chore: align structure with master

This commit is contained in:
iThorgrim
2025-01-19 21:01:09 +01:00
committed by GitHub
parent 7c8bbb52dc
commit ee254c6990
35 changed files with 0 additions and 0 deletions

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef ACHIEVEMENTMETHODS_H
#define ACHIEVEMENTMETHODS_H
namespace LuaAchievement
{
/**
* Returns the [Achievement]'s ID.
*
* @return uint32 id
*/
int GetId(lua_State* L, AchievementEntry* const achievement)
{
Eluna::Push(L, achievement->ID);
return 1;
}
/**
* Returns the [Achievement]'s name.
*
* enum LocaleConstant
* {
* LOCALE_enUS = 0,
* LOCALE_koKR = 1,
* LOCALE_frFR = 2,
* LOCALE_deDE = 3,
* LOCALE_zhCN = 4,
* LOCALE_zhTW = 5,
* LOCALE_esES = 6,
* LOCALE_esMX = 7,
* LOCALE_ruRU = 8
* };
*
* @param [LocaleConstant] locale = DEFAULT_LOCALE : locale to return the [Achievement] name in
* @return string name
*/
int GetName(lua_State* L, AchievementEntry* const achievement)
{
uint8 locale = Eluna::CHECKVAL<uint8>(L, 2, DEFAULT_LOCALE);
if (locale >= TOTAL_LOCALES)
{
return luaL_argerror(L, 2, "valid LocaleConstant expected");
}
Eluna::Push(L, achievement->name[locale]);
return 1;
}
};
#endif

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef AURAMETHODS_H
#define AURAMETHODS_H
/***
* The persistent effect of a [Spell] that remains on a [Unit] after the [Spell]
* has been cast.
*
* As an example, if you cast a damage-over-time spell on a target, an [Aura] is
* put on the target that deals damage continuously.
*
* [Aura]s on your player are displayed in-game as a series of icons to the left
* of the mini-map.
*
* Inherits all methods from: none
*/
namespace LuaAura
{
/**
* Returns the [Unit] that casted the [Spell] that caused this [Aura] to be applied.
*
* @return [Unit] caster
*/
int GetCaster(lua_State* L, Aura* aura)
{
Eluna::Push(L, aura->GetCaster());
return 1;
}
/**
* Returns the GUID of the [Unit] that casted the [Spell] that caused this [Aura] to be applied.
*
* @return string caster_guid : the GUID of the Unit as a decimal string
*/
int GetCasterGUID(lua_State* L, Aura* aura)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, aura->GetCasterGUID());
#else
Eluna::Push(L, aura->GetCasterGuid());
#endif
return 1;
}
/**
* Returns the level of the [Unit] that casted the [Spell] that caused this [Aura] to be applied.
*
* @return uint32 caster_level
*/
int GetCasterLevel(lua_State* L, Aura* aura)
{
Eluna::Push(L, aura->GetCaster()->GetLevel());
return 1;
}
/**
* Returns the amount of time left until the [Aura] expires.
*
* @return int32 duration : amount of time left in milliseconds
*/
int GetDuration(lua_State* L, Aura* aura)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, aura->GetDuration());
#else
Eluna::Push(L, aura->GetAuraDuration());
#endif
return 1;
}
/**
* Returns the ID of the [Spell] that caused this [Aura] to be applied.
*
* @return uint32 aura_id
*/
int GetAuraId(lua_State* L, Aura* aura)
{
Eluna::Push(L, aura->GetId());
return 1;
}
/**
* Returns the amount of time this [Aura] lasts when applied.
*
* To determine how much time has passed since this Aura was applied,
* subtract the result of [Aura]:GetDuration from the result of this method.
*
* @return int32 max_duration : the maximum duration of the Aura, in milliseconds
*/
int GetMaxDuration(lua_State* L, Aura* aura)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, aura->GetMaxDuration());
#else
Eluna::Push(L, aura->GetAuraMaxDuration());
#endif
return 1;
}
/**
* Returns the number of times the [Aura] has "stacked".
*
* This is the same as the number displayed on the [Aura]'s icon in-game.
*
* @return uint32 stack_amount
*/
int GetStackAmount(lua_State* L, Aura* aura)
{
Eluna::Push(L, aura->GetStackAmount());
return 1;
}
/**
* Returns the [Unit] that the [Aura] has been applied to.
*
* @return [Unit] owner
*/
int GetOwner(lua_State* L, Aura* aura)
{
#if defined TRINITY || defined AZEROTHCORE
Eluna::Push(L, aura->GetOwner());
#else
Eluna::Push(L, aura->GetTarget());
#endif
return 1;
}
/**
* Change the amount of time before the [Aura] expires.
*
* @param int32 duration : the new duration of the Aura, in milliseconds
*/
int SetDuration(lua_State* L, Aura* aura)
{
int32 duration = Eluna::CHECKVAL<int32>(L, 2);
#if defined TRINITY || defined AZEROTHCORE
aura->SetDuration(duration);
#else
aura->GetHolder()->SetAuraDuration(duration);
#if (defined(TBC) || defined(CLASSIC))
aura->GetHolder()->UpdateAuraDuration();
#else
aura->GetHolder()->SendAuraUpdate(false);
#endif
#endif
return 0;
}
/**
* Change the maximum amount of time before the [Aura] expires.
*
* This does not affect the current duration of the [Aura], but if the [Aura]
* is reset to the maximum duration, it will instead change to `duration`.
*
* @param int32 duration : the new maximum duration of the Aura, in milliseconds
*/
int SetMaxDuration(lua_State* L, Aura* aura)
{
int32 duration = Eluna::CHECKVAL<int32>(L, 2);
#if defined TRINITY || defined AZEROTHCORE
aura->SetMaxDuration(duration);
#else
aura->GetHolder()->SetAuraMaxDuration(duration);
#if (defined(TBC) || defined(CLASSIC))
aura->GetHolder()->UpdateAuraDuration();
#else
aura->GetHolder()->SendAuraUpdate(false);
#endif
#endif
return 0;
}
/**
* Change the amount of times the [Aura] has "stacked" on the [Unit].
*
* If `amount` is greater than or equal to the current number of stacks,
* then the [Aura] has its duration reset to the maximum duration.
*
* @param uint32 amount
*/
int SetStackAmount(lua_State* L, Aura* aura)
{
uint8 amount = Eluna::CHECKVAL<uint8>(L, 2);
#if defined TRINITY || defined AZEROTHCORE
aura->SetStackAmount(amount);
#else
aura->GetHolder()->SetStackAmount(amount);
#endif
return 0;
}
/**
* Remove this [Aura] from the [Unit] it is applied to.
*/
int Remove(lua_State* L, Aura* aura)
{
#if defined TRINITY || defined AZEROTHCORE
aura->Remove();
#else
aura->GetTarget()->RemoveSpellAuraHolder(aura->GetHolder(), AURA_REMOVE_BY_CANCEL);
#endif
Eluna::CHECKOBJ<ElunaObject>(L, 1)->Invalidate();
return 0;
}
};
#endif

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef BATTLEGROUNDMETHODS_H
#define BATTLEGROUNDMETHODS_H
/***
* Contains the state of a battleground, e.g. Warsong Gulch, Arathi Basin, etc.
*
* Inherits all methods from: none
*/
namespace LuaBattleGround
{
/**
* Returns the name of the [BattleGround].
*
* @return string name
*/
int GetName(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetName());
return 1;
}
/**
* Returns the amount of alive players in the [BattleGround] by the team ID.
*
* @param [Team] team : team ID
* @return uint32 count
*/
int GetAlivePlayersCountByTeam(lua_State* L, BattleGround* bg)
{
uint32 team = Eluna::CHECKVAL<uint32>(L, 2);
#ifndef AZEROTHCORE
Eluna::Push(L, bg->GetAlivePlayersCountByTeam((Team)team));
#else
Eluna::Push(L, bg->GetAlivePlayersCountByTeam((TeamId)team));
#endif
return 1;
}
/**
* Returns the [Map] of the [BattleGround].
*
* @return [Map] map
*/
int GetMap(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetBgMap());
return 1;
}
/**
* Returns the bonus honor given by amount of kills in the specific [BattleGround].
*
* @param uint32 kills : amount of kills
* @return uint32 bonusHonor
*/
int GetBonusHonorFromKillCount(lua_State* L, BattleGround* bg)
{
uint32 kills = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, bg->GetBonusHonorFromKill(kills));
return 1;
}
#ifndef AZEROTHCORE
/**
* Returns the bracket ID of the specific [BattleGround].
*
* @return [BattleGroundBracketId] bracketId
*/
int GetBracketId(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetBracketId());
return 1;
}
#endif
/**
* Returns the end time of the [BattleGround].
*
* @return uint32 endTime
*/
int GetEndTime(lua_State* L, BattleGround* bg)
{
#ifdef CATA
Eluna::Push(L, bg->GetRemainingTime());
#else
Eluna::Push(L, bg->GetEndTime());
#endif
return 1;
}
/**
* Returns the amount of free slots for the selected team in the specific [BattleGround].
*
* @param [Team] team : team ID
* @return uint32 freeSlots
*/
int GetFreeSlotsForTeam(lua_State* L, BattleGround* bg)
{
uint32 team = Eluna::CHECKVAL<uint32>(L, 2);
#ifndef AZEROTHCORE
Eluna::Push(L, bg->GetFreeSlotsForTeam((Team)team));
#else
Eluna::Push(L, bg->GetFreeSlotsForTeam((TeamId)team));
#endif
return 1;
}
/**
* Returns the instance ID of the [BattleGround].
*
* @return uint32 instanceId
*/
int GetInstanceId(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetInstanceID());
return 1;
}
/**
* Returns the map ID of the [BattleGround].
*
* @return uint32 mapId
*/
int GetMapId(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetMapId());
return 1;
}
/**
* Returns the type ID of the [BattleGround].
*
* @return [BattleGroundTypeId] typeId
*/
int GetTypeId(lua_State* L, BattleGround* bg)
{
#ifndef AZEROTHCORE
Eluna::Push(L, bg->GetTypeID());
#else
Eluna::Push(L, bg->GetBgTypeID());
#endif
return 1;
}
/**
* Returns the max allowed [Player] level of the specific [BattleGround].
*
* @return uint32 maxLevel
*/
int GetMaxLevel(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetMaxLevel());
return 1;
}
/**
* Returns the minimum allowed [Player] level of the specific [BattleGround].
*
* @return uint32 minLevel
*/
int GetMinLevel(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetMinLevel());
return 1;
}
/**
* Returns the maximum allowed [Player] count of the specific [BattleGround].
*
* @return uint32 maxPlayerCount
*/
int GetMaxPlayers(lua_State* L, BattleGround* bg)
{
#ifndef AZEROTHCORE
Eluna::Push(L, bg->GetMaxPlayers());
#else
Eluna::Push(L, bg->GetMaxPlayersPerTeam() * 2);
#endif
return 1;
}
/**
* Returns the minimum allowed [Player] count of the specific [BattleGround].
*
* @return uint32 minPlayerCount
*/
int GetMinPlayers(lua_State* L, BattleGround* bg)
{
#ifndef AZEROTHCORE
Eluna::Push(L, bg->GetMinPlayers());
#else
Eluna::Push(L, bg->GetMaxPlayersPerTeam() * 2);
#endif
return 1;
}
/**
* Returns the maximum allowed [Player] count per team of the specific [BattleGround].
*
* @return uint32 maxTeamPlayerCount
*/
int GetMaxPlayersPerTeam(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetMaxPlayersPerTeam());
return 1;
}
/**
* Returns the minimum allowed [Player] count per team of the specific [BattleGround].
*
* @return uint32 minTeamPlayerCount
*/
int GetMinPlayersPerTeam(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetMinPlayersPerTeam());
return 1;
}
/**
* Returns the winning team of the specific [BattleGround].
*
* @return [Team] team
*/
int GetWinner(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetWinner());
return 1;
}
/**
* Returns the status of the specific [BattleGround].
*
* @return [BattleGroundStatus] status
*/
int GetStatus(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetStatus());
return 1;
}
};
#endif

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef CHATHANDLERMETHODS_H
#define CHATHANDLERMETHODS_H
#include "Chat.h"
namespace LuaChatHandler
{
/**
* Sends text to the chat handler
*
* @proto (text)
* @proto (entry)
* @param string text : text to display in chat or console
* @param uint32 entry : id of the string to display
*/
int SendSysMessage(lua_State* L, ChatHandler* handler)
{
if (lua_isnumber(L, 2))
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
handler->SendSysMessage(entry);
}
else
{
std::string text = Eluna::CHECKVAL<std::string>(L, 2);
handler->SendSysMessage(text);
}
return 0;
}
/**
* Returns `true` if the [ChatHandler] comes from the console, `false` if it comes from a player
*
* @return bool isConsole
*/
int IsConsole(lua_State* L, ChatHandler* handler)
{
Eluna::Push(L, handler->IsConsole());
return 1;
}
/**
* Returns the [Player] associated with the handler. Returns `nil` in the case of a console handler
*
* @return [Player] player
*/
int GetPlayer(lua_State* L, ChatHandler* handler)
{
Eluna::Push(L, handler->GetPlayer());
return 1;
}
/**
* Sends a message to all connected players
*
* @param string text : text to send
*/
int SendGlobalSysMessage(lua_State* L, ChatHandler* handler)
{
std::string text = Eluna::CHECKVAL<std::string>(L, 2);
handler->SendGlobalSysMessage(text.c_str());
return 0;
}
/**
* Sends a message to all connected Game Masters
*
* @param string text : text to send
*/
int SendGlobalGMSysMessage(lua_State* L, ChatHandler* handler)
{
std::string text = Eluna::CHECKVAL<std::string>(L, 2);
handler->SendGlobalGMSysMessage(text.c_str());
return 0;
}
/**
* Checks if the current security level is lower than the specified [Player]'s account
*
* @param [Player] player
* @param [bool] strong = false : Forces non-player accounts (security level greater than `0`) to go through the regular check if set to `true`.<br>Also, if set to `true`, the current security level will be considered as lower than the [Player]'s security level if the two levels are equal
* @return [bool] lower
*/
int HasLowerSecurity(lua_State* L, ChatHandler* handler)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
bool strong = Eluna::CHECKVAL<bool>(L, 3);
Eluna::Push(L, handler->HasLowerSecurity(player, ObjectGuid::Empty, strong));
return 1;
}
/**
* Checks if the current security level is lower than the specified `account`'s level
*
* @param [uint32] account : the target account ID to compare security levels with
* @param [bool] strong = false : Forces non-player accounts (security level greater than `0`) to go through the regular check if set to `true`.<br>Also, if set to `true`, the current security level will be considered as lower than the `account`'s security level if the two levels are equal
* @return [bool] lower
*/
int HasLowerSecurityAccount(lua_State* L, ChatHandler* handler)
{
uint32 account = Eluna::CHECKVAL<uint32>(L, 2);
bool strong = Eluna::CHECKVAL<bool>(L, 3);
Eluna::Push(L, handler->HasLowerSecurityAccount(nullptr, account, strong));
return 1;
}
/**
* Returns the selected [Player]
*
* @return [Player] player
*/
int GetSelectedPlayer(lua_State* L, ChatHandler* handler)
{
Eluna::Push(L, handler->getSelectedPlayer());
return 1;
}
/**
* Returns the selected [Creature]
*
* @return [Creature] creature
*/
int GetSelectedCreature(lua_State* L, ChatHandler* handler)
{
Eluna::Push(L, handler->getSelectedCreature());
return 1;
}
/**
* Returns the selected [Unit]
*
* @return [Unit] unit
*/
int GetSelectedUnit(lua_State* L, ChatHandler* handler)
{
Eluna::Push(L, handler->getSelectedUnit());
return 1;
}
/**
* Returns the selected [WorldObject]
*
* @return [WorldObject] object
*/
int GetSelectedObject(lua_State* L, ChatHandler* handler)
{
Eluna::Push(L, handler->getSelectedObject());
return 1;
}
/**
* Returns the selected [Player] or the current [Player] if nothing is targeted or the target is not a player
*
* @return [Player] player
*/
int GetSelectedPlayerOrSelf(lua_State* L, ChatHandler* handler)
{
Eluna::Push(L, handler->getSelectedPlayerOrSelf());
return 1;
}
/**
* Checks if the `securityLevel` is available
*
* @param [uint32] securityLevel
* @return [bool] isAvailable
*/
int IsAvailable(lua_State* L, ChatHandler* handler)
{
uint32 securityLevel = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, handler->IsAvailable(securityLevel));
return 1;
}
/**
* Returns `true` if other previously called [ChatHandler] methods sent an error
*
* @return [bool] sentErrorMessage
*/
int HasSentErrorMessage(lua_State* L, ChatHandler* handler)
{
Eluna::Push(L, handler->HasSentErrorMessage());
return 1;
}
}
#endif

