LuaInterface.cpp 91 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. #include "World.h"
  22. #ifndef WIN32
  23. #include <stdio.h>
  24. #include <sys/types.h>
  25. #include <sys/stat.h>
  26. #include <dirent.h>
  27. #include <pthread.h>
  28. #else
  29. #include <process.h>
  30. #endif
  31. extern WorldDatabase database;
  32. extern ZoneList zone_list;
  33. LuaInterface::LuaInterface() {
  34. shutting_down = false;
  35. lua_system_reloading = false;
  36. MDebugClients.SetName("LuaInterface::MDebugClients");
  37. MSpells.SetName("LuaInterface::MSpells");
  38. MSpawnScripts.SetName("LuaInterface::MSpawnScripts");
  39. MZoneScripts.SetName("LuaInterface::MZoneScripts");
  40. MQuests.SetName("LuaInterface::MQuests");
  41. MLUAMain.SetName("LuaInterface::MLUAMain");
  42. MItemScripts.SetName("LuaInterface::MItemScripts");
  43. MSpellDelete.SetName("LuaInterface::MSpellDelete");
  44. MCustomSpell.SetName("LuaInterface::MCustomSpell");
  45. MRegionScripts.SetName("LuaInterface::MRegionScripts");
  46. user_data_timer = new Timer(20000);
  47. user_data_timer->Start();
  48. spell_delete_timer = new Timer(5000);
  49. spell_delete_timer->Start();
  50. }
  51. #ifdef WIN32
  52. vector<string>* LuaInterface::GetDirectoryListing(const char* directory) {
  53. vector<string>* ret = new vector<string>;
  54. WIN32_FIND_DATA fdata;
  55. HANDLE dhandle;
  56. char buf[MAX_PATH];
  57. snprintf(buf, sizeof(buf), "%s\\*", directory);
  58. if((dhandle = FindFirstFile(buf, &fdata)) == INVALID_HANDLE_VALUE) {
  59. safe_delete(ret);
  60. return 0;
  61. }
  62. ret->push_back(string(fdata.cFileName));
  63. while(1) {
  64. if(FindNextFile(dhandle, &fdata)) {
  65. ret->push_back(string(fdata.cFileName));
  66. }
  67. else{
  68. if(GetLastError() == ERROR_NO_MORE_FILES) {
  69. break;
  70. } else {
  71. safe_delete(ret);
  72. FindClose(dhandle);
  73. return 0;
  74. }
  75. }
  76. }
  77. if(FindClose(dhandle) == 0) {
  78. safe_delete(ret);
  79. return 0;
  80. }
  81. return ret;
  82. }
  83. #else
  84. vector<string>* LuaInterface::GetDirectoryListing(const char* directory) {
  85. vector<string>* ret = new vector<string>;
  86. DIR *dp;
  87. struct dirent *ep;
  88. dp = opendir (directory);
  89. if (dp != NULL){
  90. while ((ep = readdir (dp)))
  91. ret->push_back(string(ep->d_name));
  92. (void) closedir (dp);
  93. }
  94. else {
  95. safe_delete(ret);
  96. return 0;
  97. }
  98. return ret;
  99. }
  100. #endif
  101. LuaInterface::~LuaInterface() {
  102. shutting_down = true;
  103. MLUAMain.lock();
  104. DestroySpells();
  105. DestroySpawnScripts();
  106. DestroyQuests();
  107. DestroyItemScripts();
  108. DestroyZoneScripts();
  109. DestroyRegionScripts();
  110. DeleteUserDataPtrs(true);
  111. DeletePendingSpells(true);
  112. safe_delete(user_data_timer);
  113. safe_delete(spell_delete_timer);
  114. MLUAMain.unlock();
  115. }
  116. int LuaInterface::GetNumberOfArgs(lua_State* state) {
  117. return lua_gettop(state);
  118. }
  119. void LuaInterface::Process() {
  120. if(shutting_down)
  121. return;
  122. MLUAMain.lock();
  123. if(user_data_timer && user_data_timer->Check())
  124. DeleteUserDataPtrs(false);
  125. if(spell_delete_timer && spell_delete_timer->Check())
  126. DeletePendingSpells(false);
  127. MLUAMain.unlock();
  128. }
  129. void LuaInterface::DestroySpells() {
  130. map<string, LuaSpell*>::iterator itr;
  131. MSpells.lock();
  132. for(itr = spells.begin(); itr != spells.end(); itr++){
  133. lua_close(itr->second->state);
  134. safe_delete(itr->second);
  135. }
  136. spells.clear();
  137. MSpells.unlock();
  138. }
  139. void LuaInterface::DestroyQuests(bool reload) {
  140. map<int32, lua_State*>::iterator itr;
  141. MQuests.lock();
  142. for(itr = quest_states.begin(); itr != quest_states.end(); itr++){
  143. safe_delete(quests[itr->first]);
  144. lua_close(itr->second);
  145. }
  146. quests.clear();
  147. quest_states.clear();
  148. map<int32, Mutex*>::iterator mutex_itr;
  149. for(mutex_itr = quests_mutex.begin(); mutex_itr != quests_mutex.end(); mutex_itr++){
  150. safe_delete(mutex_itr->second);
  151. }
  152. quests_mutex.clear();
  153. if(reload)
  154. database.LoadQuests();
  155. MQuests.unlock();
  156. }
  157. void LuaInterface::DestroyItemScripts() {
  158. map<string, map<lua_State*, bool> >::iterator itr;
  159. map<lua_State*, bool>::iterator state_itr;
  160. Mutex* mutex = 0;
  161. MItemScripts.writelock(__FUNCTION__, __LINE__);
  162. for(itr = item_scripts.begin(); itr != item_scripts.end(); itr++){
  163. mutex = GetItemScriptMutex(itr->first.c_str());
  164. mutex->writelock(__FUNCTION__, __LINE__);
  165. for(state_itr = itr->second.begin(); state_itr != itr->second.end(); state_itr++)
  166. lua_close(state_itr->first);
  167. mutex->releasewritelock(__FUNCTION__, __LINE__);
  168. safe_delete(mutex);
  169. }
  170. item_scripts.clear();
  171. item_inverse_scripts.clear();
  172. item_scripts_mutex.clear();
  173. MItemScripts.releasewritelock(__FUNCTION__, __LINE__);
  174. }
  175. void LuaInterface::DestroySpawnScripts() {
  176. map<string, map<lua_State*, bool> >::iterator itr;
  177. map<lua_State*, bool>::iterator state_itr;
  178. Mutex* mutex = 0;
  179. MSpawnScripts.writelock(__FUNCTION__, __LINE__);
  180. for(itr = spawn_scripts.begin(); itr != spawn_scripts.end(); itr++){
  181. mutex = GetSpawnScriptMutex(itr->first.c_str());
  182. mutex->writelock(__FUNCTION__, __LINE__);
  183. for(state_itr = itr->second.begin(); state_itr != itr->second.end(); state_itr++)
  184. lua_close(state_itr->first);
  185. mutex->releasewritelock(__FUNCTION__, __LINE__);
  186. safe_delete(mutex);
  187. }
  188. spawn_scripts.clear();
  189. spawn_inverse_scripts.clear();
  190. spawn_scripts_mutex.clear();
  191. MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__);
  192. }
  193. void LuaInterface::DestroyZoneScripts() {
  194. map<string, map<lua_State*, bool> >::iterator itr;
  195. map<lua_State*, bool>::iterator state_itr;
  196. Mutex* mutex = 0;
  197. MZoneScripts.writelock(__FUNCTION__, __LINE__);
  198. for (itr = zone_scripts.begin(); itr != zone_scripts.end(); itr++){
  199. mutex = GetZoneScriptMutex(itr->first.c_str());
  200. mutex->writelock(__FUNCTION__, __LINE__);
  201. for(state_itr = itr->second.begin(); state_itr != itr->second.end(); state_itr++)
  202. lua_close(state_itr->first);
  203. mutex->releasewritelock(__FUNCTION__, __LINE__);
  204. safe_delete(mutex);
  205. }
  206. zone_scripts.clear();
  207. zone_inverse_scripts.clear();
  208. zone_scripts_mutex.clear();
  209. MZoneScripts.releasewritelock(__FUNCTION__, __LINE__);
  210. }
  211. void LuaInterface::DestroyRegionScripts() {
  212. map<string, map<lua_State*, bool> >::iterator itr;
  213. map<lua_State*, bool>::iterator state_itr;
  214. Mutex* mutex = 0;
  215. MRegionScripts.writelock(__FUNCTION__, __LINE__);
  216. for (itr = region_scripts.begin(); itr != region_scripts.end(); itr++){
  217. mutex = GetRegionScriptMutex(itr->first.c_str());
  218. mutex->writelock(__FUNCTION__, __LINE__);
  219. for(state_itr = itr->second.begin(); state_itr != itr->second.end(); state_itr++)
  220. lua_close(state_itr->first);
  221. mutex->releasewritelock(__FUNCTION__, __LINE__);
  222. safe_delete(mutex);
  223. }
  224. region_scripts.clear();
  225. region_inverse_scripts.clear();
  226. region_scripts_mutex.clear();
  227. MRegionScripts.releasewritelock(__FUNCTION__, __LINE__);
  228. }
  229. void LuaInterface::ReloadSpells() {
  230. DestroySpells();
  231. database.LoadSpellScriptData();
  232. }
  233. bool LuaInterface::LoadLuaSpell(const char* name) {
  234. LuaSpell* spell = 0;
  235. string lua_script = string(name);
  236. if (lua_script.find(".lua") == string::npos)
  237. lua_script.append(".lua");
  238. lua_State* state = LoadLuaFile(lua_script.c_str());
  239. if(state){
  240. spell = new LuaSpell;
  241. spell->file_name = lua_script;
  242. spell->state = state;
  243. spell->spell = 0;
  244. spell->caster = 0;
  245. spell->initial_target = 0;
  246. spell->resisted = false;
  247. spell->interrupted = false;
  248. spell->last_spellattack_hit = false;
  249. spell->crit = false;
  250. spell->MSpellTargets.SetName("LuaSpell.MSpellTargets");
  251. spell->cancel_after_all_triggers = false;
  252. spell->num_triggers = 0;
  253. spell->num_calls = 0;
  254. spell->is_recast_timer = false;
  255. spell->had_triggers = false;
  256. spell->had_dmg_remaining = false;
  257. spell->slot_pos = 0;
  258. spell->damage_remaining = 0;
  259. spell->effect_bitmask = 0;
  260. spell->restored = false;
  261. spell->initial_caster_char_id = 0;
  262. spell->initial_target_char_id = 0;
  263. MSpells.lock();
  264. if (spells.count(lua_script) > 0) {
  265. lua_close(spells[lua_script]->state);
  266. safe_delete(spells[lua_script]);
  267. }
  268. spells[lua_script] = spell;
  269. MSpells.unlock();
  270. return true;
  271. }
  272. return false;
  273. }
  274. bool LuaInterface::LoadLuaSpell(string name) {
  275. return LoadLuaSpell(name.c_str());
  276. }
  277. bool LuaInterface::LoadItemScript(string name) {
  278. return LoadItemScript(name.c_str());
  279. }
  280. bool LuaInterface::LoadItemScript(const char* name) {
  281. bool ret = false;
  282. if(name){
  283. lua_State* state = LoadLuaFile(name);
  284. if(state){
  285. MItemScripts.writelock(__FUNCTION__, __LINE__);
  286. item_scripts[name][state] = false;
  287. MItemScripts.releasewritelock(__FUNCTION__, __LINE__);
  288. ret = true;
  289. }
  290. }
  291. return ret;
  292. }
  293. bool LuaInterface::LoadSpawnScript(const char* name) {
  294. bool ret = false;
  295. if(name){
  296. lua_State* state = LoadLuaFile(name);
  297. if(state){
  298. MSpawnScripts.writelock(__FUNCTION__, __LINE__);
  299. spawn_scripts[name][state] = false;
  300. MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__);
  301. ret = true;
  302. }
  303. }
  304. return ret;
  305. }
  306. bool LuaInterface::LoadZoneScript(const char* name) {
  307. bool ret = false;
  308. if (name) {
  309. lua_State* state = LoadLuaFile(name);
  310. if (state) {
  311. MZoneScripts.writelock(__FUNCTION__, __LINE__);
  312. zone_scripts[name][state] = false;
  313. MZoneScripts.releasewritelock(__FUNCTION__, __LINE__);
  314. ret = true;
  315. }
  316. }
  317. return ret;
  318. }
  319. bool LuaInterface::LoadRegionScript(const char* name) {
  320. bool ret = false;
  321. if (name) {
  322. lua_State* state = LoadLuaFile(name);
  323. if (state) {
  324. MRegionScripts.writelock(__FUNCTION__, __LINE__);
  325. region_scripts[name][state] = false;
  326. MRegionScripts.releasewritelock(__FUNCTION__, __LINE__);
  327. ret = true;
  328. }
  329. }
  330. return ret;
  331. }
  332. void LuaInterface::ProcessErrorMessage(const char* message) {
  333. MDebugClients.lock();
  334. vector<Client*> delete_clients;
  335. map<Client*, int32>::iterator itr;
  336. for(itr = debug_clients.begin(); itr != debug_clients.end(); itr++){
  337. if((Timer::GetCurrentTime2() - itr->second) > 60000)
  338. delete_clients.push_back(itr->first);
  339. else
  340. itr->first->Message(CHANNEL_COLOR_RED, "LUA Error: %s", message);
  341. }
  342. for(int32 i=0;i<delete_clients.size();i++)
  343. debug_clients.erase(delete_clients[i]);
  344. MDebugClients.unlock();
  345. }
  346. void LuaInterface::RemoveDebugClients(Client* client) {
  347. MDebugClients.lock();
  348. debug_clients.erase(client);
  349. MDebugClients.unlock();
  350. }
  351. void LuaInterface::UpdateDebugClients(Client* client) {
  352. MDebugClients.lock();
  353. debug_clients[client] = Timer::GetCurrentTime2();
  354. MDebugClients.unlock();
  355. }
  356. Mutex* LuaInterface::GetQuestMutex(Quest* quest) {
  357. Mutex* ret = 0;
  358. MQuests.lock();
  359. if(quests_mutex.count(quest->GetQuestID()) == 0){
  360. ret = new Mutex();
  361. quests_mutex[quest->GetQuestID()] = ret;
  362. ret->SetName(string("Quest::").append(quest->GetName()));
  363. }
  364. else
  365. ret = quests_mutex[quest->GetQuestID()];
  366. MQuests.unlock();
  367. return ret;
  368. }
  369. bool LuaInterface::CallQuestFunction(Quest* quest, const char* function, Spawn* player, int32 step_id, int32* returnValue) {
  370. if(shutting_down)
  371. return false;
  372. lua_State* state = 0;
  373. if(quest){
  374. LogWrite(LUA__DEBUG, 0, "LUA", "Quest: %s, function: %s", quest->GetName(), function);
  375. Mutex* mutex = GetQuestMutex(quest);
  376. mutex->readlock(__FUNCTION__, __LINE__);
  377. if(quest_states.count(quest->GetQuestID()) > 0)
  378. state = quest_states[quest->GetQuestID()];
  379. bool success = false; // if no state then we return false
  380. if(state){
  381. int8 arg_count = 3;
  382. lua_getglobal(state, function);
  383. if (!lua_isfunction(state, lua_gettop(state))){
  384. lua_pop(state, 1);
  385. mutex->releasereadlock(__FUNCTION__);
  386. return false;
  387. }
  388. SetQuestValue(state, quest);
  389. Spawn* spawn = player->GetZone()->GetSpawnByDatabaseID(quest->GetQuestGiver());
  390. SetSpawnValue(state, spawn);
  391. SetSpawnValue(state, player);
