chore: move files

This commit is contained in:
55Honey
2022-03-26 21:29:04 +01:00
parent adc106219c
commit 30797110ee
99 changed files with 0 additions and 0 deletions

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[*]
charset = utf-8
indent_style = space
indent_size = 4
tab_width = 4
insert_final_newline = true
trim_trailing_whitespace = true

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name: build
on:
push:
pull_request:
jobs:
AC-Eluna:
strategy:
fail-fast: false
runs-on: ubuntu-20.04
steps:
- uses: actions/checkout@v2
with:
submodules: recursive
repository: azerothcore/azerothcore-wotlk
ref: 'master'
- uses: actions/checkout@v2
with:
submodules: false
repository: azerothcore/mod-eluna-lua-engine
path: modules/mod-eluna-lua-engine
- uses: actions/checkout@v2
with:
path: modules/mod-eluna-lua-engine/LuaEngine
- name: Configure OS
run: |
# Copy paste of https://github.com/azerothcore/azerothcore-wotlk/blob/master/apps/ci/ci-install.sh
cat >>conf/config.sh <<CONFIG_SH
MTHREADS=4
CWARNINGS=ON
CDEBUG=OFF
CTYPE=Release
CSCRIPTS=static
CUNIT_TESTS=ON
CSERVERS=ON
CTOOLS=ON
CSCRIPTPCH=ON
CCOREPCH=ON
CCUSTOMOPTIONS='-DCMAKE_C_FLAGS="-Werror" -DCMAKE_CXX_FLAGS="-Werror"'
DB_CHARACTERS_CONF="MYSQL_USER='root'; MYSQL_PASS='root'; MYSQL_HOST='localhost';"
DB_AUTH_CONF="MYSQL_USER='root'; MYSQL_PASS='root'; MYSQL_HOST='localhost';"
DB_WORLD_CONF="MYSQL_USER='root'; MYSQL_PASS='root'; MYSQL_HOST='localhost';"
CONFIG_SH
time sudo apt-get update -y
# time sudo apt-get upgrade -y
time sudo apt-get install -y git lsb-release sudo ccache
time ./acore.sh install-deps
time sudo apt-get install -y clang-11
echo "CCOMPILERC=\"clang-11\"" >> ./conf/config.sh
echo "CCOMPILERCXX=\"clang++-11\"" >> ./conf/config.sh
- name: Import db
run: source ./apps/ci/ci-import-db.sh
- name: Build
run: source ./apps/ci/ci-compile.sh
- name: Dry run
run: source ./apps/ci/ci-worldserver-dry-run.sh
- name: Check startup errors
run: source ./apps/ci/ci-error-check.sh

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# Adapted from https://github.com/paygoc6/action-pull-request-another-repo
CLONE_DIR=$(mktemp -d)
echo "Setting git variables"
export GITHUB_TOKEN=$API_TOKEN_GITHUB
git config --global user.email "$USER_EMAIL"
git config --global user.name "$USER_NAME"
echo "Cloning destination git repository"
git clone "https://$API_TOKEN_GITHUB@github.com/$DESTINATION_REPO.git" "$CLONE_DIR"
cd "$CLONE_DIR"
git checkout "$DESTINATION_BASE_BRANCH"
git pull origin "$DESTINATION_BASE_BRANCH"
git checkout -b "$DESTINATION_HEAD_BRANCH"
echo "Copying contents to git repo"
mkdir -p "$CLONE_DIR/$DESTINATION_FOLDER"
cp -r "$SOURCE_FOLDER/." "$CLONE_DIR/$DESTINATION_FOLDER/"
echo "Adding files"
git add .
if git status | grep -q "Changes to be committed"
then
echo "Adding git commit"
git commit -m "$COMMIT_MESSAGE"
echo "Pushing git commit"
git push -u origin "$DESTINATION_HEAD_BRANCH"
echo "Creating a pull request"
gh pr create -t "$PR_TITLE" \
-B "$DESTINATION_BASE_BRANCH" \
-b "" \
-H "$DESTINATION_HEAD_BRANCH"
else
echo "No changes detected"
fi

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name: Documentation
on:
push:
branches:
- 'main'
- 'master'
jobs:
Push-Docs-To-AzerothCore-Website:
runs-on: ubuntu-latest
steps:
- name: Check out repository code
uses: actions/checkout@v2
- name: Set up Python
uses: actions/setup-python@v2
with:
python-version: '3.x'
architecture: 'x64'
- name: Install Python dependencies
run: pip install jinja2 typedecorator markdown
- name: Compile documentation
run: |
cd ${{ github.workspace }}/docs/
python -m ElunaDoc
- name: Create pull request
run: |
chmod +x "${GITHUB_WORKSPACE}/.github/workflows/create-pr.sh"
"${GITHUB_WORKSPACE}/.github/workflows/create-pr.sh"
env:
API_TOKEN_GITHUB: ${{ secrets.API_TOKEN_GITHUB }}
SOURCE_FOLDER: '${{ github.workspace }}/docs/build'
DESTINATION_REPO: 'azerothcore/azerothcore.github.io'
DESTINATION_FOLDER: 'pages/eluna'
DESTINATION_BASE_BRANCH: 'master'
DESTINATION_HEAD_BRANCH: 'eluna-docs'
PR_TITLE: 'chore: update eluna documentation'
COMMIT_MESSAGE: 'chore: update eluna documentation'
USER_EMAIL: 'ax.cocat@gmail.com'
USER_NAME: 'r-o-b-o-t-o'

5
src/LuaEngine/.gitignore vendored Normal file
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*.orig
*.rej
*.bak
*.patch
*.diff

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src/LuaEngine/AuraMethods.h Normal file
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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)
{
#ifdef TRINITY
Eluna::Push(L, aura->GetCaster()->GetLevel());
#else
Eluna::Push(L, aura->GetCaster()->getLevel());
#endif
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
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ElunaTemplate.h"
using namespace Hooks;
#define START_HOOK(EVENT) \
if (!IsEnabled())\
return;\
auto key = EventKey<BGEvents>(EVENT);\
if (!BGEventBindings->HasBindingsFor(key))\
return;\
LOCK_ELUNA
void Eluna::OnBGStart(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId)
{
START_HOOK(BG_EVENT_ON_START);
Push(bg);
Push(bgId);
Push(instanceId);
CallAllFunctions(BGEventBindings, key);
}
#if AZEROTHCORE
void Eluna::OnBGEnd(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId, TeamId winner)
#else
void Eluna::OnBGEnd(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId, Team winner)
#endif
{
START_HOOK(BG_EVENT_ON_END);
Push(bg);
Push(bgId);
Push(instanceId);
Push(winner);
CallAllFunctions(BGEventBindings, key);
}
void Eluna::OnBGCreate(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId)
{
START_HOOK(BG_EVENT_ON_CREATE);
Push(bg);
Push(bgId);
Push(instanceId);
CallAllFunctions(BGEventBindings, key);
}
void Eluna::OnBGDestroy(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId)
{
START_HOOK(BG_EVENT_ON_PRE_DESTROY);
Push(bg);
Push(bgId);
Push(instanceId);
CallAllFunctions(BGEventBindings, key);
}

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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 _BINDING_MAP_H
#define _BINDING_MAP_H
#include <memory>
#include "Common.h"
#include "ElunaUtility.h"
#include <type_traits>
extern "C"
{
#include "lua.h"
#include "lauxlib.h"
};
/*
* A set of bindings from keys of type `K` to Lua references.
*/
template<typename K>
class BindingMap : public ElunaUtil::Lockable
{
private:
lua_State* L;
uint64 maxBindingID;
struct Binding
{
uint64 id;
lua_State* L;
uint32 remainingShots;
int functionReference;
Binding(lua_State* L, uint64 id, int functionReference, uint32 remainingShots) :
id(id),
L(L),
remainingShots(remainingShots),
functionReference(functionReference)
{ }
~Binding()
{
luaL_unref(L, LUA_REGISTRYINDEX, functionReference);
}
};
typedef std::vector< std::unique_ptr<Binding> > BindingList;
std::unordered_map<K, BindingList> bindings;
/*
* This table is for fast removal of bindings by ID.
*
* Instead of having to look through (potentially) every BindingList to find
* the Binding with the right ID, this allows you to go directly to the
* BindingList that might have the Binding with that ID.
*
* However, you must be careful not to store pointers to BindingLists
* that no longer exist (see `void Clear(const K& key)` implementation).
*/
std::unordered_map<uint64, BindingList*> id_lookup_table;
public:
BindingMap(lua_State* L) :
L(L),
maxBindingID(0)
{ }
/*
* Insert a new binding from `key` to `ref`, which lasts for `shots`-many pushes.
*
* If `shots` is 0, it will never automatically expire, but can still be
* removed with `Clear` or `Remove`.
*/
uint64 Insert(const K& key, int ref, uint32 shots)
{
Guard guard(GetLock());
uint64 id = (++maxBindingID);
BindingList& list = bindings[key];
list.push_back(std::unique_ptr<Binding>(new Binding(L, id, ref, shots)));
id_lookup_table[id] = &list;
return id;
}
/*
* Clear all bindings for `key`.
