", EQ2Emu_lua_AddQuestPrereqFaction);
  800. lua_register(state, "AddQuestPrereqRace", EQ2Emu_lua_AddQuestPrereqRace);
  801. lua_register(state, "AddQuestPrereqModelType", EQ2Emu_lua_AddQuestPrereqModelType);
  802. lua_register(state, "AddQuestPrereqClass", EQ2Emu_lua_AddQuestPrereqClass);
  803. lua_register(state, "AddQuestPrereqTradeskillLevel", EQ2Emu_lua_AddQuestPrereqTradeskillLevel);
  804. lua_register(state, "AddQuestPrereqTradeskillClass", EQ2Emu_lua_AddQuestPrereqTradeskillClass);
  805. lua_register(state, "AddQuestSelectableRewardItem", EQ2Emu_lua_AddQuestSelectableRewardItem);
  806. lua_register(state, "HasQuestRewardItem", EQ2Emu_lua_HasQuestRewardItem);
  807. lua_register(state, "AddQuestRewardItem", EQ2Emu_lua_AddQuestRewardItem);
  808. lua_register(state, "AddQuestRewardCoin", EQ2Emu_lua_AddQuestRewardCoin);
  809. lua_register(state, "AddQuestRewardFaction", EQ2Emu_lua_AddQuestRewardFaction);
  810. lua_register(state, "SetQuestRewardStatus", EQ2Emu_lua_SetQuestRewardStatus);
  811. lua_register(state, "SetQuestRewardComment", EQ2Emu_lua_SetQuestRewardComment);
  812. lua_register(state, "SetQuestRewardExp", EQ2Emu_lua_SetQuestRewardExp);
  813. lua_register(state, "AddQuestStepKill", EQ2Emu_lua_AddQuestStepKill);
  814. lua_register(state, "AddQuestStep", EQ2Emu_lua_AddQuestStep);
  815. lua_register(state, "AddQuestStepChat", EQ2Emu_lua_AddQuestStepChat);
  816. lua_register(state, "AddQuestStepObtainItem", EQ2Emu_lua_AddQuestStepObtainItem);
  817. lua_register(state, "AddQuestStepLocation", EQ2Emu_lua_AddQuestStepLocation);
  818. lua_register(state, "AddQuestStepSpell", EQ2Emu_lua_AddQuestStepSpell);
  819. lua_register(state, "AddQuestStepCraft", EQ2Emu_lua_AddQuestStepCraft);
  820. lua_register(state, "AddQuestStepHarvest", EQ2Emu_lua_AddQuestStepHarvest);
  821. lua_register(state, "AddQuestStepCompleteAction", EQ2Emu_lua_AddQuestStepCompleteAction);
  822. lua_register(state, "AddQuestStepProgressAction", EQ2Emu_lua_AddQuestStepProgressAction);
  823. lua_register(state, "SetQuestCompleteAction", EQ2Emu_lua_SetQuestCompleteAction);
  824. lua_register(state, "GiveQuestReward", EQ2Emu_lua_GiveQuestReward);
  825. lua_register(state, "GiveImmediateQuestReward", EQ2Emu_lua_GiveImmediateQuestReward);
  826. lua_register(state, "UpdateQuestStepDescription", EQ2Emu_lua_UpdateQuestStepDescription);
  827. lua_register(state, "UpdateQuestDescription", EQ2Emu_lua_UpdateQuestDescription);
  828. lua_register(state, "UpdateQuestZone", EQ2Emu_lua_UpdateQuestZone);
  829. lua_register(state, "SetCompletedDescription", EQ2Emu_lua_SetCompletedDescription);
  830. lua_register(state, "OfferQuest", EQ2Emu_lua_OfferQuest);
  831. lua_register(state, "ProvidesQuest", EQ2Emu_lua_ProvidesQuest);
  832. lua_register(state, "HasQuest", EQ2Emu_lua_HasQuest);
  833. lua_register(state, "HasCompletedQuest", EQ2Emu_lua_HasCompletedQuest);
  834. lua_register(state, "QuestIsComplete", EQ2Emu_lua_QuestIsComplete);
  835. lua_register(state, "QuestReturnNPC", EQ2Emu_lua_QuestReturnNPC);
  836. lua_register(state, "GetQuest", EQ2Emu_lua_GetQuest);
  837. lua_register(state, "HasCollectionsToHandIn", EQ2Emu_lua_HasCollectionsToHandIn);
  838. lua_register(state, "HandInCollections", EQ2Emu_lua_HandInCollections);
  839. lua_register(state, "UseWidget", EQ2Emu_lua_UseWidget);
  840. lua_register(state, "SetSpellList", EQ2Emu_lua_SetSpellList);
  841. lua_register(state, "GetPet", EQ2Emu_lua_GetPet);
  842. lua_register(state, "Charm", EQ2Emu_lua_Charm);
  843. lua_register(state, "GetGroup", EQ2Emu_lua_GetGroup);
  844. lua_register(state, "SetCompleteFlag", EQ2Emu_lua_SetCompleteFlag);
  845. lua_register(state, "SetQuestYellow", EQ2Emu_lua_SetQuestYellow);
  846. lua_register(state, "CanReceiveQuest", EQ2Emu_lua_CanReceiveQuest);
  847. lua_register(state, "AddTransportSpawn", EQ2Emu_lua_AddTransportSpawn);
  848. // Option window
  849. lua_register(state, "CreateOptionWindow", EQ2Emu_lua_CreateOptionWindow);
  850. lua_register(state, "AddOptionWindowOption", EQ2Emu_lua_AddOptionWindowOption);
  851. lua_register(state, "SendOptionWindow", EQ2Emu_lua_SendOptionWindow);
  852. lua_register(state, "GetTradeskillClass", EQ2Emu_lua_GetTradeskillClass);
  853. lua_register(state, "GetTradeskillLevel", EQ2Emu_lua_GetTradeskillLevel);
  854. lua_register(state, "GetTradeskillClassName", EQ2Emu_lua_GetTradeskillClassName);
  855. lua_register(state, "SetTradeskillLevel", EQ2Emu_lua_SetTradeskillLevel);
  856. lua_register(state, "SummonDeityPet", EQ2Emu_lua_SummonDeityPet);
  857. lua_register(state, "SummonCosmeticPet", EQ2Emu_lua_SummonCosmeticPet);
  858. lua_register(state, "DismissPet", EQ2Emu_lua_DismissPet);
  859. lua_register(state, "GetCharmedPet", EQ2Emu_lua_GetCharmedPet);
  860. lua_register(state, "GetDeityPet", EQ2Emu_lua_GetDeityPet);
  861. lua_register(state, "GetCosmeticPet", EQ2Emu_lua_GetCosmeticPet);
  862. lua_register(state, "SetQuestFeatherColor", EQ2Emu_lua_SetQuestFeatherColor);
  863. lua_register(state, "RemoveSpawnAccess", EQ2Emu_lua_RemoveSpawnAccess);
  864. lua_register(state, "SpawnByLocationID", EQ2Emu_lua_SpawnByLocationID);
  865. lua_register(state, "CastEntityCommand", EQ2Emu_lua_CastEntityCommand);
  866. lua_register(state, "SetLuaBrain", EQ2Emu_lua_SetLuaBrain);
  867. lua_register(state, "SetBrainTick", EQ2Emu_lua_SetBrainTick);
  868. lua_register(state, "SetFollowTarget", EQ2Emu_lua_SetFollowTarget);
  869. lua_register(state, "GetFollowTarget", EQ2Emu_lua_GetFollowTarget);
  870. lua_register(state, "ToggleFollow", EQ2Emu_lua_ToggleFollow);
  871. lua_register(state, "IsFollowing", EQ2Emu_lua_IsFollowing);
  872. lua_register(state, "SetTempVariable", EQ2Emu_lua_SetTempVariable);
  873. lua_register(state, "GetTempVariable", EQ2Emu_lua_GetTempVariable);
  874. lua_register(state, "GiveQuestItem", EQ2Emu_lua_GiveQuestItem);
  875. lua_register(state, "SetQuestRepeatable", EQ2Emu_lua_SetQuestRepeatable);
  876. lua_register(state, "AddWaypoint", EQ2Emu_lua_AddWaypoint);