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef CORPSEMETHODS_H
#define CORPSEMETHODS_H
/***
* The remains of a [Player] that has died.
*
* Inherits all methods from: [Object], [WorldObject]
*/
namespace LuaCorpse
{
/**
* Returns the GUID of the [Player] that left the [Corpse] behind.
*
* @return ObjectGuid ownerGUID
*/
int GetOwnerGUID(lua_State* L, Corpse* corpse)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, corpse->GetOwnerGUID());
#else
Eluna::Push(L, corpse->GetOwnerGuid());
#endif
return 1;
}
/**
* Returns the time when the [Player] became a ghost and spawned this [Corpse].
*
* @return uint32 ghostTime
*/
int GetGhostTime(lua_State* L, Corpse* corpse)
{
Eluna::Push(L, corpse->GetGhostTime());
return 1;
}
/**
* Returns the [CorpseType] of a [Corpse].
*
* enum CorpseType
* {
* CORPSE_BONES = 0,
* CORPSE_RESURRECTABLE_PVE = 1,
* CORPSE_RESURRECTABLE_PVP = 2
* };
*
* @return [CorpseType] corpseType
*/
int GetType(lua_State* L, Corpse* corpse)
{
Eluna::Push(L, corpse->GetType());
return 1;
}
/**
* Sets the "ghost time" to the current time.
*
* See [Corpse:GetGhostTime].
*/
int ResetGhostTime(lua_State* /*L*/, Corpse* corpse)
{
corpse->ResetGhostTime();
return 0;
}
/**
* Saves the [Corpse] to the database.
*/
int SaveToDB(lua_State* /*L*/, Corpse* corpse)
{
corpse->SaveToDB();
return 0;
}
};
#endif

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef QUERYMETHODS_H
#define QUERYMETHODS_H
#if defined TRINITY || defined AZEROTHCORE
#define RESULT (*result)
#else
#define RESULT result
#endif
/***
* The result of a database query.
*
* E.g. the return value of [Global:WorldDBQuery].
*
* Inherits all methods from: none
*/
namespace LuaQuery
{
static void CheckFields(lua_State* L, ElunaQuery* result)
{
uint32 field = Eluna::CHECKVAL<uint32>(L, 2);
uint32 count = RESULT->GetFieldCount();
if (field >= count)
{
char arr[256];
snprintf(arr, sizeof(arr), "trying to access invalid field index %u. There are %u fields available and the indexes start from 0", field, count);
luaL_argerror(L, 2, arr);
}
}
/**
* Returns `true` if the specified column of the current row is `NULL`, otherwise `false`.
*
* @param uint32 column
* @return bool isNull
*/
int IsNull(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, RESULT->Fetch()[col].IsNull());
#else
Eluna::Push(L, RESULT->Fetch()[col].IsNULL());
#endif
return 1;
}
/**
* Returns the number of columns in the result set.
*
* @return uint32 columnCount
*/
int GetColumnCount(lua_State* L, ElunaQuery* result)
{
Eluna::Push(L, RESULT->GetFieldCount());
return 1;
}
/**
* Returns the number of rows in the result set.
*
* @return uint32 rowCount
*/
int GetRowCount(lua_State* L, ElunaQuery* result)
{
if (RESULT->GetRowCount() > (uint32)-1)
Eluna::Push(L, (uint32)-1);
else
Eluna::Push(L, (uint32)(RESULT->GetRowCount()));
return 1;
}
/**
* Returns the data in the specified column of the current row, casted to a boolean.
*
* @param uint32 column
* @return bool data
*/
int GetBool(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].Get<bool>());
return 1;
}
/**
* Returns the data in the specified column of the current row, casted to an unsigned 8-bit integer.
*
* @param uint32 column
* @return uint8 data
*/
int GetUInt8(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].Get<uint8>());
return 1;
}
/**
* Returns the data in the specified column of the current row, casted to an unsigned 16-bit integer.
*
* @param uint32 column
* @return uint16 data
*/
int GetUInt16(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].Get<uint16>());
return 1;
}
/**
* Returns the data in the specified column of the current row, casted to an unsigned 32-bit integer.
*
* @param uint32 column
* @return uint32 data
*/
int GetUInt32(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].Get<uint32>());
return 1;
}
/**
* Returns the data in the specified column of the current row, casted to an unsigned 64-bit integer.
*
* @param uint32 column
* @return uint64 data
*/
int GetUInt64(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].Get<uint64>());
return 1;
}
/**
* Returns the data in the specified column of the current row, casted to a signed 8-bit integer.
*
* @param uint32 column
* @return int8 data
*/
int GetInt8(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].Get<int8>());
return 1;
}
/**
* Returns the data in the specified column of the current row, casted to a signed 16-bit integer.
*
* @param uint32 column
* @return int16 data
*/
int GetInt16(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].Get<int16>());
return 1;
}
/**
* Returns the data in the specified column of the current row, casted to a signed 32-bit integer.
*
* @param uint32 column
* @return int32 data
*/
int GetInt32(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].Get<int32>());
return 1;
}
/**
* Returns the data in the specified column of the current row, casted to a signed 64-bit integer.
*
* @param uint32 column
* @return int64 data
*/
int GetInt64(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].Get<int64>());
return 1;
}
/**
* Returns the data in the specified column of the current row, casted to a 32-bit floating point value.
*
* @param uint32 column
* @return float data
*/
int GetFloat(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].Get<float>());
return 1;
}
/**
* Returns the data in the specified column of the current row, casted to a 64-bit floating point value.
*
* @param uint32 column
* @return double data
*/
int GetDouble(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].Get<double>());
return 1;
}
/**
* Returns the data in the specified column of the current row, casted to a string.
*
* @param uint32 column
* @return string data
*/
int GetString(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].Get<std::string>());
return 1;
}
/**
* Advances the [ElunaQuery] to the next row in the result set.
*
* *Do not* call this immediately after a query, or you'll skip the first row.
*
* Returns `false` if there was no new row, otherwise `true`.
*
* @return bool hadNextRow
*/
int NextRow(lua_State* L, ElunaQuery* result)
{
Eluna::Push(L, RESULT->NextRow());
return 1;
}
/**
* Returns a table from the current row where keys are field names and values are the row's values.
*
* All numerical values will be numbers and everything else is returned as a string.
*
* **For example,** the query:
*
* SELECT entry, name FROM creature_template
*
* would result in a table like:
*
* { entry = 123, name = "some creature name" }
*
* To move to next row use [ElunaQuery:NextRow].
*
* @return table rowData : table filled with row columns and data where `T[column] = data`
*/
int GetRow(lua_State* L, ElunaQuery* result)
{
uint32 col = RESULT->GetFieldCount();
Field* row = RESULT->Fetch();
lua_createtable(L, 0, col);
int tbl = lua_gettop(L);
#if !defined TRINITY && !AZEROTHCORE
const QueryFieldNames& names = RESULT->GetFieldNames();
#endif
for (uint32 i = 0; i < col; ++i)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, RESULT->GetFieldName(i));
std::string _str = row[i].Get<std::string>();
const char* str = _str.c_str();
if (row[i].IsNull() || !str)
Eluna::Push(L);
else
{
// MYSQL_TYPE_LONGLONG Interpreted as string for lua
switch (row[i].GetType())
{
#if defined TRINITY || AZEROTHCORE
case DatabaseFieldTypes::Int8:
case DatabaseFieldTypes::Int16:
case DatabaseFieldTypes::Int32:
case DatabaseFieldTypes::Int64:
case DatabaseFieldTypes::Float:
case DatabaseFieldTypes::Double:
#else
case MYSQL_TYPE_TINY:
case MYSQL_TYPE_YEAR:
case MYSQL_TYPE_SHORT:
case MYSQL_TYPE_INT24:
case MYSQL_TYPE_LONG:
case MYSQL_TYPE_LONGLONG:
case MYSQL_TYPE_BIT:
case MYSQL_TYPE_FLOAT:
case MYSQL_TYPE_DOUBLE:
case MYSQL_TYPE_DECIMAL:
case MYSQL_TYPE_NEWDECIMAL:
#endif
Eluna::Push(L, strtod(str, NULL));
break;
default:
Eluna::Push(L, str);
break;
}
}
#else
Eluna::Push(L, names[i]);
const char* str = row[i].GetString();
if (row[i].IsNULL() || !str)
Eluna::Push(L);
else
{
// MYSQL_TYPE_LONGLONG Interpreted as string for lua
switch (row[i].GetType())
{
case MYSQL_TYPE_TINY:
case MYSQL_TYPE_SHORT:
case MYSQL_TYPE_INT24:
case MYSQL_TYPE_LONG:
case MYSQL_TYPE_FLOAT:
case MYSQL_TYPE_DOUBLE:
Eluna::Push(L, strtod(str, NULL));
break;
default:
Eluna::Push(L, str);
break;
}
}
#endif
lua_rawset(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
};
#undef RESULT
#endif

