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