  877. lua_register(state, "RemoveWaypoint", EQ2Emu_lua_RemoveWaypoint);
  878. lua_register(state, "SendWaypoints", EQ2Emu_lua_SendWaypoints);
  879. lua_register(state, "AddWard", EQ2Emu_lua_AddWard);
  880. lua_register(state, "AddToWard", EQ2Emu_lua_AddToWard);
  881. lua_register(state, "RemoveWard", EQ2Emu_lua_RemoveWard);
  882. lua_register(state, "GetWardAmountLeft", EQ2Emu_lua_GetWardAmountLeft);
  883. lua_register(state, "GetWardValue", EQ2Emu_lua_GetWardValue);
  884. lua_register(state, "SetTarget", EQ2Emu_lua_SetTarget);
  885. lua_register(state, "IsPet", EQ2Emu_lua_IsPet);
  886. lua_register(state, "GetOwner", EQ2Emu_lua_GetOwner);
  887. lua_register(state, "SetInCombat", EQ2Emu_lua_SetInCombat);
  888. lua_register(state, "CompareSpawns", EQ2Emu_lua_CompareSpawns);
  889. lua_register(state, "Runback", EQ2Emu_lua_Runback);
  890. lua_register(state, "GetRunbackDistance", EQ2Emu_lua_GetRunbackDistance);
  891. lua_register(state, "IsCasting", EQ2Emu_lua_IsCasting);
  892. lua_register(state, "IsMezzed", EQ2Emu_lua_IsMezzed);
  893. lua_register(state, "IsStunned", EQ2Emu_lua_IsStunned);
  894. lua_register(state, "IsMezzedOrStunned", EQ2Emu_lua_IsMezzedOrStunned);
  895. lua_register(state, "ProcessSpell", EQ2Emu_lua_ProcessSpell);
  896. lua_register(state, "ProcessMelee", EQ2Emu_lua_ProcessMelee);
  897. lua_register(state, "HasRecovered", EQ2Emu_lua_HasRecovered);
  898. lua_register(state, "GetEncounterSize", EQ2Emu_lua_GetEncounterSize);
  899. lua_register(state, "GetMostHated", EQ2Emu_lua_GetMostHated);
  900. lua_register(state, "ClearHate", EQ2Emu_lua_ClearHate);
  901. lua_register(state, "ClearEncounter", EQ2Emu_lua_ClearEncounter);
  902. lua_register(state, "GetEncounter", EQ2Emu_lua_GetEncounter);
  903. lua_register(state, "GetHateList", EQ2Emu_lua_GetHateList);
  904. lua_register(state, "HasGroup", EQ2Emu_lua_HasGroup);
  905. lua_register(state, "HasSpellEffect", EQ2Emu_lua_HasSpellEffect);
  906. lua_register(state, "SetSuccessTimer", EQ2Emu_lua_SetSuccessTimer);
  907. lua_register(state, "SetFailureTimer", EQ2Emu_lua_SetFailureTimer);
  908. lua_register(state, "IsGroundSpawn", EQ2Emu_lua_IsGroundSpawn);
  909. lua_register(state, "CanHarvest", EQ2Emu_lua_CanHarvest);
  910. lua_register(state, "SummonDumbFirePet", EQ2Emu_lua_SummonDumbFirePet);
  911. lua_register(state, "GetSkillValue", EQ2Emu_lua_GetSkillValue);
  912. lua_register(state, "GetSkillMaxValue", EQ2Emu_lua_GetSkillMaxValue);
  913. lua_register(state, "GetSkillName", EQ2Emu_lua_GetSkillName);
  914. lua_register(state, "SetSkillMaxValue", EQ2Emu_lua_SetSkillMaxValue);
  915. lua_register(state, "SetSkillValue", EQ2Emu_lua_SetSkillValue);
  916. lua_register(state, "GetSkill", EQ2Emu_lua_GetSkill);
  917. lua_register(state, "GetSkillIDByName", EQ2Emu_lua_GetSkillIDByName);
  918. lua_register(state, "HasSkill", EQ2Emu_lua_HasSkill);
  919. lua_register(state, "AddSkill", EQ2Emu_lua_AddSkill);
  920. lua_register(state, "IncreaseSkillCapsByType", EQ2Emu_lua_IncreaseSkillCapsByType);
  921. lua_register(state, "RemoveSkill", EQ2Emu_lua_RemoveSkill);
  922. lua_register(state, "AddProc", EQ2Emu_lua_AddProc);
  923. lua_register(state, "RemoveProc", EQ2Emu_lua_RemoveProc);
  924. lua_register(state, "Knockback", EQ2Emu_lua_Knockback);
  925. lua_register(state, "IsEpic", EQ2Emu_lua_IsEpic);
  926. lua_register(state, "IsHeroic", EQ2Emu_lua_IsHeroic);
  927. lua_register(state, "ProcDamage", EQ2Emu_lua_ProcDamage);
  928. lua_register(state, "LastSpellAttackHit", EQ2Emu_lua_LastSpellAttackHit);
  929. lua_register(state, "IsBehind", EQ2Emu_lua_IsBehind);
  930. lua_register(state, "IsFlanking", EQ2Emu_lua_IsFlanking);
  931. lua_register(state, "AddSpellTimer", EQ2Emu_lua_AddSpellTimer);
  932. lua_register(state, "GetItemCount", EQ2Emu_lua_GetItemCount);
  933. lua_register(state, "SetItemCount", EQ2Emu_lua_SetItemCount);
  934. lua_register(state, "Resurrect", EQ2Emu_lua_Resurrect);
  935. lua_register(state, "BreatheUnderwater", EQ2Emu_lua_BreatheUnderwater);
  936. lua_register(state, "BlurVision", EQ2Emu_lua_BlurVision);
  937. lua_register(state, "SetVision", EQ2Emu_lua_SetVision);
  938. lua_register(state, "GetItemSkillReq", EQ2Emu_lua_GetItemSkillReq);
  939. lua_register(state, "SetSpeedMultiplier", EQ2Emu_lua_SetSpeedMultiplier);
  940. lua_register(state, "SetIllusion", EQ2Emu_lua_SetIllusion);
  941. lua_register(state, "ResetIllusion", EQ2Emu_lua_ResetIllusion);
  942. lua_register(state, "AddThreatTransfer", EQ2Emu_lua_AddThreatTransfer);
  943. lua_register(state, "RemoveThreatTransfer", EQ2Emu_lua_RemoveThreatTransfer);
  944. lua_register(state, "CureByType", EQ2Emu_lua_CureByType);
  945. lua_register(state, "CureByControlEffect", EQ2Emu_lua_CureByControlEffect);
  946. lua_register(state, "AddSpawnSpellBonus", EQ2Emu_lua_AddSpawnSpellBonus);
  947. lua_register(state, "CancelSpell", EQ2Emu_lua_CancelSpell);
  948. lua_register(state, "RemoveStealth", EQ2Emu_lua_RemoveStealth);
  949. lua_register(state, "RemoveInvis", EQ2Emu_lua_RemoveInvis);
  950. lua_register(state, "StartHeroicOpportunity", EQ2Emu_lua_StartHeroicOpportunity);
  951. lua_register(state, "CopySpawnAppearance", EQ2Emu_lua_CopySpawnAppearance);
  952. lua_register(state, "SetSpellTriggerCount", EQ2Emu_lua_SetSpellTriggerCount);
  953. lua_register(state, "GetSpellTriggerCount", EQ2Emu_lua_GetSpellTriggerCount);
  954. lua_register(state, "RemoveTriggerFromSpell", EQ2Emu_lua_RemoveTriggerFromSpell);
  955. lua_register(state, "AddImmunitySpell", EQ2Emu_lua_AddImmunitySpell);
  956. lua_register(state, "RemoveImmunitySpell", EQ2Emu_lua_RemoveImmunitySpell);
  957. lua_register(state, "SetSpellSnareValue", EQ2Emu_lua_SetSpellSnareValue);
  958. lua_register(state, "CheckRaceType", EQ2Emu_lua_CheckRaceType);
  959. lua_register(state, "GetRaceType", EQ2Emu_lua_GetRaceType);
  960. lua_register(state, "GetRaceBaseType", EQ2Emu_lua_GetRaceBaseType);
  961. lua_register(state, "GetQuestFlags", EQ2Emu_lua_GetQuestFlags);