*/
void Clear(const K& key)
{
Guard guard(GetLock());
if (bindings.empty())
return;
auto iter = bindings.find(key);
if (iter == bindings.end())
return;
BindingList& list = iter->second;
// Remove all pointers to `list` from `id_lookup_table`.
for (auto i = list.begin(); i != list.end(); ++i)
{
std::unique_ptr<Binding>& binding = *i;
id_lookup_table.erase(binding->id);
}
bindings.erase(key);
}
/*
* Clear all bindings for all keys.
*/
void Clear()
{
Guard guard(GetLock());
if (bindings.empty())
return;
id_lookup_table.clear();
bindings.clear();
}
/*
* Remove a specific binding identified by `id`.
*
* If `id` in invalid, nothing is removed.
*/
void Remove(uint64 id)
{
Guard guard(GetLock());
auto iter = id_lookup_table.find(id);
if (iter == id_lookup_table.end())
return;
BindingList* list = iter->second;
auto i = list->begin();
for (; i != list->end(); ++i)
{
std::unique_ptr<Binding>& binding = *i;
if (binding->id == id)
break;
}
if (i != list->end())
list->erase(i);
// Unconditionally erase the ID in the lookup table because
// it was either already invalid, or it's no longer valid.
id_lookup_table.erase(id);
}
/*
* Check whether `key` has any bindings.
*/
bool HasBindingsFor(const K& key)
{
Guard guard(GetLock());
if (bindings.empty())
return false;
auto result = bindings.find(key);
if (result == bindings.end())
return false;
BindingList& list = result->second;
return !list.empty();
}
/*
* Push all Lua references for `key` onto the stack.
*/
void PushRefsFor(const K& key)
{
Guard guard(GetLock());
if (bindings.empty())
return;
auto result = bindings.find(key);
if (result == bindings.end())
return;
BindingList& list = result->second;
for (auto i = list.begin(); i != list.end();)
{
std::unique_ptr<Binding>& binding = (*i);
auto i_prev = (i++);
lua_rawgeti(L, LUA_REGISTRYINDEX, binding->functionReference);
if (binding->remainingShots > 0)
{
binding->remainingShots -= 1;
if (binding->remainingShots == 0)
{
id_lookup_table.erase(binding->id);
list.erase(i_prev);
}
}
}
}
};
/*
* A `BindingMap` key type for simple event ID bindings
* (ServerEvents, GuildEvents, etc.).
*/
template <typename T>
struct EventKey
{
T event_id;
EventKey(T event_id) :
event_id(event_id)
{ }
};
/*
* A `BindingMap` key type for event ID/Object entry ID bindings
* (CreatureEvents, GameObjectEvents, etc.).
*/
template <typename T>
struct EntryKey
{
T event_id;
uint32 entry;
EntryKey(T event_id, uint32 entry) :
event_id(event_id),
entry(entry)
{ }
};
/*
* A `BindingMap` key type for event ID/unique Object bindings
* (currently just CreatureEvents).
*/
template <typename T>
struct UniqueObjectKey
{
T event_id;
ObjectGuid guid;
uint32 instance_id;
UniqueObjectKey(T event_id, ObjectGuid guid, uint32 instance_id) :
event_id(event_id),
guid(guid),
instance_id(instance_id)
{ }
};
class hash_helper
{
public:
typedef std::size_t result_type;
template <typename T1, typename T2, typename... T>
static inline result_type hash(T1 const & t1, T2 const & t2, T const &... t)
{
result_type seed = 0;
_hash_combine(seed, t1, t2, t...);
return seed;
}
template <typename T, typename std::enable_if<std::is_enum<T>::value>::type* = nullptr>
static inline result_type hash(T const & t)
{
return std::hash<typename std::underlying_type<T>::type>()(t);
}
template <typename T, typename std::enable_if<!std::is_enum<T>::value>::type* = nullptr>
static inline result_type hash(T const & t)
{
return std::hash<T>()(t);
}
private:
template <typename T>
static inline void _hash_combine(result_type& seed, T const & v)
{
// from http://www.boost.org/doc/libs/1_40_0/boost/functional/hash/hash.hpp
seed ^= hash(v) + 0x9e3779b9 + (seed << 6) + (seed >> 2);
}
template <typename H, typename T1, typename... T>
static inline void _hash_combine(result_type& seed, H const & h, T1 const & t1, T const &... t)
{
_hash_combine(seed, h);
_hash_combine(seed, t1, t...);
}
};
/*
* Implementations of various std functions on the above key types,
* so that they can be used within an unordered_map.
*/
namespace std
{
template<typename T>
struct equal_to < EventKey<T> >
{
bool operator()(EventKey<T> const& lhs, EventKey<T> const& rhs) const
{
return lhs.event_id == rhs.event_id;
}
};
template<typename T>
struct equal_to < EntryKey<T> >
{
bool operator()(EntryKey<T> const& lhs, EntryKey<T> const& rhs) const
{
return lhs.event_id == rhs.event_id
&& lhs.entry == rhs.entry;
}
};
template<typename T>
struct equal_to < UniqueObjectKey<T> >
{
bool operator()(UniqueObjectKey<T> const& lhs, UniqueObjectKey<T> const& rhs) const
{
return lhs.event_id == rhs.event_id
&& lhs.guid == rhs.guid
&& lhs.instance_id == rhs.instance_id;
}
};
template<typename T>
struct hash < EventKey<T> >
{
typedef EventKey<T> argument_type;
hash_helper::result_type operator()(argument_type const& k) const
{
return hash_helper::hash(k.event_id);
}
};
template<typename T>
struct hash < EntryKey<T> >
{
typedef EntryKey<T> argument_type;
hash_helper::result_type operator()(argument_type const& k) const
{
return hash_helper::hash(k.event_id, k.entry);
}
};
template<typename T>
struct hash < UniqueObjectKey<T> >
{
typedef UniqueObjectKey<T> argument_type;
hash_helper::result_type operator()(argument_type const& k) const
{
return hash_helper::hash(k.event_id, k.instance_id, k.guid.GetRawValue());
}
};
}
#endif // _BINDING_MAP_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
#
if( ${CMAKE_PROJECT_NAME} STREQUAL "MaNGOS" )
if ( USE_COREPCH )
include_directories(${CMAKE_CURRENT_BINARY_DIR})
include_directories(${CMAKE_SOURCE_DIR})
endif ()
# Iterates through all the source files and adds them to the solution
file(GLOB sources_localdir *.cpp *.h)
# Adds all the method headers to its own source group
file(GLOB method_headers *Methods.h)
source_group("Methods" FILES ${method_headers})
set(LuaEngine_STAT_SRCS
${LuaEngine_STAT_SRCS}
${sources_localdir}
)
include_directories(
${CMAKE_SOURCE_DIR}/dep/zlib
${CMAKE_SOURCE_DIR}/dep/lualib
${CMAKE_BINARY_DIR}
${ACE_INCLUDE_DIR}
${MYSQL_INCLUDE_DIR}
${OPENSSL_INCLUDE_DIR}
)
add_library(LuaEngine STATIC
${LuaEngine_STAT_SRCS}
${game_STAT_SRCS}
${game_STAT_PCH_SRC}
)
include_directories(
${CMAKE_SOURCE_DIR}/dep/g3dlite
${CMAKE_SOURCE_DIR}/src/shared
${CMAKE_SOURCE_DIR}/src/shared/Common
${CMAKE_SOURCE_DIR}/src/shared/Utilities
${CMAKE_SOURCE_DIR}/src/shared/Log
${CMAKE_SOURCE_DIR}/src/shared/DataStores
${CMAKE_SOURCE_DIR}/src/shared/Threading
${CMAKE_SOURCE_DIR}/src/framework
${CMAKE_SOURCE_DIR}/src/framework/Platform
${CMAKE_SOURCE_DIR}/src/game/BattleGround
${CMAKE_SOURCE_DIR}/src/game/Server
${CMAKE_SOURCE_DIR}/src/game/vmap
${CMAKE_SOURCE_DIR}/src/game/Maps
${CMAKE_SOURCE_DIR}/src/game/MotionGenerators
${CMAKE_SOURCE_DIR}/src/game/Tools
${CMAKE_SOURCE_DIR}/src/game/References
${CMAKE_SOURCE_DIR}/src/game/WorldHandlers
${CMAKE_SOURCE_DIR}/src/game/Object
)
if( WIN32 )
if ( MSVC )
add_custom_command(TARGET LuaEngine
POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_BINARY_DIR}/bin/$(ConfigurationName)/lua_scripts/extensions/"
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/extensions" "${CMAKE_BINARY_DIR}/bin/$(ConfigurationName)/lua_scripts/extensions/"
)
elseif ( MINGW )
add_custom_command(TARGET LuaEngine
POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_BINARY_DIR}/bin/lua_scripts/extensions/"
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/extensions" "${CMAKE_BINARY_DIR}/bin/ua_scripts/extensions/"
)
endif()
endif()
install(DIRECTORY extensions DESTINATION "${BIN_DIR}/lua_scripts/")
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
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ElunaIncludes.h"
#include "ElunaTemplate.h"
using namespace Hooks;
#define START_HOOK(EVENT, CREATURE) \
if (!IsEnabled())\
return;\
auto entry_key = EntryKey<CreatureEvents>(EVENT, CREATURE->GetEntry());\
auto unique_key = UniqueObjectKey<CreatureEvents>(EVENT, CREATURE->GET_GUID(), CREATURE->GetInstanceId());\