View File

@@ -0,0 +1,401 @@
/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef GAMEOBJECTMETHODS_H
#define GAMEOBJECTMETHODS_H
/***
* Inherits all methods from: [Object], [WorldObject]
*/
namespace LuaGameObject
{
/**
* Returns 'true' if the [GameObject] can give the specified [Quest]
*
* @param uint32 questId : quest entry Id to check
* @return bool hasQuest
*/
int HasQuest(lua_State* L, GameObject* go)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, go->hasQuest(questId));
#else
Eluna::Push(L, go->HasQuest(questId));
#endif
return 1;
}
/**
* Returns 'true' if the [GameObject] is spawned
*
* @return bool isSpawned
*/
int IsSpawned(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->isSpawned());
return 1;
}
/**
* Returns 'true' if the [GameObject] is a transport
*
* @return bool isTransport
*/
int IsTransport(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->IsTransport());
return 1;
}
/**
* Returns 'true' if the [GameObject] is active
*
* @return bool isActive
*/
int IsActive(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->isActiveObject());
return 1;
}
/*int IsDestructible(lua_State* L, GameObject* go) // TODO: Implementation core side
{
Eluna::Push(L, go->IsDestructibleBuilding());
return 1;
}*/
/**
* Returns display ID of the [GameObject]
*
* @return uint32 displayId
*/
int GetDisplayId(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->GetDisplayId());
return 1;
}
/**
* Returns the state of a [GameObject]
* Below are client side [GOState]s off of 3.3.5a
*
* <pre>
* enum GOState
* {
* GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
* GO_STATE_READY = 1, // show in world as ready (closed door close)
* GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
* };
* </pre>
*
* @return [GOState] goState
*/
int GetGoState(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->GetGoState());
return 1;
}
/**
* Returns the [LootState] of a [GameObject]
* Below are [LootState]s off of 3.3.5a
*
* <pre>
* enum LootState
* {
* GO_NOT_READY = 0,
* GO_READY, // can be ready but despawned, and then not possible activate until spawn
* GO_ACTIVATED,
* GO_JUST_DEACTIVATED
* };
* </pre>
*
* @return [LootState] lootState
*/
int GetLootState(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->getLootState());
return 1;
}
/**
* Returns the [Player] that can loot the [GameObject]
*
* Not the original looter and may be nil.
*
* @return [Player] player
*/
int GetLootRecipient(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->GetLootRecipient());
return 1;
}
/**
* Returns the [Group] that can loot the [GameObject]
*
* Not the original looter and may be nil.
*
* @return [Group] group
*/
int GetLootRecipientGroup(lua_State* L, GameObject* go)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, go->GetLootRecipientGroup());
#else
Eluna::Push(L, go->GetGroupLootRecipient());
#endif
return 1;
}
/**
* Returns the guid of the [GameObject] that is used as the ID in the database
*
* @return uint32 dbguid
*/
int GetDBTableGUIDLow(lua_State* L, GameObject* go)
{
#if defined(TRINITY) || defined(AZEROTHCORE)
Eluna::Push(L, go->GetSpawnId());
#else
// on mangos based this is same as lowguid
Eluna::Push(L, go->GetGUIDLow());
#endif
return 1;
}
/**
* Sets the state of a [GameObject]
*
* <pre>
* enum GOState
* {
* GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
* GO_STATE_READY = 1, // show in world as ready (closed door close)
* GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
* };
* </pre>
*
* @param [GOState] state : all available go states can be seen above
*/
int SetGoState(lua_State* L, GameObject* go)
{
uint32 state = Eluna::CHECKVAL<uint32>(L, 2, 0);
if (state == 0)
go->SetGoState(GO_STATE_ACTIVE);
else if (state == 1)
go->SetGoState(GO_STATE_READY);
else if (state == 2)
{
#ifdef TRINITY
go->SetGoState(GO_STATE_DESTROYED);
#else
go->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
#endif
}
return 0;
}
/**
* Sets the [LootState] of a [GameObject]
* Below are [LootState]s off of 3.3.5a
*
* <pre>
* enum LootState
* {
* GO_NOT_READY = 0,
* GO_READY, // can be ready but despawned, and then not possible activate until spawn
* GO_ACTIVATED,
* GO_JUST_DEACTIVATED
* };
* </pre>
*
* @param [LootState] state : all available loot states can be seen above
*/
int SetLootState(lua_State* L, GameObject* go)
{
uint32 state = Eluna::CHECKVAL<uint32>(L, 2, 0);
if (state == 0)
go->SetLootState(GO_NOT_READY);
else if (state == 1)
go->SetLootState(GO_READY);
else if (state == 2)
go->SetLootState(GO_ACTIVATED);
else if (state == 3)
go->SetLootState(GO_JUST_DEACTIVATED);
return 0;
}
/**
* Adds an [Item] to the loot of a [GameObject]
* Requires an gameobject with loot_template set to 0.
*
* @param uint32 entry : The entry of the [Item]
* @param uint32 amount = 1 : amount of the [Item] to add to the loot
* @return uint32 itemGUIDlow : low GUID of the [Item]
*/
int AddLoot(lua_State* L, GameObject* go)
{
int i = 1;
int argAmount = lua_gettop(L);
#if defined TRINITY || defined AZEROTHCORE
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
#endif
uint8 addedItems = 0;
while (i + 2 <= argAmount)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, ++i);
uint32 amount = Eluna::CHECKVAL<uint32>(L, ++i);
#if defined TRINITY || AZEROTHCORE
ItemTemplate const* item_proto = eObjectMgr->GetItemTemplate(entry);
#else
ItemTemplate const* item_proto = ObjectMgr::GetItemPrototype(entry);
#endif
if (!item_proto)
{
luaL_error(L, "Item entry %d does not exist", entry);
continue;
}
if (amount < 1 || (item_proto->MaxCount > 0 && amount > uint32(item_proto->MaxCount)))
{
luaL_error(L, "Item entry %d has invalid amount %d", entry, amount);
continue;
}
if (Item* item = Item::CreateItem(entry, amount))
{
#if defined TRINITY || AZEROTHCORE
item->SaveToDB(trans);
#else
item->SaveToDB();
#endif
LootStoreItem storeItem(item->GetEntry(), 0, 100, 0, LOOT_MODE_DEFAULT, 0, item->GetCount(), item->GetCount());
go->loot.AddItem(storeItem);
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, item->GetGUID().GetCounter());
#else
Eluna::Push(L, item->GetGUIDLow());
#endif
++addedItems;
}
}
#if defined TRINITY || AZEROTHCORE
CharacterDatabase.CommitTransaction(trans);
#endif
return addedItems;
}
/**
* Saves [GameObject] to the database
*
*/
int SaveToDB(lua_State* /*L*/, GameObject* go)
{
go->SaveToDB();
return 0;
}
/**
* Removes [GameObject] from the world
*
* The object is no longer reachable after this and it is not respawned.
*
* @param bool deleteFromDB : if true, it will delete the [GameObject] from the database
*/
int RemoveFromWorld(lua_State* L, GameObject* go)
{
bool deldb = Eluna::CHECKVAL<bool>(L, 2, false);
// cs_gobject.cpp copy paste
#if defined TRINITY || AZEROTHCORE
ObjectGuid ownerGuid = go->GetOwnerGUID();
#else
ObjectGuid ownerGuid = go->GetOwnerGuid();
#endif
if (ownerGuid)
{
Unit* owner = eObjectAccessor()GetUnit(*go, ownerGuid);
if (!owner || !ownerGuid.IsPlayer())
return 0;
owner->RemoveGameObject(go, false);
}
if (deldb)
{
#ifdef TRINITY
GameObject::DeleteFromDB(go->GetSpawnId());
#else
go->DeleteFromDB();
#endif
}
go->SetRespawnTime(0);
go->Delete();
Eluna::CHECKOBJ<ElunaObject>(L, 1)->Invalidate();
return 0;
}
/**
* Activates a door or a button/lever
*
* @param uint32 delay = 0 : cooldown time in seconds to restore the [GameObject] back to normal. 0 for infinite duration
*/
int UseDoorOrButton(lua_State* L, GameObject* go)
{
uint32 delay = Eluna::CHECKVAL<uint32>(L, 2, 0);
go->UseDoorOrButton(delay);
return 0;
}
/**
* Despawns a [GameObject]
*
* The gameobject may be automatically respawned by the core
*/
int Despawn(lua_State* /*L*/, GameObject* go)
{
go->SetLootState(GO_JUST_DEACTIVATED);
return 0;
}
/**
* Respawns a [GameObject]
*/
int Respawn(lua_State* /*L*/, GameObject* go)
{
go->Respawn();
return 0;
}
/**
* Sets the respawn or despawn time for the gameobject.
*
* Respawn time is also used as despawn time depending on gameobject settings
*
* @param int32 delay = 0 : cooldown time in seconds to respawn or despawn the object. 0 means never
*/
int SetRespawnTime(lua_State* L, GameObject* go)
{
int32 respawn = Eluna::CHECKVAL<int32>(L, 2);
go->SetRespawnTime(respawn);
return 0;
}
};
#endif

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,464 @@
/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef GROUPMETHODS_H
#define GROUPMETHODS_H
/***
* Inherits all methods from: none
*/
namespace LuaGroup
{
/**
* Returns 'true' if the [Player] is the [Group] leader
*
* @param ObjectGuid guid : guid of a possible leader
* @return bool isLeader
*/
int IsLeader(lua_State* L, Group* group)
{
ObjectGuid guid = Eluna::CHECKVAL<ObjectGuid>(L, 2);
Eluna::Push(L, group->IsLeader(guid));
return 1;
}
/**
* Returns 'true' if the [Group] is full
*
* @return bool isFull
*/
int IsFull(lua_State* L, Group* group)
{
Eluna::Push(L, group->IsFull());
return 1;
}
/**
* Returns 'true' if the [Group] is a LFG group
*
* @return bool isLFGGroup
*/
int IsLFGGroup(lua_State* L, Group* group)
{
Eluna::Push(L, group->isLFGGroup());
return 1;
}
/**
* Returns 'true' if the [Group] is a raid [Group]
*
* @return bool isRaid
*/
int IsRaidGroup(lua_State* L, Group* group)
{
Eluna::Push(L, group->isRaidGroup());
return 1;
}
/**
* Returns 'true' if the [Group] is a battleground [Group]
*
* @return bool isBG
*/
int IsBGGroup(lua_State* L, Group* group)
{
Eluna::Push(L, group->isBGGroup());
return 1;
}
/**
* Returns 'true' if the [Player] is a member of this [Group]
*
* @param ObjectGuid guid : guid of a player
* @return bool isMember
*/
int IsMember(lua_State* L, Group* group)
{
ObjectGuid guid = Eluna::CHECKVAL<ObjectGuid>(L, 2);
Eluna::Push(L, group->IsMember(guid));
return 1;
}
/**
* Returns 'true' if the [Player] is an assistant of this [Group]
*
* @param ObjectGuid guid : guid of a player
* @return bool isAssistant
*/
int IsAssistant(lua_State* L, Group* group)
{
ObjectGuid guid = Eluna::CHECKVAL<ObjectGuid>(L, 2);
Eluna::Push(L, group->IsAssistant(guid));
return 1;
}
/**
* Returns 'true' if the [Player]s are in the same subgroup in this [Group]
*
* @param [Player] player1 : first [Player] to check
* @param [Player] player2 : second [Player] to check
* @return bool sameSubGroup
*/
int SameSubGroup(lua_State* L, Group* group)
{
Player* player1 = Eluna::CHECKOBJ<Player>(L, 2);
Player* player2 = Eluna::CHECKOBJ<Player>(L, 3);
Eluna::Push(L, group->SameSubGroup(player1, player2));
return 1;
}
/**
* Returns 'true' if the subgroup has free slots in this [Group]
*
* @param uint8 subGroup : subGroup ID to check
* @return bool hasFreeSlot
*/
int HasFreeSlotSubGroup(lua_State* L, Group* group)
{
uint8 subGroup = Eluna::CHECKVAL<uint8>(L, 2);
if (subGroup >= MAX_RAID_SUBGROUPS)
{
luaL_argerror(L, 2, "valid subGroup ID expected");
return 0;
}
Eluna::Push(L, group->HasFreeSlotSubGroup(subGroup));
return 1;
}
/**
* Adds a new member to the [Group]
*
* @param [Player] player : [Player] to add to the group
* @return bool added : true if member was added
*/
int AddMember(lua_State* L, Group* group)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
if (player->GetGroup() || !group->IsCreated() || group->IsFull())
{
Eluna::Push(L, false);
return 1;
}
if (player->GetGroupInvite())
player->UninviteFromGroup();
#if defined TRINITY || AZEROTHCORE
bool success = group->AddMember(player);
if (success)
group->BroadcastGroupUpdate();
#else
bool success = group->AddMember(player->GetObjectGuid(), player->GetName());
#endif
Eluna::Push(L, success);
return 1;
}
/*int IsLFGGroup(lua_State* L, Group* group) // TODO: Implementation
{
Eluna::Push(L, group->isLFGGroup());
return 1;
}*/
/*int IsBFGroup(lua_State* L, Group* group) // TODO: Implementation
{
Eluna::Push(L, group->isBFGroup());
return 1;
}*/
/**
* Returns a table with the [Player]s in this [Group]
*
* @return table groupPlayers : table of [Player]s
*/
int GetMembers(lua_State* L, Group* group)
{
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (GroupReference* itr = group->GetFirstMember(); itr; itr = itr->next())
{
#if defined TRINITY || AZEROTHCORE
Player* member = itr->GetSource();
#else
Player* member = itr->getSource();
#endif
if (!member || !member->GetSession())
continue;
Eluna::Push(L, member);
lua_rawseti(L, tbl, ++i);
}
lua_settop(L, tbl); // push table to top of stack
return 1;
}
/**
* Returns [Group] leader GUID
*
* @return ObjectGuid leaderGUID
*/
int GetLeaderGUID(lua_State* L, Group* group)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, group->GetLeaderGUID());
#else
Eluna::Push(L, group->GetLeaderGuid());
#endif
return 1;
}
/**
* Returns the [Group]'s GUID
*
* @return ObjectGuid groupGUID
*/
int GetGUID(lua_State* L, Group* group)
{
#ifdef CLASSIC
Eluna::Push(L, group->GetId());
#else
Eluna::Push(L, group->GET_GUID());
#endif
return 1;
}
/**
* Returns a [Group] member's GUID by their name
*
* @param string name : the [Player]'s name
* @return ObjectGuid memberGUID
*/
int GetMemberGUID(lua_State* L, Group* group)
{
const char* name = Eluna::CHECKVAL<const char*>(L, 2);
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, group->GetMemberGUID(name));
#else
Eluna::Push(L, group->GetMemberGuid(name));
#endif
return 1;
}
/**
* Returns the member count of this [Group]
*
* @return uint32 memberCount
*/
int GetMembersCount(lua_State* L, Group* group)
{
Eluna::Push(L, group->GetMembersCount());
return 1;
}
/**
* Returns the type of this [Group]
*
* <pre>
* enum GroupType
* {
* GROUPTYPE_NORMAL = 0,
* GROUPTYPE_BG = 1,
* GROUPTYPE_RAID = 2,
* GROUPTYPE_LFG_RESTRICTED = 4,
* GROUPTYPE_LFG = 8
* };
* </pre>
*
* @return [GroupType] groupType
*/
int GetGroupType(lua_State* L, Group* group)
{
Eluna::Push(L, group->GetGroupType());
return 1;
}
/**
* Returns the [Player]'s subgroup ID of this [Group]
*
* @param ObjectGuid guid : guid of the player
* @return uint8 subGroupID : a valid subgroup ID or MAX_RAID_SUBGROUPS+1
*/
int GetMemberGroup(lua_State* L, Group* group)
{
ObjectGuid guid = Eluna::CHECKVAL<ObjectGuid>(L, 2);
Eluna::Push(L, group->GetMemberGroup(guid));
return 1;
}
/**
* Sets the leader of this [Group]
*
* @param ObjectGuid guid : guid of the new leader
*/
int SetLeader(lua_State* L, Group* group)
{
ObjectGuid guid = Eluna::CHECKVAL<ObjectGuid>(L, 2);
group->ChangeLeader(guid);
group->SendUpdate();
return 0;
}
/**
* Sends a specified [WorldPacket] to this [Group]
*
* @param [WorldPacket] packet : the [WorldPacket] to send
* @param bool ignorePlayersInBg : ignores [Player]s in a battleground
* @param ObjectGuid ignore : ignore a [Player] by their GUID
*/
int SendPacket(lua_State* L, Group* group)
{
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
bool ignorePlayersInBg = Eluna::CHECKVAL<bool>(L, 3);
ObjectGuid ignore = Eluna::CHECKVAL<ObjectGuid>(L, 4);
#ifdef CMANGOS
group->BroadcastPacket(*data, ignorePlayersInBg, -1, ignore);
#else
group->BroadcastPacket(data, ignorePlayersInBg, -1, ignore);
#endif
return 0;
}
/**
* Removes a [Player] from this [Group] and returns 'true' if successful
*
* <pre>
* enum RemoveMethod
* {
* GROUP_REMOVEMETHOD_DEFAULT = 0,
* GROUP_REMOVEMETHOD_KICK = 1,
* GROUP_REMOVEMETHOD_LEAVE = 2,
* GROUP_REMOVEMETHOD_KICK_LFG = 3
* };
* </pre>
*
* @param ObjectGuid guid : guid of the player to remove
* @param [RemoveMethod] method : method used to remove the player
* @return bool removed
*/
int RemoveMember(lua_State* L, Group* group)
{
ObjectGuid guid = Eluna::CHECKVAL<ObjectGuid>(L, 2);
uint32 method = Eluna::CHECKVAL<uint32>(L, 3, 0);
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, group->RemoveMember(guid, (RemoveMethod)method));
#else
Eluna::Push(L, group->RemoveMember(guid, method));
#endif
return 1;
}
/**
* Disbands this [Group]
*
*/
int Disband(lua_State* /*L*/, Group* group)
{
group->Disband();
return 0;
}
/**
* Converts this [Group] to a raid [Group]
*
*/
int ConvertToRaid(lua_State* /*L*/, Group* group)
{
group->ConvertToRaid();
return 0;
}
/**
* Sets the member's subGroup
*
* @param ObjectGuid guid : guid of the player to move
* @param uint8 groupID : the subGroup's ID
*/
int SetMembersGroup(lua_State* L, Group* group)
{
ObjectGuid guid = Eluna::CHECKVAL<ObjectGuid>(L, 2);
uint8 subGroup = Eluna::CHECKVAL<uint8>(L, 3);
if (subGroup >= MAX_RAID_SUBGROUPS)
{
luaL_argerror(L, 3, "valid subGroup ID expected");
return 0;
}
if (!group->HasFreeSlotSubGroup(subGroup))
return 0;
group->ChangeMembersGroup(guid, subGroup);
return 0;
}
/**
* Sets the target icon of an object for the [Group]
*
* @param uint8 icon : the icon (Skull, Square, etc)
* @param ObjectGuid target : GUID of the icon target, 0 is to clear the icon
* @param ObjectGuid setter : GUID of the icon setter
*/
int SetTargetIcon(lua_State* L, Group* group)
{
uint8 icon = Eluna::CHECKVAL<uint8>(L, 2);
ObjectGuid target = Eluna::CHECKVAL<ObjectGuid>(L, 3);
ObjectGuid setter = Eluna::CHECKVAL<ObjectGuid>(L, 4, ObjectGuid());
if (icon >= TARGETICONCOUNT)
return luaL_argerror(L, 2, "valid target icon expected");
#if (defined(CLASSIC) || defined(TBC))
group->SetTargetIcon(icon, target);
#else
group->SetTargetIcon(icon, setter, target);
#endif
return 0;
}
/**
* Sets or removes a flag for a [Group] member
*
* <pre>
* enum GroupMemberFlags
* {
* MEMBER_FLAG_ASSISTANT = 0x01,
* MEMBER_FLAG_MAINTANK = 0x02,
* MEMBER_FLAG_MAINASSIST = 0x04,
* };
* </pre>
*
* @param ObjectGuid target : GUID of the target
* @param bool apply : add the `flag` if `true`, remove the `flag` otherwise
* @param [GroupMemberFlags] flag : the flag to set or unset
*/
int SetMemberFlag(lua_State* L, Group* group)
{
ObjectGuid target = Eluna::CHECKVAL<ObjectGuid>(L, 2);
bool apply = Eluna::CHECKVAL<bool>(L, 3);
GroupMemberFlags flag = static_cast<GroupMemberFlags>(Eluna::CHECKVAL<uint32>(L, 4));
group->SetGroupMemberFlag(target, apply, flag);
return 0;
}
/*int ConvertToLFG(lua_State* L, Group* group) // TODO: Implementation
{
group->ConvertToLFG();
return 0;
}*/
};
#endif