  962. lua_register(state, "SetQuestFlags", EQ2Emu_lua_SetQuestFlags);
  963. lua_register(state, "SetQuestTimer", EQ2Emu_lua_SetQuestTimer);
  964. lua_register(state, "RemoveQuestStep", EQ2Emu_lua_RemoveQuestStep);
  965. lua_register(state, "ResetQuestStep", EQ2Emu_lua_ResetQuestStep);
  966. lua_register(state, "SetQuestTimerComplete", EQ2Emu_lua_SetQuestTimerComplete);
  967. lua_register(state, "AddQuestStepFailureAction", EQ2Emu_lua_AddQuestStepFailureAction);
  968. lua_register(state, "SetStepFailed", EQ2Emu_lua_SetStepFailed);
  969. lua_register(state, "GetQuestCompleteCount", EQ2Emu_lua_GetQuestCompleteCount);
  970. lua_register(state, "SetServerVariable", EQ2Emu_lua_SetServerVariable);
  971. lua_register(state, "GetServerVariable", EQ2Emu_lua_GetServerVariable);
  972. lua_register(state, "HasLanguage", EQ2Emu_lua_HasLanguage);
  973. lua_register(state, "AddLanguage", EQ2Emu_lua_AddLanguage);
  974. lua_register(state, "IsNight", EQ2Emu_lua_IsNight);
  975. lua_register(state, "AddMultiFloorLift", EQ2Emu_lua_AddMultiFloorLift);
  976. lua_register(state, "StartAutoMount", EQ2Emu_lua_StartAutoMount);
  977. lua_register(state, "EndAutoMount", EQ2Emu_lua_EndAutoMount);
  978. lua_register(state, "IsOnAutoMount", EQ2Emu_lua_IsOnAutoMount);
  979. lua_register(state, "SetPlayerHistory", EQ2Emu_lua_SetPlayerHistory);
  980. lua_register(state, "GetPlayerHistory", EQ2Emu_lua_GetPlayerHistory);
  981. lua_register(state, "SetGridID", EQ2Emu_lua_SetGridID);
  982. lua_register(state, "GetQuestStepProgress", EQ2Emu_lua_GetQuestStepProgress);
  983. lua_register(state, "SetPlayerLevel", EQ2Emu_lua_SetPlayerLevel);
  984. lua_register(state, "AddCoin", EQ2Emu_lua_AddCoin);
  985. lua_register(state, "RemoveCoin", EQ2Emu_lua_RemoveCoin);
  986. lua_register(state, "GetPlayersInZone", EQ2Emu_lua_GetPlayersInZone);
  987. lua_register(state, "SpawnGroupByID", EQ2Emu_lua_SpawnGroupByID);
  988. lua_register(state, "SetSpawnAnimation", EQ2Emu_lua_SetSpawnAnimation);
  989. lua_register(state, "GetClientVersion", EQ2Emu_lua_GetClientVersion);
  990. lua_register(state, "GetItemID", EQ2Emu_lua_GetItemID);
  991. lua_register(state, "IsEntity", EQ2Emu_lua_IsEntity);
  992. lua_register(state, "GetOrigX", EQ2Emu_lua_GetOrigX);
  993. lua_register(state, "GetOrigY", EQ2Emu_lua_GetOrigY);
  994. lua_register(state, "GetOrigZ", EQ2Emu_lua_GetOrigZ);
  995. lua_register(state, "GetPCTOfHP", EQ2Emu_lua_GetPCTOfHP);
  996. lua_register(state, "GetPCTOfPower", EQ2Emu_lua_GetPCTOfPower);
  997. lua_register(state, "GetBoundZoneID", EQ2Emu_lua_GetBoundZoneID);
  998. lua_register(state, "Evac", EQ2Emu_lua_Evac);
  999. lua_register(state, "GetSpellTier", EQ2Emu_lua_GetSpellTier);
  1000. lua_register(state, "GetSpellID", EQ2Emu_lua_GetSpellID);
  1001. lua_register(state, "StartTransmute", EQ2Emu_lua_StartTransmute);
  1002. lua_register(state, "CompleteTransmute", EQ2Emu_lua_CompleteTransmute);
  1003. lua_register(state, "ProcHate", EQ2Emu_lua_ProcHate);
  1004. lua_register(state, "GetRandomSpawnByID", EQ2Emu_lua_GetRandomSpawnByID);
  1005. lua_register(state, "AddLootToObject", EQ2Emu_lua_AddLootToObject);
  1006. lua_register(state, "ShowLootWindow", EQ2Emu_lua_ShowLootWindow);
  1007. lua_register(state, "AddPrimaryEntityCommandAllSpawns", EQ2Emu_lua_AddPrimaryEntityCommandAllSpawns);
  1008. lua_register(state, "InstructionWindow", EQ2Emu_lua_InstructionWindow);
  1009. lua_register(state, "InstructionWindowClose", EQ2Emu_lua_InstructionWindowClose);
  1010. lua_register(state, "InstructionWindowGoal", EQ2Emu_lua_InstructionWindowGoal);
  1011. lua_register(state, "ShowWindow", EQ2Emu_lua_ShowWindow);
  1012. lua_register(state, "FlashWindow", EQ2Emu_lua_FlashWindow);
  1013. lua_register(state, "EnableGameEvent", EQ2Emu_lua_EnableGameEvent);
  1014. lua_register(state, "GetTutorialStep", EQ2Emu_lua_GetTutorialStep);
  1015. lua_register(state, "SetTutorialStep", EQ2Emu_lua_SetTutorialStep);
  1016. lua_register(state, "DisplayText", EQ2Emu_lua_DisplayText);
  1017. lua_register(state, "GiveExp", EQ2Emu_lua_GiveExp);
  1018. lua_register(state, "CheckLOS", EQ2Emu_lua_CheckLOS);
  1019. lua_register(state, "CheckLOSByCoordinates", EQ2Emu_lua_CheckLOSByCoordinates);
  1020. lua_register(state, "SetZoneExpansionFlag", EQ2Emu_lua_SetZoneExpansionFlag);
  1021. lua_register(state, "GetZoneExpansionFlag", EQ2Emu_lua_GetZoneExpansionFlag);
  1022. lua_register(state, "SetZoneHolidayFlag", EQ2Emu_lua_SetZoneHolidayFlag);
  1023. lua_register(state, "GetZoneHolidayFlag", EQ2Emu_lua_GetZoneHolidayFlag);
  1024. lua_register(state, "AddSpawnProximity", EQ2Emu_lua_AddSpawnProximity);
  1025. lua_register(state, "CanSeeInvis", EQ2Emu_lua_CanSeeInvis);
  1026. lua_register(state, "SetSeeInvis", EQ2Emu_lua_SetSeeInvis);
  1027. lua_register(state, "SetSeeHide", EQ2Emu_lua_SetSeeHide);
  1028. lua_register(state, "SetAccessToEntityCommand", EQ2Emu_lua_SetAccessToEntityCommand);
  1029. lua_register(state, "RemovePrimaryEntityCommand", EQ2Emu_lua_RemovePrimaryEntityCommand);
  1030. lua_register(state, "SendUpdateDefaultCommand", EQ2Emu_lua_SendUpdateDefaultCommand);
  1031. lua_register(state, "SendTransporters", EQ2Emu_lua_SendTransporters);
  1032. lua_register(state, "SetTemporaryTransportID", EQ2Emu_lua_SetTemporaryTransportID);
  1033. lua_register(state, "GetTemporaryTransportID", EQ2Emu_lua_GetTemporaryTransportID);
  1034. lua_register(state, "SetAlignment", EQ2Emu_lua_SetAlignment);
  1035. lua_register(state, "GetAlignment", EQ2Emu_lua_GetAlignment);
  1036. lua_register(state, "GetSpell", EQ2Emu_lua_GetSpell);
  1037. lua_register(state, "GetSpellData", EQ2Emu_lua_GetSpellData);
  1038. lua_register(state, "SetSpellData", EQ2Emu_lua_SetSpellData);
  1039. lua_register(state, "CastCustomSpell", EQ2Emu_lua_CastCustomSpell);
  1040. lua_register(state, "SetSpellDataIndex", EQ2Emu_lua_SetSpellDataIndex);
  1041. lua_register(state, "GetSpellDataIndex", EQ2Emu_lua_GetSpellDataIndex);
  1042. lua_register(state, "SetSpellDisplayEffect", EQ2Emu_lua_SetSpellDisplayEffect);