  392. if(step_id != 0xFFFFFFFF){
  393. SetInt32Value(state, step_id);
  394. arg_count++;
  395. }
  396. success = CallScriptInt32(state, arg_count, returnValue);
  397. }
  398. mutex->releasereadlock(__FUNCTION__, __LINE__);
  399. LogWrite(LUA__DEBUG, 0, "LUA", "Done!");
  400. return success;
  401. }
  402. return false;
  403. }
  404. Quest* LuaInterface::LoadQuest(int32 id, const char* name, const char* type, const char* zone, int8 level, const char* description, char* script_name) {
  405. if(shutting_down)
  406. return 0;
  407. lua_State* state = LoadLuaFile(script_name);
  408. Quest* quest = 0;
  409. if(state){
  410. quest = new Quest(id);
  411. if (name)
  412. quest->SetName(string(name));
  413. if (type)
  414. quest->SetType(string(type));
  415. if (zone)
  416. quest->SetZone(string(zone));
  417. quest->SetLevel(level);
  418. if (description)
  419. quest->SetDescription(string(description));
  420. lua_getglobal(state, "Init");
  421. SetQuestValue(state, quest);
  422. if(lua_pcall(state, 1, 0, 0) != 0){
  423. LogError("Error processing Quest \"%s\" (%u): %s", name ? name : "unknown", id, lua_tostring(state, -1));
  424. lua_pop(state, 1);
  425. SetLuaUserDataStale(quest);
  426. safe_delete(quest);
  427. return 0;
  428. }
  429. if(!quest->GetName()){
  430. SetLuaUserDataStale(quest);
  431. safe_delete(quest);
  432. return 0;
  433. }
  434. quest_states[id] = state;
  435. quests[id] = quest;
  436. }
  437. return quest;
  438. }
  439. const char* LuaInterface::GetScriptName(lua_State* state)
  440. {
  441. map<lua_State*, string>::iterator itr;
  442. MItemScripts.writelock(__FUNCTION__, __LINE__);
  443. itr = item_inverse_scripts.find(state);
  444. if (itr != item_inverse_scripts.end())
  445. {
  446. const char* scriptName = itr->second.c_str();
  447. MItemScripts.releasewritelock(__FUNCTION__, __LINE__);
  448. return scriptName;
  449. }
  450. MItemScripts.releasewritelock(__FUNCTION__, __LINE__);
  451. MSpawnScripts.writelock(__FUNCTION__, __LINE__);
  452. itr = spawn_inverse_scripts.find(state);
  453. if (itr != spawn_inverse_scripts.end())
  454. {
  455. const char* scriptName = itr->second.c_str();
  456. MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__);
  457. return scriptName;
  458. }
  459. MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__);
  460. MZoneScripts.writelock(__FUNCTION__, __LINE__);
  461. itr = zone_inverse_scripts.find(state);
  462. if (itr != zone_inverse_scripts.end())
  463. {
  464. const char* scriptName = itr->second.c_str();
  465. MZoneScripts.releasewritelock(__FUNCTION__, __LINE__);
  466. return scriptName;
  467. }
  468. MZoneScripts.releasewritelock(__FUNCTION__, __LINE__);
  469. MRegionScripts.writelock(__FUNCTION__, __LINE__);
  470. itr = region_inverse_scripts.find(state);
  471. if (itr != region_inverse_scripts.end())
  472. {
  473. const char* scriptName = itr->second.c_str();
  474. MRegionScripts.releasewritelock(__FUNCTION__, __LINE__);
  475. return scriptName;
  476. }
  477. MRegionScripts.releasewritelock(__FUNCTION__, __LINE__);
  478. MSpells.lock();
  479. LuaSpell* spell = GetCurrentSpell(state);
  480. if (spell)
  481. {
  482. const char* fileName = (spell->file_name.length() > 0) ? spell->file_name.c_str() : "";
  483. MSpells.unlock();
  484. return fileName;
  485. }
  486. MSpells.unlock();
  487. return "";
  488. }
  489. bool LuaInterface::LoadSpawnScript(string name) {
  490. return LoadSpawnScript(name.c_str());
  491. }
  492. bool LuaInterface::LoadZoneScript(string name) {
  493. return LoadZoneScript(name.c_str());
  494. }
  495. bool LuaInterface::LoadRegionScript(string name) {
  496. return LoadRegionScript(name.c_str());
  497. }
  498. std::string LuaInterface::AddSpawnPointers(LuaSpell* spell, bool first_cast, bool precast, const char* function, SpellScriptTimer* timer, bool passLuaSpell, Spawn* altTarget) {
  499. std::string functionCalled = string("");
  500. if (function)
  501. {
  502. functionCalled = string(function);
  503. lua_getglobal(spell->state, function);
  504. }
  505. else if (precast)
  506. {
  507. functionCalled = "precast";
  508. lua_getglobal(spell->state, "precast");
  509. }
  510. else if(first_cast)
  511. {
  512. functionCalled = "cast";
  513. lua_getglobal(spell->state, "cast");
  514. }
  515. else
  516. {
  517. functionCalled = "tick";
  518. lua_getglobal(spell->state, "tick");
  519. }
  520. if(passLuaSpell)
  521. SetSpellValue(spell->state, spell);
  522. Spawn* temp_spawn = 0;
  523. if (timer && timer->caster && spell->caster)
  524. temp_spawn = spell->caster->GetZone()->GetSpawnByID(timer->caster);
  525. if (temp_spawn)
  526. SetSpawnValue(spell->state, temp_spawn);
  527. else if (spell->caster)
  528. SetSpawnValue(spell->state, spell->caster);
  529. temp_spawn = 0;
  530. if (timer && timer->target && spell->caster)
  531. temp_spawn = spell->caster->GetZone()->GetSpawnByID(timer->target);
  532. if (temp_spawn)
  533. SetSpawnValue(spell->state, temp_spawn);
  534. else {
  535. if(altTarget)
  536. {
  537. SetSpawnValue(spell->state, altTarget);
  538. }
  539. else if(spell->caster && spell->caster->GetZone() != nullptr && spell->initial_target)
  540. {
  541. // easier to debug target id as ptr
  542. Spawn* new_target = spell->caster->GetZone()->GetSpawnByID(spell->initial_target);
  543. SetSpawnValue(spell->state, new_target);
  544. }
  545. else if(spell->caster && spell->caster->GetTarget())
  546. SetSpawnValue(spell->state, spell->caster->GetTarget());
  547. else
  548. SetSpawnValue(spell->state, 0);
  549. }
  550. return functionCalled;
  551. }
  552. LuaSpell* LuaInterface::GetCurrentSpell(lua_State* state) {
  553. if(current_spells.count(state) > 0)
  554. return current_spells[state];
  555. return 0;
  556. }
  557. bool LuaInterface::CallSpellProcess(LuaSpell* spell, int8 num_parameters, std::string customFunction) {
  558. if(shutting_down || !spell || !spell->caster)
  559. return false;
  560. MSpells.lock();
  561. current_spells[spell->state] = spell;
  562. MSpells.unlock();
  563. if(lua_pcall(spell->state, num_parameters, 0, 0) != 0){
  564. LogError("Error running function '%s' in %s: %s", customFunction.c_str(), spell->spell->GetName(), lua_tostring(spell->state, -1));
  565. lua_pop(spell->state, 1);
  566. RemoveSpell(spell, false); // may be in a lock
  567. return false;
  568. }
  569. return true;
  570. }
  571. void LuaInterface::RemoveSpawnScript(const char* name) {
  572. lua_State* state = 0;
  573. Mutex* mutex = GetSpawnScriptMutex(name);
  574. while((state = GetSpawnScript(name, false))){
  575. mutex->writelock(__FUNCTION__, __LINE__);
  576. lua_close(state);
  577. spawn_scripts[name].erase(state);
  578. mutex->releasewritelock(__FUNCTION__, __LINE__);
  579. }
  580. MSpawnScripts.writelock(__FUNCTION__, __LINE__);
  581. spawn_scripts.erase(name);
  582. MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__);
  583. }
  584. bool LuaInterface::CallItemScript(lua_State* state, int8 num_parameters, std::string* returnValue) {
  585. if(shutting_down)
  586. return false;
  587. if(!state || lua_pcall(state, num_parameters, 1, 0) != 0){
  588. if (state){
  589. const char* err = lua_tostring(state, -1);
  590. LogError("%s: %s", GetScriptName(state), err);
  591. lua_pop(state, 1);
  592. }
  593. return false;
  594. }
  595. std::string result = std::string("");
  596. if(lua_isstring(state, -1)){
  597. size_t size = 0;
  598. const char* str = lua_tolstring(state, -1, &size);
  599. if(str)
  600. result = string(str);
  601. }
  602. if(returnValue)
  603. *returnValue = std::string(result);
  604. return true;
  605. }
  606. bool LuaInterface::CallItemScript(lua_State* state, int8 num_parameters, sint64* returnValue) {
  607. if(shutting_down)
  608. return false;
  609. if(!state || lua_pcall(state, num_parameters, 1, 0) != 0){
  610. if (state){
  611. const char* err = lua_tostring(state, -1);
  612. LogError("%s: %s", GetScriptName(state), err);
  613. lua_pop(state, 1);
  614. }
  615. return false;
  616. }
  617. sint64 result = 0;
  618. if (lua_isnumber(state, -1))
  619. {
  620. result = (sint64)lua_tonumber(state, -1);
  621. lua_pop(state, 1);
  622. }
  623. if(returnValue)
  624. *returnValue = result;
  625. return true;
  626. }
  627. bool LuaInterface::CallSpawnScript(lua_State* state, int8 num_parameters) {
  628. if(shutting_down || lua_system_reloading)
  629. return false;
  630. if(!state || lua_pcall(state, num_parameters, 0, 0) != 0){
  631. if (state){
  632. const char* err = lua_tostring(state, -1);
  633. LogError("%s: %s", GetScriptName(state), err);
  634. lua_pop(state, 1);
  635. }
  636. return false;
  637. }
  638. return true;
  639. }
  640. bool LuaInterface::CallScriptInt32(lua_State* state, int8 num_parameters, int32* returnValue) {
  641. if(shutting_down)
  642. return false;
  643. if (!state || lua_pcall(state, num_parameters, 1, 0) != 0) {
  644. if (state){
  645. const char* err = lua_tostring(state, -1);
  646. LogError("%s: %s", GetScriptName(state), err);
  647. lua_pop(state, 1);
  648. }
  649. return false;
  650. }
  651. int32 result = 0;
  652. if (lua_isnumber(state, -1))
  653. {
  654. result = (int32)lua_tonumber(state, -1);
  655. lua_pop(state, 1);
  656. }
  657. if(returnValue)
  658. *returnValue = result;
  659. return true;
  660. }
  661. bool LuaInterface::CallScriptSInt32(lua_State* state, int8 num_parameters, sint32* returnValue) {
  662. if(shutting_down)
  663. return false;
  664. if (!state || lua_pcall(state, num_parameters, 1, 0) != 0) {
  665. if (state){
  666. const char* err = lua_tostring(state, -1);
  667. LogError("%s: %s", GetScriptName(state), err);
  668. lua_pop(state, 1);
  669. }
  670. return false;
  671. }
  672. sint32 result = 0;
  673. if (lua_isnumber(state, -1))
  674. {
  675. result = (sint32)lua_tointeger(state, -1);
  676. lua_pop(state, 1);
  677. }
  678. if(returnValue)
  679. *returnValue = result;
  680. return true;
  681. }
  682. bool LuaInterface::CallRegionScript(lua_State* state, int8 num_parameters, int32* returnValue) {
  683. if(shutting_down)
  684. return false;
  685. if (!state || lua_pcall(state, num_parameters, 1, 0) != 0) {
  686. if (state){
  687. const char* err = lua_tostring(state, -1);
  688. LogError("%s: %s", GetScriptName(state), err);
  689. lua_pop(state, 1);
  690. }
  691. return false;
  692. }
  693. int32 result = 0;
  694. if (lua_isnumber(state, -1))
  695. {
  696. result = (int32)lua_tonumber(state, -1);
  697. lua_pop(state, 1);
  698. }
  699. if(returnValue)
  700. *returnValue = result;
  701. return true;
  702. }
  703. lua_State* LuaInterface::LoadLuaFile(const char* name) {
  704. if(shutting_down)
  705. return 0;
  706. lua_State* state = luaL_newstate();
  707. luaL_openlibs(state);
  708. if(luaL_dofile(state, name) == 0){
  709. RegisterFunctions(state);
  710. return state;
  711. }
  712. else{
  713. LogError("Error loading %s (file name: '%s')", lua_tostring(state, -1), name);
  714. lua_pop(state, 1);
  715. lua_close(state);
  716. }
  717. return 0;
  718. }
  719. void LuaInterface::RemoveSpell(LuaSpell* spell, bool call_remove_function, bool can_delete, string reason, bool removing_all_spells) {
  720. if(shutting_down)
  721. return;
  722. if(call_remove_function){
  723. lua_getglobal(spell->state, "remove");
  724. LUASpawnWrapper* spawn_wrapper = new LUASpawnWrapper();
  725. spawn_wrapper->spawn = spell->caster;
  726. AddUserDataPtr(spawn_wrapper, spawn_wrapper->spawn);
  727. lua_pushlightuserdata(spell->state, spawn_wrapper);
  728. if(spell->caster && (spell->initial_target || spell->caster->GetTarget())){
  729. spawn_wrapper = new LUASpawnWrapper();
  730. if(!spell->initial_target)
  731. spawn_wrapper->spawn = spell->caster->GetTarget();
  732. else
  733. spawn_wrapper->spawn = spell->caster->GetZone()->GetSpawnByID(spell->initial_target);
  734. AddUserDataPtr(spawn_wrapper, spawn_wrapper->spawn);
  735. lua_pushlightuserdata(spell->state, spawn_wrapper);
  736. }
  737. else
  738. lua_pushlightuserdata(spell->state, 0);
  739. if (spell->caster && !spell->caster->Alive())
  740. reason = "dead";
  741. lua_pushstring(spell->state, (char*)reason.c_str());
  742. MSpells.lock();
  743. current_spells[spell->state] = spell;
  744. MSpells.unlock();
  745. lua_pcall(spell->state, 3, 0, 0);
  746. ResetFunctionStack(spell->state);
  747. }
  748. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  749. if(spell->caster) {
  750. for (int8 i = 0; i < spell->targets.size(); i++) {
  751. Spawn* target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  752. if (!target || !target->IsEntity())
  753. continue;
  754. ((Entity*)target)->RemoveProc(0, spell);
  755. ((Entity*)target)->RemoveSpellEffect(spell);
  756. ((Entity*)target)->RemoveSpellBonus(spell);
  757. }
  758. }
  759. multimap<int32,int8>::iterator entries;
  760. for(entries = spell->char_id_targets.begin(); entries != spell->char_id_targets.end(); entries++)
  761. {
  762. Client* tmpClient = zone_list.GetClientByCharID(entries->first);
  763. if(tmpClient && tmpClient->GetPlayer())
  764. {