View File

@@ -0,0 +1,305 @@
/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef GUILDMETHODS_H
#define GUILDMETHODS_H
/***
* Inherits all methods from: none
*/
namespace LuaGuild
{
/**
* Returns a table with the [Player]s in this [Guild]
*
* Only the players that are online and on some map.
*
* @return table guildPlayers : table of [Player]s
*/
int GetMembers(lua_State* L, Guild* guild)
{
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
#if defined(MANGOS)
eObjectAccessor()DoForAllPlayers([&](Player* player)
{
if (player->IsInWorld() && player->GetGuildId() == guild->GetId())
{
Eluna::Push(L, player);
lua_rawseti(L, tbl, ++i);
}
});
#else
{
#if defined TRINITY || AZEROTHCORE
std::shared_lock<std::shared_mutex> lock(*HashMapHolder<Player>::GetLock());
#else
HashMapHolder<Player>::ReadGuard g(HashMapHolder<Player>::GetLock());
#endif
const HashMapHolder<Player>::MapType& m = eObjectAccessor()GetPlayers();
for (HashMapHolder<Player>::MapType::const_iterator it = m.begin(); it != m.end(); ++it)
{
if (Player* player = it->second)
{
if (player->IsInWorld() && player->GetGuildId() == guild->GetId())
{
Eluna::Push(L, player);
lua_rawseti(L, tbl, ++i);
}
}
}
}
#endif
lua_settop(L, tbl); // push table to top of stack
return 1;
}
/**
* Returns the member count of this [Guild]
*
* @return uint32 memberCount
*/
int GetMemberCount(lua_State* L, Guild* guild)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, guild->GetMemberCount());
#else
Eluna::Push(L, guild->GetMemberSize());
#endif
return 1;
}
/**
* Finds and returns the [Guild] leader by their GUID if logged in
*
* @return [Player] leader
*/
int GetLeader(lua_State* L, Guild* guild)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, eObjectAccessor()FindPlayer(guild->GetLeaderGUID()));
#else
Eluna::Push(L, eObjectAccessor()FindPlayer(guild->GetLeaderGuid()));
#endif
return 1;
}
/**
* Returns [Guild] leader GUID
*
* @return ObjectGuid leaderGUID
*/
int GetLeaderGUID(lua_State* L, Guild* guild)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, guild->GetLeaderGUID());
#else
Eluna::Push(L, guild->GetLeaderGuid());
#endif
return 1;
}
/**
* Returns the [Guild]s entry ID
*
* @return uint32 entryId
*/
int GetId(lua_State* L, Guild* guild)
{
Eluna::Push(L, guild->GetId());
return 1;
}
/**
* Returns the [Guild]s name
*
* @return string guildName
*/
int GetName(lua_State* L, Guild* guild)
{
Eluna::Push(L, guild->GetName());
return 1;
}
/**
* Returns the [Guild]s current Message Of The Day
*
* @return string guildMOTD
*/
int GetMOTD(lua_State* L, Guild* guild)
{
Eluna::Push(L, guild->GetMOTD());
return 1;
}
/**
* Returns the [Guild]s current info
*
* @return string guildInfo
*/
int GetInfo(lua_State* L, Guild* guild)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, guild->GetInfo());
#else
Eluna::Push(L, guild->GetGINFO());
#endif
return 1;
}
#if defined(CLASSIC) || defined(TBC) || defined(WOTLK)
/**
* Sets the leader of this [Guild]
*
* @param [Player] leader : the [Player] leader to change
*/
int SetLeader(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
#if defined TRINITY || AZEROTHCORE
guild->HandleSetLeader(player->GetSession(), player->GetName());
#else
guild->SetLeader(player->GET_GUID());
#endif
return 0;
}
#endif
#ifndef CLASSIC
/**
* Sets the information of the bank tab specified
*
* @param uint8 tabId : the ID of the tab specified
* @param string info : the information to be set to the bank tab
*/
int SetBankTabText(lua_State* L, Guild* guild)
{
uint8 tabId = Eluna::CHECKVAL<uint8>(L, 2);
const char* text = Eluna::CHECKVAL<const char*>(L, 3);
#if defined TRINITY || AZEROTHCORE
guild->SetBankTabText(tabId, text);
#else
guild->SetGuildBankTabText(tabId, text);
#endif
return 0;
}
#endif
// SendPacketToGuild(packet)
/**
* Sends a [WorldPacket] to all the [Player]s in the [Guild]
*
* @param [WorldPacket] packet : the [WorldPacket] to be sent to the [Player]s
*/
int SendPacket(lua_State* L, Guild* guild)
{
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
#ifdef CMANGOS
guild->BroadcastPacket(*data);
#else
guild->BroadcastPacket(data);
#endif
return 0;
}
// SendPacketToRankedInGuild(packet, rankId)
/**
* Sends a [WorldPacket] to all the [Player]s at the specified rank in the [Guild]
*
* @param [WorldPacket] packet : the [WorldPacket] to be sent to the [Player]s
* @param uint8 rankId : the rank ID
*/
int SendPacketToRanked(lua_State* L, Guild* guild)
{
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
uint8 ranked = Eluna::CHECKVAL<uint8>(L, 3);
#ifdef CMANGOS
guild->BroadcastPacketToRank(*data, ranked);
#else
guild->BroadcastPacketToRank(data, ranked);
#endif
return 0;
}
/**
* Disbands the [Guild]
*/
int Disband(lua_State* /*L*/, Guild* guild)
{
guild->Disband();
return 0;
}
/**
* Adds the specified [Player] to the [Guild] at the specified rank.
*
* If no rank is specified, defaults to none.
*
* @param [Player] player : the [Player] to be added to the guild
* @param uint8 rankId : the rank ID
*/
int AddMember(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
uint8 rankId = Eluna::CHECKVAL<uint8>(L, 3, GUILD_RANK_NONE);
#ifdef TRINITY
CharacterDatabaseTransaction trans(nullptr);
guild->AddMember(trans, player->GET_GUID(), rankId);
#else
guild->AddMember(player->GET_GUID(), rankId);
#endif
return 0;
}
/**
* Removes the specified [Player] from the [Guild].
*
* @param [Player] player : the [Player] to be removed from the guild
* @param bool isDisbanding : default 'false', should only be set to 'true' if the guild is triggered to disband
*/
int DeleteMember(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
bool isDisbanding = Eluna::CHECKVAL<bool>(L, 3, false);
#if defined TRINITY
CharacterDatabaseTransaction trans(nullptr);
guild->DeleteMember(trans, player->GET_GUID(), isDisbanding);
#elif defined AZEROTHCORE
guild->DeleteMember(player->GET_GUID(), isDisbanding);
#else
guild->DelMember(player->GET_GUID(), isDisbanding);
#endif
return 0;
}
/**
* Promotes/demotes the [Player] to the specified rank.
*
* @param [Player] player : the [Player] to be promoted/demoted
* @param uint8 rankId : the rank ID
*/
int SetMemberRank(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
uint8 newRank = Eluna::CHECKVAL<uint8>(L, 3);
#ifdef TRINITY
CharacterDatabaseTransaction trans(nullptr);
guild->ChangeMemberRank(trans, player->GET_GUID(), newRank);
#else
guild->ChangeMemberRank(player->GET_GUID(), newRank);
#endif
return 0;
}
};
#endif

