#ifndef NMAP_LUA_H #define NMAP_LUA_H #include #include #include #include #include extern "C" { #include "lua.h" #include "lauxlib.h" #include "lualib.h" } #include "nmap.h" #include "global_structures.h" /* depth of recursion into NSE-returned Lua tables */ #define NSE_SR_DEPTH 5 class ScriptResult { private: std::string output; std::string id; lua_State *lstate; const void *key; public: ScriptResult () { lstate = NULL; key = NULL; } void clear (void); void set_output (lua_State *, int); const char *get_output (void) const; void set_id (const char *); const char *get_id (void) const; void write_xml (void) const; }; typedef std::list ScriptResults; /* Call this to get a ScriptResults object which can be * used to store Pre-Scan and Post-Scan script Results */ ScriptResults *get_script_scan_results_obj (void); class Target; /* API */ int nse_yield (lua_State *, int, lua_CFunction); void nse_restore (lua_State *, int); void nse_destructor (lua_State *, char); void nse_base (lua_State *); void nse_selectedbyname (lua_State *); void nse_gettarget (lua_State *, int); void open_nse (void); void script_scan (std::vector &targets, stype scantype); void close_nse (void); #define SCRIPT_ENGINE "NSE" #ifdef WIN32 # define SCRIPT_ENGINE_LUA_DIR "scripts\\" # define SCRIPT_ENGINE_LIB_DIR "nselib\\" #else # define SCRIPT_ENGINE_LUA_DIR "scripts/" # define SCRIPT_ENGINE_LIB_DIR "nselib/" #endif #define SCRIPT_ENGINE_DATABASE SCRIPT_ENGINE_LUA_DIR "script.db" #define SCRIPT_ENGINE_EXTENSION ".nse" #endif