  765. tmpClient->GetPlayer()->RemoveProc(0, spell);
  766. tmpClient->GetPlayer()->RemoveSpellEffect(spell);
  767. tmpClient->GetPlayer()->RemoveSpellBonus(spell);
  768. }
  769. }
  770. spell->char_id_targets.clear(); // TODO: reach out to those clients in different
  771. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  772. // we need to make sure all memory is purged for a copied spell, its only used once
  773. if (spell->spell->IsCopiedSpell())
  774. can_delete = true;
  775. if (can_delete) {
  776. AddPendingSpellDelete(spell);
  777. }
  778. if (spell->caster)
  779. {
  780. spell->caster->GetZone()->GetSpellProcess()->RemoveSpellScriptTimerBySpell(spell);
  781. spell->caster->RemoveProc(0, spell);
  782. spell->caster->RemoveMaintainedSpell(spell);
  783. int8 spell_type = spell->spell->GetSpellData()->spell_type;
  784. if(spell->caster->IsPlayer() && !removing_all_spells)
  785. {
  786. Player* player = (Player*)spell->caster;
  787. switch(spell_type)
  788. {
  789. case SPELL_TYPE_FOOD:
  790. if(player->get_character_flag(CF_FOOD_AUTO_CONSUME))
  791. {
  792. Item* item = player->GetEquipmentList()->GetItem(EQ2_FOOD_SLOT);
  793. if(item && player->GetClient())
  794. player->GetClient()->ConsumeFoodDrink(item, EQ2_FOOD_SLOT);
  795. }
  796. break;
  797. case SPELL_TYPE_DRINK:
  798. if(player->get_character_flag(CF_DRINK_AUTO_CONSUME))
  799. {
  800. Item* item = player->GetEquipmentList()->GetItem(EQ2_DRINK_SLOT);
  801. if(item && player->GetClient())
  802. player->GetClient()->ConsumeFoodDrink(item, EQ2_DRINK_SLOT);
  803. }
  804. break;
  805. }
  806. }
  807. }
  808. }
  809. void LuaInterface::RegisterFunctions(lua_State* state) {
  810. lua_register(state, "SetHP", EQ2Emu_lua_SetCurrentHP);
  811. lua_register(state, "SetMaxHP", EQ2Emu_lua_SetMaxHP);
  812. lua_register(state, "SetMaxHPBase", EQ2Emu_lua_SetMaxHPBase);
  813. lua_register(state, "SetPower", EQ2Emu_lua_SetCurrentPower);
  814. lua_register(state, "SetMaxPower", EQ2Emu_lua_SetMaxPower);
  815. lua_register(state, "SetMaxPowerBase", EQ2Emu_lua_SetMaxPowerBase);
  816. lua_register(state, "SetPosition", EQ2Emu_lua_SetPosition);
  817. lua_register(state, "SetHeading", EQ2Emu_lua_SetHeading);
  818. lua_register(state, "SetModelType", EQ2Emu_lua_SetModelType);
  819. lua_register(state, "SetAdventureClass", EQ2Emu_lua_SetAdventureClass);
  820. lua_register(state, "SetTradeskillClass", EQ2Emu_lua_SetTradeskillClass);
  821. lua_register(state, "SetMount", EQ2Emu_lua_SetMount);
  822. lua_register(state, "SetMountColor", EQ2Emu_lua_SetMountColor);
  823. lua_register(state, "GetMount", EQ2Emu_lua_GetMount);
  824. lua_register(state, "GetRace", EQ2Emu_lua_GetRace);
  825. lua_register(state, "GetRaceName", EQ2Emu_lua_GetRaceName);
  826. lua_register(state, "GetClass", EQ2Emu_lua_GetClass);
  827. lua_register(state, "GetClassName", EQ2Emu_lua_GetClassName);
  828. lua_register(state, "GetArchetypeName", EQ2Emu_lua_GetArchetypeName);
  829. lua_register(state, "SetSpeed", EQ2Emu_lua_SetSpeed);
  830. lua_register(state, "ModifyPower", EQ2Emu_lua_ModifyPower);
  831. lua_register(state, "ModifyHP", EQ2Emu_lua_ModifyHP);
  832. lua_register(state, "GetDistance", EQ2Emu_lua_GetDistance);
  833. lua_register(state, "GetHeading", EQ2Emu_lua_GetHeading);
  834. lua_register(state, "GetLevel", EQ2Emu_lua_GetLevel);
  835. lua_register(state, "GetHP", EQ2Emu_lua_GetCurrentHP);
  836. lua_register(state, "GetMaxHP", EQ2Emu_lua_GetMaxHP);
  837. lua_register(state, "GetMaxHPBase", EQ2Emu_lua_GetMaxHPBase);
  838. lua_register(state, "GetMaxPower", EQ2Emu_lua_GetMaxPower);
  839. lua_register(state, "GetMaxPowerBase", EQ2Emu_lua_GetMaxPowerBase);
  840. lua_register(state, "GetName", EQ2Emu_lua_GetName);
  841. lua_register(state, "GetPower", EQ2Emu_lua_GetCurrentPower);
  842. lua_register(state, "GetX", EQ2Emu_lua_GetX);
  843. lua_register(state, "GetY", EQ2Emu_lua_GetY);
  844. lua_register(state, "GetZ", EQ2Emu_lua_GetZ);
  845. lua_register(state, "GetSpawnID", EQ2Emu_lua_GetSpawnID);
  846. lua_register(state, "GetSpawnGroupID", EQ2Emu_lua_GetSpawnGroupID);
  847. lua_register(state, "SetSpawnGroupID", EQ2Emu_lua_SetSpawnGroupID);
  848. lua_register(state, "AddSpawnToGroup", EQ2Emu_lua_AddSpawnToGroup);
  849. lua_register(state, "GetSpawnLocationID", EQ2Emu_lua_GetSpawnLocationID);
  850. lua_register(state, "GetSpawnLocationPlacementID", EQ2Emu_lua_GetSpawnLocationPlacementID);
  851. lua_register(state, "GetSpawnListBySpawnID", EQ2Emu_lua_GetSpawnListBySpawnID);
  852. lua_register(state, "GetSpawnListByRailID", EQ2Emu_lua_GetSpawnListByRailID);
  853. lua_register(state, "GetPassengerSpawnList", EQ2Emu_lua_GetPassengerSpawnList);
  854. lua_register(state, "GetSpawnFromList", EQ2Emu_lua_GetSpawnFromList);
  855. lua_register(state, "GetSpawnListSize", EQ2Emu_lua_GetSpawnListSize);
  856. lua_register(state, "SetFactionID", EQ2Emu_lua_SetFactionID);
  857. lua_register(state, "GetFactionID", EQ2Emu_lua_GetFactionID);
  858. lua_register(state, "GetFactionAmount", EQ2Emu_lua_GetFactionAmount);
  859. lua_register(state, "ChangeFaction", EQ2Emu_lua_ChangeFaction);
  860. lua_register(state, "GetGender", EQ2Emu_lua_GetGender);
  861. lua_register(state, "GetTarget", EQ2Emu_lua_GetTarget);
  862. lua_register(state, "HasFreeSlot", EQ2Emu_lua_HasFreeSlot);
  863. lua_register(state, "HasItemEquipped", EQ2Emu_lua_HasItemEquipped);
  864. lua_register(state, "GetEquippedItemByID", EQ2Emu_lua_GetEquippedItemByID);
  865. lua_register(state, "SetEquippedItemByID", EQ2Emu_lua_SetEquippedItemByID);
  866. lua_register(state, "SetEquippedItem", EQ2Emu_lua_SetEquippedItem);
  867. lua_register(state, "UnequipSlot", EQ2Emu_lua_UnequipSlot);
  868. lua_register(state, "SetEquipment", EQ2Emu_lua_SetEquipment);
  869. lua_register(state, "GetEquippedItemBySlot", EQ2Emu_lua_GetEquippedItemBySlot);
  870. lua_register(state, "GetItemByID", EQ2Emu_lua_GetItemByID);
  871. lua_register(state, "GetItemType", EQ2Emu_lua_GetItemType);
  872. lua_register(state, "GetItemEffectType", EQ2Emu_lua_GetItemEffectType);
  873. lua_register(state, "GetSpellName", EQ2Emu_lua_GetSpellName);
  874. lua_register(state, "PerformCameraShake", EQ2Emu_lua_PerformCameraShake);
  875. lua_register(state, "GetModelType", EQ2Emu_lua_GetModelType);
  876. lua_register(state, "GetSpeed", EQ2Emu_lua_GetSpeed);
  877. lua_register(state, "HasMoved", EQ2Emu_lua_HasMoved);
  878. lua_register(state, "SpellDamage", EQ2Emu_lua_SpellDamage);
  879. lua_register(state, "CastSpell", EQ2Emu_lua_CastSpell);
  880. lua_register(state, "SpellHeal", EQ2Emu_lua_SpellHeal);
  881. lua_register(state, "SpellHealPct", EQ2Emu_lua_SpellHealPct);
  882. lua_register(state, "AddItem", EQ2Emu_lua_AddItem);
  883. lua_register(state, "SummonItem", EQ2Emu_lua_SummonItem);
  884. lua_register(state, "RemoveItem", EQ2Emu_lua_RemoveItem);
  885. lua_register(state, "HasItem", EQ2Emu_lua_HasItem);
  886. lua_register(state, "SpawnMob", EQ2Emu_lua_Spawn);
  887. lua_register(state, "SummonPet", EQ2Emu_lua_SummonPet);
  888. lua_register(state, "AddSpawnAccess", EQ2Emu_lua_AddSpawnAccess);
  889. lua_register(state, "GetZone", EQ2Emu_lua_GetZone);
  890. lua_register(state, "GetZoneName", EQ2Emu_lua_GetZoneName);
  891. lua_register(state, "GetZoneID", EQ2Emu_lua_GetZoneID);
  892. lua_register(state, "Zone", EQ2Emu_lua_Zone);
  893. lua_register(state, "AddHate", EQ2Emu_lua_AddHate);
  894. lua_register(state, "IsAlive", EQ2Emu_lua_IsAlive);
  895. lua_register(state, "IsInCombat", EQ2Emu_lua_IsInCombat);
  896. lua_register(state, "Attack", EQ2Emu_lua_Attack);
  897. lua_register(state, "ApplySpellVisual", EQ2Emu_lua_ApplySpellVisual);
  898. lua_register(state, "IsPlayer", EQ2Emu_lua_IsPlayer);
  899. lua_register(state, "GetCharacterID", EQ2Emu_lua_GetCharacterID);
  900. lua_register(state, "FaceTarget", EQ2Emu_lua_FaceTarget);
  901. lua_register(state, "MoveToLocation", EQ2Emu_lua_MoveToLocation);
  902. lua_register(state, "ClearRunningLocations", EQ2Emu_lua_ClearRunningLocations);
  903. lua_register(state, "Shout", EQ2Emu_lua_Shout);
  904. lua_register(state, "Say", EQ2Emu_lua_Say);
  905. lua_register(state, "SayOOC", EQ2Emu_lua_SayOOC);
  906. lua_register(state, "Emote", EQ2Emu_lua_Emote);
  907. lua_register(state, "MovementLoopAddLocation", EQ2Emu_lua_MovementLoopAdd); // do not remove this function, it is already heavily used by the content team
  908. lua_register(state, "MovementLoopAdd", EQ2Emu_lua_MovementLoopAdd);
  909. // lua_register(state, "GetCurrentZoneSafeLocation", EQ2Emu_lua_GetCurrentZoneSafeLocation); // This is already added below.
  910. lua_register(state, "AddTimer", EQ2Emu_lua_AddTimer);
  911. lua_register(state, "StopTimer", EQ2Emu_lua_StopTimer);
  912. lua_register(state, "Harvest", EQ2Emu_lua_Harvest);
  913. lua_register(state, "SetAttackable", EQ2Emu_lua_SetAttackable);
  914. lua_register(state, "AddSpellBonus", EQ2Emu_lua_AddSpellBonus);
  915. lua_register(state, "RemoveSpellBonus", EQ2Emu_lua_RemoveSpellBonus);
  916. lua_register(state, "AddSkillBonus", EQ2Emu_lua_AddSkillBonus);
  917. lua_register(state, "RemoveSkillBonus", EQ2Emu_lua_RemoveSkillBonus);
  918. lua_register(state, "AddControlEffect", EQ2Emu_lua_AddControlEffect);
  919. lua_register(state, "RemoveControlEffect", EQ2Emu_lua_RemoveControlEffect);
  920. lua_register(state, "HasControlEffect", EQ2Emu_lua_HasControlEffect);
  921. lua_register(state, "GetBaseAggroRadius", EQ2Emu_lua_GetBaseAggroRadius);
  922. lua_register(state, "GetAggroRadius", EQ2Emu_lua_GetAggroRadius);
  923. lua_register(state, "SetAggroRadius", EQ2Emu_lua_SetAggroRadius);
  924. lua_register(state, "GetCurrentZoneSafeLocation", EQ2Emu_lua_GetCurrentZoneSafeLocation);
  925. lua_register(state, "SetDeity", EQ2Emu_lua_SetDeity);
  926. lua_register(state, "GetDeity", EQ2Emu_lua_GetDeity);
  927. lua_register(state, "GetInt", EQ2Emu_lua_GetInt);
  928. lua_register(state, "GetWis", EQ2Emu_lua_GetWis);
  929. lua_register(state, "GetSta", EQ2Emu_lua_GetSta);
  930. lua_register(state, "GetStr", EQ2Emu_lua_GetStr);
  931. lua_register(state, "GetAgi", EQ2Emu_lua_GetAgi);
  932. lua_register(state, "SetInt", EQ2Emu_lua_SetInt);
  933. lua_register(state, "SetWis", EQ2Emu_lua_SetWis);
  934. lua_register(state, "SetSta", EQ2Emu_lua_SetSta);
  935. lua_register(state, "SetStr", EQ2Emu_lua_SetStr);
  936. lua_register(state, "SetAgi", EQ2Emu_lua_SetAgi);
  937. lua_register(state, "GetIntBase", EQ2Emu_lua_GetIntBase);
  938. lua_register(state, "GetWisBase", EQ2Emu_lua_GetWisBase);
  939. lua_register(state, "GetStaBase", EQ2Emu_lua_GetStaBase);
  940. lua_register(state, "GetStrBase", EQ2Emu_lua_GetStrBase);
  941. lua_register(state, "GetAgiBase", EQ2Emu_lua_GetAgiBase);
  942. lua_register(state, "SetIntBase", EQ2Emu_lua_SetIntBase);
  943. lua_register(state, "SetWisBase", EQ2Emu_lua_SetWisBase);
  944. lua_register(state, "SetStaBase", EQ2Emu_lua_SetStaBase);
  945. lua_register(state, "SetStrBase", EQ2Emu_lua_SetStrBase);
  946. lua_register(state, "SetAgiBase", EQ2Emu_lua_SetAgiBase);
  947. lua_register(state, "GetSpawn", EQ2Emu_lua_GetSpawn);
  948. lua_register(state, "GetVariableValue", EQ2Emu_lua_GetVariableValue);
  949. lua_register(state, "GetCoinMessage", EQ2Emu_lua_GetCoinMessage);
  950. lua_register(state, "GetSpawnByGroupID", EQ2Emu_lua_GetSpawnByGroupID);
  951. lua_register(state, "GetSpawnByLocationID", EQ2Emu_lua_GetSpawnByLocationID);
  952. lua_register(state, "PlayFlavor", EQ2Emu_lua_PlayFlavor);
  953. lua_register(state, "PlayFlavorID", EQ2Emu_lua_PlayFlavorID);
  954. lua_register(state, "PlaySound", EQ2Emu_lua_PlaySound);
  955. lua_register(state, "PlayVoice", EQ2Emu_lua_PlayVoice);
  956. lua_register(state, "PlayAnimation", EQ2Emu_lua_PlayAnimation);
  957. lua_register(state, "AddLootItem", EQ2Emu_lua_AddLootItem);
  958. lua_register(state, "HasLootItem", EQ2Emu_lua_HasLootItem);
  959. lua_register(state, "RemoveLootItem", EQ2Emu_lua_RemoveLootItem);
  960. lua_register(state, "AddLootCoin", EQ2Emu_lua_AddLootCoin);
  961. lua_register(state, "GiveLoot", EQ2Emu_lua_GiveLoot);
  962. lua_register(state, "HasPendingLootItem", EQ2Emu_lua_HasPendingLootItem);
  963. lua_register(state, "HasPendingLoot", EQ2Emu_lua_HasPendingLoot);
  964. lua_register(state, "SetLootCoin", EQ2Emu_lua_SetLootCoin);
  965. lua_register(state, "HasCoin", EQ2Emu_lua_HasCoin);
  966. lua_register(state, "GetLootCoin", EQ2Emu_lua_GetLootCoin);
  967. lua_register(state, "SetPlayerProximityFunction", EQ2Emu_lua_SetPlayerProximityFunction);
  968. lua_register(state, "SetLocationProximityFunction", EQ2Emu_lua_SetLocationProximityFunction);
  969. lua_register(state, "CreateConversation", EQ2Emu_lua_CreateConversation);
  970. lua_register(state, "AddConversationOption", EQ2Emu_lua_AddConversationOption);
  971. lua_register(state, "StartConversation", EQ2Emu_lua_StartConversation);
  972. lua_register(state, "CloseConversation", EQ2Emu_lua_CloseConversation);
  973. lua_register(state, "CloseItemConversation", EQ2Emu_lua_CloseItemConversation);
  974. //lua_register(state, "StartItemConversation", EQ2Emu_lua_StartItemConversation);
  975. lua_register(state, "StartDialogConversation", EQ2Emu_lua_StartDialogConversation);