View File

@@ -0,0 +1,786 @@
/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef ITEMMETHODS_H
#define ITEMMETHODS_H
/***
* Inherits all methods from: [Object]
*/
namespace LuaItem
{
/**
* Returns 'true' if the [Item] is soulbound, 'false' otherwise
*
* @return bool isSoulBound
*/
int IsSoulBound(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsSoulBound());
return 1;
}
#if (!defined(TBC) && !defined(CLASSIC))
/**
* Returns 'true' if the [Item] is account bound, 'false' otherwise
*
* @return bool isAccountBound
*/
int IsBoundAccountWide(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsBoundAccountWide());
return 1;
}
#endif
/**
* Returns 'true' if the [Item] is bound to a [Player] by an enchant, 'false' otehrwise
*
* @return bool isBoundByEnchant
*/
int IsBoundByEnchant(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsBoundByEnchant());
return 1;
}
/**
* Returns 'true' if the [Item] is not bound to the [Player] specified, 'false' otherwise
*
* @param [Player] player : the [Player] object to check the item against
* @return bool isNotBound
*/
int IsNotBoundToPlayer(lua_State* L, Item* item)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
Eluna::Push(L, item->IsBindedNotWith(player));
return 1;
}
/**
* Returns 'true' if the [Item] is locked, 'false' otherwise
*
* @return bool isLocked
*/
int IsLocked(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsLocked());
return 1;
}
/**
* Returns 'true' if the [Item] is a bag, 'false' otherwise
*
* @return bool isBag
*/
int IsBag(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsBag());
return 1;
}
#ifndef CLASSIC
/**
* Returns 'true' if the [Item] is a currency token, 'false' otherwise
*
* @return bool isCurrencyToken
*/
int IsCurrencyToken(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsCurrencyToken());
return 1;
}
#endif
/**
* Returns 'true' if the [Item] is a not an empty bag, 'false' otherwise
*
* @return bool isNotEmptyBag
*/
int IsNotEmptyBag(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsNotEmptyBag());
return 1;
}
/**
* Returns 'true' if the [Item] is broken, 'false' otherwise
*
* @return bool isBroken
*/
int IsBroken(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsBroken());
return 1;
}
/**
* Returns 'true' if the [Item] can be traded, 'false' otherwise
*
* @return bool isTradeable
*/
int CanBeTraded(lua_State* L, Item* item)
{
#if (defined(TBC) || defined(CLASSIC))
Eluna::Push(L, item->CanBeTraded());
#else
bool mail = Eluna::CHECKVAL<bool>(L, 2, false);
Eluna::Push(L, item->CanBeTraded(mail));
#endif
return 1;
}
/**
* Returns 'true' if the [Item] is currently in a trade window, 'false' otherwise
*
* @return bool isInTrade
*/
int IsInTrade(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsInTrade());
return 1;
}
/**
* Returns 'true' if the [Item] is currently in a bag, 'false' otherwise
*
* @return bool isInBag
*/
int IsInBag(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsInBag());
return 1;
}
/**
* Returns 'true' if the [Item] is currently equipped, 'false' otherwise
*
* @return bool isEquipped
*/
int IsEquipped(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsEquipped());
return 1;
}
/**
* Returns 'true' if the [Item] has the [Quest] specified tied to it, 'false' otherwise
*
* @param uint32 questId : the [Quest] id to be checked
* @return bool hasQuest
*/
int HasQuest(lua_State* L, Item* item)
{
uint32 quest = Eluna::CHECKVAL<uint32>(L, 2);
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, item->hasQuest(quest));
#else
Eluna::Push(L, item->HasQuest(quest));
#endif
return 1;
}
/**
* Returns 'true' if the [Item] is a potion, 'false' otherwise
*
* @return bool isPotion
*/
int IsPotion(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsPotion());
return 1;
}
#if defined CLASSIC || defined(TBC) || defined(WOTLK)
/**
* Returns 'true' if the [Item] is a weapon vellum, 'false' otherwise
*
* @return bool isWeaponVellum
*/
int IsWeaponVellum(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsWeaponVellum());
return 1;
}
/**
* Returns 'true' if the [Item] is an armor vellum, 'false' otherwise
*
* @return bool isArmorVellum
*/
int IsArmorVellum(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsArmorVellum());
return 1;
}
#endif
/**
* Returns 'true' if the [Item] is a conjured consumable, 'false' otherwise
*
* @return bool isConjuredConsumable
*/
int IsConjuredConsumable(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsConjuredConsumable());
return 1;
}
/*int IsRefundExpired(lua_State* L, Item* item)// TODO: Implement core support
{
Eluna::Push(L, item->IsRefundExpired());
return 1;
}*/
/**
* Returns the chat link of the [Item]
*
* <pre>
* enum LocaleConstant
* {
* LOCALE_enUS = 0,
* LOCALE_koKR = 1,
* LOCALE_frFR = 2,
* LOCALE_deDE = 3,
* LOCALE_zhCN = 4,
* LOCALE_zhTW = 5,
* LOCALE_esES = 6,
* LOCALE_esMX = 7,
* LOCALE_ruRU = 8
* };
* </pre>
*
* @param [LocaleConstant] locale = DEFAULT_LOCALE : locale to return the [Item]'s name in
* @return string itemLink
*/
int GetItemLink(lua_State* L, Item* item)
{
uint8 locale = Eluna::CHECKVAL<uint8>(L, 2, DEFAULT_LOCALE);
if (locale >= TOTAL_LOCALES)
return luaL_argerror(L, 2, "valid LocaleConstant expected");
const ItemTemplate* temp = item->GetTemplate();
std::string name = temp->Name1;
if (ItemLocale const* il = eObjectMgr->GetItemLocale(temp->ItemId))
{
ObjectMgr::GetLocaleString(il->Name, static_cast<LocaleConstant>(locale), name);
}
#ifndef CLASSIC
if (int32 itemRandPropId = item->GetItemRandomPropertyId())
{
#if defined(CATA) || defined (MISTS)
char* suffix = NULL;
#else
#if TRINITY || AZEROTHCORE
std::array<char const*, 16> const* suffix = NULL;
#else
char* const* suffix = NULL;
#endif
#endif
if (itemRandPropId < 0)
{
const ItemRandomSuffixEntry* itemRandEntry = sItemRandomSuffixStore.LookupEntry(-item->GetItemRandomPropertyId());
if (itemRandEntry)
{
#if TRINITY || AZEROTHCORE
suffix = &itemRandEntry->Name;
#else
suffix = itemRandEntry->nameSuffix;
#endif
}
}
else
{
const ItemRandomPropertiesEntry* itemRandEntry = sItemRandomPropertiesStore.LookupEntry(item->GetItemRandomPropertyId());
if (itemRandEntry)
{
#if TRINITY || AZEROTHCORE
suffix = &itemRandEntry->Name;
#else
suffix = itemRandEntry->nameSuffix;
#endif
}
}
if (suffix)
{
#if TRINITY || AZEROTHCORE
const char* suffixName = (*suffix)[(name != temp->Name1) ? locale : uint8(DEFAULT_LOCALE)];
#else
const char* suffixName = suffix[(name != temp->Name1) ? locale : uint8(DEFAULT_LOCALE)];
#endif
if (strcmp(suffixName, "") != 0)
{
name += ' ';
name += suffixName;
}
}
}
#endif
Player* owner = item->GetOwner();
std::ostringstream oss;
oss << "|c" << std::hex << ItemQualityColors[temp->Quality] << std::dec <<
"|Hitem:" << temp->ItemId << ":" <<
item->GetEnchantmentId(PERM_ENCHANTMENT_SLOT) << ":" <<
#ifndef CLASSIC
item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT) << ":" <<
item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT_2) << ":" <<
item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT_3) << ":" <<
item->GetEnchantmentId(BONUS_ENCHANTMENT_SLOT) << ":" <<
#endif
item->GetItemRandomPropertyId() << ":" << item->GetItemSuffixFactor() << ":" <<
(uint32)(owner ? owner->GetLevel() : 0) << "|h[" << name << "]|h|r";
Eluna::Push(L, oss.str());
return 1;
}
int GetOwnerGUID(lua_State* L, Item* item)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, item->GetOwnerGUID());
#else
Eluna::Push(L, item->GetOwnerGuid());
#endif
return 1;
}
/**
* Returns the [Player] who currently owns the [Item]
*
* @return [Player] player : the [Player] who owns the [Item]
*/
int GetOwner(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetOwner());
return 1;
}
/**
* Returns the [Item]s stack count
*
* @return uint32 count
*/
int GetCount(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetCount());
return 1;
}
/**
* Returns the [Item]s max stack count
*
* @return uint32 maxCount
*/
int GetMaxStackCount(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetMaxStackCount());
return 1;
}
/**
* Returns the [Item]s current slot
*
* @return uint8 slot
*/
int GetSlot(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetSlot());
return 1;
}
/**
* Returns the [Item]s current bag slot
*
* @return uint8 bagSlot
*/
int GetBagSlot(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetBagSlot());
return 1;
}
/**
* Returns the [Item]s enchantment ID by enchant slot specified
*
* @param [EnchantmentSlot] enchantSlot : the enchant slot specified
* @return uint32 enchantId : the id of the enchant slot specified
*/
int GetEnchantmentId(lua_State* L, Item* item)
{
uint32 enchant_slot = Eluna::CHECKVAL<uint32>(L, 2);
if (enchant_slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
return luaL_argerror(L, 2, "valid EnchantmentSlot expected");
Eluna::Push(L, item->GetEnchantmentId(EnchantmentSlot(enchant_slot)));
return 1;
}
/**
* Returns the spell ID tied to the [Item] by spell index
*
* @param uint32 spellIndex : the spell index specified
* @return uint32 spellId : the id of the spell
*/
int GetSpellId(lua_State* L, Item* item)
{
uint32 index = Eluna::CHECKVAL<uint32>(L, 2);
if (index >= MAX_ITEM_PROTO_SPELLS)
return luaL_argerror(L, 2, "valid SpellIndex expected");
Eluna::Push(L, item->GetTemplate()->Spells[index].SpellId);
return 1;
}
/**
* Returns the spell trigger tied to the [Item] by spell index
*
* @param uint32 spellIndex : the spell index specified
* @return uint32 spellTrigger : the spell trigger of the specified index
*/
int GetSpellTrigger(lua_State* L, Item* item)
{
uint32 index = Eluna::CHECKVAL<uint32>(L, 2);
if (index >= MAX_ITEM_PROTO_SPELLS)
return luaL_argerror(L, 2, "valid SpellIndex expected");
Eluna::Push(L, item->GetTemplate()->Spells[index].SpellTrigger);
return 1;
}
/**
* Returns class of the [Item]
*
* @return uint32 class
*/
int GetClass(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->Class);
return 1;
}
/**
* Returns subclass of the [Item]
*
* @return uint32 subClass
*/
int GetSubClass(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->SubClass);
return 1;
}
/**
* Returns the name of the [Item]
*
* @return string name
*/
int GetName(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->Name1);
return 1;
}
/**
* Returns the display ID of the [Item]
*
* @return uint32 displayId
*/
int GetDisplayId(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->DisplayInfoID);
return 1;
}
/**
* Returns the quality of the [Item]
*
* @return uint32 quality
*/
int GetQuality(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->Quality);
return 1;
}
/**
* Returns the default purchase count of the [Item]
*
* @return uint32 count
*/
int GetBuyCount(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->BuyCount);
return 1;
}
/**
* Returns the purchase price of the [Item]
*
* @return uint32 price
*/
int GetBuyPrice(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->BuyPrice);
return 1;
}
/**
* Returns the sell price of the [Item]
*
* @return uint32 price
*/
int GetSellPrice(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->SellPrice);
return 1;
}
/**
* Returns the inventory type of the [Item]
*
* @return uint32 inventoryType
*/
int GetInventoryType(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->InventoryType);
return 1;
}
/**
* Returns the [Player] classes allowed to use this [Item]
*
* @return uint32 allowableClass
*/
int GetAllowableClass(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->AllowableClass);
return 1;
}
/**
* Returns the [Player] races allowed to use this [Item]
*
* @return uint32 allowableRace
*/
int GetAllowableRace(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->AllowableRace);
return 1;
}
/**
* Returns the [Item]s level
*
* @return uint32 itemLevel
*/
int GetItemLevel(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->ItemLevel);
return 1;
}
/**
* Returns the minimum level required to use this [Item]
*
* @return uint32 requiredLevel
*/
int GetRequiredLevel(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->RequiredLevel);
return 1;
}
#ifdef WOTLK
int GetStatsCount(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->StatsCount);
return 1;
}
#endif
/**
* Returns the random property ID of this [Item]
*
* @return uint32 randomPropertyId
*/
int GetRandomProperty(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->RandomProperty);
return 1;
}
#ifndef CLASSIC
int GetRandomSuffix(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->RandomSuffix);
return 1;
}
#endif
/**
* Returns the item set ID of this [Item]
*
* @return uint32 itemSetId
*/
int GetItemSet(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->ItemSet);
return 1;
}
/**
* Returns the bag size of this [Item], 0 if [Item] is not a bag
*
* @return uint32 bagSize
*/
int GetBagSize(lua_State* L, Item* item)
{
if (Bag* bag = item->ToBag())
Eluna::Push(L, bag->GetBagSize());
else
Eluna::Push(L, 0);
return 1;
}
/**
* Returns the [ItemTemplate] for this [Item].
*
* @return [ItemTemplate] itemTemplate
*/
int GetItemTemplate(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate());
return 1;
}
/**
* Sets the [Player] specified as the owner of the [Item]
*
* @param [Player] player : the [Player] specified
*/
int SetOwner(lua_State* L, Item* item)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
#if defined TRINITY || AZEROTHCORE
item->SetOwnerGUID(player->GET_GUID());
#else
item->SetOwnerGuid(player->GET_GUID());
#endif
return 0;
}
/**
* Sets the binding of the [Item] to 'true' or 'false'
*
* @param bool setBinding
*/
int SetBinding(lua_State* L, Item* item)
{
bool soulbound = Eluna::CHECKVAL<bool>(L, 2);
item->SetBinding(soulbound);
item->SetState(ITEM_CHANGED, item->GetOwner());
return 0;
}
/**
* Sets the stack count of the [Item]
*
* @param uint32 count
*/
int SetCount(lua_State* L, Item* item)
{
uint32 count = Eluna::CHECKVAL<uint32>(L, 2);
item->SetCount(count);
return 0;
}
/**
* Sets the specified enchantment of the [Item] to the specified slot
*
* @param uint32 enchantId : the ID of the enchant to be applied
* @param uint32 enchantSlot : the slot for the enchant to be applied to
* @return bool enchantmentSuccess : if enchantment is successfully set to specified slot, returns 'true', otherwise 'false'
*/
int SetEnchantment(lua_State* L, Item* item)
{
Player* owner = item->GetOwner();
if (!owner)
{
Eluna::Push(L, false);
return 1;
}
uint32 enchant = Eluna::CHECKVAL<uint32>(L, 2);
if (!sSpellItemEnchantmentStore.LookupEntry(enchant))
{
Eluna::Push(L, false);
return 1;
}
EnchantmentSlot slot = (EnchantmentSlot)Eluna::CHECKVAL<uint32>(L, 3);
if (slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
return luaL_argerror(L, 2, "valid EnchantmentSlot expected");
owner->ApplyEnchantment(item, slot, false);
item->SetEnchantment(slot, enchant, 0, 0);
owner->ApplyEnchantment(item, slot, true);
Eluna::Push(L, true);
return 1;
}
/* OTHER */
/**
* Removes an enchant from the [Item] by the specified slot
*
* @param uint32 enchantSlot : the slot for the enchant to be removed from
* @return bool enchantmentRemoved : if enchantment is successfully removed from specified slot, returns 'true', otherwise 'false'
*/
int ClearEnchantment(lua_State* L, Item* item)
{
Player* owner = item->GetOwner();
if (!owner)
{
Eluna::Push(L, false);
return 1;
}
EnchantmentSlot slot = (EnchantmentSlot)Eluna::CHECKVAL<uint32>(L, 2);
if (slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
return luaL_argerror(L, 2, "valid EnchantmentSlot expected");
if (!item->GetEnchantmentId(slot))
{
Eluna::Push(L, false);
return 1;
}
owner->ApplyEnchantment(item, slot, false);
item->ClearEnchantment(slot);
Eluna::Push(L, true);
return 1;
}
/**
* Saves the [Item] to the database
*/
int SaveToDB(lua_State* /*L*/, Item* item)
{
#if defined TRINITY || defined AZEROTHCORE
CharacterDatabaseTransaction trans = CharacterDatabaseTransaction(nullptr);
item->SaveToDB(trans);
#else
item->SaveToDB();
#endif
return 0;
}
};
#endif

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef ITEMTEMPLATEMETHODS_H
#define ITEMTEMPLATEMETHODS_H
#include "Chat.h"
namespace LuaItemTemplate
{
/**
* Returns the [ItemTemplate]'s ID.
*
* @return uint32 itemId
*/
int GetItemId(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->ItemId);
return 1;
}
/**
* Returns the [ItemTemplate]'s class.
*
* @return uint32 class
*/
int GetClass(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->Class);
return 1;
}
/**
* Returns the [ItemTemplate]'s subclass.
*
* @return uint32 subClass
*/
int GetSubClass(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->SubClass);
return 1;
}
/**
* Returns the [ItemTemplate]'s name.
*
* @return string name
*/
int GetName(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->Name1);
return 1;
}
/**
* Returns the [ItemTemplate]'s display ID.
*
* @return uint32 displayId
*/
int GetDisplayId(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->DisplayInfoID);
return 1;
}
/**
* Returns the [ItemTemplate]'s quality.
*
* @return uint32 quality
*/
int GetQuality(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->Quality);
return 1;
}
/**
* Returns the [ItemTemplate]'s flags.
*
* @return uint32 flags
*/
int GetFlags(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->Flags);
return 1;
}
/**
* Returns the [ItemTemplate]'s extra flags.
*
* @return uint32 flags
*/
int GetExtraFlags(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->Flags2);
return 1;
}
/**
* Returns the [ItemTemplate]'s default purchase count.
*
* @return uint32 buyCount
*/
int GetBuyCount(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->BuyCount);
return 1;
}
/**
* Returns the [ItemTemplate]'s purchase price.
*
* @return int32 buyPrice
*/
int GetBuyPrice(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->BuyPrice);
return 1;
}
/**
* Returns the [ItemTemplate]'s sell price.
*
* @return uint32 sellPrice
*/
int GetSellPrice(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->SellPrice);
return 1;
}
/**
* Returns the [ItemTemplate]'s inventory type.
*
* @return uint32 inventoryType
*/
int GetInventoryType(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->InventoryType);
return 1;
}
/**
* Returns the [Player] classes allowed to use this [ItemTemplate].
*
* @return uint32 allowableClass
*/
int GetAllowableClass(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->AllowableClass);
return 1;
}
/**
* Returns the [Player] races allowed to use this [ItemTemplate].
*
* @return uint32 allowableRace
*/
int GetAllowableRace(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->AllowableRace);
return 1;
}
/**
* Returns the [ItemTemplate]'s item level.
*
* @return uint32 itemLevel
*/
int GetItemLevel(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->ItemLevel);
return 1;
}
/**
* Returns the minimum level required to use this [ItemTemplate].
*
* @return uint32 requiredLevel
*/
int GetRequiredLevel(lua_State* L, ItemTemplate* itemTemplate)
{
Eluna::Push(L, itemTemplate->RequiredLevel);
return 1;
}
}
#endif