if (!CreatureEventBindings->HasBindingsFor(entry_key))\
if (!CreatureUniqueBindings->HasBindingsFor(unique_key))\
return;\
LOCK_ELUNA
#define START_HOOK_WITH_RETVAL(EVENT, CREATURE, RETVAL) \
if (!IsEnabled())\
return RETVAL;\
auto entry_key = EntryKey<CreatureEvents>(EVENT, CREATURE->GetEntry());\
auto unique_key = UniqueObjectKey<CreatureEvents>(EVENT, CREATURE->GET_GUID(), CREATURE->GetInstanceId());\
if (!CreatureEventBindings->HasBindingsFor(entry_key))\
if (!CreatureUniqueBindings->HasBindingsFor(unique_key))\
return RETVAL;\
LOCK_ELUNA
void Eluna::OnDummyEffect(WorldObject* pCaster, uint32 spellId, SpellEffIndex effIndex, Creature* pTarget)
{
START_HOOK(CREATURE_EVENT_ON_DUMMY_EFFECT, pTarget);
Push(pCaster);
Push(spellId);
Push(effIndex);
Push(pTarget);
CallAllFunctions(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
bool Eluna::OnQuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQuest)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_QUEST_ACCEPT, pCreature, false);
Push(pPlayer);
Push(pCreature);
Push(pQuest);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
bool Eluna::OnQuestReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest, uint32 opt)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_QUEST_REWARD, pCreature, false);
Push(pPlayer);
Push(pCreature);
Push(pQuest);
Push(opt);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
void Eluna::GetDialogStatus(const Player* pPlayer, const Creature* pCreature)
{
START_HOOK(CREATURE_EVENT_ON_DIALOG_STATUS, pCreature);
Push(pPlayer);
Push(pCreature);
CallAllFunctions(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
void Eluna::OnAddToWorld(Creature* pCreature)
{
START_HOOK(CREATURE_EVENT_ON_ADD, pCreature);
Push(pCreature);
CallAllFunctions(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
void Eluna::OnRemoveFromWorld(Creature* pCreature)
{
START_HOOK(CREATURE_EVENT_ON_REMOVE, pCreature);
Push(pCreature);
CallAllFunctions(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
bool Eluna::OnSummoned(Creature* pCreature, Unit* pSummoner)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_SUMMONED, pCreature, false);
Push(pCreature);
Push(pSummoner);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
bool Eluna::UpdateAI(Creature* me, const uint32 diff)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_AIUPDATE, me, false);
Push(me);
Push(diff);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
//Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
//Called at creature aggro either by MoveInLOS or Attack Start
bool Eluna::EnterCombat(Creature* me, Unit* target)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_ENTER_COMBAT, me, false);
Push(me);
Push(target);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called at any Damage from any attacker (before damage apply)
bool Eluna::DamageTaken(Creature* me, Unit* attacker, uint32& damage)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_DAMAGE_TAKEN, me, false);
bool result = false;
Push(me);
Push(attacker);
Push(damage);
int damageIndex = lua_gettop(L);
int n = SetupStack(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key, 3);
while (n > 0)
{
int r = CallOneFunction(n--, 3, 2);
if (lua_isboolean(L, r + 0) && lua_toboolean(L, r + 0))
result = true;
if (lua_isnumber(L, r + 1))
{
damage = Eluna::CHECKVAL<uint32>(L, r + 1);
// Update the stack for subsequent calls.
ReplaceArgument(damage, damageIndex);
}
lua_pop(L, 2);
}
CleanUpStack(3);
return result;
}
//Called at creature death
bool Eluna::JustDied(Creature* me, Unit* killer)
{
On_Reset(me);
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_DIED, me, false);
Push(me);
Push(killer);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
//Called at creature killing another unit
bool Eluna::KilledUnit(Creature* me, Unit* victim)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_TARGET_DIED, me, false);
Push(me);
Push(victim);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called when the creature summon successfully other creature
bool Eluna::JustSummoned(Creature* me, Creature* summon)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_JUST_SUMMONED_CREATURE, me, false);
Push(me);
Push(summon);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called when a summoned creature is despawned
bool Eluna::SummonedCreatureDespawn(Creature* me, Creature* summon)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_SUMMONED_CREATURE_DESPAWN, me, false);
Push(me);
Push(summon);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
//Called at waypoint reached or PointMovement end
bool Eluna::MovementInform(Creature* me, uint32 type, uint32 id)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_REACH_WP, me, false);
Push(me);
Push(type);
Push(id);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called before EnterCombat even before the creature is in combat.
bool Eluna::AttackStart(Creature* me, Unit* target)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_PRE_COMBAT, me, false);
Push(me);
Push(target);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called for reaction at stopping attack at no attackers or targets
bool Eluna::EnterEvadeMode(Creature* me)
{
On_Reset(me);
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_LEAVE_COMBAT, me, false);
Push(me);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called when creature is spawned or respawned (for reseting variables)
bool Eluna::JustRespawned(Creature* me)
{
On_Reset(me);
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_SPAWN, me, false);
Push(me);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called at reaching home after evade
bool Eluna::JustReachedHome(Creature* me)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_REACH_HOME, me, false);
Push(me);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called at text emote receive from player
bool Eluna::ReceiveEmote(Creature* me, Player* player, uint32 emoteId)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_RECEIVE_EMOTE, me, false);
Push(me);
Push(player);
Push(emoteId);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// called when the corpse of this creature gets removed
bool Eluna::CorpseRemoved(Creature* me, uint32& respawnDelay)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_CORPSE_REMOVED, me, false);
bool result = false;
Push(me);
Push(respawnDelay);
int respawnDelayIndex = lua_gettop(L);
int n = SetupStack(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key, 2);
while (n > 0)
{
int r = CallOneFunction(n--, 2, 2);
if (lua_isboolean(L, r + 0) && lua_toboolean(L, r + 0))
result = true;
if (lua_isnumber(L, r + 1))
{
respawnDelay = Eluna::CHECKVAL<uint32>(L, r + 1);
// Update the stack for subsequent calls.
ReplaceArgument(respawnDelay, respawnDelayIndex);
}
lua_pop(L, 2);
}
CleanUpStack(2);
return result;
}
bool Eluna::MoveInLineOfSight(Creature* me, Unit* who)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_MOVE_IN_LOS, me, false);
Push(me);
Push(who);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called on creature initial spawn, respawn, death, evade (leave combat)
void Eluna::On_Reset(Creature* me) // Not an override, custom
{
START_HOOK(CREATURE_EVENT_ON_RESET, me);
Push(me);
CallAllFunctions(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called when hit by a spell
bool Eluna::SpellHit(Creature* me, WorldObject* caster, SpellInfo const* spell)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_HIT_BY_SPELL, me, false);
Push(me);
Push(caster);
Push(spell->Id); // Pass spell object?
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called when spell hits a target
bool Eluna::SpellHitTarget(Creature* me, WorldObject* target, SpellInfo const* spell)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_SPELL_HIT_TARGET, me, false);
Push(me);
Push(target);
Push(spell->Id); // Pass spell object?