  976. lua_register(state, "SendStateCommand", EQ2Emu_lua_SendStateCommand);
  977. lua_register(state, "SpawnSet", EQ2Emu_lua_SpawnSet);
  978. lua_register(state, "SpawnSetByDistance", EQ2Emu_lua_SpawnSetByDistance);
  979. lua_register(state, "SpawnMove", EQ2Emu_lua_SpawnMove);
  980. lua_register(state, "KillSpawn", EQ2Emu_lua_KillSpawn);
  981. lua_register(state, "KillSpawnByDistance", EQ2Emu_lua_KillSpawnByDistance);
  982. lua_register(state, "Despawn", EQ2Emu_lua_Despawn);
  983. lua_register(state, "ChangeHandIcon", EQ2Emu_lua_ChangeHandIcon);
  984. lua_register(state, "SetVisualFlag", EQ2Emu_lua_SetVisualFlag);
  985. lua_register(state, "SetInfoFlag", EQ2Emu_lua_SetInfoFlag);
  986. lua_register(state, "IsBindAllowed", EQ2Emu_lua_IsBindAllowed);
  987. lua_register(state, "IsGateAllowed", EQ2Emu_lua_IsGateAllowed);
  988. lua_register(state, "Bind", EQ2Emu_lua_Bind);
  989. lua_register(state, "Gate", EQ2Emu_lua_Gate);
  990. lua_register(state, "SendMessage", EQ2Emu_lua_SendMessage);
  991. lua_register(state, "SendPopUpMessage", EQ2Emu_lua_SendPopUpMessage);
  992. lua_register(state, "SetServerControlFlag", EQ2Emu_lua_SetServerControlFlag);
  993. lua_register(state, "ToggleTracking", EQ2Emu_lua_ToggleTracking);
  994. lua_register(state, "AddPrimaryEntityCommand", EQ2Emu_lua_AddPrimaryEntityCommand);
  995. lua_register(state, "AddSpellBookEntry", EQ2Emu_lua_AddSpellBookEntry);
  996. lua_register(state, "HasSpell", EQ2Emu_lua_HasSpell);
  997. lua_register(state, "Interrupt", EQ2Emu_lua_Interrupt);
  998. lua_register(state, "Stealth", EQ2Emu_lua_Stealth);
  999. lua_register(state, "IsInvis", EQ2Emu_lua_IsInvis);
  1000. lua_register(state, "IsStealthed", EQ2Emu_lua_IsStealthed);
  1001. lua_register(state, "AddSpawnIDAccess", EQ2Emu_lua_AddSpawnIDAccess);
  1002. lua_register(state, "RemoveSpawnIDAccess", EQ2Emu_lua_RemoveSpawnIDAccess);
  1003. lua_register(state, "HasRecipeBook", EQ2Emu_lua_HasRecipeBook);
  1004. lua_register(state, "SetRequiredQuest", EQ2Emu_lua_SetRequiredQuest);
  1005. lua_register(state, "SetRequiredHistory", EQ2Emu_lua_SetRequiredHistory);
  1006. lua_register(state, "SetStepComplete", EQ2Emu_lua_SetStepComplete);
  1007. lua_register(state, "AddStepProgress", EQ2Emu_lua_AddStepProgress);
  1008. lua_register(state, "UpdateQuestTaskGroupDescription", EQ2Emu_lua_UpdateQuestTaskGroupDescription);
  1009. lua_register(state, "GetTaskGroupStep", EQ2Emu_lua_GetTaskGroupStep);
  1010. lua_register(state, "GetQuestStep", EQ2Emu_lua_GetQuestStep);
  1011. lua_register(state, "QuestStepIsComplete", EQ2Emu_lua_QuestStepIsComplete);
  1012. lua_register(state, "RegisterQuest", EQ2Emu_lua_RegisterQuest);
  1013. lua_register(state, "SetQuestPrereqLevel", EQ2Emu_lua_SetQuestPrereqLevel);
  1014. lua_register(state, "AddQuestPrereqQuest", EQ2Emu_lua_AddQuestPrereqQuest);
  1015. lua_register(state, "AddQuestPrereqItem", EQ2Emu_lua_AddQuestPrereqItem);
  1016. lua_register(state, "AddQuestPrereqFaction", EQ2Emu_lua_AddQuestPrereqFaction);
  1017. lua_register(state, "AddQuestPrereqRace", EQ2Emu_lua_AddQuestPrereqRace);
  1018. lua_register(state, "AddQuestPrereqModelType", EQ2Emu_lua_AddQuestPrereqModelType);
  1019. lua_register(state, "AddQuestPrereqClass", EQ2Emu_lua_AddQuestPrereqClass);
  1020. lua_register(state, "AddQuestPrereqTradeskillLevel", EQ2Emu_lua_AddQuestPrereqTradeskillLevel);
  1021. lua_register(state, "AddQuestPrereqTradeskillClass", EQ2Emu_lua_AddQuestPrereqTradeskillClass);
  1022. lua_register(state, "AddQuestSelectableRewardItem", EQ2Emu_lua_AddQuestSelectableRewardItem);
  1023. lua_register(state, "HasQuestRewardItem", EQ2Emu_lua_HasQuestRewardItem);
  1024. lua_register(state, "AddQuestRewardItem", EQ2Emu_lua_AddQuestRewardItem);
  1025. lua_register(state, "AddQuestRewardCoin", EQ2Emu_lua_AddQuestRewardCoin);
  1026. lua_register(state, "AddQuestRewardFaction", EQ2Emu_lua_AddQuestRewardFaction);
  1027. lua_register(state, "SetQuestRewardStatus", EQ2Emu_lua_SetQuestRewardStatus);
  1028. lua_register(state, "SetStatusTmpReward", EQ2Emu_lua_SetStatusTmpReward);
  1029. lua_register(state, "SetCoinTmpReward", EQ2Emu_lua_SetCoinTmpReward);
  1030. lua_register(state, "SetQuestRewardComment", EQ2Emu_lua_SetQuestRewardComment);
  1031. lua_register(state, "SetQuestRewardExp", EQ2Emu_lua_SetQuestRewardExp);
  1032. lua_register(state, "AddQuestStepKill", EQ2Emu_lua_AddQuestStepKill);
  1033. lua_register(state, "AddQuestStepKillByRace", EQ2Emu_lua_AddQuestStepKillByRace);
  1034. lua_register(state, "AddQuestStep", EQ2Emu_lua_AddQuestStep);
  1035. lua_register(state, "AddQuestStepChat", EQ2Emu_lua_AddQuestStepChat);
  1036. lua_register(state, "AddQuestStepObtainItem", EQ2Emu_lua_AddQuestStepObtainItem);
  1037. lua_register(state, "AddQuestStepZoneLoc", EQ2Emu_lua_AddQuestStepZoneLoc);
  1038. lua_register(state, "AddQuestStepLocation", EQ2Emu_lua_AddQuestStepLocation);
  1039. lua_register(state, "AddQuestStepSpell", EQ2Emu_lua_AddQuestStepSpell);
  1040. lua_register(state, "AddQuestStepCraft", EQ2Emu_lua_AddQuestStepCraft);
  1041. lua_register(state, "AddQuestStepHarvest", EQ2Emu_lua_AddQuestStepHarvest);
  1042. lua_register(state, "AddQuestStepCompleteAction", EQ2Emu_lua_AddQuestStepCompleteAction);
  1043. lua_register(state, "AddQuestStepProgressAction", EQ2Emu_lua_AddQuestStepProgressAction);
  1044. lua_register(state, "SetQuestCompleteAction", EQ2Emu_lua_SetQuestCompleteAction);
  1045. lua_register(state, "GiveQuestReward", EQ2Emu_lua_GiveQuestReward);
  1046. lua_register(state, "UpdateQuestStepDescription", EQ2Emu_lua_UpdateQuestStepDescription);
  1047. lua_register(state, "UpdateQuestDescription", EQ2Emu_lua_UpdateQuestDescription);
  1048. lua_register(state, "UpdateQuestZone", EQ2Emu_lua_UpdateQuestZone);
  1049. lua_register(state, "SetCompletedDescription", EQ2Emu_lua_SetCompletedDescription);
  1050. lua_register(state, "OfferQuest", EQ2Emu_lua_OfferQuest);
  1051. lua_register(state, "ProvidesQuest", EQ2Emu_lua_ProvidesQuest);
  1052. lua_register(state, "HasQuest", EQ2Emu_lua_HasQuest);
  1053. lua_register(state, "HasCompletedQuest", EQ2Emu_lua_HasCompletedQuest);
  1054. lua_register(state, "QuestIsComplete", EQ2Emu_lua_QuestIsComplete);
  1055. lua_register(state, "QuestReturnNPC", EQ2Emu_lua_QuestReturnNPC);
  1056. lua_register(state, "GetQuest", EQ2Emu_lua_GetQuest);
  1057. lua_register(state, "HasCollectionsToHandIn", EQ2Emu_lua_HasCollectionsToHandIn);
  1058. lua_register(state, "HandInCollections", EQ2Emu_lua_HandInCollections);
  1059. lua_register(state, "UseWidget", EQ2Emu_lua_UseWidget);
  1060. lua_register(state, "SetSpellList", EQ2Emu_lua_SetSpellList);
  1061. lua_register(state, "GetPet", EQ2Emu_lua_GetPet);
  1062. lua_register(state, "Charm", EQ2Emu_lua_Charm);
  1063. lua_register(state, "GetGroup", EQ2Emu_lua_GetGroup);
  1064. lua_register(state, "SetCompleteFlag", EQ2Emu_lua_SetCompleteFlag);
  1065. lua_register(state, "SetQuestYellow", EQ2Emu_lua_SetQuestYellow);
  1066. lua_register(state, "CanReceiveQuest", EQ2Emu_lua_CanReceiveQuest);
  1067. lua_register(state, "AddTransportSpawn", EQ2Emu_lua_AddTransportSpawn);
  1068. lua_register(state, "IsTransportSpawn", EQ2Emu_lua_IsTransportSpawn);
  1069. // Option window
  1070. lua_register(state, "CreateOptionWindow", EQ2Emu_lua_CreateOptionWindow);
  1071. lua_register(state, "AddOptionWindowOption", EQ2Emu_lua_AddOptionWindowOption);
  1072. lua_register(state, "SendOptionWindow", EQ2Emu_lua_SendOptionWindow);
  1073. lua_register(state, "GetTradeskillClass", EQ2Emu_lua_GetTradeskillClass);
  1074. lua_register(state, "GetTradeskillLevel", EQ2Emu_lua_GetTradeskillLevel);
  1075. lua_register(state, "GetTradeskillClassName", EQ2Emu_lua_GetTradeskillClassName);
  1076. lua_register(state, "SetTradeskillLevel", EQ2Emu_lua_SetTradeskillLevel);
  1077. lua_register(state, "SummonDeityPet", EQ2Emu_lua_SummonDeityPet);
  1078. lua_register(state, "SummonCosmeticPet", EQ2Emu_lua_SummonCosmeticPet);
  1079. lua_register(state, "DismissPet", EQ2Emu_lua_DismissPet);
  1080. lua_register(state, "GetCharmedPet", EQ2Emu_lua_GetCharmedPet);
  1081. lua_register(state, "GetDeityPet", EQ2Emu_lua_GetDeityPet);
  1082. lua_register(state, "GetCosmeticPet", EQ2Emu_lua_GetCosmeticPet);
  1083. lua_register(state, "SetQuestFeatherColor", EQ2Emu_lua_SetQuestFeatherColor);
  1084. lua_register(state, "RemoveSpawnAccess", EQ2Emu_lua_RemoveSpawnAccess);
  1085. lua_register(state, "SpawnByLocationID", EQ2Emu_lua_SpawnByLocationID);
  1086. lua_register(state, "CastEntityCommand", EQ2Emu_lua_CastEntityCommand);
  1087. lua_register(state, "SetLuaBrain", EQ2Emu_lua_SetLuaBrain);
  1088. lua_register(state, "SetBrainTick", EQ2Emu_lua_SetBrainTick);
  1089. lua_register(state, "SetFollowTarget", EQ2Emu_lua_SetFollowTarget);
  1090. lua_register(state, "GetFollowTarget", EQ2Emu_lua_GetFollowTarget);
  1091. lua_register(state, "ToggleFollow", EQ2Emu_lua_ToggleFollow);
  1092. lua_register(state, "IsFollowing", EQ2Emu_lua_IsFollowing);
  1093. lua_register(state, "SetTempVariable", EQ2Emu_lua_SetTempVariable);
  1094. lua_register(state, "GetTempVariable", EQ2Emu_lua_GetTempVariable);
  1095. lua_register(state, "GiveQuestItem", EQ2Emu_lua_GiveQuestItem);
  1096. lua_register(state, "SetQuestRepeatable", EQ2Emu_lua_SetQuestRepeatable);
  1097. lua_register(state, "AddWaypoint", EQ2Emu_lua_AddWaypoint);
  1098. lua_register(state, "RemoveWaypoint", EQ2Emu_lua_RemoveWaypoint);
  1099. lua_register(state, "SendWaypoints", EQ2Emu_lua_SendWaypoints);
  1100. lua_register(state, "AddWard", EQ2Emu_lua_AddWard);
  1101. lua_register(state, "AddToWard", EQ2Emu_lua_AddToWard);
  1102. lua_register(state, "RemoveWard", EQ2Emu_lua_RemoveWard);
  1103. lua_register(state, "GetWardAmountLeft", EQ2Emu_lua_GetWardAmountLeft);
  1104. lua_register(state, "GetWardValue", EQ2Emu_lua_GetWardValue);
  1105. lua_register(state, "SetTarget", EQ2Emu_lua_SetTarget);
  1106. lua_register(state, "IsPet", EQ2Emu_lua_IsPet);
  1107. lua_register(state, "GetOwner", EQ2Emu_lua_GetOwner);
  1108. lua_register(state, "SetInCombat", EQ2Emu_lua_SetInCombat);
  1109. lua_register(state, "CompareSpawns", EQ2Emu_lua_CompareSpawns);
  1110. lua_register(state, "ClearRunback", EQ2Emu_lua_ClearRunback);
  1111. lua_register(state, "Runback", EQ2Emu_lua_Runback);
  1112. lua_register(state, "GetRunbackDistance", EQ2Emu_lua_GetRunbackDistance);
  1113. lua_register(state, "IsCasting", EQ2Emu_lua_IsCasting);
  1114. lua_register(state, "IsMezzed", EQ2Emu_lua_IsMezzed);
  1115. lua_register(state, "IsStunned", EQ2Emu_lua_IsStunned);
  1116. lua_register(state, "IsMezzedOrStunned", EQ2Emu_lua_IsMezzedOrStunned);
  1117. lua_register(state, "ProcessSpell", EQ2Emu_lua_ProcessSpell);
  1118. lua_register(state, "ProcessMelee", EQ2Emu_lua_ProcessMelee);
  1119. lua_register(state, "HasRecovered", EQ2Emu_lua_HasRecovered);
  1120. lua_register(state, "GetEncounterSize", EQ2Emu_lua_GetEncounterSize);
  1121. lua_register(state, "GetMostHated", EQ2Emu_lua_GetMostHated);
  1122. lua_register(state, "ClearHate", EQ2Emu_lua_ClearHate);
  1123. lua_register(state, "ClearEncounter", EQ2Emu_lua_ClearEncounter);
  1124. lua_register(state, "GetEncounter", EQ2Emu_lua_GetEncounter);
  1125. lua_register(state, "GetHateList", EQ2Emu_lua_GetHateList);
  1126. lua_register(state, "HasGroup", EQ2Emu_lua_HasGroup);
  1127. lua_register(state, "HasSpellEffect", EQ2Emu_lua_HasSpellEffect);
  1128. lua_register(state, "SetSuccessTimer", EQ2Emu_lua_SetSuccessTimer);
  1129. lua_register(state, "SetFailureTimer", EQ2Emu_lua_SetFailureTimer);
  1130. lua_register(state, "IsGroundSpawn", EQ2Emu_lua_IsGroundSpawn);
  1131. lua_register(state, "CanHarvest", EQ2Emu_lua_CanHarvest);
  1132. lua_register(state, "SummonDumbFirePet", EQ2Emu_lua_SummonDumbFirePet);
  1133. lua_register(state, "GetSkillValue", EQ2Emu_lua_GetSkillValue);
  1134. lua_register(state, "GetSkillMaxValue", EQ2Emu_lua_GetSkillMaxValue);
  1135. lua_register(state, "GetSkillName", EQ2Emu_lua_GetSkillName);
  1136. lua_register(state, "SetSkillMaxValue", EQ2Emu_lua_SetSkillMaxValue);
  1137. lua_register(state, "SetSkillValue", EQ2Emu_lua_SetSkillValue);
  1138. lua_register(state, "GetSkill", EQ2Emu_lua_GetSkill);
  1139. lua_register(state, "GetSkillIDByName", EQ2Emu_lua_GetSkillIDByName);
  1140. lua_register(state, "HasSkill", EQ2Emu_lua_HasSkill);
  1141. lua_register(state, "AddSkill", EQ2Emu_lua_AddSkill);
  1142. lua_register(state, "IncreaseSkillCapsByType", EQ2Emu_lua_IncreaseSkillCapsByType);
  1143. lua_register(state, "RemoveSkill", EQ2Emu_lua_RemoveSkill);
  1144. lua_register(state, "AddProc", EQ2Emu_lua_AddProc);
  1145. lua_register(state, "RemoveProc", EQ2Emu_lua_RemoveProc);
  1146. lua_register(state, "Knockback", EQ2Emu_lua_Knockback);
  1147. lua_register(state, "IsEpic", EQ2Emu_lua_IsEpic);
  1148. lua_register(state, "IsHeroic", EQ2Emu_lua_IsHeroic);
  1149. lua_register(state, "ProcDamage", EQ2Emu_lua_ProcDamage);
  1150. lua_register(state, "LastSpellAttackHit", EQ2Emu_lua_LastSpellAttackHit);
  1151. lua_register(state, "IsBehind", EQ2Emu_lua_IsBehind);
  1152. lua_register(state, "IsFlanking", EQ2Emu_lua_IsFlanking);