  1043. lua_register(state, "GetSpellDisplayEffect", EQ2Emu_lua_GetSpellDisplayEffect);
  1044. }
  1045. void LuaInterface::LogError(const char* error, ...) {
  1046. va_list argptr;
  1047. char buffer[4096];
  1048. va_start(argptr, error);
  1049. vsnprintf(buffer, sizeof(buffer), error, argptr);
  1050. va_end(argptr);
  1051. SimpleLogError(buffer);
  1052. }
  1053. void LuaInterface::SimpleLogError(const char* error) {
  1054. ProcessErrorMessage(error);
  1055. LogWrite(LUA__ERROR, 0, "LUA", "%s", error);
  1056. }
  1057. void LuaInterface::ResetFunctionStack(lua_State* state) {
  1058. lua_settop(state, 0);
  1059. }
  1060. void LuaInterface::AddUserDataPtr(LUAUserData* data) {
  1061. MLUAUserData.lock();
  1062. user_data[data] = Timer::GetCurrentTime2() + 300000; //allow a function to use this pointer for 5 minutes
  1063. MLUAUserData.unlock();
  1064. }
  1065. void LuaInterface::DeletePendingSpells(bool all) {
  1066. MSpellDelete.lock();
  1067. if (spells_pending_delete.size() > 0) {
  1068. int32 time = Timer::GetCurrentTime2();
  1069. map<LuaSpell*, int32>::iterator itr;
  1070. vector<LuaSpell*> tmp_deletes;
  1071. vector<LuaSpell*>::iterator del_itr;
  1072. for (itr = spells_pending_delete.begin(); itr != spells_pending_delete.end(); itr++) {
  1073. if (all || time >= itr->second)
  1074. tmp_deletes.push_back(itr->first);
  1075. }
  1076. LuaSpell* spell = 0;
  1077. for (del_itr = tmp_deletes.begin(); del_itr != tmp_deletes.end(); del_itr++) {
  1078. spell = *del_itr;
  1079. spells_pending_delete.erase(spell);
  1080. if (spell->spell->IsCopiedSpell())
  1081. {
  1082. RemoveCustomSpell(spell->spell->GetSpellID());
  1083. safe_delete(spell->spell);
  1084. }
  1085. safe_delete(spell);
  1086. }
  1087. }
  1088. MSpellDelete.unlock();
  1089. }
  1090. void LuaInterface::DeletePendingSpell(LuaSpell* spell) {
  1091. MSpellDelete.lock();
  1092. if (spells_pending_delete.size() > 0) {
  1093. map<LuaSpell*, int32>::iterator itr = spells_pending_delete.find(spell);
  1094. if (itr != spells_pending_delete.end())
  1095. spells_pending_delete.erase(itr);
  1096. }
  1097. MSpellDelete.unlock();
  1098. }
  1099. void LuaInterface::DeleteUserDataPtrs(bool all) {
  1100. MLUAUserData.lock();
  1101. if(user_data.size() > 0){
  1102. map<LUAUserData*, int32>::iterator itr;
  1103. int32 time = Timer::GetCurrentTime2();
  1104. vector<LUAUserData*> tmp_deletes;
  1105. vector<LUAUserData*>::iterator del_itr;
  1106. for(itr = user_data.begin(); itr != user_data.end(); itr++){
  1107. if(all || time >= itr->second)
  1108. tmp_deletes.push_back(itr->first);
  1109. }
  1110. LUAUserData* data = 0;
  1111. for(del_itr = tmp_deletes.begin(); del_itr != tmp_deletes.end(); del_itr++){
  1112. data = *del_itr;
  1113. user_data.erase(data);
  1114. safe_delete(data);
  1115. }
  1116. }
  1117. MLUAUserData.unlock();
  1118. }
  1119. Spawn* LuaInterface::GetSpawn(lua_State* state, int8 arg_num) {
  1120. Spawn* ret = 0;
  1121. if (lua_islightuserdata(state, arg_num)){
  1122. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1123. if(!data || !data->IsCorrectlyInitialized()){
  1124. LogError("%s: GetSpawn error while processing %s", GetScriptName(state), lua_tostring(state, -1));
  1125. }
  1126. else if(!data->IsSpawn()){
  1127. lua_Debug ar;
  1128. lua_getstack (state, 1, &ar);
  1129. lua_getinfo(state, "Sln", &ar);
  1130. LogError("%s: Invalid data type used for GetSpawn in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1131. }
  1132. else
  1133. ret = data->spawn;
  1134. }
  1135. return ret;
  1136. }
  1137. vector<ConversationOption>* LuaInterface::GetConversation(lua_State* state, int8 arg_num) {
  1138. vector<ConversationOption>* ret = 0;
  1139. if(lua_islightuserdata(state, arg_num)){
  1140. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1141. if(!data || !data->IsCorrectlyInitialized()){
  1142. LogError("%s: GetConversation error while processing %s", GetScriptName(state), lua_tostring(state, -1));
  1143. }
  1144. else if(!data->IsConversationOption()){
  1145. lua_Debug ar;
  1146. lua_getstack (state, 1, &ar);
  1147. lua_getinfo(state, "Sln", &ar);
  1148. LogError("%s: Invalid data type used for GetConversation in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1149. }
  1150. else
  1151. ret = data->conversation_options;
  1152. }
  1153. return ret;
  1154. }
  1155. vector<Spawn*>* LuaInterface::GetSpawnList(lua_State* state, int8 arg_num) {
  1156. vector<Spawn*>* ret = 0;
  1157. if (lua_islightuserdata(state, arg_num)) {
  1158. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1159. if (!data || !data->IsCorrectlyInitialized()) {
  1160. LogError("%s: GetSpawnList error while processing %s", GetScriptName(state), lua_tostring(state, -1));
  1161. }
  1162. else if (!data->IsSpawnList()) {
  1163. lua_Debug ar;
  1164. lua_getstack(state, 1, &ar);
  1165. lua_getinfo(state, "Sln", &ar);
  1166. LogError("%s: Invalid data type used for GetSpawnList in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1167. }
  1168. else
  1169. ret = data->spawn_list;
  1170. }
  1171. return ret;
  1172. }
  1173. vector<OptionWindowOption>* LuaInterface::GetOptionWindow(lua_State* state, int8 arg_num) {
  1174. vector<OptionWindowOption>* ret = 0;
  1175. if(lua_islightuserdata(state, arg_num)){
  1176. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1177. if(!data || !data->IsCorrectlyInitialized()){
  1178. LogError("%s: GetOptionWindow error while processing %s", GetScriptName(state), lua_tostring(state, -1));
  1179. }
  1180. else if(!data->IsOptionWindow()){
  1181. lua_Debug ar;
  1182. lua_getstack (state, 1, &ar);
  1183. lua_getinfo(state, "Sln", &ar);
  1184. LogError("%s: Invalid data type used for GetOptionWindow in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1185. }
  1186. else
  1187. ret = data->option_window_option;
  1188. }
  1189. return ret;
  1190. }
  1191. Quest* LuaInterface::GetQuest(lua_State* state, int8 arg_num) {