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
#if defined TRINITY || AZEROTHCORE
bool Eluna::SummonedCreatureDies(Creature* me, Creature* summon, Unit* killer)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_SUMMONED_CREATURE_DIED, me, false);
Push(me);
Push(summon);
Push(killer);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called when owner takes damage
bool Eluna::OwnerAttackedBy(Creature* me, Unit* attacker)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_OWNER_ATTACKED_AT, me, false);
Push(me);
Push(attacker);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called when owner attacks something
bool Eluna::OwnerAttacked(Creature* me, Unit* target)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_OWNER_ATTACKED, me, false);
Push(me);
Push(target);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
#endif // TRINITY

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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 _ELUNA_CREATURE_AI_H
#define _ELUNA_CREATURE_AI_H
#include "LuaEngine.h"
#if defined TRINITY || AZEROTHCORE
struct ScriptedAI;
#else
class AggressorAI;
typedef AggressorAI ScriptedAI;
#endif
struct ElunaCreatureAI : ScriptedAI
{
// used to delay the spawn hook triggering on AI creation
bool justSpawned;
// used to delay movementinform hook (WP hook)
std::vector< std::pair<uint32, uint32> > movepoints;
#if defined MANGOS || defined CMANGOS
#define me m_creature
#endif
ElunaCreatureAI(Creature* creature) : ScriptedAI(creature), justSpawned(true)
{
}
~ElunaCreatureAI() { }
//Called at World update tick
#ifndef TRINITY
void UpdateAI(const uint32 diff) override
#else
void UpdateAI(uint32 diff) override
#endif
{
#ifdef TRINITY
//Spawns are handled by Creature.cpp - in function Creature::Update()
#else
if (justSpawned)
{
justSpawned = false;
JustRespawned();
}
#endif
if (!movepoints.empty())
{
for (auto& point : movepoints)
{
if (!sEluna->MovementInform(me, point.first, point.second))
ScriptedAI::MovementInform(point.first, point.second);
}
movepoints.clear();
}
if (!sEluna->UpdateAI(me, diff))
{
#if defined TRINITY || AZEROTHCORE
if (!me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC))
ScriptedAI::UpdateAI(diff);
#else
if (!me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE))
ScriptedAI::UpdateAI(diff);
#endif
}
}
#ifdef TRINITY
// Called for reaction when initially engaged - this will always happen _after_ JustEnteredCombat
// Called at creature aggro either by MoveInLOS or Attack Start
void JustEngagedWith(Unit* target) override
{
if (!sEluna->EnterCombat(me, target))
ScriptedAI::JustEngagedWith(target);
}
#else
//Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
//Called at creature aggro either by MoveInLOS or Attack Start
void EnterCombat(Unit* target) override
{
if (!sEluna->EnterCombat(me, target))
ScriptedAI::EnterCombat(target);
}
#endif
// Called at any Damage from any attacker (before damage apply)
#if defined AZEROTHCORE
void DamageTaken(Unit* attacker, uint32& damage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask) override
#elif defined TRINITY
void DamageTaken(Unit* attacker, uint32& damage, DamageEffectType damageType, SpellInfo const* spellInfo) override
#else
void DamageTaken(Unit* attacker, uint32& damage) override
#endif
{
if (!sEluna->DamageTaken(me, attacker, damage))
{
#if defined AZEROTHCORE
ScriptedAI::DamageTaken(attacker, damage, damagetype, damageSchoolMask);
#elif defined TRINITY
ScriptedAI::DamageTaken(attacker, damage, damageType, spellInfo);
#else
ScriptedAI::DamageTaken(attacker, damage);
#endif
}
}
//Called at creature death
void JustDied(Unit* killer) override
{
if (!sEluna->JustDied(me, killer))
ScriptedAI::JustDied(killer);
}
//Called at creature killing another unit
void KilledUnit(Unit* victim) override
{
if (!sEluna->KilledUnit(me, victim))
ScriptedAI::KilledUnit(victim);
}
// Called when the creature summon successfully other creature
void JustSummoned(Creature* summon) override
{
if (!sEluna->JustSummoned(me, summon))
ScriptedAI::JustSummoned(summon);
}
// Called when a summoned creature is despawned
void SummonedCreatureDespawn(Creature* summon) override
{
if (!sEluna->SummonedCreatureDespawn(me, summon))
ScriptedAI::SummonedCreatureDespawn(summon);
}
//Called at waypoint reached or PointMovement end
void MovementInform(uint32 type, uint32 id) override
{
// delayed since hook triggers before actually reaching the point
// and starting new movement would bug
movepoints.push_back(std::make_pair(type, id));
}
// Called before EnterCombat even before the creature is in combat.
void AttackStart(Unit* target) override
{
if (!sEluna->AttackStart(me, target))
ScriptedAI::AttackStart(target);
}
#ifdef TRINITY
// Called for reaction at stopping attack at no attackers or targets
void EnterEvadeMode(EvadeReason /*why*/) override
{
if (!sEluna->EnterEvadeMode(me))
ScriptedAI::EnterEvadeMode();
}
#else
// Called for reaction at stopping attack at no attackers or targets
void EnterEvadeMode() override
{
if (!sEluna->EnterEvadeMode(me))
ScriptedAI::EnterEvadeMode();
}
#endif
#ifdef TRINITY
// Called when creature appears in the world (spawn, respawn, grid load etc...)
void JustAppeared() override
{
if (!sEluna->JustRespawned(me))
ScriptedAI::JustAppeared();
}
#else
// Called when creature is spawned or respawned (for reseting variables)
void JustRespawned() override
{
if (!sEluna->JustRespawned(me))
ScriptedAI::JustRespawned();
}
#endif
// Called at reaching home after evade
void JustReachedHome() override
{
if (!sEluna->JustReachedHome(me))
ScriptedAI::JustReachedHome();
}
// Called at text emote receive from player
void ReceiveEmote(Player* player, uint32 emoteId) override
{
if (!sEluna->ReceiveEmote(me, player, emoteId))
ScriptedAI::ReceiveEmote(player, emoteId);
}
// called when the corpse of this creature gets removed
void CorpseRemoved(uint32& respawnDelay) override
{
if (!sEluna->CorpseRemoved(me, respawnDelay))
ScriptedAI::CorpseRemoved(respawnDelay);
}
#if !defined TRINITY && !AZEROTHCORE
// Enables use of MoveInLineOfSight
bool IsVisible(Unit* who) const override
{
return true;
}
#endif
void MoveInLineOfSight(Unit* who) override
{
if (!sEluna->MoveInLineOfSight(me, who))
ScriptedAI::MoveInLineOfSight(who);
}
// Called when hit by a spell
#if defined TRINITY
void SpellHit(WorldObject* caster, SpellInfo const* spell) override
#else
void SpellHit(Unit* caster, SpellInfo const* spell) override
#endif
{
if (!sEluna->SpellHit(me, caster, spell))
ScriptedAI::SpellHit(caster, spell);
}
// Called when spell hits a target
#if defined TRINITY
void SpellHitTarget(WorldObject* target, SpellInfo const* spell) override
#else
void SpellHitTarget(Unit* target, SpellInfo const* spell) override
#endif
{
if (!sEluna->SpellHitTarget(me, target, spell))
ScriptedAI::SpellHitTarget(target, spell);
}
#if defined TRINITY || AZEROTHCORE
#if defined TRINITY
// Called when the creature is summoned successfully by other creature
void IsSummonedBy(WorldObject* summoner) override
{
if (!summoner->ToUnit() || !sEluna->OnSummoned(me, summoner->ToUnit()))
ScriptedAI::IsSummonedBy(summoner);
}
#else
// Called when the creature is summoned successfully by other creature
void IsSummonedBy(Unit* summoner) override
{
if (!sEluna->OnSummoned(me, summoner))
ScriptedAI::IsSummonedBy(summoner);
}
#endif
void SummonedCreatureDies(Creature* summon, Unit* killer) override
{
if (!sEluna->SummonedCreatureDies(me, summon, killer))
ScriptedAI::SummonedCreatureDies(summon, killer);
}
// Called when owner takes damage
void OwnerAttackedBy(Unit* attacker) override
{
if (!sEluna->OwnerAttackedBy(me, attacker))
ScriptedAI::OwnerAttackedBy(attacker);
}
// Called when owner attacks something
void OwnerAttacked(Unit* target) override
{
if (!sEluna->OwnerAttacked(me, target))
ScriptedAI::OwnerAttacked(target);
}
#endif
#if defined MANGOS || defined CMANGOS
#undef me
#endif
};
#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
*/
#include "ElunaEventMgr.h"
#include "LuaEngine.h"
#include "Object.h"
extern "C"
{
#include "lua.h"
#include "lauxlib.h"
};
ElunaEventProcessor::ElunaEventProcessor(Eluna** _E, WorldObject* _obj) : m_time(0), obj(_obj), E(_E)
{
// can be called from multiple threads
if (obj)
{
EventMgr::Guard guard((*E)->eventMgr->GetLock());
(*E)->eventMgr->processors.insert(this);
}
}
ElunaEventProcessor::~ElunaEventProcessor()
{
// can be called from multiple threads
{
LOCK_ELUNA;
RemoveEvents_internal();
}
if (obj && Eluna::IsInitialized())
{
EventMgr::Guard guard((*E)->eventMgr->GetLock());
(*E)->eventMgr->processors.erase(this);
}
}