  1153. lua_register(state, "AddSpellTimer", EQ2Emu_lua_AddSpellTimer);
  1154. lua_register(state, "GetItemCount", EQ2Emu_lua_GetItemCount);
  1155. lua_register(state, "SetItemCount", EQ2Emu_lua_SetItemCount);
  1156. lua_register(state, "Resurrect", EQ2Emu_lua_Resurrect);
  1157. lua_register(state, "BreatheUnderwater", EQ2Emu_lua_BreatheUnderwater);
  1158. lua_register(state, "BlurVision", EQ2Emu_lua_BlurVision);
  1159. lua_register(state, "SetVision", EQ2Emu_lua_SetVision);
  1160. lua_register(state, "GetItemSkillReq", EQ2Emu_lua_GetItemSkillReq);
  1161. lua_register(state, "SetSpeedMultiplier", EQ2Emu_lua_SetSpeedMultiplier);
  1162. lua_register(state, "SetIllusion", EQ2Emu_lua_SetIllusion);
  1163. lua_register(state, "ResetIllusion", EQ2Emu_lua_ResetIllusion);
  1164. lua_register(state, "AddThreatTransfer", EQ2Emu_lua_AddThreatTransfer);
  1165. lua_register(state, "RemoveThreatTransfer", EQ2Emu_lua_RemoveThreatTransfer);
  1166. lua_register(state, "CureByType", EQ2Emu_lua_CureByType);
  1167. lua_register(state, "CureByControlEffect", EQ2Emu_lua_CureByControlEffect);
  1168. lua_register(state, "AddSpawnSpellBonus", EQ2Emu_lua_AddSpawnSpellBonus);
  1169. lua_register(state, "RemoveSpawnSpellBonus", EQ2Emu_lua_RemoveSpawnSpellBonus);
  1170. lua_register(state, "CancelSpell", EQ2Emu_lua_CancelSpell);
  1171. lua_register(state, "RemoveStealth", EQ2Emu_lua_RemoveStealth);
  1172. lua_register(state, "RemoveInvis", EQ2Emu_lua_RemoveInvis);
  1173. lua_register(state, "StartHeroicOpportunity", EQ2Emu_lua_StartHeroicOpportunity);
  1174. lua_register(state, "CopySpawnAppearance", EQ2Emu_lua_CopySpawnAppearance);
  1175. lua_register(state, "SetSpellTriggerCount", EQ2Emu_lua_SetSpellTriggerCount);
  1176. lua_register(state, "GetSpellTriggerCount", EQ2Emu_lua_GetSpellTriggerCount);
  1177. lua_register(state, "RemoveTriggerFromSpell", EQ2Emu_lua_RemoveTriggerFromSpell);
  1178. lua_register(state, "HasSpellImmunity", EQ2Emu_lua_HasSpellImmunity);
  1179. lua_register(state, "AddImmunitySpell", EQ2Emu_lua_AddImmunitySpell);
  1180. lua_register(state, "RemoveImmunitySpell", EQ2Emu_lua_RemoveImmunitySpell);
  1181. lua_register(state, "SetSpellSnareValue", EQ2Emu_lua_SetSpellSnareValue);
  1182. lua_register(state, "CheckRaceType", EQ2Emu_lua_CheckRaceType);
  1183. lua_register(state, "GetRaceType", EQ2Emu_lua_GetRaceType);
  1184. lua_register(state, "GetRaceBaseType", EQ2Emu_lua_GetRaceBaseType);
  1185. lua_register(state, "GetQuestFlags", EQ2Emu_lua_GetQuestFlags);
  1186. lua_register(state, "SetQuestFlags", EQ2Emu_lua_SetQuestFlags);
  1187. lua_register(state, "SetQuestTimer", EQ2Emu_lua_SetQuestTimer);
  1188. lua_register(state, "RemoveQuestStep", EQ2Emu_lua_RemoveQuestStep);
  1189. lua_register(state, "ResetQuestStep", EQ2Emu_lua_ResetQuestStep);
  1190. lua_register(state, "SetQuestTimerComplete", EQ2Emu_lua_SetQuestTimerComplete);
  1191. lua_register(state, "AddQuestStepFailureAction", EQ2Emu_lua_AddQuestStepFailureAction);
  1192. lua_register(state, "SetStepFailed", EQ2Emu_lua_SetStepFailed);
  1193. lua_register(state, "GetQuestCompleteCount", EQ2Emu_lua_GetQuestCompleteCount);
  1194. lua_register(state, "SetServerVariable", EQ2Emu_lua_SetServerVariable);
  1195. lua_register(state, "GetServerVariable", EQ2Emu_lua_GetServerVariable);
  1196. lua_register(state, "HasLanguage", EQ2Emu_lua_HasLanguage);
  1197. lua_register(state, "AddLanguage", EQ2Emu_lua_AddLanguage);
  1198. lua_register(state, "IsNight", EQ2Emu_lua_IsNight);
  1199. lua_register(state, "AddMultiFloorLift", EQ2Emu_lua_AddMultiFloorLift);
  1200. lua_register(state, "StartAutoMount", EQ2Emu_lua_StartAutoMount);
  1201. lua_register(state, "EndAutoMount", EQ2Emu_lua_EndAutoMount);
  1202. lua_register(state, "IsOnAutoMount", EQ2Emu_lua_IsOnAutoMount);
  1203. lua_register(state, "SetPlayerHistory", EQ2Emu_lua_SetPlayerHistory);
  1204. lua_register(state, "GetPlayerHistory", EQ2Emu_lua_GetPlayerHistory);
  1205. lua_register(state, "SetGridID", EQ2Emu_lua_SetGridID);
  1206. lua_register(state, "GetQuestStepProgress", EQ2Emu_lua_GetQuestStepProgress);
  1207. lua_register(state, "SetPlayerLevel", EQ2Emu_lua_SetPlayerLevel);
  1208. lua_register(state, "AddCoin", EQ2Emu_lua_AddCoin);
  1209. lua_register(state, "RemoveCoin", EQ2Emu_lua_RemoveCoin);
  1210. lua_register(state, "GetPlayersInZone", EQ2Emu_lua_GetPlayersInZone);
  1211. lua_register(state, "SpawnGroupByID", EQ2Emu_lua_SpawnGroupByID);
  1212. lua_register(state, "SetSpawnAnimation", EQ2Emu_lua_SetSpawnAnimation);
  1213. lua_register(state, "GetClientVersion", EQ2Emu_lua_GetClientVersion);
  1214. lua_register(state, "GetItemID", EQ2Emu_lua_GetItemID);
  1215. lua_register(state, "IsEntity", EQ2Emu_lua_IsEntity);
  1216. lua_register(state, "GetOrigX", EQ2Emu_lua_GetOrigX);
  1217. lua_register(state, "GetOrigY", EQ2Emu_lua_GetOrigY);
  1218. lua_register(state, "GetOrigZ", EQ2Emu_lua_GetOrigZ);
  1219. lua_register(state, "GetPCTOfHP", EQ2Emu_lua_GetPCTOfHP);
  1220. lua_register(state, "GetPCTOfPower", EQ2Emu_lua_GetPCTOfPower);
  1221. lua_register(state, "GetBoundZoneID", EQ2Emu_lua_GetBoundZoneID);
  1222. lua_register(state, "Evac", EQ2Emu_lua_Evac);
  1223. lua_register(state, "GetSpellTier", EQ2Emu_lua_GetSpellTier);
  1224. lua_register(state, "GetSpellID", EQ2Emu_lua_GetSpellID);
  1225. lua_register(state, "StartTransmute", EQ2Emu_lua_StartTransmute);
  1226. lua_register(state, "CompleteTransmute", EQ2Emu_lua_CompleteTransmute);
  1227. lua_register(state, "ProcHate", EQ2Emu_lua_ProcHate);
  1228. lua_register(state, "GetRandomSpawnByID", EQ2Emu_lua_GetRandomSpawnByID);
  1229. lua_register(state, "ShowLootWindow", EQ2Emu_lua_ShowLootWindow);
  1230. lua_register(state, "AddPrimaryEntityCommandAllSpawns", EQ2Emu_lua_AddPrimaryEntityCommandAllSpawns);
  1231. lua_register(state, "InstructionWindow", EQ2Emu_lua_InstructionWindow);
  1232. lua_register(state, "InstructionWindowClose", EQ2Emu_lua_InstructionWindowClose);
  1233. lua_register(state, "InstructionWindowGoal", EQ2Emu_lua_InstructionWindowGoal);
  1234. lua_register(state, "ShowWindow", EQ2Emu_lua_ShowWindow);
  1235. lua_register(state, "FlashWindow", EQ2Emu_lua_FlashWindow);
  1236. lua_register(state, "EnableGameEvent", EQ2Emu_lua_EnableGameEvent);
  1237. lua_register(state, "GetTutorialStep", EQ2Emu_lua_GetTutorialStep);
  1238. lua_register(state, "SetTutorialStep", EQ2Emu_lua_SetTutorialStep);
  1239. lua_register(state, "DisplayText", EQ2Emu_lua_DisplayText);
  1240. lua_register(state, "GiveExp", EQ2Emu_lua_GiveExp);
  1241. lua_register(state, "CheckLOS", EQ2Emu_lua_CheckLOS);
  1242. lua_register(state, "CheckLOSByCoordinates", EQ2Emu_lua_CheckLOSByCoordinates);
  1243. lua_register(state, "SetZoneExpansionFlag", EQ2Emu_lua_SetZoneExpansionFlag);
  1244. lua_register(state, "GetZoneExpansionFlag", EQ2Emu_lua_GetZoneExpansionFlag);
  1245. lua_register(state, "SetZoneHolidayFlag", EQ2Emu_lua_SetZoneHolidayFlag);
  1246. lua_register(state, "GetZoneHolidayFlag", EQ2Emu_lua_GetZoneHolidayFlag);
  1247. lua_register(state, "SetCanBind", EQ2Emu_lua_SetCanBind);
  1248. lua_register(state, "GetCanBind", EQ2Emu_lua_GetCanBind);
  1249. lua_register(state, "GetCanGate", EQ2Emu_lua_GetCanGate);
  1250. lua_register(state, "SetCanGate", EQ2Emu_lua_SetCanGate);
  1251. lua_register(state, "AddSpawnProximity", EQ2Emu_lua_AddSpawnProximity);
  1252. lua_register(state, "CanSeeInvis", EQ2Emu_lua_CanSeeInvis);
  1253. lua_register(state, "SetSeeInvis", EQ2Emu_lua_SetSeeInvis);
  1254. lua_register(state, "SetSeeHide", EQ2Emu_lua_SetSeeHide);
  1255. lua_register(state, "SetAccessToEntityCommand", EQ2Emu_lua_SetAccessToEntityCommand);
  1256. lua_register(state, "SetAccessToEntityCommandByCharID", EQ2Emu_lua_SetAccessToEntityCommandByCharID);
  1257. lua_register(state, "RemovePrimaryEntityCommand", EQ2Emu_lua_RemovePrimaryEntityCommand);
  1258. lua_register(state, "SendUpdateDefaultCommand", EQ2Emu_lua_SendUpdateDefaultCommand);
  1259. lua_register(state, "SendTransporters", EQ2Emu_lua_SendTransporters);
  1260. lua_register(state, "SetTemporaryTransportID", EQ2Emu_lua_SetTemporaryTransportID);
  1261. lua_register(state, "GetTemporaryTransportID", EQ2Emu_lua_GetTemporaryTransportID);
  1262. lua_register(state, "SetAlignment", EQ2Emu_lua_SetAlignment);
  1263. lua_register(state, "GetAlignment", EQ2Emu_lua_GetAlignment);
  1264. lua_register(state, "GetSpell", EQ2Emu_lua_GetSpell);
  1265. lua_register(state, "GetSpellData", EQ2Emu_lua_GetSpellData);
  1266. lua_register(state, "SetSpellData", EQ2Emu_lua_SetSpellData);
  1267. lua_register(state, "CastCustomSpell", EQ2Emu_lua_CastCustomSpell);
  1268. lua_register(state, "SetSpellDataIndex", EQ2Emu_lua_SetSpellDataIndex);
  1269. lua_register(state, "GetSpellDataIndex", EQ2Emu_lua_GetSpellDataIndex);
  1270. lua_register(state, "SetSpellDisplayEffect", EQ2Emu_lua_SetSpellDisplayEffect);
  1271. lua_register(state, "GetSpellDisplayEffect", EQ2Emu_lua_GetSpellDisplayEffect);
  1272. lua_register(state, "InWater", EQ2Emu_lua_InWater);
  1273. lua_register(state, "InLava", EQ2Emu_lua_InLava);
  1274. lua_register(state, "DamageSpawn", EQ2Emu_lua_DamageSpawn);
  1275. lua_register(state, "IsInvulnerable", EQ2Emu_lua_IsInvulnerable);
  1276. lua_register(state, "SetInvulnerable", EQ2Emu_lua_SetInvulnerable);
  1277. lua_register(state, "GetRuleFlagBool", EQ2Emu_lua_GetRuleFlagBool);
  1278. lua_register(state, "GetRuleFlagInt32", EQ2Emu_lua_GetRuleFlagInt32);
  1279. lua_register(state, "GetRuleFlagFloat", EQ2Emu_lua_GetRuleFlagFloat);
  1280. lua_register(state, "GetAAInfo", EQ2Emu_lua_GetAAInfo);
  1281. lua_register(state, "SetAAInfo", EQ2Emu_lua_SetAAInfo);
  1282. lua_register(state, "AddMasterTitle", EQ2Emu_lua_AddMasterTitle);
  1283. lua_register(state, "AddCharacterTitle", EQ2Emu_lua_AddCharacterTitle);
  1284. lua_register(state, "SetCharacterTitleSuffix", EQ2Emu_lua_SetCharacterTitleSuffix);
  1285. lua_register(state, "SetCharacterTitlePrefix", EQ2Emu_lua_SetCharacterTitlePrefix);
  1286. lua_register(state, "ResetCharacterTitleSuffix", EQ2Emu_lua_ResetCharacterTitleSuffix);
  1287. lua_register(state, "ResetCharacterTitlePrefix", EQ2Emu_lua_ResetCharacterTitlePrefix);
  1288. lua_register(state, "GetInfoStructString", EQ2Emu_lua_GetInfoStructString);
  1289. lua_register(state, "GetInfoStructUInt", EQ2Emu_lua_GetInfoStructUInt);
  1290. lua_register(state, "GetInfoStructSInt", EQ2Emu_lua_GetInfoStructSInt);
  1291. lua_register(state, "GetInfoStructFloat", EQ2Emu_lua_GetInfoStructFloat);
  1292. lua_register(state, "SetInfoStructString", EQ2Emu_lua_SetInfoStructString);
  1293. lua_register(state, "SetInfoStructUInt", EQ2Emu_lua_SetInfoStructUInt);
  1294. lua_register(state, "SetInfoStructSInt", EQ2Emu_lua_SetInfoStructSInt);
  1295. lua_register(state, "SetInfoStructFloat", EQ2Emu_lua_SetInfoStructFloat);
  1296. lua_register(state, "SetCharSheetChanged", EQ2Emu_lua_SetCharSheetChanged);
  1297. lua_register(state, "AddPlayerMail", EQ2Emu_lua_AddPlayerMail);
  1298. lua_register(state, "AddPlayerMailByCharID", EQ2Emu_lua_AddPlayerMailByCharID);
  1299. lua_register(state, "OpenDoor", EQ2Emu_lua_OpenDoor);
  1300. lua_register(state, "CloseDoor", EQ2Emu_lua_CloseDoor);
  1301. lua_register(state, "IsOpen", EQ2Emu_lua_IsOpen);
  1302. lua_register(state, "MakeRandomInt", EQ2Emu_lua_MakeRandomInt);
  1303. lua_register(state, "MakeRandomFloat", EQ2Emu_lua_MakeRandomFloat);
  1304. lua_register(state, "AddIconValue", EQ2Emu_lua_AddIconValue);
  1305. lua_register(state, "RemoveIconValue", EQ2Emu_lua_RemoveIconValue);
  1306. lua_register(state, "GetShardID", EQ2Emu_lua_GetShardID);
  1307. lua_register(state, "GetShardCharID", EQ2Emu_lua_GetShardCharID);
  1308. lua_register(state, "GetShardCreatedTimestamp", EQ2Emu_lua_GetShardCreatedTimestamp);
  1309. lua_register(state, "DeleteDBShardID", EQ2Emu_lua_DeleteDBShardID);
  1310. lua_register(state, "PauseMovement", EQ2Emu_lua_PauseMovement);
  1311. lua_register(state, "StopMovement", EQ2Emu_lua_StopMovement);
  1312. lua_register(state, "GetArrowColor", EQ2Emu_lua_GetArrowColor);
  1313. lua_register(state, "GetTSArrowColor", EQ2Emu_lua_GetTSArrowColor);
  1314. lua_register(state, "GetSpawnByRailID", EQ2Emu_lua_GetSpawnByRailID);
  1315. lua_register(state, "SetRailID", EQ2Emu_lua_SetRailID);
  1316. lua_register(state, "IsZoneLoading", EQ2Emu_lua_IsZoneLoading);
  1317. lua_register(state, "IsRunning", EQ2Emu_lua_IsRunning);
  1318. lua_register(state, "GetZoneLockoutTimer", EQ2Emu_lua_GetZoneLockoutTimer);
  1319. lua_register(state, "SetWorldTime", EQ2Emu_lua_SetWorldTime);
  1320. lua_register(state, "GetWorldTimeYear", EQ2Emu_lua_GetWorldTimeYear);
  1321. lua_register(state, "GetWorldTimeMonth", EQ2Emu_lua_GetWorldTimeMonth);
  1322. lua_register(state, "GetWorldTimeHour", EQ2Emu_lua_GetWorldTimeHour);
  1323. lua_register(state, "GetWorldTimeMinute", EQ2Emu_lua_GetWorldTimeMinute);
  1324. lua_register(state, "SendTimeUpdate", EQ2Emu_lua_SendTimeUpdate);
  1325. lua_register(state, "GetLootTier", EQ2Emu_lua_GetLootTier);
  1326. lua_register(state, "SetLootTier", EQ2Emu_lua_SetLootTier);
  1327. lua_register(state, "GetLootDropType", EQ2Emu_lua_GetLootDropType);