  1192. Quest* ret = 0;
  1193. if(lua_islightuserdata(state, arg_num)){
  1194. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1195. if(!data || !data->IsCorrectlyInitialized()){
  1196. LogError("%s: GetQuest error while processing %s", GetScriptName(state), lua_tostring(state, 0));
  1197. }
  1198. else if(!data->IsQuest()){
  1199. lua_Debug ar;
  1200. lua_getstack (state, 1, &ar);
  1201. lua_getinfo(state, "Sln", &ar);
  1202. LogError("%s: Invalid data type used for GetQuest in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1203. }
  1204. else
  1205. ret = data->quest;
  1206. }
  1207. return ret;
  1208. }
  1209. Item* LuaInterface::GetItem(lua_State* state, int8 arg_num) {
  1210. Item* ret = 0;
  1211. if(lua_islightuserdata(state, arg_num)){
  1212. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1213. if(!data || !data->IsCorrectlyInitialized()){
  1214. LogError("%s: GetItem error while processing %s", GetScriptName(state), lua_tostring(state, 0));
  1215. }
  1216. else if(!data->IsItem()){
  1217. lua_Debug ar;
  1218. lua_getstack (state, 1, &ar);
  1219. lua_getinfo(state, "Sln", &ar);
  1220. LogError("%s: Invalid data type used for GetItem in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1221. }
  1222. else
  1223. ret = data->item;
  1224. }
  1225. return ret;
  1226. }
  1227. Skill* LuaInterface::GetSkill(lua_State* state, int8 arg_num) {
  1228. Skill* ret = 0;
  1229. if (lua_islightuserdata(state, arg_num)) {
  1230. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1231. if (!data || !data->IsCorrectlyInitialized()) {
  1232. LogError("%s: GetSkill error while processing %s", GetScriptName(state), lua_tostring(state, 0));
  1233. }
  1234. else if (!data->IsSkill()) {
  1235. lua_Debug ar;
  1236. lua_getstack(state, 1, &ar);
  1237. lua_getinfo(state, "Sln", &ar);
  1238. LogError("%s: Invalid data type used for GetSkill in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1239. }
  1240. else
  1241. ret = data->skill;
  1242. }
  1243. return ret;
  1244. }
  1245. LuaSpell* LuaInterface::GetSpell(lua_State* state, int8 arg_num) {
  1246. LuaSpell* ret = 0;
  1247. if (lua_islightuserdata(state, arg_num)) {
  1248. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1249. if (!data || !data->IsCorrectlyInitialized()) {
  1250. LogError("%s: GetSpell error while processing %s", GetScriptName(state), lua_tostring(state, 0));
  1251. }
  1252. else if (!data->IsSpell()) {
  1253. lua_Debug ar;
  1254. lua_getstack(state, 1, &ar);
  1255. lua_getinfo(state, "Sln", &ar);
  1256. LogError("%s: Invalid data type used for GetSpell in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1257. }
  1258. else
  1259. ret = data->spell;
  1260. }
  1261. return ret;
  1262. }
  1263. ZoneServer* LuaInterface::GetZone(lua_State* state, int8 arg_num) {
  1264. ZoneServer* ret = 0;
  1265. if(lua_islightuserdata(state, arg_num)){
  1266. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1267. if(!data || !data->IsCorrectlyInitialized()){
  1268. LogError("%s: GetZone error while processing %s", GetScriptName(state), lua_tostring(state, -1));
  1269. }
  1270. else if(!data->IsZone()){
  1271. lua_Debug ar;
  1272. lua_getstack (state, 1, &ar);
  1273. lua_getinfo(state, "Sln", &ar);
  1274. LogError("%s: Invalid data type used for GetZone in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1275. }
  1276. else
  1277. ret = data->zone;
  1278. }
  1279. return ret;
  1280. }
  1281. sint32 LuaInterface::GetSInt32Value(lua_State* state, int8 arg_num) {
  1282. sint32 val = 0;
  1283. if(lua_isnumber(state, arg_num)){
  1284. val = lua_tointeger(state, arg_num);
  1285. }
  1286. return val;
  1287. }
  1288. int32 LuaInterface::GetInt32Value(lua_State* state, int8 arg_num) {
  1289. int32 val = 0;
  1290. if(lua_isnumber(state, arg_num)){
  1291. val = (int32)lua_tonumber(state, arg_num);
  1292. }
  1293. return val;
  1294. }
  1295. int16 LuaInterface::GetInt16Value(lua_State* state, int8 arg_num) {
  1296. int16 val = 0;
  1297. if(lua_isnumber(state, arg_num)){
  1298. val = lua_tointeger(state, arg_num);
  1299. }
  1300. return val;
  1301. }
  1302. int8 LuaInterface::GetInt8Value(lua_State* state, int8 arg_num) {
  1303. int8 val = 0;
  1304. if(lua_isnumber(state, arg_num)){
  1305. val = lua_tointeger(state, arg_num);
  1306. }
  1307. return val;
  1308. }
  1309. float LuaInterface::GetFloatValue(lua_State* state, int8 arg_num) {
  1310. float val = 0;
  1311. if(lua_isnumber(state, arg_num))
  1312. val = (float)lua_tonumber(state, arg_num);
  1313. return val;
  1314. }
  1315. string LuaInterface::GetStringValue(lua_State* state, int8 arg_num) {
  1316. string val;
  1317. if(lua_isstring(state, arg_num)){
  1318. size_t size = 0;
  1319. const char* str = lua_tolstring(state, arg_num, &size);
  1320. if(str)
  1321. val = string(str);
  1322. }
  1323. return val;
  1324. }
  1325. bool LuaInterface::GetBooleanValue(lua_State* state, int8 arg_num) {
  1326. return lua_toboolean(state, arg_num) == 1;
  1327. }
  1328. void LuaInterface::SetStringValue(lua_State* state, const char* value) {
  1329. lua_pushstring(state, value);
  1330. }
  1331. void LuaInterface::SetBooleanValue(lua_State* state, bool value) {
  1332. lua_pushboolean(state, value);
  1333. }
  1334. void LuaInterface::SetFloatValue(lua_State* state, float value) {
  1335. lua_pushnumber(state, value);
  1336. }
  1337. void LuaInterface::SetInt32Value(lua_State* state, int32 value) {
  1338. lua_pushinteger(state, value);
  1339. }
  1340. void LuaInterface::SetSInt32Value(lua_State* state, sint32 value) {
  1341. lua_pushinteger(state, value);
  1342. }
  1343. void LuaInterface::SetSpawnValue(lua_State* state, Spawn* spawn) {
  1344. LUASpawnWrapper* spawn_wrapper = new LUASpawnWrapper();
  1345. spawn_wrapper->spawn = spawn;
  1346. AddUserDataPtr(spawn_wrapper);
  1347. lua_pushlightuserdata(state, spawn_wrapper);
  1348. }
  1349. void LuaInterface::SetSpawnListValue(lua_State* state, vector<Spawn*>* spawnList) {