void ElunaEventProcessor::Update(uint32 diff)
{
m_time += diff;
for (EventList::iterator it = eventList.begin(); it != eventList.end() && it->first <= m_time; it = eventList.begin())
{
LuaEvent* luaEvent = it->second;
eventList.erase(it);
if (luaEvent->state != LUAEVENT_STATE_ERASE)
eventMap.erase(luaEvent->funcRef);
if (luaEvent->state == LUAEVENT_STATE_RUN)
{
uint32 delay = luaEvent->delay;
bool remove = luaEvent->repeats == 1;
if (!remove)
AddEvent(luaEvent); // Reschedule before calling incase RemoveEvents used
// Call the timed event
(*E)->OnTimedEvent(luaEvent->funcRef, delay, luaEvent->repeats ? luaEvent->repeats-- : luaEvent->repeats, obj);
if (!remove)
continue;
}
// Event should be deleted (executed last time or set to be aborted)
RemoveEvent(luaEvent);
}
}
void ElunaEventProcessor::SetStates(LuaEventState state)
{
for (EventList::iterator it = eventList.begin(); it != eventList.end(); ++it)
it->second->SetState(state);
if (state == LUAEVENT_STATE_ERASE)
eventMap.clear();
}
void ElunaEventProcessor::RemoveEvents_internal()
{
//if (!final)
//{
// for (EventList::iterator it = eventList.begin(); it != eventList.end(); ++it)
// it->second->to_Abort = true;
// return;
//}
for (EventList::iterator it = eventList.begin(); it != eventList.end(); ++it)
RemoveEvent(it->second);
eventList.clear();
eventMap.clear();
}
void ElunaEventProcessor::SetState(int eventId, LuaEventState state)
{
if (eventMap.find(eventId) != eventMap.end())
eventMap[eventId]->SetState(state);
if (state == LUAEVENT_STATE_ERASE)
eventMap.erase(eventId);
}
void ElunaEventProcessor::AddEvent(LuaEvent* luaEvent)
{
luaEvent->GenerateDelay();
eventList.insert(std::pair<uint64, LuaEvent*>(m_time + luaEvent->delay, luaEvent));
eventMap[luaEvent->funcRef] = luaEvent;
}
void ElunaEventProcessor::AddEvent(int funcRef, uint32 min, uint32 max, uint32 repeats)
{
AddEvent(new LuaEvent(funcRef, min, max, repeats));
}
void ElunaEventProcessor::RemoveEvent(LuaEvent* luaEvent)
{
// Unreference if should and if Eluna was not yet uninitialized and if the lua state still exists
if (luaEvent->state != LUAEVENT_STATE_ERASE && Eluna::IsInitialized() && (*E)->HasLuaState())
{
// Free lua function ref
luaL_unref((*E)->L, LUA_REGISTRYINDEX, luaEvent->funcRef);
}
delete luaEvent;
}
EventMgr::EventMgr(Eluna** _E) : globalProcessor(new ElunaEventProcessor(_E, NULL)), E(_E)
{
}
EventMgr::~EventMgr()
{
{
Guard guard(GetLock());
if (!processors.empty())
for (ProcessorSet::const_iterator it = processors.begin(); it != processors.end(); ++it) // loop processors
(*it)->RemoveEvents_internal();
globalProcessor->RemoveEvents_internal();
}
delete globalProcessor;
globalProcessor = NULL;
}
void EventMgr::SetStates(LuaEventState state)
{
Guard guard(GetLock());
if (!processors.empty())
for (ProcessorSet::const_iterator it = processors.begin(); it != processors.end(); ++it) // loop processors
(*it)->SetStates(state);
globalProcessor->SetStates(state);
}
void EventMgr::SetState(int eventId, LuaEventState state)
{
Guard guard(GetLock());
if (!processors.empty())
for (ProcessorSet::const_iterator it = processors.begin(); it != processors.end(); ++it) // loop processors
(*it)->SetState(eventId, state);
globalProcessor->SetState(eventId, state);
}

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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 _ELUNA_EVENT_MGR_H
#define _ELUNA_EVENT_MGR_H
#include "ElunaUtility.h"
#include "Common.h"
#ifdef TRINITY
#include "Random.h"
#else
#include "Util.h"
#endif
#include <map>
#if defined(TRINITY) || AZEROTHCORE
#include "Define.h"
#else
#include "Platform/Define.h"
#endif
class Eluna;
class EventMgr;
class ElunaEventProcessor;
class WorldObject;
enum LuaEventState
{
LUAEVENT_STATE_RUN, // On next call run the function normally
LUAEVENT_STATE_ABORT, // On next call unregisters reffed function and erases the data
LUAEVENT_STATE_ERASE, // On next call just erases the data
};
struct LuaEvent
{
LuaEvent(int _funcRef, uint32 _min, uint32 _max, uint32 _repeats) :
min(_min), max(_max), delay(0), repeats(_repeats), funcRef(_funcRef), state(LUAEVENT_STATE_RUN)
{
}
void SetState(LuaEventState _state)
{
if (state != LUAEVENT_STATE_ERASE)
state = _state;
}
void GenerateDelay()
{
delay = urand(min, max);
}
uint32 min; // Minimum delay between event calls
uint32 max; // Maximum delay between event calls
uint32 delay; // The currently used waiting time
uint32 repeats; // Amount of repeats to make, 0 for infinite
int funcRef; // Lua function reference ID, also used as event ID
LuaEventState state; // State for next call
};
class ElunaEventProcessor
{
friend class EventMgr;
public:
typedef std::multimap<uint64, LuaEvent*> EventList;
typedef std::unordered_map<int, LuaEvent*> EventMap;
ElunaEventProcessor(Eluna** _E, WorldObject* _obj);
~ElunaEventProcessor();
void Update(uint32 diff);
// removes all timed events on next tick or at tick end
void SetStates(LuaEventState state);
// set the event to be removed when executing
void SetState(int eventId, LuaEventState state);
void AddEvent(int funcRef, uint32 min, uint32 max, uint32 repeats);
EventMap eventMap;
private:
void RemoveEvents_internal();
void AddEvent(LuaEvent* luaEvent);
void RemoveEvent(LuaEvent* luaEvent);
EventList eventList;
uint64 m_time;
WorldObject* obj;
Eluna** E;
};
class EventMgr : public ElunaUtil::Lockable
{
public:
typedef std::unordered_set<ElunaEventProcessor*> ProcessorSet;
ProcessorSet processors;
ElunaEventProcessor* globalProcessor;
Eluna** E;
EventMgr(Eluna** _E);
~EventMgr();
// Set the state of all timed events
// Execute only in safe env
void SetStates(LuaEventState state);
// Sets the eventId's state in all processors
// Execute only in safe env
void SetState(int eventId, LuaEventState state);
};
#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 _ELUNA_INCLUDES_H
#define _ELUNA_INCLUDES_H
// Required
#include "AccountMgr.h"
#include "AuctionHouseMgr.h"
#include "Cell.h"
#include "CellImpl.h"
#include "Chat.h"
#include "Channel.h"
#include "DBCStores.h"
#include "GameEventMgr.h"
#include "GossipDef.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Group.h"
#include "Guild.h"
#include "GuildMgr.h"
#include "Language.h"
#include "Mail.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Player.h"
#include "Pet.h"
#include "ReputationMgr.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "SpellAuras.h"
#include "SpellMgr.h"
#include "TemporarySummon.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#if defined TRINITY
#include "SpellHistory.h"
#endif
#if defined AZEROTHCORE
#include "MapMgr.h"
#else
#include "MapManager.h"
#endif
#if defined TRINITY || defined AZEROTHCORE
#include "Config.h"
#include "GameEventMgr.h"
#include "GitRevision.h"
#include "GroupMgr.h"
#include "ScriptedCreature.h"
#include "SpellInfo.h"
#include "WeatherMgr.h"
#include "Battleground.h"
#include "MotionMaster.h"
#include "DatabaseEnv.h"
#include "Bag.h"
#else
#include "Config/Config.h"
#ifdef CMANGOS
#include "AI/AggressorAI.h"
#else
#include "AggressorAI.h"
#endif
#include "BattleGroundMgr.h"
#include "SQLStorages.h"
#include "revision.h"
#endif
#if (!defined(TBC) && !defined(CLASSIC))
#include "Vehicle.h"
#endif
#ifndef CLASSIC
#include "ArenaTeam.h"
#endif
#ifndef CLASSIC
typedef Opcodes OpcodesList;
#endif
/*
* Note: if you add or change a CORE_NAME or CORE_VERSION #define,
* please update LuaGlobalFunctions::GetCoreName or LuaGlobalFunctions::GetCoreVersion documentation example string.
*/
#ifdef MANGOS
#define CORE_NAME "MaNGOS"
#define CORE_VERSION REVISION_NR
#endif
#ifdef CMANGOS
#define CORE_NAME "cMaNGOS"
#define CORE_VERSION REVISION_DATE " " REVISION_TIME
#endif
#ifdef TRINITY
#define CORE_NAME "TrinityCore"
#define REGEN_TIME_FULL
#endif
#ifdef AZEROTHCORE
#define CORE_NAME "AzerothCore"
#endif
#if defined TRINITY || defined AZEROTHCORE
#define CORE_VERSION (GitRevision::GetFullVersion())
#define eWorld (sWorld)
#define eMapMgr (sMapMgr)
#define eConfigMgr (sConfigMgr)
#define eGuildMgr (sGuildMgr)
#define eObjectMgr (sObjectMgr)
#define eAccountMgr (sAccountMgr)
#define eAuctionMgr (sAuctionMgr)
#define eGameEventMgr (sGameEventMgr)
#define eObjectAccessor() ObjectAccessor::
#endif
#ifdef CATA
#define NUM_MSG_TYPES NUM_OPCODE_HANDLERS
#endif
#if !defined TRINITY && !AZEROTHCORE
#define eWorld (&sWorld)
#define eMapMgr (&sMapMgr)
#define eConfigMgr (&sConfig)
#define eGuildMgr (&sGuildMgr)
#define eObjectMgr (&sObjectMgr)
#define eAccountMgr (&sAccountMgr)
#define eAuctionMgr (&sAuctionMgr)
#define eGameEventMgr (&sGameEventMgr)
#define eObjectAccessor() sObjectAccessor.