  1328. lua_register(state, "SetLootDropType", EQ2Emu_lua_SetLootDropType);
  1329. lua_register(state, "DamageEquippedItems", EQ2Emu_lua_DamageEquippedItems);
  1330. lua_register(state, "CreateWidgetRegion", EQ2Emu_lua_CreateWidgetRegion);
  1331. lua_register(state, "RemoveRegion", EQ2Emu_lua_RemoveRegion);
  1332. lua_register(state, "SetPlayerPOVGhost", EQ2Emu_lua_SetPlayerPOVGhost);
  1333. lua_register(state, "SetCastOnAggroComplete", EQ2Emu_lua_SetCastOnAggroComplete);
  1334. lua_register(state, "IsCastOnAggroComplete", EQ2Emu_lua_IsCastOnAggroComplete);
  1335. }
  1336. void LuaInterface::LogError(const char* error, ...) {
  1337. va_list argptr;
  1338. char buffer[4096];
  1339. va_start(argptr, error);
  1340. vsnprintf(buffer, sizeof(buffer), error, argptr);
  1341. va_end(argptr);
  1342. SimpleLogError(buffer);
  1343. }
  1344. void LuaInterface::SimpleLogError(const char* error) {
  1345. ProcessErrorMessage(error);
  1346. LogWrite(LUA__ERROR, 0, "LUA", "%s", error);
  1347. }
  1348. void LuaInterface::ResetFunctionStack(lua_State* state) {
  1349. lua_settop(state, 0);
  1350. }
  1351. void LuaInterface::AddUserDataPtr(LUAUserData* data, void* data_ptr) {
  1352. std::unique_lock lock(MLUAUserData);
  1353. if(data_ptr) {
  1354. user_data_ptr[data_ptr] = data;
  1355. }
  1356. user_data[data] = Timer::GetCurrentTime2() + 300000; //allow a function to use this pointer for 5 minutes
  1357. }
  1358. void LuaInterface::DeletePendingSpells(bool all) {
  1359. MSpellDelete.lock();
  1360. if (spells_pending_delete.size() > 0) {
  1361. int32 time = Timer::GetCurrentTime2();
  1362. map<LuaSpell*, int32>::iterator itr;
  1363. vector<LuaSpell*> tmp_deletes;
  1364. vector<LuaSpell*>::iterator del_itr;
  1365. for (itr = spells_pending_delete.begin(); itr != spells_pending_delete.end(); itr++) {
  1366. if (all || time >= itr->second)
  1367. tmp_deletes.push_back(itr->first);
  1368. }
  1369. LuaSpell* spell = 0;
  1370. for (del_itr = tmp_deletes.begin(); del_itr != tmp_deletes.end(); del_itr++) {
  1371. spell = *del_itr;
  1372. if (spell->caster) {
  1373. spell->caster->GetZone()->GetSpellProcess()->DeleteActiveSpell(spell);
  1374. }
  1375. else if(spell->targets.size() > 0) {
  1376. spell->MSpellTargets.readlock(__FUNCTION__, __LINE__);
  1377. for (int8 i = 0; i < spell->targets.size(); i++) {
  1378. Spawn* target = spell->caster->GetZone()->GetSpawnByID(spell->targets.at(i));
  1379. if (!target || !target->IsEntity())
  1380. continue;
  1381. target->GetZone()->GetSpellProcess()->DeleteActiveSpell(spell);
  1382. }
  1383. spell->MSpellTargets.releasereadlock(__FUNCTION__, __LINE__);
  1384. }
  1385. spells_pending_delete.erase(spell);
  1386. if (spell->spell->IsCopiedSpell())
  1387. {
  1388. RemoveCustomSpell(spell->spell->GetSpellID());
  1389. safe_delete(spell->spell);
  1390. }
  1391. SetLuaUserDataStale(spell);
  1392. safe_delete(spell);
  1393. }
  1394. }
  1395. MSpellDelete.unlock();
  1396. }
  1397. void LuaInterface::DeletePendingSpell(LuaSpell* spell) {
  1398. MSpellDelete.lock();
  1399. if (spells_pending_delete.size() > 0) {
  1400. map<LuaSpell*, int32>::iterator itr = spells_pending_delete.find(spell);
  1401. if (itr != spells_pending_delete.end())
  1402. spells_pending_delete.erase(itr);
  1403. }
  1404. MSpellDelete.unlock();
  1405. }
  1406. void LuaInterface::DeleteUserDataPtrs(bool all) {
  1407. std::unique_lock lock(MLUAUserData);
  1408. if(user_data.size() > 0){
  1409. map<LUAUserData*, int32>::iterator itr;
  1410. int32 time = Timer::GetCurrentTime2();
  1411. vector<LUAUserData*> tmp_deletes;
  1412. vector<LUAUserData*>::iterator del_itr;
  1413. for(itr = user_data.begin(); itr != user_data.end(); itr++){
  1414. if(all || time >= itr->second)
  1415. tmp_deletes.push_back(itr->first);
  1416. }
  1417. LUAUserData* data = 0;
  1418. for(del_itr = tmp_deletes.begin(); del_itr != tmp_deletes.end(); del_itr++){
  1419. data = *del_itr;
  1420. void* target = 0;
  1421. if(data->IsConversationOption()) {
  1422. target = data->conversation_options;
  1423. }
  1424. else if(data->IsOptionWindow()) {
  1425. target = data->option_window_option;
  1426. }
  1427. else if(data->IsSpawn()) {
  1428. target = data->spawn;
  1429. }
  1430. else if(data->IsQuest()) {
  1431. target = data->quest;
  1432. }
  1433. else if(data->IsZone()) {
  1434. target = data->zone;
  1435. }
  1436. else if(data->IsItem()) {
  1437. target = data->item;
  1438. }
  1439. else if(data->IsSkill()) {
  1440. target = data->skill;
  1441. }
  1442. else if(data->IsSpell()) {
  1443. target = data->spell;
  1444. }
  1445. if(target) {
  1446. std::map<void*, LUAUserData*>::iterator itr = user_data_ptr.find(target);
  1447. if(itr != user_data_ptr.end()) {
  1448. user_data_ptr.erase(itr);
  1449. }
  1450. }
  1451. user_data.erase(data);
  1452. safe_delete(data);
  1453. }
  1454. }
  1455. }
  1456. Spawn* LuaInterface::GetSpawn(lua_State* state, int8 arg_num) {
  1457. std::shared_lock lock(MLUAUserData);
  1458. Spawn* ret = 0;
  1459. if (lua_islightuserdata(state, arg_num)){
  1460. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1461. if(!data || !data->IsCorrectlyInitialized()){
  1462. LogError("%s: GetSpawn error while processing %s", GetScriptName(state), lua_tostring(state, -1));
  1463. }
  1464. else if(!data->IsSpawn()){
  1465. lua_Debug ar;
  1466. lua_getstack (state, 1, &ar);
  1467. lua_getinfo(state, "Sln", &ar);
  1468. LogError("%s: Invalid data type used for GetSpawn in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1469. }
  1470. else
  1471. ret = data->spawn;
  1472. }
  1473. return ret;
  1474. }
  1475. vector<ConversationOption>* LuaInterface::GetConversation(lua_State* state, int8 arg_num) {
  1476. std::shared_lock lock(MLUAUserData);
  1477. vector<ConversationOption>* ret = 0;
  1478. if(lua_islightuserdata(state, arg_num)){
  1479. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1480. if(!data || !data->IsCorrectlyInitialized()){
  1481. LogError("%s: GetConversation error while processing %s", GetScriptName(state), lua_tostring(state, -1));
  1482. }
  1483. else if(!data->IsConversationOption()){
  1484. lua_Debug ar;
  1485. lua_getstack (state, 1, &ar);
  1486. lua_getinfo(state, "Sln", &ar);
  1487. LogError("%s: Invalid data type used for GetConversation in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1488. }
  1489. else
  1490. ret = data->conversation_options;
  1491. }
  1492. return ret;
  1493. }
  1494. vector<OptionWindowOption>* LuaInterface::GetOptionWindow(lua_State* state, int8 arg_num) {
  1495. std::shared_lock lock(MLUAUserData);
  1496. vector<OptionWindowOption>* ret = 0;
  1497. if(lua_islightuserdata(state, arg_num)){
  1498. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1499. if(!data || !data->IsCorrectlyInitialized()){
  1500. LogError("%s: GetOptionWindow error while processing %s", GetScriptName(state), lua_tostring(state, -1));
  1501. }
  1502. else if(!data->IsOptionWindow()){
  1503. lua_Debug ar;
  1504. lua_getstack (state, 1, &ar);
  1505. lua_getinfo(state, "Sln", &ar);
  1506. LogError("%s: Invalid data type used for GetOptionWindow in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1507. }
  1508. else
  1509. ret = data->option_window_option;
  1510. }
  1511. return ret;
  1512. }
  1513. Quest* LuaInterface::GetQuest(lua_State* state, int8 arg_num) {
  1514. std::shared_lock lock(MLUAUserData);
  1515. Quest* ret = 0;
  1516. if(lua_islightuserdata(state, arg_num)){
  1517. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1518. if(!data || !data->IsCorrectlyInitialized()){
  1519. LogError("%s: GetQuest error while processing %s", GetScriptName(state), lua_tostring(state, 0));
  1520. }
  1521. else if(!data->IsQuest()){
  1522. lua_Debug ar;
  1523. lua_getstack (state, 1, &ar);
  1524. lua_getinfo(state, "Sln", &ar);
  1525. LogError("%s: Invalid data type used for GetQuest in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1526. }
  1527. else
  1528. ret = data->quest;
  1529. }
  1530. return ret;
  1531. }
  1532. Item* LuaInterface::GetItem(lua_State* state, int8 arg_num) {
  1533. std::shared_lock lock(MLUAUserData);
  1534. Item* ret = 0;
  1535. if(lua_islightuserdata(state, arg_num)){
  1536. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1537. if(!data || !data->IsCorrectlyInitialized()){
  1538. LogError("%s: GetItem error while processing %s", GetScriptName(state), lua_tostring(state, 0));
  1539. }
  1540. else if(!data->IsItem()){
  1541. lua_Debug ar;
  1542. lua_getstack (state, 1, &ar);
  1543. lua_getinfo(state, "Sln", &ar);
  1544. LogError("%s: Invalid data type used for GetItem in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1545. }
  1546. else
  1547. ret = data->item;
  1548. }
  1549. return ret;
  1550. }
  1551. Skill* LuaInterface::GetSkill(lua_State* state, int8 arg_num) {
  1552. std::shared_lock lock(MLUAUserData);
  1553. Skill* ret = 0;
  1554. if (lua_islightuserdata(state, arg_num)) {
  1555. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1556. if (!data || !data->IsCorrectlyInitialized()) {
  1557. LogError("%s: GetSkill error while processing %s", GetScriptName(state), lua_tostring(state, 0));
  1558. }
  1559. else if (!data->IsSkill()) {
  1560. lua_Debug ar;
  1561. lua_getstack(state, 1, &ar);
  1562. lua_getinfo(state, "Sln", &ar);
  1563. LogError("%s: Invalid data type used for GetSkill in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1564. }
  1565. else
  1566. ret = data->skill;
  1567. }
  1568. return ret;
  1569. }
  1570. LuaSpell* LuaInterface::GetSpell(lua_State* state, int8 arg_num) {
  1571. std::shared_lock lock(MLUAUserData);
  1572. LuaSpell* ret = 0;
  1573. if (lua_islightuserdata(state, arg_num)) {
  1574. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1575. if (!data || !data->IsCorrectlyInitialized()) {
  1576. LogError("%s: GetSpell error while processing %s", GetScriptName(state), lua_tostring(state, 0));
  1577. }
  1578. else if (!data->IsSpell()) {
  1579. lua_Debug ar;
  1580. lua_getstack(state, 1, &ar);
  1581. lua_getinfo(state, "Sln", &ar);
  1582. LogError("%s: Invalid data type used for GetSpell in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1583. }
  1584. else
  1585. ret = data->spell;
  1586. }
  1587. return ret;
  1588. }
  1589. ZoneServer* LuaInterface::GetZone(lua_State* state, int8 arg_num) {
  1590. std::shared_lock lock(MLUAUserData);
  1591. ZoneServer* ret = 0;
  1592. if(lua_islightuserdata(state, arg_num)){
  1593. LUAUserData* data = (LUAUserData*)lua_touserdata(state, arg_num);
  1594. if(!data || !data->IsCorrectlyInitialized()){
  1595. LogError("%s: GetZone error while processing %s", GetScriptName(state), lua_tostring(state, -1));
  1596. }
  1597. else if(!data->IsZone()){
  1598. lua_Debug ar;
  1599. lua_getstack (state, 1, &ar);
  1600. lua_getinfo(state, "Sln", &ar);
  1601. LogError("%s: Invalid data type used for GetZone in %s (line %d)", GetScriptName(state), ar.source, ar.currentline);
  1602. }
  1603. else
  1604. ret = data->zone;
  1605. }
  1606. return ret;
  1607. }
  1608. sint64 LuaInterface::GetSInt64Value(lua_State* state, int8 arg_num) {
  1609. sint64 val = 0;
  1610. if(lua_isnumber(state, arg_num)){
  1611. val = (sint64)lua_tointeger(state, arg_num);
  1612. }
  1613. return val;
  1614. }
  1615. int64 LuaInterface::GetInt64Value(lua_State* state, int8 arg_num) {
  1616. int64 val = 0;
  1617. if(lua_isnumber(state, arg_num)){
  1618. val = (int64)lua_tonumber(state, arg_num);
  1619. }
  1620. return val;
  1621. }
  1622. sint32 LuaInterface::GetSInt32Value(lua_State* state, int8 arg_num) {
  1623. sint32 val = 0;
  1624. if(lua_isnumber(state, arg_num)){
  1625. val = lua_tointeger(state, arg_num);
  1626. }
  1627. return val;
  1628. }
  1629. int32 LuaInterface::GetInt32Value(lua_State* state, int8 arg_num) {
  1630. int32 val = 0;
  1631. if(lua_isnumber(state, arg_num)){
  1632. val = (int32)lua_tonumber(state, arg_num);
  1633. }
  1634. return val;
  1635. }
  1636. int16 LuaInterface::GetInt16Value(lua_State* state, int8 arg_num) {
  1637. int16 val = 0;
  1638. if(lua_isnumber(state, arg_num)){
  1639. val = lua_tointeger(state, arg_num);
  1640. }
  1641. return val;
  1642. }
  1643. int8 LuaInterface::GetInt8Value(lua_State* state, int8 arg_num) {
  1644. int8 val = 0;
  1645. if(lua_isnumber(state, arg_num)){
  1646. val = lua_tointeger(state, arg_num);
  1647. }
  1648. return val;
  1649. }
  1650. float LuaInterface::GetFloatValue(lua_State* state, int8 arg_num) {
  1651. float val = 0;
  1652. if(lua_isnumber(state, arg_num))
  1653. val = (float)lua_tonumber(state, arg_num);
  1654. return val;
  1655. }
  1656. string LuaInterface::GetStringValue(lua_State* state, int8 arg_num) {
  1657. string val;
  1658. if(lua_isstring(state, arg_num)){
  1659. size_t size = 0;
  1660. const char* str = lua_tolstring(state, arg_num, &size);
  1661. if(str)
  1662. val = string(str);
  1663. }
  1664. return val;
  1665. }
  1666. bool LuaInterface::GetBooleanValue(lua_State* state, int8 arg_num) {
  1667. return lua_toboolean(state, arg_num) == 1;