  1350. LUASpawnListWrapper* spawnList_wrapper = new LUASpawnListWrapper();
  1351. spawnList_wrapper->spawn_list = spawnList;
  1352. AddUserDataPtr(spawnList_wrapper);
  1353. lua_pushlightuserdata(state, spawnList_wrapper);
  1354. }
  1355. void LuaInterface::SetConversationValue(lua_State* state, vector<ConversationOption>* conversation) {
  1356. LUAConversationOptionWrapper* conv_wrapper = new LUAConversationOptionWrapper();
  1357. conv_wrapper->conversation_options = conversation;
  1358. AddUserDataPtr(conv_wrapper);
  1359. lua_pushlightuserdata(state, conv_wrapper);
  1360. }
  1361. void LuaInterface::SetOptionWindowValue(lua_State* state, vector<OptionWindowOption>* optionWindow) {
  1362. LUAOptionWindowWrapper* option_wrapper = new LUAOptionWindowWrapper();
  1363. option_wrapper->option_window_option = optionWindow;
  1364. AddUserDataPtr(option_wrapper);
  1365. lua_pushlightuserdata(state, option_wrapper);
  1366. }
  1367. void LuaInterface::SetItemValue(lua_State* state, Item* item) {
  1368. LUAItemWrapper* item_wrapper = new LUAItemWrapper();
  1369. item_wrapper->item = item;
  1370. AddUserDataPtr(item_wrapper);
  1371. lua_pushlightuserdata(state, item_wrapper);
  1372. }
  1373. void LuaInterface::SetSkillValue(lua_State* state, Skill* skill) {
  1374. LUASkillWrapper* skill_wrapper = new LUASkillWrapper();
  1375. skill_wrapper->skill = skill;
  1376. AddUserDataPtr(skill_wrapper);
  1377. lua_pushlightuserdata(state, skill_wrapper);
  1378. }
  1379. void LuaInterface::SetQuestValue(lua_State* state, Quest* quest) {
  1380. LUAQuestWrapper* quest_wrapper = new LUAQuestWrapper();
  1381. quest_wrapper->quest = quest;
  1382. AddUserDataPtr(quest_wrapper);
  1383. lua_pushlightuserdata(state, quest_wrapper);
  1384. }
  1385. void LuaInterface::SetZoneValue(lua_State* state, ZoneServer* zone) {
  1386. LUAZoneWrapper* zone_wrapper = new LUAZoneWrapper();
  1387. zone_wrapper->zone = zone;
  1388. AddUserDataPtr(zone_wrapper);
  1389. lua_pushlightuserdata(state, zone_wrapper);
  1390. }
  1391. void LuaInterface::SetSpellValue(lua_State* state, LuaSpell* spell) {
  1392. LUASpellWrapper* spell_wrapper = new LUASpellWrapper();
  1393. spell_wrapper->spell = spell;
  1394. AddUserDataPtr(spell_wrapper);
  1395. lua_pushlightuserdata(state, spell_wrapper);
  1396. }
  1397. LuaSpell* LuaInterface::GetSpell(const char* name) {
  1398. string lua_script = string(name);
  1399. if (lua_script.find(".lua") == string::npos)
  1400. lua_script.append(".lua");
  1401. if(spells.count(lua_script) > 0)
  1402. {
  1403. LogWrite(LUA__DEBUG, 0, "LUA", "Found LUA Spell Script: '%s'", lua_script.c_str());
  1404. LuaSpell* spell = spells[lua_script];
  1405. LuaSpell* new_spell = new LuaSpell;
  1406. new_spell->state = spell->state;
  1407. new_spell->file_name = string(spell->file_name);
  1408. new_spell->timer = spell->timer;
  1409. new_spell->timer.Disable();
  1410. new_spell->resisted = false;
  1411. new_spell->interrupted = false;
  1412. new_spell->crit = false;
  1413. new_spell->last_spellattack_hit = false;
  1414. new_spell->MSpellTargets.SetName("LuaSpell.MSpellTargets");
  1415. new_spell->cancel_after_all_triggers = false;
  1416. new_spell->num_triggers = 0;
  1417. new_spell->had_triggers = false;
  1418. new_spell->had_dmg_remaining = false;
  1419. new_spell->slot_pos = 0;
  1420. new_spell->damage_remaining = 0;
  1421. new_spell->effect_bitmask = 0;
  1422. new_spell->caster = 0;
  1423. new_spell->initial_target = 0;
  1424. new_spell->spell = 0;
  1425. return new_spell;
  1426. }
  1427. else{
  1428. LogWrite(LUA__ERROR, 0, "LUA", "Error LUA Spell Script: '%s'", name);
  1429. return 0;
  1430. }
  1431. }
  1432. Mutex* LuaInterface::GetItemScriptMutex(const char* name) {
  1433. Mutex* mutex = 0;
  1434. if(item_scripts_mutex.count(name) > 0)
  1435. mutex = item_scripts_mutex[name];
  1436. if(!mutex){
  1437. mutex = new Mutex();
  1438. item_scripts_mutex[name] = mutex;
  1439. }
  1440. return mutex;
  1441. }
  1442. Mutex* LuaInterface::GetSpawnScriptMutex(const char* name) {
  1443. Mutex* mutex = 0;
  1444. if(spawn_scripts_mutex.count(string(name)) > 0)
  1445. mutex = spawn_scripts_mutex[name];
  1446. if(!mutex){
  1447. mutex = new Mutex();
  1448. spawn_scripts_mutex[name] = mutex;
  1449. }
  1450. return mutex;
  1451. }
  1452. Mutex* LuaInterface::GetZoneScriptMutex(const char* name) {
  1453. Mutex* mutex = 0;
  1454. if(zone_scripts_mutex.count(name) > 0)
  1455. mutex = zone_scripts_mutex[name];
  1456. if(!mutex){
  1457. mutex = new Mutex();
  1458. zone_scripts_mutex[name] = mutex;
  1459. }
  1460. return mutex;
  1461. }
  1462. void LuaInterface::UseItemScript(const char* name, lua_State* state, bool val) {
  1463. MItemScripts.writelock(__FUNCTION__, __LINE__);
  1464. item_scripts[name][state] = val;
  1465. item_inverse_scripts[state] = name;
  1466. MItemScripts.releasewritelock(__FUNCTION__, __LINE__);
  1467. }
  1468. void LuaInterface::UseSpawnScript(const char* name, lua_State* state, bool val) {
  1469. MSpawnScripts.writelock(__FUNCTION__, __LINE__);
  1470. spawn_scripts[name][state] = val;
  1471. spawn_inverse_scripts[state] = name;
  1472. MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__);
  1473. }
  1474. void LuaInterface::UseZoneScript(const char* name, lua_State* state, bool val) {
  1475. MZoneScripts.writelock(__FUNCTION__, __LINE__);
  1476. zone_scripts[name][state] = val;
  1477. zone_inverse_scripts[state] = name;
  1478. MZoneScripts.releasewritelock(__FUNCTION__, __LINE__);
  1479. }
  1480. lua_State* LuaInterface::GetItemScript(const char* name, bool create_new, bool use) {
  1481. map<string, map<lua_State*, bool> >::iterator itr;
  1482. map<lua_State*, bool>::iterator item_script_itr;
  1483. lua_State* ret = 0;
  1484. Mutex* mutex = 0;
  1485. itr = item_scripts.find(name);
  1486. if(itr != item_scripts.end()) {
  1487. mutex = GetItemScriptMutex(name);