#define SERVER_MSG_STRING SERVER_MSG_CUSTOM
#define TOTAL_LOCALES MAX_LOCALE
#define TARGETICONCOUNT TARGET_ICON_COUNT
#define MAX_TALENT_SPECS MAX_TALENT_SPEC_COUNT
#define TEAM_NEUTRAL TEAM_INDEX_NEUTRAL
#if defined(TBC) || defined(WOTLK) || defined(CATA)
#define PLAYER_FIELD_LIFETIME_HONORABLE_KILLS PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
#endif
#ifdef TBC
#define SPELL_AURA_MOD_KILL_XP_PCT SPELL_AURA_MOD_XP_PCT
#endif
#if defined(CATA) || defined(MISTS) || (defined(WOTLK) && !defined(MANGOS))
#define UNIT_BYTE2_FLAG_SANCTUARY UNIT_BYTE2_FLAG_SUPPORTABLE
#endif
typedef TemporarySummon TempSummon;
typedef SpellEntry SpellInfo;
#endif // TRINITY
#endif // _ELUNA_INCLUDES_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
*/
#include "ElunaInstanceAI.h"
#include "ElunaUtility.h"
#include "lmarshal.h"
#ifndef TRINITY
void ElunaInstanceAI::Initialize()
{
LOCK_ELUNA;
ASSERT(!sEluna->HasInstanceData(instance));
// Create a new table for instance data.
lua_State* L = sEluna->L;
lua_newtable(L);
sEluna->CreateInstanceData(instance);
sEluna->OnInitialize(this);
}
#endif
void ElunaInstanceAI::Load(const char* data)
{
LOCK_ELUNA;
// If we get passed NULL (i.e. `Reload` was called) then use
// the last known save data (or maybe just an empty string).
if (!data)
{
data = lastSaveData.c_str();
}
else // Otherwise, copy the new data into our buffer.
{
lastSaveData.assign(data);
}
if (data[0] == '\0')
{
ASSERT(!sEluna->HasInstanceData(instance));
// Create a new table for instance data.
lua_State* L = sEluna->L;
lua_newtable(L);
sEluna->CreateInstanceData(instance);
sEluna->OnLoad(this);
// Stack: (empty)
return;
}
size_t decodedLength;
const unsigned char* decodedData = ElunaUtil::DecodeData(data, &decodedLength);
lua_State* L = sEluna->L;
if (decodedData)
{
// Stack: (empty)
lua_pushcfunction(L, mar_decode);
lua_pushlstring(L, (const char*)decodedData, decodedLength);
// Stack: mar_decode, decoded_data
// Call `mar_decode` and check for success.
if (lua_pcall(L, 1, 1, 0) == 0)
{
// Stack: data
// Only use the data if it's a table.
if (lua_istable(L, -1))
{
sEluna->CreateInstanceData(instance);
// Stack: (empty)
sEluna->OnLoad(this);
// WARNING! lastSaveData might be different after `OnLoad` if the Lua code saved data.
}
else
{
ELUNA_LOG_ERROR("Error while loading instance data: Expected data to be a table (type 5), got type {} instead", lua_type(L, -1));
lua_pop(L, 1);
// Stack: (empty)
#ifndef TRINITY
Initialize();
#endif
}
}
else
{
// Stack: error_message
ELUNA_LOG_ERROR("Error while parsing instance data with lua-marshal: {}", lua_tostring(L, -1));
lua_pop(L, 1);
// Stack: (empty)
#ifndef TRINITY
Initialize();
#endif
}
delete[] decodedData;
}
else
{
ELUNA_LOG_ERROR("Error while decoding instance data: Data is not valid base-64");
#ifndef TRINITY
Initialize();
#endif
}
}
const char* ElunaInstanceAI::Save() const
{
LOCK_ELUNA;
lua_State* L = sEluna->L;
// Stack: (empty)
/*
* Need to cheat because this method actually does modify this instance,
* even though it's declared as `const`.
*
* Declaring virtual methods as `const` is BAD!
* Don't dictate to children that their methods must be pure.
*/
ElunaInstanceAI* self = const_cast<ElunaInstanceAI*>(this);
lua_pushcfunction(L, mar_encode);
sEluna->PushInstanceData(L, self, false);
// Stack: mar_encode, instance_data
if (lua_pcall(L, 1, 1, 0) != 0)
{
// Stack: error_message
ELUNA_LOG_ERROR("Error while saving: {}", lua_tostring(L, -1));
lua_pop(L, 1);
return NULL;
}
// Stack: data
size_t dataLength;
const unsigned char* data = (const unsigned char*)lua_tolstring(L, -1, &dataLength);
ElunaUtil::EncodeData(data, dataLength, self->lastSaveData);
lua_pop(L, 1);
// Stack: (empty)
return lastSaveData.c_str();
}
uint32 ElunaInstanceAI::GetData(uint32 key) const
{
LOCK_ELUNA;
lua_State* L = sEluna->L;
// Stack: (empty)
sEluna->PushInstanceData(L, const_cast<ElunaInstanceAI*>(this), false);
// Stack: instance_data
Eluna::Push(L, key);
// Stack: instance_data, key
lua_gettable(L, -2);
// Stack: instance_data, value
uint32 value = Eluna::CHECKVAL<uint32>(L, -1, 0);
lua_pop(L, 2);
// Stack: (empty)
return value;
}
void ElunaInstanceAI::SetData(uint32 key, uint32 value)
{
LOCK_ELUNA;
lua_State* L = sEluna->L;
// Stack: (empty)
sEluna->PushInstanceData(L, this, false);
// Stack: instance_data
Eluna::Push(L, key);
Eluna::Push(L, value);
// Stack: instance_data, key, value
lua_settable(L, -3);
// Stack: instance_data
lua_pop(L, 1);
// Stack: (empty)
}
uint64 ElunaInstanceAI::GetData64(uint32 key) const
{
LOCK_ELUNA;
lua_State* L = sEluna->L;
// Stack: (empty)
sEluna->PushInstanceData(L, const_cast<ElunaInstanceAI*>(this), false);
// Stack: instance_data
Eluna::Push(L, key);
// Stack: instance_data, key
lua_gettable(L, -2);
// Stack: instance_data, value
uint64 value = Eluna::CHECKVAL<uint64>(L, -1, 0);
lua_pop(L, 2);
// Stack: (empty)
return value;
}
void ElunaInstanceAI::SetData64(uint32 key, uint64 value)
{
LOCK_ELUNA;
lua_State* L = sEluna->L;
// Stack: (empty)
sEluna->PushInstanceData(L, this, false);
// Stack: instance_data
Eluna::Push(L, key);
Eluna::Push(L, value);
// Stack: instance_data, key, value
lua_settable(L, -3);
// Stack: instance_data
lua_pop(L, 1);
// Stack: (empty)
}

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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 _ELUNA_INSTANCE_DATA_H
#define _ELUNA_INSTANCE_DATA_H
#include "LuaEngine.h"
#if defined(TRINITY) || AZEROTHCORE
#include "InstanceScript.h"
#else
#include "InstanceData.h"
#endif
#ifdef TRINITY
#include "Map.h"
#endif
/*
* This class is a small wrapper around `InstanceData`,
* allowing instances to be scripted with Eluna.
*
*
* Note 1
* ======
*
* Instances of `ElunaInstanceAI` are owned by the core, so they
* are not deleted when Eluna is reloaded. Thus `Load` is only called
* by the core once, no matter how many times Eluna is reloaded.
*
* However, when Eluna reloads, all instance data in Eluna is lost.
* So the solution is as follows:
*
* 1. Store the last save data in the member var `lastSaveData`.
*
* At first this is just the data given to us by the core when it calls `Load`,
* but later on once we start saving new data this is from Eluna.
*
* 2. When retrieving instance data from Eluna, check if it's missing.
*
* The data will be missing if Eluna is reloaded, since a new Lua state is created.
*
* 3. If it *is* missing, call `Reload`.
*
* This reloads the last known instance save data into Eluna, and calls the appropriate hooks.
*
*
* Note 2
* ======
*
* CMaNGOS expects some of these methods to be `const`. However, any of these
* methods are free to call `Save`, resulting in mutation of `lastSaveData`.
*
* Therefore, none of the hooks are `const`-safe, and `const_cast` is used
* to escape from these restrictions.
*/
class ElunaInstanceAI : public InstanceData
{
private:
// The last save data to pass through this class,
// either through `Load` or `Save`.
std::string lastSaveData;
public:
#ifdef TRINITY
ElunaInstanceAI(Map* map) : InstanceData(map->ToInstanceMap())
{
}
#else
ElunaInstanceAI(Map* map) : InstanceData(map)
{
}
#endif
#ifndef TRINITY
void Initialize() override;
#endif
/*
* These are responsible for serializing/deserializing the instance's
* data table to/from the core.