  1668. }
  1669. void LuaInterface::SetStringValue(lua_State* state, const char* value) {
  1670. lua_pushstring(state, value);
  1671. }
  1672. void LuaInterface::SetBooleanValue(lua_State* state, bool value) {
  1673. lua_pushboolean(state, value);
  1674. }
  1675. void LuaInterface::SetFloatValue(lua_State* state, float value) {
  1676. lua_pushnumber(state, value);
  1677. }
  1678. void LuaInterface::SetInt32Value(lua_State* state, int32 value) {
  1679. lua_pushinteger(state, value);
  1680. }
  1681. void LuaInterface::SetSInt32Value(lua_State* state, sint32 value) {
  1682. lua_pushinteger(state, value);
  1683. }
  1684. void LuaInterface::SetInt64Value(lua_State* state, int64 value) {
  1685. lua_pushinteger(state, value);
  1686. }
  1687. void LuaInterface::SetSInt64Value(lua_State* state, sint64 value) {
  1688. lua_pushinteger(state, value);
  1689. }
  1690. void LuaInterface::SetSpawnValue(lua_State* state, Spawn* spawn) {
  1691. LUASpawnWrapper* spawn_wrapper = new LUASpawnWrapper();
  1692. spawn_wrapper->spawn = spawn;
  1693. AddUserDataPtr(spawn_wrapper, spawn);
  1694. lua_pushlightuserdata(state, spawn_wrapper);
  1695. }
  1696. void LuaInterface::SetConversationValue(lua_State* state, vector<ConversationOption>* conversation) {
  1697. LUAConversationOptionWrapper* conv_wrapper = new LUAConversationOptionWrapper();
  1698. conv_wrapper->conversation_options = conversation;
  1699. AddUserDataPtr(conv_wrapper, conversation);
  1700. lua_pushlightuserdata(state, conv_wrapper);
  1701. }
  1702. void LuaInterface::SetOptionWindowValue(lua_State* state, vector<OptionWindowOption>* optionWindow) {
  1703. LUAOptionWindowWrapper* option_wrapper = new LUAOptionWindowWrapper();
  1704. option_wrapper->option_window_option = optionWindow;
  1705. AddUserDataPtr(option_wrapper, optionWindow);
  1706. lua_pushlightuserdata(state, option_wrapper);
  1707. }
  1708. void LuaInterface::SetItemValue(lua_State* state, Item* item) {
  1709. LUAItemWrapper* item_wrapper = new LUAItemWrapper();
  1710. item_wrapper->item = item;
  1711. AddUserDataPtr(item_wrapper, item);
  1712. lua_pushlightuserdata(state, item_wrapper);
  1713. }
  1714. void LuaInterface::SetSkillValue(lua_State* state, Skill* skill) {
  1715. LUASkillWrapper* skill_wrapper = new LUASkillWrapper();
  1716. skill_wrapper->skill = skill;
  1717. AddUserDataPtr(skill_wrapper, skill);
  1718. lua_pushlightuserdata(state, skill_wrapper);
  1719. }
  1720. void LuaInterface::SetQuestValue(lua_State* state, Quest* quest) {
  1721. LUAQuestWrapper* quest_wrapper = new LUAQuestWrapper();
  1722. quest_wrapper->quest = quest;
  1723. AddUserDataPtr(quest_wrapper, quest);
  1724. lua_pushlightuserdata(state, quest_wrapper);
  1725. }
  1726. void LuaInterface::SetZoneValue(lua_State* state, ZoneServer* zone) {
  1727. LUAZoneWrapper* zone_wrapper = new LUAZoneWrapper();
  1728. zone_wrapper->zone = zone;
  1729. AddUserDataPtr(zone_wrapper, zone);
  1730. lua_pushlightuserdata(state, zone_wrapper);
  1731. }
  1732. void LuaInterface::SetSpellValue(lua_State* state, LuaSpell* spell) {
  1733. LUASpellWrapper* spell_wrapper = new LUASpellWrapper();
  1734. spell_wrapper->spell = spell;
  1735. AddUserDataPtr(spell_wrapper, spell);
  1736. lua_pushlightuserdata(state, spell_wrapper);
  1737. }
  1738. LuaSpell* LuaInterface::GetSpell(const char* name) {
  1739. string lua_script = string(name);
  1740. if (lua_script.find(".lua") == string::npos)
  1741. lua_script.append(".lua");
  1742. if(spells.count(lua_script) > 0)
  1743. {
  1744. LogWrite(LUA__DEBUG, 0, "LUA", "Found LUA Spell Script: '%s'", lua_script.c_str());
  1745. LuaSpell* spell = spells[lua_script];
  1746. LuaSpell* new_spell = new LuaSpell;
  1747. new_spell->state = spell->state;
  1748. new_spell->file_name = string(spell->file_name);
  1749. new_spell->timer = spell->timer;
  1750. new_spell->timer.Disable();
  1751. new_spell->resisted = false;
  1752. new_spell->interrupted = false;
  1753. new_spell->crit = false;
  1754. new_spell->last_spellattack_hit = false;
  1755. new_spell->MSpellTargets.SetName("LuaSpell.MSpellTargets");
  1756. new_spell->cancel_after_all_triggers = false;
  1757. new_spell->num_triggers = 0;
  1758. new_spell->num_calls = 0;
  1759. new_spell->is_recast_timer = false;
  1760. new_spell->had_triggers = false;
  1761. new_spell->had_dmg_remaining = false;
  1762. new_spell->slot_pos = 0;
  1763. new_spell->damage_remaining = 0;
  1764. new_spell->effect_bitmask = 0;
  1765. new_spell->caster = 0;
  1766. new_spell->initial_target = 0;
  1767. new_spell->spell = 0;
  1768. new_spell->restored = false;
  1769. new_spell->initial_caster_char_id = 0;
  1770. new_spell->initial_target_char_id = 0;
  1771. return new_spell;
  1772. }
  1773. else{
  1774. LogWrite(LUA__ERROR, 0, "LUA", "Error LUA Spell Script: '%s'", name);
  1775. return 0;
  1776. }
  1777. }
  1778. Mutex* LuaInterface::GetItemScriptMutex(const char* name) {
  1779. Mutex* mutex = 0;
  1780. if(item_scripts_mutex.count(name) > 0)
  1781. mutex = item_scripts_mutex[name];
  1782. if(!mutex){
  1783. mutex = new Mutex();
  1784. item_scripts_mutex[name] = mutex;
  1785. }
  1786. return mutex;
  1787. }
  1788. Mutex* LuaInterface::GetSpawnScriptMutex(const char* name) {
  1789. Mutex* mutex = 0;
  1790. if(spawn_scripts_mutex.count(string(name)) > 0)
  1791. mutex = spawn_scripts_mutex[name];
  1792. if(!mutex){
  1793. mutex = new Mutex();
  1794. spawn_scripts_mutex[name] = mutex;
  1795. }
  1796. return mutex;
  1797. }
  1798. Mutex* LuaInterface::GetZoneScriptMutex(const char* name) {
  1799. Mutex* mutex = 0;
  1800. if(zone_scripts_mutex.count(name) > 0)
  1801. mutex = zone_scripts_mutex[name];
  1802. if(!mutex){
  1803. mutex = new Mutex();
  1804. zone_scripts_mutex[name] = mutex;
  1805. }
  1806. return mutex;
  1807. }
  1808. Mutex* LuaInterface::GetRegionScriptMutex(const char* name) {
  1809. Mutex* mutex = 0;
  1810. if(region_scripts_mutex.count(name) > 0)
  1811. mutex = region_scripts_mutex[name];
  1812. if(!mutex){
  1813. mutex = new Mutex();
  1814. region_scripts_mutex[name] = mutex;
  1815. }
  1816. return mutex;
  1817. }
  1818. void LuaInterface::UseItemScript(const char* name, lua_State* state, bool val) {
  1819. MItemScripts.writelock(__FUNCTION__, __LINE__);
  1820. item_scripts[name][state] = val;
  1821. item_inverse_scripts[state] = name;
  1822. MItemScripts.releasewritelock(__FUNCTION__, __LINE__);
  1823. }
  1824. void LuaInterface::UseSpawnScript(const char* name, lua_State* state, bool val) {
  1825. MSpawnScripts.writelock(__FUNCTION__, __LINE__);
  1826. spawn_scripts[name][state] = val;
  1827. spawn_inverse_scripts[state] = name;
  1828. MSpawnScripts.releasewritelock(__FUNCTION__, __LINE__);
  1829. }
  1830. void LuaInterface::UseZoneScript(const char* name, lua_State* state, bool val) {
  1831. MZoneScripts.writelock(__FUNCTION__, __LINE__);
  1832. zone_scripts[name][state] = val;
  1833. zone_inverse_scripts[state] = name;
  1834. MZoneScripts.releasewritelock(__FUNCTION__, __LINE__);
  1835. }
  1836. void LuaInterface::UseRegionScript(const char* name, lua_State* state, bool val) {
  1837. MRegionScripts.writelock(__FUNCTION__, __LINE__);
  1838. region_scripts[name][state] = val;
  1839. region_inverse_scripts[state] = name;
  1840. MRegionScripts.releasewritelock(__FUNCTION__, __LINE__);
  1841. }
  1842. lua_State* LuaInterface::GetItemScript(const char* name, bool create_new, bool use) {
  1843. map<string, map<lua_State*, bool> >::iterator itr;
  1844. map<lua_State*, bool>::iterator item_script_itr;
  1845. lua_State* ret = 0;
  1846. Mutex* mutex = 0;
  1847. itr = item_scripts.find(name);
  1848. if(itr != item_scripts.end()) {
  1849. mutex = GetItemScriptMutex(name);
  1850. mutex->readlock(__FUNCTION__, __LINE__);
  1851. for(item_script_itr = itr->second.begin(); item_script_itr != itr->second.end(); item_script_itr++){
  1852. if(!item_script_itr->second){ //not in use
  1853. ret = item_script_itr->first;
  1854. if (use)
  1855. {
  1856. item_script_itr->second = true;
  1857. break; // don't keep iterating, we already have our result
  1858. }
  1859. }
  1860. }
  1861. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1862. }
  1863. if(!ret && create_new){
  1864. if(name && LoadItemScript(name))
  1865. ret = GetItemScript(name, create_new, use);
  1866. else{
  1867. LogError("Error LUA Item Script '%s'", name);
  1868. return 0;
  1869. }
  1870. }
  1871. return ret;
  1872. }
  1873. lua_State* LuaInterface::GetSpawnScript(const char* name, bool create_new, bool use) {
  1874. if (lua_system_reloading)
  1875. return 0;
  1876. map<string, map<lua_State*, bool> >::iterator itr;
  1877. map<lua_State*, bool>::iterator spawn_script_itr;
  1878. lua_State* ret = 0;
  1879. Mutex* mutex = 0;
  1880. itr = spawn_scripts.find(name);
  1881. if(itr != spawn_scripts.end()) {
  1882. mutex = GetSpawnScriptMutex(name);
  1883. mutex->readlock(__FUNCTION__, __LINE__);
  1884. for(spawn_script_itr = itr->second.begin(); spawn_script_itr != itr->second.end(); spawn_script_itr++){
  1885. if(!spawn_script_itr->second){ //not in use
  1886. ret = spawn_script_itr->first;
  1887. if (use)
  1888. {
  1889. spawn_script_itr->second = true;
  1890. break; // don't keep iterating, we already have our result
  1891. }
  1892. }
  1893. }
  1894. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1895. }
  1896. if(!ret && create_new){
  1897. if(name && LoadSpawnScript(name))
  1898. ret = GetSpawnScript(name, create_new, use);
  1899. else{
  1900. LogError("Error LUA Spawn Script '%s'", name);
  1901. return 0;
  1902. }
  1903. }
  1904. return ret;
  1905. }
  1906. lua_State* LuaInterface::GetZoneScript(const char* name, bool create_new, bool use) {
  1907. map<string, map<lua_State*, bool> >::iterator itr;
  1908. map<lua_State*, bool>::iterator zone_script_itr;
  1909. lua_State* ret = 0;
  1910. Mutex* mutex = 0;
  1911. itr = zone_scripts.find(name);
  1912. if(itr != zone_scripts.end()) {
  1913. mutex = GetZoneScriptMutex(name);
  1914. mutex->readlock(__FUNCTION__, __LINE__);
  1915. for(zone_script_itr = itr->second.begin(); zone_script_itr != itr->second.end(); zone_script_itr++){
  1916. if(!zone_script_itr->second){ //not in use
  1917. ret = zone_script_itr->first;
  1918. if (use)
  1919. {
  1920. zone_script_itr->second = true;
  1921. break; // don't keep iterating, we already have our result
  1922. }
  1923. }
  1924. }
  1925. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1926. }
  1927. if(!ret && create_new){
  1928. if(name && LoadZoneScript(name))
  1929. ret = GetZoneScript(name);
  1930. else{
  1931. LogError("Error LUA Zone Script '%s'", name);
  1932. return 0;
  1933. }
  1934. }
  1935. return ret;
  1936. }
  1937. lua_State* LuaInterface::GetRegionScript(const char* name, bool create_new, bool use) {
  1938. map<string, map<lua_State*, bool> >::iterator itr;
  1939. map<lua_State*, bool>::iterator region_script_itr;
  1940. lua_State* ret = 0;
  1941. Mutex* mutex = 0;
  1942. itr = region_scripts.find(name);
  1943. if(itr != region_scripts.end()) {
  1944. mutex = GetRegionScriptMutex(name);
  1945. mutex->readlock(__FUNCTION__, __LINE__);
  1946. for(region_script_itr = itr->second.begin(); region_script_itr != itr->second.end(); region_script_itr++){
  1947. if(!region_script_itr->second){ //not in use
  1948. ret = region_script_itr->first;
  1949. if (use)
  1950. {
  1951. region_script_itr->second = true;
  1952. break; // don't keep iterating, we already have our result
  1953. }
  1954. }
  1955. }
  1956. mutex->releasereadlock(__FUNCTION__, __LINE__);
  1957. }
  1958. if(!ret && create_new){
  1959. if(name && LoadRegionScript(name))
  1960. ret = GetRegionScript(name);
  1961. else{
  1962. LogError("Error LUA Zone Script '%s'", name);
  1963. return 0;
  1964. }
  1965. }
  1966. return ret;
  1967. }
  1968. bool LuaInterface::RunItemScript(string script_name, const char* function_name, Item* item, Spawn* spawn, Spawn* target, sint64* returnValue) {
  1969. if(!item)
  1970. return false;
  1971. lua_State* state = GetItemScript(script_name.c_str(), true, true);
  1972. if(state){
  1973. Mutex* mutex = GetItemScriptMutex(script_name.c_str());
  1974. if(mutex)
  1975. mutex->readlock(__FUNCTION__, __LINE__);
  1976. else{
  1977. LogError("Error getting lock for '%s'", script_name.c_str());
  1978. UseItemScript(script_name.c_str(), state, false);
  1979. return false;
  1980. }
  1981. lua_getglobal(state, function_name);
  1982. if (!lua_isfunction(state, lua_gettop(state))){
  1983. lua_pop(state, 1);
  1984. mutex->releasereadlock(__FUNCTION__);
  1985. UseItemScript(script_name.c_str(), state, false);
  1986. return false;
  1987. }
  1988. SetItemValue(state, item);
  1989. int8 num_parms = 1;
  1990. if(spawn){
  1991. SetSpawnValue(state, spawn);
  1992. num_parms++;
  1993. }
  1994. if(target){
  1995. SetSpawnValue(state, target);
  1996. num_parms++;
  1997. }
  1998. if(!CallItemScript(state, num_parms, returnValue)){
  1999. if(mutex)
  2000. mutex->releasereadlock(__FUNCTION__, __LINE__);
  2001. UseItemScript(script_name.c_str(), state, false);