  1488. mutex->readlock(__FUNCTION__, __LINE__);
  1489. for(item_script_itr = itr->second.begin(); item_script_itr != itr->second.end(); item_script_itr++){
  1490. if(!item_script_itr->second){ //not in use
  1491. ret = item_script_itr->first;
  1492. if (use)
  1493. {
  1494. item_script_itr->second = true;
  1495. break; // don't keep iterating, we already have our result
  1496. }
  1497. }
  1498. }
  1499. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1500. }
  1501. if(!ret && create_new){
  1502. if(name && LoadItemScript(name))
  1503. ret = GetItemScript(name, create_new, use);
  1504. else{
  1505. LogError("Error LUA Item Script '%s'", name);
  1506. return 0;
  1507. }
  1508. }
  1509. return ret;
  1510. }
  1511. lua_State* LuaInterface::GetSpawnScript(const char* name, bool create_new, bool use) {
  1512. if (spawn_scripts_reloading)
  1513. return 0;
  1514. map<string, map<lua_State*, bool> >::iterator itr;
  1515. map<lua_State*, bool>::iterator spawn_script_itr;
  1516. lua_State* ret = 0;
  1517. Mutex* mutex = 0;
  1518. itr = spawn_scripts.find(name);
  1519. if(itr != spawn_scripts.end()) {
  1520. mutex = GetSpawnScriptMutex(name);
  1521. mutex->readlock(__FUNCTION__, __LINE__);
  1522. for(spawn_script_itr = itr->second.begin(); spawn_script_itr != itr->second.end(); spawn_script_itr++){
  1523. if(!spawn_script_itr->second){ //not in use
  1524. ret = spawn_script_itr->first;
  1525. if (use)
  1526. {
  1527. spawn_script_itr->second = true;
  1528. break; // don't keep iterating, we already have our result
  1529. }
  1530. }
  1531. }
  1532. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1533. }
  1534. if(!ret && create_new){
  1535. if(name && LoadSpawnScript(name))
  1536. ret = GetSpawnScript(name, create_new, use);
  1537. else{
  1538. LogError("Error LUA Spawn Script '%s'", name);
  1539. return 0;
  1540. }
  1541. }
  1542. return ret;
  1543. }
  1544. lua_State* LuaInterface::GetZoneScript(const char* name, bool create_new, bool use) {
  1545. map<string, map<lua_State*, bool> >::iterator itr;
  1546. map<lua_State*, bool>::iterator zone_script_itr;
  1547. lua_State* ret = 0;
  1548. Mutex* mutex = 0;
  1549. itr = zone_scripts.find(name);
  1550. if(itr != zone_scripts.end()) {
  1551. mutex = GetZoneScriptMutex(name);
  1552. mutex->readlock(__FUNCTION__, __LINE__);
  1553. for(zone_script_itr = itr->second.begin(); zone_script_itr != itr->second.end(); zone_script_itr++){
  1554. if(!zone_script_itr->second){ //not in use
  1555. ret = zone_script_itr->first;
  1556. if (use)
  1557. {
  1558. zone_script_itr->second = true;
  1559. break; // don't keep iterating, we already have our result
  1560. }
  1561. }
  1562. }
  1563. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1564. }
  1565. if(!ret && create_new){
  1566. if(name && LoadZoneScript(name))
  1567. ret = GetZoneScript(name);
  1568. else{
  1569. LogError("Error LUA Zone Script '%s'", name);
  1570. return 0;
  1571. }
  1572. }
  1573. return ret;
  1574. }
  1575. bool LuaInterface::RunItemScript(string script_name, const char* function_name, Item* item, Spawn* spawn) {
  1576. if(!item)
  1577. return false;
  1578. lua_State* state = GetItemScript(script_name.c_str(), true, true);
  1579. if(state){
  1580. Mutex* mutex = GetItemScriptMutex(script_name.c_str());
  1581. if(mutex)
  1582. mutex->readlock(__FUNCTION__, __LINE__);
  1583. else{
  1584. LogError("Error getting lock for '%s'", script_name.c_str());
  1585. UseItemScript(script_name.c_str(), state, false);
  1586. return false;
  1587. }
  1588. lua_getglobal(state, function_name);
  1589. if (!lua_isfunction(state, lua_gettop(state))){
  1590. lua_pop(state, 1);
  1591. mutex->releasereadlock(__FUNCTION__);
  1592. UseItemScript(script_name.c_str(), state, false);
  1593. return false;
  1594. }
  1595. SetItemValue(state, item);
  1596. int8 num_parms = 1;
  1597. if(spawn){
  1598. SetSpawnValue(state, spawn);
  1599. num_parms++;
  1600. }
  1601. if(!CallItemScript(state, num_parms)){
  1602. if(mutex)
  1603. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1604. UseItemScript(script_name.c_str(), state, false);
  1605. return false;
  1606. }
  1607. if(mutex)
  1608. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1609. UseItemScript(script_name.c_str(), state, false);
  1610. return true;
  1611. }
  1612. else
  1613. return false;
  1614. }
  1615. bool LuaInterface::RunSpawnScript(string script_name, const char* function_name, Spawn* npc, Spawn* spawn, const char* message) {
  1616. if(!npc || spawn_scripts_reloading)
  1617. return false;
  1618. lua_State* state = GetSpawnScript(script_name.c_str(), true, true);
  1619. if(state){
  1620. Mutex* mutex = GetSpawnScriptMutex(script_name.c_str());
  1621. if(mutex)
  1622. mutex->readlock(__FUNCTION__, __LINE__);
  1623. else{
  1624. LogError("Error getting lock for '%s'", script_name.c_str());
  1625. UseSpawnScript(script_name.c_str(), state, false);
  1626. return false;
  1627. }
  1628. lua_getglobal(state, function_name);
  1629. if (!lua_isfunction(state, lua_gettop(state))){
  1630. lua_pop(state, 1);
  1631. mutex->releasereadlock(__FUNCTION__);
  1632. UseSpawnScript(script_name.c_str(), state, false);
  1633. return false;
  1634. }
  1635. SetSpawnValue(state, npc);
  1636. int8 num_parms = 1;
  1637. if(spawn){
  1638. SetSpawnValue(state, spawn);
  1639. num_parms++;
  1640. }
  1641. if(message){
  1642. SetStringValue(state, message);
  1643. num_parms++;
  1644. }
  1645. if(!CallSpawnScript(state, num_parms)){
  1646. if(mutex)
  1647. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1648. UseSpawnScript(script_name.c_str(), state, false);
  1649. return false;
  1650. }
  1651. if(mutex)
  1652. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1653. UseSpawnScript(script_name.c_str(), state, false);
  1654. return true;
  1655. }
  1656. else
  1657. return false;
  1658. }
  1659. 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) {