*/
void Load(const char* data) override;
#if defined TRINITY || AZEROTHCORE
// Simply calls Save, since the functions are a bit different in name and data types on different cores
std::string GetSaveData() override
{
return Save();
}
const char* Save() const;
#else
const char* Save() const override;
#endif
/*
* Calls `Load` with the last save data that was passed to
* or from Eluna.
*
* See: big documentation blurb at the top of this class.
*/
void Reload()
{
Load(NULL);
}
/*
* These methods allow non-Lua scripts (e.g. DB, C++) to get/set instance data.
*/
uint32 GetData(uint32 key) const override;
void SetData(uint32 key, uint32 value) override;
uint64 GetData64(uint32 key) const override;
void SetData64(uint32 key, uint64 value) override;
/*
* These methods are just thin wrappers around Eluna.
*/
void Update(uint32 diff) override
{
// If Eluna is reloaded, it will be missing our instance data.
// Reload here instead of waiting for the next hook call (possibly never).
// This avoids having to have an empty Update hook handler just to trigger the reload.
if (!sEluna->HasInstanceData(instance))
Reload();
sEluna->OnUpdateInstance(this, diff);
}
bool IsEncounterInProgress() const override
{
return sEluna->OnCheckEncounterInProgress(const_cast<ElunaInstanceAI*>(this));
}
void OnPlayerEnter(Player* player) override
{
sEluna->OnPlayerEnterInstance(this, player);
}
#if defined TRINITY || AZEROTHCORE
void OnGameObjectCreate(GameObject* gameobject) override
#else
void OnObjectCreate(GameObject* gameobject) override
#endif
{
sEluna->OnGameObjectCreate(this, gameobject);
}
void OnCreatureCreate(Creature* creature) override
{
sEluna->OnCreatureCreate(this, creature);
}
};
#endif // _ELUNA_INSTANCE_DATA_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 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];
sprintf(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

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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 _ELUNA_TEMPLATE_H
#define _ELUNA_TEMPLATE_H
extern "C"
{
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
};
#include "LuaEngine.h"
#include "ElunaUtility.h"
#include "SharedDefines.h"
class ElunaGlobal
{
public:
static int thunk(lua_State* L)
{
luaL_Reg* l = static_cast<luaL_Reg*>(lua_touserdata(L, lua_upvalueindex(1)));
int top = lua_gettop(L);
int expected = l->func(L);
int args = lua_gettop(L) - top;
if (args < 0 || args > expected)
{
ELUNA_LOG_ERROR("[Eluna]: {} returned unexpected amount of arguments {} out of {}. Report to devs", l->name, args, expected);
ASSERT(false);
}
lua_settop(L, top + expected);
return expected;
}
static void SetMethods(Eluna* E, luaL_Reg* methodTable)
{
ASSERT(E);
ASSERT(methodTable);
lua_pushglobaltable(E->L);
for (; methodTable && methodTable->name && methodTable->func; ++methodTable)
{
lua_pushstring(E->L, methodTable->name);
lua_pushlightuserdata(E->L, (void*)methodTable);
lua_pushcclosure(E->L, thunk, 1);
lua_rawset(E->L, -3);
}
lua_remove(E->L, -1);
}
};
class ElunaObject
{
public:
template<typename T>
ElunaObject(T * obj, bool manageMemory);
~ElunaObject()
{
}
// Get wrapped object pointer
void* GetObj() const { return object; }
// Returns whether the object is valid or not
bool IsValid() const { return !callstackid || callstackid == sEluna->GetCallstackId(); }
// Returns whether the object can be invalidated or not
bool CanInvalidate() const { return _invalidate; }
// Returns pointer to the wrapped object's type name
const char* GetTypeName() const { return type_name; }
// Sets the object pointer that is wrapped
void SetObj(void* obj)
{
ASSERT(obj);
object = obj;
SetValid(true);
}
// Sets the object pointer to valid or invalid
void SetValid(bool valid)
{
ASSERT(!valid || (valid && object));
if (valid)
if (CanInvalidate())
callstackid = sEluna->GetCallstackId();
else
callstackid = 0;
else
callstackid = 1;
}
// Sets whether the pointer will be invalidated at end of calls
void SetValidation(bool invalidate)
{
_invalidate = invalidate;
}
// Invalidates the pointer if it should be invalidated
void Invalidate()
{
if (CanInvalidate())
callstackid = 1;
}
private:
uint64 callstackid;
bool _invalidate;
void* object;
const char* type_name;
};
template<typename T>
struct ElunaRegister
{
const char* name;
int(*mfunc)(lua_State*, T*);
};
template<typename T>
class ElunaTemplate
{
public:
static const char* tname;
static bool manageMemory;
// name will be used as type name
// If gc is true, lua will handle the memory management for object pushed
// gc should be used if pushing for example WorldPacket,
// that will only be needed on lua side and will not be managed by TC/mangos/<core>
static void Register(Eluna* E, const char* name, bool gc = false)
{
ASSERT(E);
ASSERT(name);
// check that metatable isn't already there
lua_getglobal(E->L, name);
ASSERT(lua_isnoneornil(E->L, -1));
// pop nil
lua_pop(E->L, 1);
tname = name;
manageMemory = gc;
// create metatable for userdata of this type
luaL_newmetatable(E->L, tname);
int metatable = lua_gettop(E->L);
// push methodtable to stack to be accessed and modified by users
lua_pushvalue(E->L, metatable);
lua_setglobal(E->L, tname);
// tostring
lua_pushcfunction(E->L, ToString);
lua_setfield(E->L, metatable, "__tostring");
// garbage collecting
lua_pushcfunction(E->L, CollectGarbage);
lua_setfield(E->L, metatable, "__gc");
// make methods accessible through metatable
lua_pushvalue(E->L, metatable);
lua_setfield(E->L, metatable, "__index");
// make new indexes saved to methods
lua_pushcfunction(E->L, Add);
lua_setfield(E->L, metatable, "__add");
// make new indexes saved to methods
lua_pushcfunction(E->L, Substract);
lua_setfield(E->L, metatable, "__sub");
// make new indexes saved to methods
lua_pushcfunction(E->L, Multiply);
lua_setfield(E->L, metatable, "__mul");
// make new indexes saved to methods
lua_pushcfunction(E->L, Divide);
lua_setfield(E->L, metatable, "__div");
// make new indexes saved to methods
lua_pushcfunction(E->L, Mod);
lua_setfield(E->L, metatable, "__mod");
// make new indexes saved to methods
lua_pushcfunction(E->L, Pow);
lua_setfield(E->L, metatable, "__pow");
// make new indexes saved to methods
lua_pushcfunction(E->L, UnaryMinus);
lua_setfield(E->L, metatable, "__unm");
// make new indexes saved to methods
lua_pushcfunction(E->L, Concat);
lua_setfield(E->L, metatable, "__concat");
// make new indexes saved to methods
lua_pushcfunction(E->L, Length);
lua_setfield(E->L, metatable, "__len");
// make new indexes saved to methods
lua_pushcfunction(E->L, Equal);
lua_setfield(E->L, metatable, "__eq");
// make new indexes saved to methods
lua_pushcfunction(E->L, Less);
lua_setfield(E->L, metatable, "__lt");
// make new indexes saved to methods
lua_pushcfunction(E->L, LessOrEqual);
lua_setfield(E->L, metatable, "__le");
// make new indexes saved to methods
lua_pushcfunction(E->L, Call);
lua_setfield(E->L, metatable, "__call");
// special method to get the object type
lua_pushcfunction(E->L, GetType);
lua_setfield(E->L, metatable, "GetObjectType");
// special method to decide object invalidation at end of call
lua_pushcfunction(E->L, SetInvalidation);
lua_setfield(E->L, metatable, "SetInvalidation");
// pop metatable
lua_pop(E->L, 1);
}
template<typename C>
static void SetMethods(Eluna* E, ElunaRegister<C>* methodTable)
{
ASSERT(E);
ASSERT(tname);
ASSERT(methodTable);
// get metatable
lua_pushstring(E->L, tname);
lua_rawget(E->L, LUA_REGISTRYINDEX);
ASSERT(lua_istable(E->L, -1));
for (; methodTable && methodTable->name && methodTable->mfunc; ++methodTable)
{
lua_pushstring(E->L, methodTable->name);
lua_pushlightuserdata(E->L, (void*)methodTable);
lua_pushcclosure(E->L, CallMethod, 1);
lua_rawset(E->L, -3);
}
lua_pop(E->L, 1);
}