  2002. return false;
  2003. }
  2004. if(mutex)
  2005. mutex->releasereadlock(__FUNCTION__, __LINE__);
  2006. UseItemScript(script_name.c_str(), state, false);
  2007. return true;
  2008. }
  2009. else
  2010. return false;
  2011. }
  2012. bool LuaInterface::RunItemScriptWithReturnString(string script_name, const char* function_name, Item* item, Spawn* spawn, std::string* returnValue) {
  2013. if(!item)
  2014. return false;
  2015. lua_State* state = GetItemScript(script_name.c_str(), true, true);
  2016. if(state){
  2017. Mutex* mutex = GetItemScriptMutex(script_name.c_str());
  2018. if(mutex)
  2019. mutex->readlock(__FUNCTION__, __LINE__);
  2020. else{
  2021. LogError("Error getting lock for '%s'", script_name.c_str());
  2022. UseItemScript(script_name.c_str(), state, false);
  2023. return false;
  2024. }
  2025. lua_getglobal(state, function_name);
  2026. if (!lua_isfunction(state, lua_gettop(state))){
  2027. lua_pop(state, 1);
  2028. mutex->releasereadlock(__FUNCTION__);
  2029. UseItemScript(script_name.c_str(), state, false);
  2030. return false;
  2031. }
  2032. SetItemValue(state, item);
  2033. int8 num_parms = 1;
  2034. if(spawn){
  2035. SetSpawnValue(state, spawn);
  2036. num_parms++;
  2037. }
  2038. if(!CallItemScript(state, num_parms, returnValue)){
  2039. if(mutex)
  2040. mutex->releasereadlock(__FUNCTION__, __LINE__);
  2041. UseItemScript(script_name.c_str(), state, false);
  2042. return false;
  2043. }
  2044. if(mutex)
  2045. mutex->releasereadlock(__FUNCTION__, __LINE__);
  2046. UseItemScript(script_name.c_str(), state, false);
  2047. return true;
  2048. }
  2049. else
  2050. return false;
  2051. }
  2052. bool LuaInterface::RunSpawnScript(string script_name, const char* function_name, Spawn* npc, Spawn* spawn, const char* message, bool is_door_open, sint32 input_value, sint32* return_value) {
  2053. if(!npc || lua_system_reloading)
  2054. return false;
  2055. bool isUseDoorFunction = false;
  2056. if(!strcmp(function_name,"usedoor"))
  2057. isUseDoorFunction = true;
  2058. lua_State* state = GetSpawnScript(script_name.c_str(), true, true);
  2059. if(state){
  2060. Mutex* mutex = GetSpawnScriptMutex(script_name.c_str());
  2061. if(mutex)
  2062. mutex->readlock(__FUNCTION__, __LINE__);
  2063. else{
  2064. LogError("Error getting lock for '%s'", script_name.c_str());
  2065. UseSpawnScript(script_name.c_str(), state, false);
  2066. return false;
  2067. }
  2068. lua_getglobal(state, function_name);
  2069. if (!lua_isfunction(state, lua_gettop(state))){
  2070. lua_pop(state, 1);
  2071. mutex->releasereadlock(__FUNCTION__);
  2072. UseSpawnScript(script_name.c_str(), state, false);
  2073. return false;
  2074. }
  2075. SetSpawnValue(state, npc);
  2076. int8 num_parms = 1;
  2077. // we always send spawn, even if null (nil) when its 'usedoor' function
  2078. if(spawn || isUseDoorFunction){
  2079. SetSpawnValue(state, spawn);
  2080. num_parms++;
  2081. }
  2082. // usedoor function always passes just npc, spawn and is_door_open
  2083. if(isUseDoorFunction){
  2084. SetBooleanValue(state, is_door_open);
  2085. num_parms++;
  2086. }
  2087. else {
  2088. if(message){
  2089. SetStringValue(state, message);
  2090. num_parms++;
  2091. }
  2092. if(!strcmp(function_name,"healthchanged"))
  2093. {
  2094. // passes as damage dealt
  2095. SetSInt32Value(state, input_value);
  2096. num_parms++;
  2097. }
  2098. }
  2099. if(!CallScriptSInt32(state, num_parms, return_value)){
  2100. if(mutex)
  2101. mutex->releasereadlock(__FUNCTION__, __LINE__);
  2102. UseSpawnScript(script_name.c_str(), state, false);
  2103. return false;
  2104. }
  2105. if(mutex)
  2106. mutex->releasereadlock(__FUNCTION__, __LINE__);
  2107. UseSpawnScript(script_name.c_str(), state, false);
  2108. return true;
  2109. }
  2110. else
  2111. return false;
  2112. }
  2113. 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) {
  2114. if (!zone)
  2115. return false;
  2116. lua_State* state = GetZoneScript(script_name.c_str(), true, true);
  2117. if (state) {
  2118. Mutex* mutex = GetZoneScriptMutex(script_name.c_str());
  2119. if (mutex)
  2120. mutex->readlock(__FUNCTION__, __LINE__);
  2121. else {
  2122. LogError("Error getting lock for '%s'", script_name.c_str());
  2123. UseZoneScript(script_name.c_str(), state, false);
  2124. return false;
  2125. }
  2126. lua_getglobal(state, function_name);
  2127. if (!lua_isfunction(state, lua_gettop(state))) {
  2128. lua_pop(state, 1);
  2129. mutex->releasereadlock(__FUNCTION__);
  2130. UseZoneScript(script_name.c_str(), state, false);
  2131. return false;
  2132. }
  2133. SetZoneValue(state, zone);
  2134. int8 num_params = 1;
  2135. if (spawn) {
  2136. SetSpawnValue(state, spawn);
  2137. num_params++;
  2138. }
  2139. if (int32_arg1 > 0) {
  2140. SetInt32Value(state, int32_arg1);
  2141. num_params++;
  2142. }
  2143. if (str_arg1) {
  2144. SetStringValue(state, str_arg1);
  2145. num_params++;
  2146. }
  2147. if (spawn_arg1) {
  2148. SetSpawnValue(state, spawn_arg1);
  2149. num_params++;
  2150. }
  2151. if (int32_arg2 > 0) {
  2152. SetInt32Value(state, int32_arg2);
  2153. num_params++;
  2154. }
  2155. if (str_arg2) {
  2156. SetStringValue(state, str_arg2);
  2157. num_params++;
  2158. }
  2159. if (spawn_arg2) {
  2160. SetSpawnValue(state, spawn_arg2);
  2161. num_params++;
  2162. }
  2163. if (!CallScriptInt32(state, num_params)) {
  2164. if (mutex)
  2165. mutex->releasereadlock(__FUNCTION__, __LINE__);
  2166. UseZoneScript(script_name.c_str(), state, false);
  2167. return false;
  2168. }
  2169. if (mutex)
  2170. mutex->releasereadlock(__FUNCTION__, __LINE__);
  2171. UseZoneScript(script_name.c_str(), state, false);
  2172. return true;
  2173. }
  2174. else
  2175. return false;
  2176. }
  2177. bool LuaInterface::RunZoneScriptWithReturn(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn, int32 int32_arg1, int32 int32_arg2, int32 int32_arg3, int32* returnValue) {
  2178. if (!zone)
  2179. return false;
  2180. lua_State* state = GetZoneScript(script_name.c_str(), true, true);
  2181. if (state) {
  2182. Mutex* mutex = GetZoneScriptMutex(script_name.c_str());
  2183. if (mutex)
  2184. mutex->readlock(__FUNCTION__, __LINE__);
  2185. else {
  2186. LogError("Error getting lock for '%s'", script_name.c_str());
  2187. UseZoneScript(script_name.c_str(), state, false);
  2188. return false;
  2189. }
  2190. lua_getglobal(state, function_name);
  2191. if (!lua_isfunction(state, lua_gettop(state))) {
  2192. lua_pop(state, 1);
  2193. mutex->releasereadlock(__FUNCTION__);
  2194. UseZoneScript(script_name.c_str(), state, false);
  2195. return false;
  2196. }
  2197. SetZoneValue(state, zone);
  2198. int8 num_params = 1;
  2199. SetSpawnValue(state, spawn);
  2200. num_params++;
  2201. SetInt32Value(state, int32_arg1);
  2202. num_params++;
  2203. SetInt32Value(state, int32_arg2);
  2204. num_params++;
  2205. SetInt32Value(state, int32_arg3);
  2206. num_params++;
  2207. if (!CallScriptInt32(state, num_params, returnValue)) {
  2208. if (mutex)
  2209. mutex->releasereadlock(__FUNCTION__, __LINE__);
  2210. UseZoneScript(script_name.c_str(), state, false);
  2211. return false;
  2212. }
  2213. if (mutex)
  2214. mutex->releasereadlock(__FUNCTION__, __LINE__);
  2215. UseZoneScript(script_name.c_str(), state, false);
  2216. return true;
  2217. }
  2218. else
  2219. return false;
  2220. }
  2221. bool LuaInterface::RunRegionScript(string script_name, const char* function_name, ZoneServer* zone, Spawn* spawn, sint32 int32_arg1, int32* returnValue) {
  2222. if (!zone)
  2223. return false;
  2224. lua_State* state = GetRegionScript(script_name.c_str(), true, true);
  2225. if (state) {
  2226. Mutex* mutex = GetRegionScriptMutex(script_name.c_str());
  2227. if (mutex)
  2228. mutex->readlock(__FUNCTION__, __LINE__);
  2229. else {
  2230. LogError("Error getting lock for '%s'", script_name.c_str());
  2231. UseRegionScript(script_name.c_str(), state, false);
  2232. return false;
  2233. }
  2234. lua_getglobal(state, function_name);
  2235. if (!lua_isfunction(state, lua_gettop(state))) {
  2236. lua_pop(state, 1);
  2237. mutex->releasereadlock(__FUNCTION__);
  2238. UseRegionScript(script_name.c_str(), state, false);
  2239. return false;
  2240. }
  2241. SetZoneValue(state, zone);
  2242. int8 num_params = 1;
  2243. if (spawn) {
  2244. SetSpawnValue(state, spawn);
  2245. num_params++;
  2246. }
  2247. if (int32_arg1 > 0) {
  2248. SetSInt32Value(state, int32_arg1);
  2249. num_params++;
  2250. }
  2251. if (!CallRegionScript(state, num_params, returnValue)) {
  2252. if (mutex)
  2253. mutex->releasereadlock(__FUNCTION__, __LINE__);
  2254. UseRegionScript(script_name.c_str(), state, false);
  2255. return false;
  2256. }
  2257. if (mutex)
  2258. mutex->releasereadlock(__FUNCTION__, __LINE__);
  2259. UseRegionScript(script_name.c_str(), state, false);
  2260. return true;
  2261. }
  2262. else
  2263. return false;
  2264. }
  2265. void LuaInterface::AddPendingSpellDelete(LuaSpell* spell) {
  2266. MSpellDelete.lock();
  2267. if ( spells_pending_delete.count(spell) == 0 )
  2268. spells_pending_delete[spell] = Timer::GetCurrentTime2() + 10000;
  2269. MSpellDelete.unlock();
  2270. }
  2271. void LuaInterface::AddCustomSpell(LuaSpell* spell)
  2272. {
  2273. MCustomSpell.writelock();
  2274. custom_spells[spell->spell->GetSpellID()] = spell;
  2275. MCustomSpell.releasewritelock();
  2276. }
  2277. void LuaInterface::RemoveCustomSpell(int32 id)
  2278. {
  2279. MCustomSpell.writelock();
  2280. map<int32, LuaSpell*>::iterator itr = custom_spells.find(id);
  2281. if (itr != custom_spells.end())
  2282. {
  2283. custom_spells.erase(itr);
  2284. custom_free_spell_ids.push_front(id);
  2285. }
  2286. MCustomSpell.releasewritelock();
  2287. }
  2288. // prior to calling FindCustomSpell you should call FindCustomSpellLock and after FindCustomSpellUnlock
  2289. LuaSpell* LuaInterface::FindCustomSpell(int32 id)
  2290. {
  2291. LuaSpell* spell = 0;
  2292. map<int32, LuaSpell*>::iterator itr = custom_spells.find(id);
  2293. if (itr != custom_spells.end())
  2294. spell = itr->second;
  2295. return spell;
  2296. }
  2297. int32 LuaInterface::GetFreeCustomSpellID()
  2298. {
  2299. int32 id = 0;
  2300. MCustomSpell.writelock();
  2301. if (!custom_free_spell_ids.empty())
  2302. {
  2303. id = custom_free_spell_ids.front();
  2304. custom_free_spell_ids.pop_front();
  2305. }
  2306. MCustomSpell.releasewritelock();
  2307. return id;
  2308. }
  2309. void LuaInterface::SetLuaUserDataStale(void* ptr) {
  2310. std::unique_lock lock(MLUAUserData);
  2311. std::map<void*, LUAUserData*>::iterator itr = user_data_ptr.find(ptr);
  2312. if(itr != user_data_ptr.end()) {
  2313. itr->second->correctly_initialized = false;
  2314. }
  2315. }
  2316. LUAUserData::LUAUserData(){
  2317. correctly_initialized = false;
  2318. quest = 0;
  2319. conversation_options = 0;
  2320. spawn = 0;
  2321. zone = 0;
  2322. skill = 0;
  2323. option_window_option = 0;
  2324. item = 0;
  2325. }
  2326. bool LUAUserData::IsCorrectlyInitialized(){
  2327. return correctly_initialized;
  2328. }
  2329. bool LUAUserData::IsConversationOption(){
  2330. return false;
  2331. }
  2332. bool LUAUserData::IsOptionWindow() {
  2333. return false;
  2334. }
  2335. bool LUAUserData::IsSpawn(){
  2336. return false;
  2337. }
  2338. bool LUAUserData::IsQuest(){
  2339. return false;
  2340. }
  2341. bool LUAUserData::IsZone(){
  2342. return false;
  2343. }
  2344. bool LUAUserData::IsItem(){
  2345. return false;
  2346. }
  2347. bool LUAUserData::IsSkill() {
  2348. return false;
  2349. }
  2350. bool LUAUserData::IsSpell() {
  2351. return false;
  2352. }
  2353. LUAConversationOptionWrapper::LUAConversationOptionWrapper(){
  2354. correctly_initialized = true;
  2355. }
  2356. bool LUAConversationOptionWrapper::IsConversationOption(){
  2357. return true;
  2358. }
  2359. LUAOptionWindowWrapper::LUAOptionWindowWrapper() {
  2360. correctly_initialized = true;
  2361. }
  2362. bool LUAOptionWindowWrapper::IsOptionWindow() {
  2363. return true;
  2364. }
  2365. LUASpawnWrapper::LUASpawnWrapper(){
  2366. correctly_initialized = true;
  2367. }
  2368. bool LUASpawnWrapper::IsSpawn(){
  2369. return true;
  2370. }
  2371. LUAZoneWrapper::LUAZoneWrapper(){
  2372. correctly_initialized = true;
  2373. }
  2374. bool LUAZoneWrapper::IsZone(){
  2375. return true;
  2376. }
  2377. LUAQuestWrapper::LUAQuestWrapper(){
  2378. correctly_initialized = true;
  2379. }
  2380. bool LUAQuestWrapper::IsQuest(){
  2381. return true;
  2382. }
  2383. LUAItemWrapper::LUAItemWrapper(){
  2384. correctly_initialized = true;
  2385. }
  2386. bool LUAItemWrapper::IsItem(){
  2387. return true;
  2388. }
  2389. LUASkillWrapper::LUASkillWrapper() {
  2390. correctly_initialized = true;
  2391. }
  2392. bool LUASkillWrapper::IsSkill() {
  2393. return true;
  2394. }
  2395. LUASpellWrapper::LUASpellWrapper() {
  2396. correctly_initialized = true;
  2397. }
  2398. bool LUASpellWrapper::IsSpell() {
  2399. return true;
  2400. }