  1660. if (!zone)
  1661. return false;
  1662. lua_State* state = GetZoneScript(script_name.c_str(), true, true);
  1663. if (state) {
  1664. Mutex* mutex = GetZoneScriptMutex(script_name.c_str());
  1665. if (mutex)
  1666. mutex->readlock(__FUNCTION__, __LINE__);
  1667. else {
  1668. LogError("Error getting lock for '%s'", script_name.c_str());
  1669. UseZoneScript(script_name.c_str(), state, false);
  1670. return false;
  1671. }
  1672. lua_getglobal(state, function_name);
  1673. if (!lua_isfunction(state, lua_gettop(state))) {
  1674. lua_pop(state, 1);
  1675. mutex->releasereadlock(__FUNCTION__);
  1676. UseZoneScript(script_name.c_str(), state, false);
  1677. return false;
  1678. }
  1679. SetZoneValue(state, zone);
  1680. int8 num_params = 1;
  1681. if (spawn) {
  1682. SetSpawnValue(state, spawn);
  1683. num_params++;
  1684. }
  1685. if (int32_arg1 > 0) {
  1686. SetInt32Value(state, int32_arg1);
  1687. num_params++;
  1688. }
  1689. if (str_arg1) {
  1690. SetStringValue(state, str_arg1);
  1691. num_params++;
  1692. }
  1693. if (spawn_arg1) {
  1694. SetSpawnValue(state, spawn_arg1);
  1695. num_params++;
  1696. }
  1697. if (int32_arg2 > 0) {
  1698. SetInt32Value(state, int32_arg2);
  1699. num_params++;
  1700. }
  1701. if (str_arg2) {
  1702. SetStringValue(state, str_arg2);
  1703. num_params++;
  1704. }
  1705. if (spawn_arg2) {
  1706. SetSpawnValue(state, spawn_arg2);
  1707. num_params++;
  1708. }
  1709. if (!CallZoneScript(state, num_params)) {
  1710. if (mutex)
  1711. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1712. UseZoneScript(script_name.c_str(), state, false);
  1713. return false;
  1714. }
  1715. if (mutex)
  1716. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1717. UseZoneScript(script_name.c_str(), state, false);
  1718. return true;
  1719. }
  1720. else
  1721. return false;
  1722. }
  1723. void LuaInterface::AddPendingSpellDelete(LuaSpell* spell) {
  1724. MSpellDelete.lock();
  1725. if ( spells_pending_delete.count(spell) == 0 )
  1726. spells_pending_delete[spell] = Timer::GetCurrentTime2() + 10000;
  1727. MSpellDelete.unlock();
  1728. }
  1729. void LuaInterface::AddCustomSpell(LuaSpell* spell)
  1730. {
  1731. MCustomSpell.writelock();
  1732. custom_spells[spell->spell->GetSpellID()] = spell;
  1733. MCustomSpell.releasewritelock();
  1734. }
  1735. void LuaInterface::RemoveCustomSpell(int32 id)
  1736. {
  1737. MCustomSpell.writelock();
  1738. map<int32, LuaSpell*>::iterator itr = custom_spells.find(id);
  1739. if (itr != custom_spells.end())
  1740. {
  1741. custom_spells.erase(itr);
  1742. custom_free_spell_ids.push_front(id);
  1743. }
  1744. MCustomSpell.releasewritelock();
  1745. }
  1746. // prior to calling FindCustomSpell you should call FindCustomSpellLock and after FindCustomSpellUnlock
  1747. LuaSpell* LuaInterface::FindCustomSpell(int32 id)
  1748. {
  1749. LuaSpell* spell = 0;
  1750. map<int32, LuaSpell*>::iterator itr = custom_spells.find(id);
  1751. if (itr != custom_spells.end())
  1752. spell = itr->second;
  1753. return spell;
  1754. }
  1755. int32 LuaInterface::GetFreeCustomSpellID()
  1756. {
  1757. int32 id = 0;
  1758. MCustomSpell.writelock();
  1759. if (!custom_free_spell_ids.empty())
  1760. {
  1761. id = custom_free_spell_ids.front();
  1762. custom_free_spell_ids.pop_front();
  1763. }
  1764. MCustomSpell.releasewritelock();
  1765. return id;
  1766. }
  1767. LUAUserData::LUAUserData(){
  1768. correctly_initialized = false;
  1769. quest = 0;
  1770. conversation_options = 0;
  1771. spawn = 0;
  1772. zone = 0;
  1773. skill = 0;
  1774. option_window_option = 0;
  1775. item = 0;
  1776. spawn_list = 0;
  1777. }
  1778. bool LUAUserData::IsCorrectlyInitialized(){
  1779. return correctly_initialized;
  1780. }
  1781. bool LUAUserData::IsConversationOption(){
  1782. return false;
  1783. }
  1784. bool LUAUserData::IsSpawnList() {
  1785. return false;
  1786. }
  1787. bool LUAUserData::IsOptionWindow() {
  1788. return false;
  1789. }
  1790. bool LUAUserData::IsSpawn(){
  1791. return false;
  1792. }
  1793. bool LUAUserData::IsQuest(){
  1794. return false;
  1795. }
  1796. bool LUAUserData::IsZone(){
  1797. return false;
  1798. }
  1799. bool LUAUserData::IsItem(){
  1800. return false;
  1801. }
  1802. bool LUAUserData::IsSkill() {
  1803. return false;
  1804. }
  1805. bool LUAUserData::IsSpell() {
  1806. return false;
  1807. }
  1808. LUAConversationOptionWrapper::LUAConversationOptionWrapper(){
  1809. correctly_initialized = true;
  1810. }
  1811. bool LUAConversationOptionWrapper::IsConversationOption(){
  1812. return true;
  1813. }
  1814. LUASpawnListWrapper::LUASpawnListWrapper() {
  1815. correctly_initialized = true;
  1816. }
  1817. bool LUASpawnListWrapper::IsSpawnList() {
  1818. return true;
  1819. }
  1820. LUAOptionWindowWrapper::LUAOptionWindowWrapper() {
  1821. correctly_initialized = true;
  1822. }
  1823. bool LUAOptionWindowWrapper::IsOptionWindow() {
  1824. return true;
  1825. }
  1826. LUASpawnWrapper::LUASpawnWrapper(){
  1827. correctly_initialized = true;
  1828. }
  1829. bool LUASpawnWrapper::IsSpawn(){
  1830. return true;
  1831. }
  1832. LUAZoneWrapper::LUAZoneWrapper(){
  1833. correctly_initialized = true;
  1834. }
  1835. bool LUAZoneWrapper::IsZone(){
  1836. return true;
  1837. }
  1838. LUAQuestWrapper::LUAQuestWrapper(){
  1839. correctly_initialized = true;
  1840. }
  1841. bool LUAQuestWrapper::IsQuest(){
  1842. return true;
  1843. }
  1844. LUAItemWrapper::LUAItemWrapper(){
  1845. correctly_initialized = true;
  1846. }
  1847. bool LUAItemWrapper::IsItem(){
  1848. return true;
  1849. }
  1850. LUASkillWrapper::LUASkillWrapper() {
  1851. correctly_initialized = true;
  1852. }
  1853. bool LUASkillWrapper::IsSkill() {
  1854. return true;
  1855. }
  1856. LUASpellWrapper::LUASpellWrapper() {
  1857. correctly_initialized = true;
  1858. }
  1859. bool LUASpellWrapper::IsSpell() {
  1860. return true;
  1861. }