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef MAPMETHODS_H
#define MAPMETHODS_H
#include "ElunaInstanceAI.h"
/***
* A game map, e.g. Azeroth, Eastern Kingdoms, the Molten Core, etc.
*
* Inherits all methods from: none
*/
namespace LuaMap
{
#ifndef CLASSIC
/**
* Returns `true` if the [Map] is an arena [BattleGround], `false` otherwise.
*
* @return bool isArena
*/
int IsArena(lua_State* L, Map* map)
{
Eluna::Push(L, map->IsBattleArena());
return 1;
}
#endif
/**
* Returns `true` if the [Map] is a non-arena [BattleGround], `false` otherwise.
*
* @return bool isBattleGround
*/
int IsBattleground(lua_State* L, Map* map)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, map->IsBattleground());
#else
Eluna::Push(L, map->IsBattleGround());
#endif
return 1;
}
/**
* Returns `true` if the [Map] is a dungeon, `false` otherwise.
*
* @return bool isDungeon
*/
int IsDungeon(lua_State* L, Map* map)
{
Eluna::Push(L, map->IsDungeon());
return 1;
}
/**
* Returns `true` if the [Map] has no [Player]s, `false` otherwise.
*
* @return bool IsEmpty
*/
int IsEmpty(lua_State* L, Map* map)
{
Eluna::Push(L, map->IsEmpty());
return 1;
}
#ifndef CLASSIC
/**
* Returns `true` if the [Map] is a heroic, `false` otherwise.
*
* @return bool isHeroic
*/
int IsHeroic(lua_State* L, Map* map)
{
Eluna::Push(L, map->IsHeroic());
return 1;
}
#endif
/**
* Returns `true` if the [Map] is a raid, `false` otherwise.
*
* @return bool isRaid
*/
int IsRaid(lua_State* L, Map* map)
{
Eluna::Push(L, map->IsRaid());
return 1;
}
/**
* Returns the name of the [Map].
*
* @return string mapName
*/
int GetName(lua_State* L, Map* map)
{
Eluna::Push(L, map->GetMapName());
return 1;
}
/**
* Returns the height of the [Map] at the given X and Y coordinates.
*
* In case of no height found nil is returned
*
* @param float x
* @param float y
* @return float z
*/
int GetHeight(lua_State* L, Map* map)
{
float x = Eluna::CHECKVAL<float>(L, 2);
float y = Eluna::CHECKVAL<float>(L, 3);
#if (defined(TBC) || defined(CLASSIC))
float z = map->GetHeight(x, y, MAX_HEIGHT);
#else
uint32 phasemask = Eluna::CHECKVAL<uint32>(L, 4, 1);
float z = map->GetHeight(phasemask, x, y, MAX_HEIGHT);
#endif
if (z != INVALID_HEIGHT)
Eluna::Push(L, z);
return 1;
}
/**
* Returns the difficulty of the [Map].
*
* Always returns 0 if the expansion is pre-TBC.
*
* @return int32 difficulty
*/
int GetDifficulty(lua_State* L, Map* map)
{
#ifndef CLASSIC
Eluna::Push(L, map->GetDifficulty());
#else
Eluna::Push(L, (Difficulty)0);
#endif
return 1;
}
/**
* Returns the instance ID of the [Map].
*
* @return uint32 instanceId
*/
int GetInstanceId(lua_State* L, Map* map)
{
Eluna::Push(L, map->GetInstanceId());
return 1;
}
/**
* Returns the player count currently on the [Map] (excluding GMs).
*
* @return uint32 playerCount
*/
int GetPlayerCount(lua_State* L, Map* map)
{
Eluna::Push(L, map->GetPlayersCountExceptGMs());
return 1;
}
/**
* Returns the ID of the [Map].
*
* @return uint32 mapId
*/
int GetMapId(lua_State* L, Map* map)
{
Eluna::Push(L, map->GetId());
return 1;
}
/**
* Returns the area ID of the [Map] at the specified X, Y, and Z coordinates.
*
* @param float x
* @param float y
* @param float z
* @param uint32 phasemask = PHASEMASK_NORMAL
* @return uint32 areaId
*/
int GetAreaId(lua_State* L, Map* map)
{
float x = Eluna::CHECKVAL<float>(L, 2);
float y = Eluna::CHECKVAL<float>(L, 3);
float z = Eluna::CHECKVAL<float>(L, 4);
#if defined TRINITY || defined AZEROTHCORE
float phasemask = Eluna::CHECKVAL<uint32>(L, 5, PHASEMASK_NORMAL);
Eluna::Push(L, map->GetAreaId(phasemask, x, y, z));
#else
Eluna::Push(L, map->GetTerrain()->GetAreaId(x, y, z));
#endif
return 1;
}
/**
* Returns a [WorldObject] by its GUID from the map if it is spawned.
*
* @param ObjectGuid guid
* @return [WorldObject] object
*/
int GetWorldObject(lua_State* L, Map* map)
{
ObjectGuid guid = Eluna::CHECKVAL<ObjectGuid>(L, 2);
#if defined TRINITY || AZEROTHCORE
switch (guid.GetHigh())
{
case HIGHGUID_PLAYER:
Eluna::Push(L, eObjectAccessor()GetPlayer(map, guid));
break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT:
Eluna::Push(L, map->GetGameObject(guid));
break;
case HIGHGUID_VEHICLE:
case HIGHGUID_UNIT:
Eluna::Push(L, map->GetCreature(guid));
break;
case HIGHGUID_PET:
Eluna::Push(L, map->GetPet(guid));
break;
case HIGHGUID_DYNAMICOBJECT:
Eluna::Push(L, map->GetDynamicObject(guid));
break;
case HIGHGUID_CORPSE:
Eluna::Push(L, map->GetCorpse(guid));
break;
default:
break;
}
#else
Eluna::Push(L, map->GetWorldObject(guid));
#endif
return 1;
}
/**
* Sets the [Weather] type based on [WeatherType] and grade supplied.
*
* enum WeatherType
* {
* WEATHER_TYPE_FINE = 0,
* WEATHER_TYPE_RAIN = 1,
* WEATHER_TYPE_SNOW = 2,
* WEATHER_TYPE_STORM = 3,
* WEATHER_TYPE_THUNDERS = 86,
* WEATHER_TYPE_BLACKRAIN = 90
* };
*
* @param uint32 zone : id of the zone to set the weather for
* @param [WeatherType] type : the [WeatherType], see above available weather types
* @param float grade : the intensity/grade of the [Weather], ranges from 0 to 1
*/
int SetWeather(lua_State* L, Map* map)
{
(void)map; // ensure that the variable is referenced in order to pass compiler checks
uint32 zoneId = Eluna::CHECKVAL<uint32>(L, 2);
uint32 weatherType = Eluna::CHECKVAL<uint32>(L, 3);
float grade = Eluna::CHECKVAL<float>(L, 4);
#if defined TRINITY
if (Weather * weather = map->GetOrGenerateZoneDefaultWeather(zoneId))
weather->SetWeather((WeatherType)weatherType, grade);
#elif defined AZEROTHCORE
Weather* weather = WeatherMgr::FindWeather(zoneId);
if (!weather)
weather = WeatherMgr::AddWeather(zoneId);
if (weather)
weather->SetWeather((WeatherType)weatherType, grade);
#else
if (Weather::IsValidWeatherType(weatherType))
map->SetWeather(zoneId, (WeatherType)weatherType, grade, false);
#endif
return 0;
}
/**
* Gets the instance data table for the [Map], if it exists.
*
* The instance must be scripted using Eluna for this to succeed.
* If the instance is scripted in C++ this will return `nil`.
*
* @return table instance_data : instance data table, or `nil`
*/
int GetInstanceData(lua_State* L, Map* map)
{
#if defined TRINITY || AZEROTHCORE
ElunaInstanceAI* iAI = NULL;
if (InstanceMap* inst = map->ToInstanceMap())
iAI = dynamic_cast<ElunaInstanceAI*>(inst->GetInstanceScript());
#else
ElunaInstanceAI* iAI = dynamic_cast<ElunaInstanceAI*>(map->GetInstanceData());
#endif
if (iAI)
Eluna::GetEluna(L)->PushInstanceData(L, iAI, false);
else
Eluna::Push(L); // nil
return 1;
}
/**
* Saves the [Map]'s instance data to the database.
*/
int SaveInstanceData(lua_State* /*L*/, Map* map)
{
#if defined TRINITY || AZEROTHCORE
ElunaInstanceAI* iAI = NULL;
if (InstanceMap* inst = map->ToInstanceMap())
iAI = dynamic_cast<ElunaInstanceAI*>(inst->GetInstanceScript());
#else
ElunaInstanceAI* iAI = dynamic_cast<ElunaInstanceAI*>(map->GetInstanceData());
#endif
if (iAI)
iAI->SaveToDB();
return 0;
}
/**
* Returns a table with all the current [Player]s in the map
*
* enum TeamId
* {
* TEAM_ALLIANCE = 0,
* TEAM_HORDE = 1,
* TEAM_NEUTRAL = 2
* };
*
* @param [TeamId] team : optional check team of the [Player], Alliance, Horde or Neutral (All)
* @return table mapPlayers
*/
int GetPlayers(lua_State* L, Map* map)
{
uint32 team = Eluna::CHECKVAL<uint32>(L, 2, TEAM_NEUTRAL);
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
Map::PlayerList const& players = map->GetPlayers();
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
{
#if defined TRINITY || AZEROTHCORE
Player* player = itr->GetSource();
#else
Player* player = itr->getSource();
#endif
if (!player)
continue;
if (player->GetSession() && (team >= TEAM_NEUTRAL || player->GetTeamId() == team))
{
Eluna::Push(L, player);
lua_rawseti(L, tbl, ++i);
}
}
lua_settop(L, tbl);
return 1;
}
};
#endif

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef OBJECTMETHODS_H
#define OBJECTMETHODS_H
/***
* A basic game object (either an [Item] or a [WorldObject]).
*
* Objects in MaNGOS/Trinity are stored an a giant block of "values".
* Subclasses of Object, like [WorldObject], extend the block with more data specific to that subclass.
* Further subclasses, like [Player], extend it even further.
*
* A detailed map of all the fields in this data block can be found in the UpdateFields.h file of your emulator
* (it varies depending on the expansion supported).
*
* The GetValue methods in this class (e.g. [Object:GetInt32Value]) provide low-level access to the data block.
* Other methods, like [Object:HasFlag] and [Object:GetScale], merely wrap the GetValue methods and provide a simpler interface.
*
* Inherits all methods from: none
*/
namespace LuaObject
{
/**
* Returns `true` if the specified flag is set, otherwise `false`.
*
* @param uint16 index : the index of the flags data in the [Object]
* @param uint32 flag : the flag to check for in the flags data
* @return bool hasFlag
*/
int HasFlag(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 flag = Eluna::CHECKVAL<uint32>(L, 3);
Eluna::Push(L, obj->HasFlag(index, flag));
return 1;
}
/**
* Returns `true` if the [Object] has been added to its [Map], otherwise `false`.
*
* @return bool inWorld
*/
int IsInWorld(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->IsInWorld());
return 1;
}
/**
* Returns 'true' if the [Object] is a player, 'false' otherwise.
*
* @return bool IsPlayer
*/
int IsPlayer(lua_State* L, Object* obj)
{
#ifdef AZEROTHCORE //AC-only
Eluna::Push(L, obj->IsPlayer());
#endif
return 1;
}
/**
* Returns the data at the specified index, casted to a signed 32-bit integer.
*
* @param uint16 index
* @return int32 value
*/
int GetInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
Eluna::Push(L, obj->GetInt32Value(index));
return 1;
}
/**
* Returns the data at the specified index, casted to a unsigned 32-bit integer.
*
* @param uint16 index
* @return uint32 value
*/
int GetUInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
Eluna::Push(L, obj->GetUInt32Value(index));
return 1;
}
/**
* Returns the data at the specified index, casted to a single-precision floating point value.
*
* @param uint16 index
* @return float value
*/
int GetFloatValue(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
Eluna::Push(L, obj->GetFloatValue(index));
return 1;
}
/**
* Returns the data at the specified index and offset, casted to an unsigned 8-bit integer.
*
* E.g. if you want the second byte at index 10, you would pass in 1 as the offset.
*
* @param uint16 index
* @param uint8 offset : should be 0, 1, 2, or 3
* @return uint8 value
*/
int GetByteValue(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
Eluna::Push(L, obj->GetByteValue(index, offset));
return 1;
}
/**
* Returns the data at the specified index and offset, casted to a signed 16-bit integer.
*
* E.g. if you want the second half-word at index 10, you would pass in 1 as the offset.
*
* @param uint16 index
* @param uint8 offset : should be 0 or 1
* @return uint16 value
*/
int GetUInt16Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
Eluna::Push(L, obj->GetUInt16Value(index, offset));
return 1;
}
/**
* Returns the scale/size of the [Object].
*
* This affects the size of a [WorldObject] in-game, but [Item]s don't have a "scale".
*
* @return float scale
*/
int GetScale(lua_State* L, Object* obj)
{
#ifndef AZEROTHCORE
Eluna::Push(L, obj->GetObjectScale());
#else
Eluna::Push(L, obj->GetFloatValue(OBJECT_FIELD_SCALE_X));
#endif
return 1;
}
/**
* Returns the entry of the [Object].
*
* [Player]s do not have an "entry".
*
* @return uint32 entry
*/
int GetEntry(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->GetEntry());
return 1;
}
/**
* Returns the GUID of the [Object].
*
* GUID is an unique identifier for the object.
*
* However on MaNGOS and cMangos creatures and gameobjects inside different maps can share
* the same GUID but not on the same map.
*
* On TrinityCore this value is unique across all maps
*
* @return ObjectGuid guid
*/
int GetGUID(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->GET_GUID());
return 1;
}
/**
* Returns the low-part of the [Object]'s GUID.
*
* On TrinityCore all low GUIDs are different for all objects of the same type.
* For example creatures in instances are assigned new GUIDs when the Map is created.
*
* On MaNGOS and cMaNGOS low GUIDs are unique only on the same map.
* For example creatures in instances use the same low GUID assigned for that spawn in the database.
* This is why to identify a creature you have to know the instanceId and low GUID. See [Map:GetIntstanceId]
*
* @return uint32 guidLow
*/
int GetGUIDLow(lua_State* L, Object* obj)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, obj->GetGUID().GetCounter());
#else
Eluna::Push(L, obj->GetGUIDLow());
#endif
return 1;
}
/**
* Returns the TypeId of the [Object].
*
* enum TypeID
* {
* TYPEID_OBJECT = 0,
* TYPEID_ITEM = 1,
* TYPEID_CONTAINER = 2,
* TYPEID_UNIT = 3,
* TYPEID_PLAYER = 4,
* TYPEID_GAMEOBJECT = 5,
* TYPEID_DYNAMICOBJECT = 6,
* TYPEID_CORPSE = 7
* };
*
* @return uint8 typeID
*/
int GetTypeId(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->GetTypeId());
return 1;
}
/**
* Returns the data at the specified index, casted to an unsigned 64-bit integer.
*
* @param uint16 index
* @return uint64 value
*/
int GetUInt64Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
Eluna::Push(L, obj->GetUInt64Value(index));
return 1;
}
/**
* Sets the specified flag in the data value at the specified index.
*
* If the flag was already set, it remains set.
*
* To remove a flag, use [Object:RemoveFlag].
*
* @param uint16 index
* @param uint32 value
*/
int SetFlag(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 flag = Eluna::CHECKVAL<uint32>(L, 3);
obj->SetFlag(index, flag);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to a signed 32-bit integer.
*
* @param uint16 index
* @param int32 value
*/
int SetInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
int32 value = Eluna::CHECKVAL<int32>(L, 3);
obj->SetInt32Value(index, value);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to an unsigned 32-bit integer.
*
* @param uint16 index
* @param uint32 value
*/
int SetUInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 value = Eluna::CHECKVAL<uint32>(L, 3);
obj->SetUInt32Value(index, value);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to an unsigned 32-bit integer.
*
* @param uint16 index
* @param uint32 value
*/
int UpdateUInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 value = Eluna::CHECKVAL<uint32>(L, 3);
obj->UpdateUInt32Value(index, value);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to a single-precision floating point value.
*
* @param uint16 index
* @param float value
*/
int SetFloatValue(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
float value = Eluna::CHECKVAL<float>(L, 3);
obj->SetFloatValue(index, value);
return 0;
}
/**
* Sets the data at the specified index and offset to the given value, converted to an unsigned 8-bit integer.
*
* @param uint16 index
* @param uint8 offset : should be 0, 1, 2, or 3
* @param uint8 value
*/
int SetByteValue(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
uint8 value = Eluna::CHECKVAL<uint8>(L, 4);
obj->SetByteValue(index, offset, value);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to an unsigned 16-bit integer.
*
* @param uint16 index
* @param uint8 offset : should be 0 or 1
* @param uint16 value
*/
int SetUInt16Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
uint16 value = Eluna::CHECKVAL<uint16>(L, 4);
obj->SetUInt16Value(index, offset, value);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to a signed 16-bit integer.
*
* @param uint16 index
* @param uint8 offset : should be 0 or 1
* @param int16 value
*/
int SetInt16Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
int16 value = Eluna::CHECKVAL<int16>(L, 4);
obj->SetInt16Value(index, offset, value);
return 0;
}
/**
* Sets the [Object]'s scale/size to the given value.
*
* @param float scale
*/
int SetScale(lua_State* L, Object* obj)
{
float size = Eluna::CHECKVAL<float>(L, 2);
obj->SetObjectScale(size);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to an unsigned 64-bit integer.
*
* @param uint16 index
* @param uint64 value
*/
int SetUInt64Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint64 value = Eluna::CHECKVAL<uint64>(L, 3);
obj->SetUInt64Value(index, value);
return 0;
}
/**
* Removes a flag from the value at the specified index.
*
* @param uint16 index
* @param uint32 flag
*/
int RemoveFlag(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 flag = Eluna::CHECKVAL<uint32>(L, 3);
obj->RemoveFlag(index, flag);
return 0;
}
/**
* Attempts to convert the [Object] to a [Corpse].
*
* If the [Object] is not a [Corpse], returns `nil`.
*
* @return [Corpse] corpse : the [Object] as a [Corpse], or `nil`
*/
int ToCorpse(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToCorpse());
return 1;
}
/**
* Attempts to convert the [Object] to a [GameObject].
*
* If the [Object] is not a [GameObject], returns `nil`.
*
* @return [GameObject] gameObject : the [Object] as a [GameObject], or `nil`
*/
int ToGameObject(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToGameObject());
return 1;
}
/**
* Attempts to convert the [Object] to a [Unit].
*
* If the [Object] is not a [Unit], returns `nil`.
*
* @return [Unit] unit : the [Object] as a [Unit], or `nil`
*/
int ToUnit(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToUnit());
return 1;
}
/**
* Attempts to convert the [Object] to a [Creature].
*
* If the [Object] is not a [Creature], returns `nil`.
*
* @return [Creature] creature : the [Object] as a [Creature], or `nil`
*/
int ToCreature(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToCreature());
return 1;
}
/**
* Attempts to convert the [Object] to a [Player].
*
* If the [Object] is not a [Player], returns `nil`.
*
* @return [Player] player : the [Object] as a [Player], or `nil`
*/
int ToPlayer(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToPlayer());
return 1;
}
};
#endif

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef QUESTMETHODS_H
#define QUESTMETHODS_H
/***
* Inherits all methods from: none
*/
namespace LuaQuest
{
/**
* Returns 'true' if the [Quest] has the specified flag, false otherwise.
* Below flags are based off of 3.3.5a. Subject to change.
*
* <pre>
* enum QuestFlags
* {
* // Flags used at server and sent to client
* QUEST_FLAGS_NONE = 0x0,
* QUEST_FLAGS_STAY_ALIVE = 0x1, // Not used currently
* QUEST_FLAGS_PARTY_ACCEPT = 0x2, // Not used currently. If player in party, all players that can accept this quest will receive confirmation box to accept quest CMSG_QUEST_CONFIRM_ACCEPT/SMSG_QUEST_CONFIRM_ACCEPT
* QUEST_FLAGS_EXPLORATION = 0x4, // Not used currently
* QUEST_FLAGS_SHARABLE = 0x8, // Can be shared: Player::CanShareQuest()
* QUEST_FLAGS_HAS_CONDITION = 0x10, // Not used currently
* QUEST_FLAGS_HIDE_REWARD_POI = 0x20, // Not used currently: Unsure of content
* QUEST_FLAGS_RAID = 0x40, // Not used currently
* QUEST_FLAGS_TBC = 0x80, // Not used currently: Available if TBC expansion enabled only
* QUEST_FLAGS_NO_MONEY_FROM_XP = 0x100, // Not used currently: Experience is not converted to gold at max level
* QUEST_FLAGS_HIDDEN_REWARDS = 0x200, // Items and money rewarded only sent in SMSG_QUESTGIVER_OFFER_REWARD (not in SMSG_QUESTGIVER_QUEST_DETAILS or in client quest log(SMSG_QUEST_QUERY_RESPONSE))
* QUEST_FLAGS_TRACKING = 0x400, // These quests are automatically rewarded on quest complete and they will never appear in quest log client side.
* QUEST_FLAGS_DEPRECATE_REPUTATION = 0x800, // Not used currently
* QUEST_FLAGS_DAILY = 0x1000, // Used to know quest is Daily one
* QUEST_FLAGS_FLAGS_PVP = 0x2000, // Having this quest in log forces PvP flag
* QUEST_FLAGS_UNAVAILABLE = 0x4000, // Used on quests that are not generically available
* QUEST_FLAGS_WEEKLY = 0x8000,
* QUEST_FLAGS_AUTOCOMPLETE = 0x10000, // auto complete
* QUEST_FLAGS_DISPLAY_ITEM_IN_TRACKER = 0x20000, // Displays usable item in quest tracker
* QUEST_FLAGS_OBJ_TEXT = 0x40000, // use Objective text as Complete text
* QUEST_FLAGS_AUTO_ACCEPT = 0x80000, // The client recognizes this flag as auto-accept. However, NONE of the current quests (3.3.5a) have this flag. Maybe blizz used to use it, or will use it in the future.
*
* // ... 4.x added flags up to 0x80000000 - all unknown for now
* };
* </pre>
*
* @param [QuestFlags] flag : all available flags can be seen above
* @return bool hasFlag
*/
int HasFlag(lua_State* L, Quest* quest)
{
uint32 flag = Eluna::CHECKVAL<uint32>(L, 2);
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, quest->HasFlag(flag));
#else
Eluna::Push(L, quest->HasQuestFlag((QuestFlags)flag));
#endif
return 1;
}
#ifndef CLASSIC
/**
* Returns 'true' if the [Quest] is a daily quest, false otherwise.
*
* @return bool isDaily
*/
int IsDaily(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->IsDaily());
return 1;
}
#endif
/**
* Returns 'true' if the [Quest] is repeatable, false otherwise.
*
* @return bool isRepeatable
*/
int IsRepeatable(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->IsRepeatable());
return 1;
}
/**
* Returns entry ID of the [Quest].
*
* @return uint32 entryId
*/
int GetId(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetQuestId());
return 1;
}
/**
* Returns the [Quest]'s level.
*
* @return uint32 level
*/
int GetLevel(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetQuestLevel());
return 1;
}
/**
* Returns the minimum level required to pick up the [Quest].
*
* @return uint32 minLevel
*/
int GetMinLevel(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetMinLevel());
return 1;
}
/**
* Returns the next [Quest] entry ID.
*
* @return int32 entryId
*/
int GetNextQuestId(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetNextQuestId());
return 1;
}
/**
* Returns the previous [Quest] entry ID.
*
* @return int32 entryId
*/
int GetPrevQuestId(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetPrevQuestId());
return 1;
}
/**
* Returns the next [Quest] entry ID in the specific [Quest] chain.
*
* @return int32 entryId
*/
int GetNextQuestInChain(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetNextQuestInChain());
return 1;
}
/**
* Returns the [Quest]'s flags.
*
* @return [QuestFlags] flags
*/
int GetFlags(lua_State* L, Quest* quest)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, quest->GetFlags());
#else
Eluna::Push(L, quest->GetQuestFlags());
#endif
return 1;
}
/**
* Returns the [Quest]'s type.
*
* TODO: Document types available.
*
* @return uint32 type
*/
int GetType(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetType());
return 1;
}
/*int GetMaxLevel(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetMaxLevel());
return 1;
}*/
};
#endif

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef ROLLMETHODS_H
#define ROLLMETHODS_H
#include "Group.h"
namespace LuaRoll
{
/**
* Returns the rolled [Item]'s GUID.
*
* @return ObjectGuid guid
*/
int GetItemGUID(lua_State* L, Roll* roll)
{
Eluna::Push(L, roll->itemGUID.GetCounter());
return 1;
}
/**
* Returns the rolled [Item]'s entry.
*
* @return uint32 entry
*/
int GetItemId(lua_State* L, Roll* roll)
{
Eluna::Push(L, roll->itemid);
return 1;
}
/**
* Returns the rolled [Item]'s random property ID.
*
* @return int32 randomPropId
*/
int GetItemRandomPropId(lua_State* L, Roll* roll)
{
Eluna::Push(L, roll->itemRandomPropId);
return 1;
}
/**
* Returns the rolled [Item]'s random suffix ID.
*
* @return uint32 randomSuffix
*/
int GetItemRandomSuffix(lua_State* L, Roll* roll)
{
Eluna::Push(L, roll->itemRandomSuffix);
return 1;
}
/**
* Returns the rolled [Item]'s count.
*
* @return uint8 count
*/
int GetItemCount(lua_State* L, Roll* roll)
{
Eluna::Push(L, roll->itemCount);
return 1;
}
/**
* Returns the vote type for a [Player] on this [Roll].
* See [Roll:GetPlayerVoteGUIDs] to obtain the GUIDs of the [Player]s who rolled.
*
* <pre>
* enum RollVote
* {
* PASS = 0,
* NEED = 1,
* GREED = 2,
* DISENCHANT = 3,
* NOT_EMITED_YET = 4,
* NOT_VALID = 5
* };
* </pre>
*
* @param ObjectGuid guid
* @return [RollVote] vote
*/
int GetPlayerVote(lua_State* L, Roll* roll)
{
ObjectGuid guid = Eluna::CHECKVAL<ObjectGuid>(L, 2);
bool found = false;
for (std::pair<const ObjectGuid, RollVote>& pair : roll->playerVote)
{
if (pair.first == guid)
{
Eluna::Push(L, pair.second);
found = true;
}
}
if (!found)
{
Eluna::Push(L);
}
return 1;
}
/**
* Returns the GUIDs of the [Player]s who rolled.
* See [Roll:GetPlayerVote] to obtain the vote type of a [Player].
*
* @return table guids
*/
int GetPlayerVoteGUIDs(lua_State* L, Roll* roll)
{
lua_newtable(L);
int table = lua_gettop(L);
uint32 i = 1;
for (std::pair<const ObjectGuid, RollVote>& pair : roll->playerVote)
{
Eluna::Push(L, pair.first);
lua_rawseti(L, table, i);
++i;
}
lua_settop(L, table); // push table to top of stack
return 1;
}
/**
* Returns the total number of players who rolled.
*
* @return uint8 playersCount
*/
int GetTotalPlayersRolling(lua_State* L, Roll* roll)
{
Eluna::Push(L, roll->totalPlayersRolling);
return 1;
}
/**
* Returns the total number of players who rolled need.
*
* @return uint8 playersCount
*/
int GetTotalNeed(lua_State* L, Roll* roll)
{
Eluna::Push(L, roll->totalNeed);
return 1;
}
/**
* Returns the total number of players who rolled greed.
*
* @return uint8 playersCount
*/
int GetTotalGreed(lua_State* L, Roll* roll)
{
Eluna::Push(L, roll->totalGreed);
return 1;
}
/**
* Returns the total number of players who passed.
*
* @return uint8 playersCount
*/
int GetTotalPass(lua_State* L, Roll* roll)
{
Eluna::Push(L, roll->totalPass);
return 1;
}
/**
* Returns the rolled [Item]'s slot in the loot window.
*
* @return uint8 slot
*/
int GetItemSlot(lua_State* L, Roll* roll)
{
Eluna::Push(L, roll->itemSlot);
return 1;
}
/**
* Returns the mask applied to this [Roll].
*
* <pre>
* enum RollMask
* {
* ROLL_FLAG_TYPE_PASS = 0x01,
* ROLL_FLAG_TYPE_NEED = 0x02,
* ROLL_FLAG_TYPE_GREED = 0x04,
* ROLL_FLAG_TYPE_DISENCHANT = 0x08,
*
* ROLL_ALL_TYPE_NO_DISENCHANT = 0x07,
* ROLL_ALL_TYPE_MASK = 0x0F
* };
* </pre>
*
* @return [RollMask] rollMask
*/
int GetRollVoteMask(lua_State* L, Roll* roll)
{
Eluna::Push(L, roll->rollVoteMask);
return 1;
}
}
#endif

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef SPELLMETHODS_H
#define SPELLMETHODS_H
/***
* An instance of a spell, created when the spell is cast by a [Unit].
*
* Inherits all methods from: none
*/
namespace LuaSpell
{
/**
* Returns `true` if the [Spell] is automatically repeating, `false` otherwise.
*
* @return bool isAutoRepeating
*/
int IsAutoRepeat(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->IsAutoRepeat());
return 1;
}
/**
* Returns the [Unit] that casted the [Spell].
*
* @return [Unit] caster
*/
int GetCaster(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetCaster());
return 1;
}
/**
* Returns the cast time of the [Spell].
*
* @return int32 castTime
*/
int GetCastTime(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetCastTime());
return 1;
}
/**
* Returns the entry ID of the [Spell].
*
* @return uint32 entryId
*/
int GetEntry(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->m_spellInfo->Id);
return 1;
}
/**
* Returns the power cost of the [Spell].
*
* @return uint32 powerCost
*/
int GetPowerCost(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetPowerCost());
return 1;
}
/**
* Returns the reagents needed for the [Spell].
*
* @return table reagents : a table containing the [ItemTemplate]s and amount of reagents needed for the [Spell]
*/
int GetReagentCost(lua_State* L, Spell* spell)
{
auto spellInfo = spell->GetSpellInfo();
auto reagents = spellInfo->Reagent;
auto reagentCounts = spellInfo->ReagentCount;
lua_newtable(L);
for (auto i = 0; i < MAX_SPELL_REAGENTS; ++i)
{
if (reagents[i] <= 0)
continue;
auto reagent = eObjectMgr->GetItemTemplate(reagents[i]);
auto count = reagentCounts[i];
Eluna::Push(L, reagent);
Eluna::Push(L, count);
lua_settable(L, -3);
}
return 1;
}
/**
* Returns the spell duration of the [Spell].
*
* @return int32 duration
*/
int GetDuration(lua_State* L, Spell* spell)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, spell->GetSpellInfo()->GetDuration());
#else
Eluna::Push(L, GetSpellDuration(spell->m_spellInfo));
#endif
return 1;
}
/**
* Returns the target destination coordinates of the [Spell].
*
* @return float x : x coordinate of the [Spell]
* @return float y : y coordinate of the [Spell]
* @return float z : z coordinate of the [Spell]
*/
int GetTargetDest(lua_State* L, Spell* spell)
{
#if defined TRINITY || AZEROTHCORE
if (!spell->m_targets.HasDst())
return 3;
float x, y, z;
spell->m_targets.GetDstPos()->GetPosition(x, y, z);
#else
if (!(spell->m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION))
return 3;
float x, y, z;
spell->m_targets.getDestination(x, y, z);
#endif
Eluna::Push(L, x);
Eluna::Push(L, y);
Eluna::Push(L, z);
return 3;
}
/**
* Returns the target [Object] of the [Spell].
*
* The target can be any of the following [Object] types:
* - [Player]
* - [Creature]
* - [GameObject]
* - [Item]
* - [Corpse]
*
* @return [Object] target
*/
int GetTarget(lua_State* L, Spell* spell)
{
#if defined TRINITY || AZEROTHCORE
if (GameObject* target = spell->m_targets.GetGOTarget())
Eluna::Push(L, target);
else if (Item* target = spell->m_targets.GetItemTarget())
Eluna::Push(L, target);
else if (Corpse* target = spell->m_targets.GetCorpseTarget())
Eluna::Push(L, target);
else if (Unit* target = spell->m_targets.GetUnitTarget())
Eluna::Push(L, target);
else if (WorldObject* target = spell->m_targets.GetObjectTarget())
Eluna::Push(L, target);
#else
if (GameObject* target = spell->m_targets.getGOTarget())
Eluna::Push(L, target);
else if (Item* target = spell->m_targets.getItemTarget())
Eluna::Push(L, target);
else if (Corpse* target = spell->GetCaster()->GetMap()->GetCorpse(spell->m_targets.getCorpseTargetGuid()))
Eluna::Push(L, target);
else if (Unit* target = spell->m_targets.getUnitTarget())
Eluna::Push(L, target);
#endif
return 1;
}
/**
* Sets the [Spell] to automatically repeat.
*
* @param bool repeat : set variable to 'true' for spell to automatically repeat
*/
int SetAutoRepeat(lua_State* L, Spell* spell)
{
bool repeat = Eluna::CHECKVAL<bool>(L, 2);
spell->SetAutoRepeat(repeat);
return 0;
}
/**
* Casts the [Spell].
*
* @param bool skipCheck = false : skips initial checks to see if the [Spell] can be casted or not, this is optional
*/
int Cast(lua_State* L, Spell* spell)
{
bool skipCheck = Eluna::CHECKVAL<bool>(L, 2, false);
spell->cast(skipCheck);
return 0;
}
/**
* Cancels the [Spell].
*/
int Cancel(lua_State* /*L*/, Spell* spell)
{
spell->cancel();
return 0;
}
/**
* Finishes the [Spell].
*/
int Finish(lua_State* /*L*/, Spell* spell)
{
spell->finish();
return 0;
}
};
#endif

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef VEHICLEMETHODS_H
#define VEHICLEMETHODS_H
#ifndef CLASSIC
#ifndef TBC
/***
* Inherits all methods from: none
*/
namespace LuaVehicle
{
/**
* Returns true if the [Unit] passenger is on board
*
* @param [Unit] passenger
* @return bool isOnBoard
*/
int IsOnBoard(lua_State* L, Vehicle* vehicle)
{
Unit* passenger = Eluna::CHECKOBJ<Unit>(L, 2);
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, passenger->IsOnVehicle(vehicle->GetBase()));
#else
Eluna::Push(L, vehicle->HasOnBoard(passenger));
#endif
return 1;
}
/**
* Returns the [Vehicle]'s owner
*
* @return [Unit] owner
*/
int GetOwner(lua_State* L, Vehicle* vehicle)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, vehicle->GetBase());
#else
Eluna::Push(L, vehicle->GetOwner());
#endif
return 1;
}
/**
* Returns the [Vehicle]'s entry
*
* @return uint32 entry
*/
int GetEntry(lua_State* L, Vehicle* vehicle)
{
#ifdef TRINITY
Eluna::Push(L, vehicle->GetVehicleInfo()->ID);
#elif AZEROTHCORE
Eluna::Push(L, vehicle->GetVehicleInfo()->m_ID);
#else
Eluna::Push(L, vehicle->GetVehicleEntry()->m_ID);
#endif
return 1;
}
/**
* Returns the [Vehicle]'s passenger in the specified seat
*
* @param int8 seat
* @return [Unit] passenger
*/
int GetPassenger(lua_State* L, Vehicle* vehicle)
{
int8 seatId = Eluna::CHECKVAL<int8>(L, 2);
Eluna::Push(L, vehicle->GetPassenger(seatId));
return 1;
}
/**
* Adds [Unit] passenger to a specified seat in the [Vehicle]
*
* @param [Unit] passenger
* @param int8 seat
*/
int AddPassenger(lua_State* L, Vehicle* vehicle)
{
Unit* passenger = Eluna::CHECKOBJ<Unit>(L, 2);
int8 seatId = Eluna::CHECKVAL<int8>(L, 3);
#if defined TRINITY || AZEROTHCORE
vehicle->AddPassenger(passenger, seatId);
#else
if (vehicle->CanBoard(passenger))
vehicle->Board(passenger, seatId);
#endif
return 0;
}
/**
* Removes [Unit] passenger from the [Vehicle]
*
* @param [Unit] passenger
*/
int RemovePassenger(lua_State* L, Vehicle* vehicle)
{
Unit* passenger = Eluna::CHECKOBJ<Unit>(L, 2);
#if defined TRINITY || AZEROTHCORE
vehicle->RemovePassenger(passenger);
#else
vehicle->UnBoard(passenger, false);
#endif
return 0;
}
}
#endif // CLASSIC
#endif // TBC
#endif // VEHICLEMETHODS_H

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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef WORLDPACKETMETHODS_H
#define WORLDPACKETMETHODS_H
/***
* A packet used to pass messages between the server and a client.
*
* Each packet has an opcode that determines the type of message being sent,
* e.g. if a CMSG_LOGOUT_REQUEST packet is sent to the server,
* the client has sent a message that its [Player] wants to logout.
*
* The packet can contain further data, the format of which depends on the opcode.
*
* Inherits all methods from: none
*/
namespace LuaPacket
{
/**
* Returns the opcode of the [WorldPacket].
*
* @return uint16 opcode
*/
int GetOpcode(lua_State* L, WorldPacket* packet)
{
Eluna::Push(L, packet->GetOpcode());
return 1;
}
/**
* Returns the size of the [WorldPacket].
*
* @return uint32 size
*/
int GetSize(lua_State* L, WorldPacket* packet)
{
Eluna::Push(L, packet->size());
return 1;
}
/**
* Sets the opcode of the [WorldPacket] to the specified opcode.
*
* @param [Opcodes] opcode : see Opcodes.h for all known opcodes
*/
int SetOpcode(lua_State* L, WorldPacket* packet)
{
uint32 opcode = Eluna::CHECKVAL<uint32>(L, 2);
if (opcode >= NUM_MSG_TYPES)
return luaL_argerror(L, 2, "valid opcode expected");
packet->SetOpcode((OpcodesList)opcode);
return 0;
}
/**
* Reads and returns a signed 8-bit integer value from the [WorldPacket].
*
* @return int8 value
*/
int ReadByte(lua_State* L, WorldPacket* packet)
{
int8 _byte;
(*packet) >> _byte;
Eluna::Push(L, _byte);
return 1;
}
/**
* Reads and returns an unsigned 8-bit integer value from the [WorldPacket].
*
* @return uint8 value
*/
int ReadUByte(lua_State* L, WorldPacket* packet)
{
uint8 _ubyte;
(*packet) >> _ubyte;
Eluna::Push(L, _ubyte);
return 1;
}
/**
* Reads and returns a signed 16-bit integer value from the [WorldPacket].
*
* @return int16 value
*/
int ReadShort(lua_State* L, WorldPacket* packet)
{
int16 _short;
(*packet) >> _short;
Eluna::Push(L, _short);
return 1;
}
/**
* Reads and returns an unsigned 16-bit integer value from the [WorldPacket].
*
* @return uint16 value
*/
int ReadUShort(lua_State* L, WorldPacket* packet)
{
uint16 _ushort;
(*packet) >> _ushort;
Eluna::Push(L, _ushort);
return 1;
}
/**
* Reads and returns a signed 32-bit integer value from the [WorldPacket].
*
* @return int32 value
*/
int ReadLong(lua_State* L, WorldPacket* packet)
{
int32 _long;
(*packet) >> _long;
Eluna::Push(L, _long);
return 1;
}
/**
* Reads and returns an unsigned 32-bit integer value from the [WorldPacket].
*
* @return uint32 value
*/
int ReadULong(lua_State* L, WorldPacket* packet)
{
uint32 _ulong;
(*packet) >> _ulong;
Eluna::Push(L, _ulong);
return 1;
}
/**
* Reads and returns a single-precision floating-point value from the [WorldPacket].
*
* @return float value
*/
int ReadFloat(lua_State* L, WorldPacket* packet)
{
float _val;
(*packet) >> _val;
Eluna::Push(L, _val);
return 1;
}
/**
* Reads and returns a double-precision floating-point value from the [WorldPacket].
*
* @return double value
*/
int ReadDouble(lua_State* L, WorldPacket* packet)
{
double _val;
(*packet) >> _val;
Eluna::Push(L, _val);
return 1;
}
/**
* Reads and returns an unsigned 64-bit integer value from the [WorldPacket].
*
* @return ObjectGuid value : value returned as string
*/
int ReadGUID(lua_State* L, WorldPacket* packet)
{
ObjectGuid guid;
(*packet) >> guid;
Eluna::Push(L, guid);
return 1;
}
/**
* Reads and returns a string value from the [WorldPacket].
*
* @return string value
*/
int ReadString(lua_State* L, WorldPacket* packet)
{
std::string _val;
(*packet) >> _val;
Eluna::Push(L, _val);
return 1;
}
/**
* Writes an unsigned 64-bit integer value to the [WorldPacket].
*
* @param ObjectGuid value : the value to be written to the [WorldPacket]
*/
int WriteGUID(lua_State* L, WorldPacket* packet)
{
ObjectGuid guid = Eluna::CHECKVAL<ObjectGuid>(L, 2);
(*packet) << guid;
return 0;
}
/**
* Writes a string to the [WorldPacket].
*
* @param string value : the string to be written to the [WorldPacket]
*/
int WriteString(lua_State* L, WorldPacket* packet)
{
std::string _val = Eluna::CHECKVAL<std::string>(L, 2);
(*packet) << _val;
return 0;
}
/**
* Writes a signed 8-bit integer value to the [WorldPacket].
*
* @param int8 value : the int8 value to be written to the [WorldPacket]
*/
int WriteByte(lua_State* L, WorldPacket* packet)
{
int8 byte = Eluna::CHECKVAL<int8>(L, 2);
(*packet) << byte;
return 0;
}
/**
* Writes an unsigned 8-bit integer value to the [WorldPacket].
*
* @param uint8 value : the uint8 value to be written to the [WorldPacket]
*/
int WriteUByte(lua_State* L, WorldPacket* packet)
{
uint8 byte = Eluna::CHECKVAL<uint8>(L, 2);
(*packet) << byte;
return 0;
}
/**
* Writes a signed 16-bit integer value to the [WorldPacket].
*
* @param int16 value : the int16 value to be written to the [WorldPacket]
*/
int WriteShort(lua_State* L, WorldPacket* packet)
{
int16 _short = Eluna::CHECKVAL<int16>(L, 2);
(*packet) << _short;
return 0;
}
/**
* Writes an unsigned 16-bit integer value to the [WorldPacket].
*
* @param uint16 value : the uint16 value to be written to the [WorldPacket]
*/
int WriteUShort(lua_State* L, WorldPacket* packet)
{
uint16 _ushort = Eluna::CHECKVAL<uint16>(L, 2);
(*packet) << _ushort;
return 0;
}
/**
* Writes a signed 32-bit integer value to the [WorldPacket].
*
* @param int32 value : the int32 value to be written to the [WorldPacket]
*/
int WriteLong(lua_State* L, WorldPacket* packet)
{
int32 _long = Eluna::CHECKVAL<int32>(L, 2);
(*packet) << _long;
return 0;
}
/**
* Writes an unsigned 32-bit integer value to the [WorldPacket].
*
* @param uint32 value : the uint32 value to be written to the [WorldPacket]
*/
int WriteULong(lua_State* L, WorldPacket* packet)
{
uint32 _ulong = Eluna::CHECKVAL<uint32>(L, 2);
(*packet) << _ulong;
return 0;
}
/**
* Writes a 32-bit floating-point value to the [WorldPacket].
*
* @param float value : the float value to be written to the [WorldPacket]
*/
int WriteFloat(lua_State* L, WorldPacket* packet)
{
float _val = Eluna::CHECKVAL<float>(L, 2);
(*packet) << _val;
return 0;
}
/**
* Writes a 64-bit floating-point value to the [WorldPacket].
*
* @param double value : the double value to be written to the [WorldPacket]
*/
int WriteDouble(lua_State* L, WorldPacket* packet)
{
double _val = Eluna::CHECKVAL<double>(L, 2);
(*packet) << _val;
return 0;
}
};
#endif