static int Push(lua_State* L, T const* obj)
{
if (!obj)
{
lua_pushnil(L);
return 1;
}
// Create new userdata
ElunaObject** ptrHold = static_cast<ElunaObject**>(lua_newuserdata(L, sizeof(ElunaObject*)));
if (!ptrHold)
{
ELUNA_LOG_ERROR("{} could not create new userdata", tname);
lua_pushnil(L);
return 1;
}
*ptrHold = new ElunaObject(const_cast<T*>(obj), manageMemory);
// Set metatable for it
lua_pushstring(L, tname);
lua_rawget(L, LUA_REGISTRYINDEX);
if (!lua_istable(L, -1))
{
ELUNA_LOG_ERROR("{} missing metatable", tname);
lua_pop(L, 2);
lua_pushnil(L);
return 1;
}
lua_setmetatable(L, -2);
return 1;
}
static T* Check(lua_State* L, int narg, bool error = true)
{
ElunaObject* elunaObj = Eluna::CHECKTYPE(L, narg, tname, error);
if (!elunaObj)
return NULL;
if (!elunaObj->IsValid())
{
char buff[256];
snprintf(buff, 256, "%s expected, got pointer to nonexisting (invalidated) object (%s). Check your code.", tname, luaL_typename(L, narg));
if (error)
{
luaL_argerror(L, narg, buff);
}
else
{
ELUNA_LOG_ERROR("{}", buff);
}
return NULL;
}
return static_cast<T*>(elunaObj->GetObj());
}
static int GetType(lua_State* L)
{
lua_pushstring(L, tname);
return 1;
}
static int SetInvalidation(lua_State* L)
{
ElunaObject* elunaObj = Eluna::CHECKOBJ<ElunaObject>(L, 1);
bool invalidate = Eluna::CHECKVAL<bool>(L, 2);
elunaObj->SetValidation(invalidate);
return 0;
}
static int CallMethod(lua_State* L)
{
T* obj = Eluna::CHECKOBJ<T>(L, 1); // get self
if (!obj)
return 0;
ElunaRegister<T>* l = static_cast<ElunaRegister<T>*>(lua_touserdata(L, lua_upvalueindex(1)));
int top = lua_gettop(L);
int expected = l->mfunc(L, obj);
int args = lua_gettop(L) - top;
if (args < 0 || args > expected)
{
ELUNA_LOG_ERROR("[Eluna]: {} returned unexpected amount of arguments {} out of {}. Report to devs", l->name, args, expected);
ASSERT(false);
}
lua_settop(L, top + expected);
return expected;
}
// Metamethods ("virtual")
// Remember special cases like ElunaTemplate<Vehicle>::CollectGarbage
static int CollectGarbage(lua_State* L)
{
// Get object pointer (and check type, no error)
ElunaObject* obj = Eluna::CHECKOBJ<ElunaObject>(L, 1, false);
if (obj && manageMemory)
delete static_cast<T*>(obj->GetObj());
delete obj;
return 0;
}
static int ToString(lua_State* L)
{
T* obj = Eluna::CHECKOBJ<T>(L, 1, true); // get self
lua_pushfstring(L, "%s: %p", tname, obj);
return 1;
}
static int ArithmeticError(lua_State* L) { return luaL_error(L, "attempt to perform arithmetic on a %s value", tname); }
static int CompareError(lua_State* L) { return luaL_error(L, "attempt to compare %s", tname); }
static int Add(lua_State* L) { return ArithmeticError(L); }
static int Substract(lua_State* L) { return ArithmeticError(L); }
static int Multiply(lua_State* L) { return ArithmeticError(L); }
static int Divide(lua_State* L) { return ArithmeticError(L); }
static int Mod(lua_State* L) { return ArithmeticError(L); }
static int Pow(lua_State* L) { return ArithmeticError(L); }
static int UnaryMinus(lua_State* L) { return ArithmeticError(L); }
static int Concat(lua_State* L) { return luaL_error(L, "attempt to concatenate a %s value", tname); }
static int Length(lua_State* L) { return luaL_error(L, "attempt to get length of a %s value", tname); }
static int Equal(lua_State* L) { Eluna::Push(L, Eluna::CHECKOBJ<T>(L, 1) == Eluna::CHECKOBJ<T>(L, 2)); return 1; }
static int Less(lua_State* L) { return CompareError(L); }
static int LessOrEqual(lua_State* L) { return CompareError(L); }
static int Call(lua_State* L) { return luaL_error(L, "attempt to call a %s value", tname); }
};
template<typename T>
ElunaObject::ElunaObject(T * obj, bool manageMemory) : callstackid(1), _invalidate(!manageMemory), object(obj), type_name(ElunaTemplate<T>::tname)
{
SetValid(true);
}
template<typename T> const char* ElunaTemplate<T>::tname = NULL;
template<typename T> bool ElunaTemplate<T>::manageMemory = false;
#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
*/
#include "ElunaUtility.h"
#include "World.h"
#include "Object.h"
#include "Unit.h"
#include "GameObject.h"
#include "DBCStores.h"
#ifdef MANGOS
#include "Timer.h"
#endif
uint32 ElunaUtil::GetCurrTime()
{
return getMSTime();
}
uint32 ElunaUtil::GetTimeDiff(uint32 oldMSTime)
{
return GetMSTimeDiffToNow(oldMSTime);
}
ElunaUtil::ObjectGUIDCheck::ObjectGUIDCheck(ObjectGuid guid) : _guid(guid)
{
}
bool ElunaUtil::ObjectGUIDCheck::operator()(WorldObject* object)
{
return object->GET_GUID() == _guid;
}
ElunaUtil::ObjectDistanceOrderPred::ObjectDistanceOrderPred(WorldObject const* pRefObj, bool ascending) : m_refObj(pRefObj), m_ascending(ascending)
{
}
bool ElunaUtil::ObjectDistanceOrderPred::operator()(WorldObject const* pLeft, WorldObject const* pRight) const
{
return m_ascending ? m_refObj->GetDistanceOrder(pLeft, pRight) : !m_refObj->GetDistanceOrder(pLeft, pRight);
}
ElunaUtil::WorldObjectInRangeCheck::WorldObjectInRangeCheck(bool nearest, WorldObject const* obj, float range,
uint16 typeMask, uint32 entry, uint32 hostile, uint32 dead) :
i_obj(obj), i_obj_unit(nullptr), i_obj_fact(nullptr), i_hostile(hostile), i_entry(entry), i_range(range), i_typeMask(typeMask), i_dead(dead), i_nearest(nearest)
{
i_obj_unit = i_obj->ToUnit();
if (!i_obj_unit)
if (GameObject const* go = i_obj->ToGameObject())
i_obj_unit = go->GetOwner();
if (!i_obj_unit)
i_obj_fact = sFactionTemplateStore.LookupEntry(14);
}
WorldObject const& ElunaUtil::WorldObjectInRangeCheck::GetFocusObject() const
{
return *i_obj;
}
bool ElunaUtil::WorldObjectInRangeCheck::operator()(WorldObject* u)
{
if (i_typeMask && !u->isType(TypeMask(i_typeMask)))
return false;
if (i_entry && u->GetEntry() != i_entry)
return false;
if (i_obj->GET_GUID() == u->GET_GUID())
return false;
if (!i_obj->IsWithinDistInMap(u, i_range))
return false;
Unit const* target = u->ToUnit();
if (!target)
if (GameObject const* go = u->ToGameObject())
target = go->GetOwner();
if (target)
{
#ifdef CMANGOS
if (i_dead && (i_dead == 1) != target->isAlive())
return false;
#else
if (i_dead && (i_dead == 1) != target->IsAlive())
return false;
#endif
if (i_hostile)
{
if (!i_obj_unit)
{
if (i_obj_fact)
{
#if defined TRINITY || AZEROTHCORE
if ((i_obj_fact->IsHostileTo(*target->GetFactionTemplateEntry())) != (i_hostile == 1))
return false;
#else
if ((i_obj_fact->IsHostileTo(*target->getFactionTemplateEntry())) != (i_hostile == 1))
return false;
#endif
}
else if (i_hostile == 1)
return false;
}
else if ((i_hostile == 1) != i_obj_unit->IsHostileTo(target))
return false;
}
}
if (i_nearest)
i_range = i_obj->GetDistance(u);
return true;
}
static char encoding_table[] = {'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H',
'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P',
'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X',
'Y', 'Z', 'a', 'b', 'c', 'd', 'e', 'f',
'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n',
'o', 'p', 'q', 'r', 's', 't', 'u', 'v',
'w', 'x', 'y', 'z', '0', '1', '2', '3',
'4', '5', '6', '7', '8', '9', '+', '/'};
static char decoding_table[256];
static int mod_table[] = {0, 2, 1};
static void build_decoding_table()
{
for (int i = 0; i < 64; i++)
decoding_table[(unsigned char)encoding_table[i]] = i;
}
void ElunaUtil::EncodeData(const unsigned char* data, size_t input_length, std::string& output)
{
size_t output_length = 4 * ((input_length + 2) / 3);
char* buffer = new char[output_length];
for (size_t i = 0, j = 0; i < input_length;)
{
uint32 octet_a = i < input_length ? (unsigned char)data[i++] : 0;
uint32 octet_b = i < input_length ? (unsigned char)data[i++] : 0;
uint32 octet_c = i < input_length ? (unsigned char)data[i++] : 0;
uint32 triple = (octet_a << 0x10) + (octet_b << 0x08) + octet_c;
buffer[j++] = encoding_table[(triple >> (3 * 6)) & 0x3F];
buffer[j++] = encoding_table[(triple >> (2 * 6)) & 0x3F];
buffer[j++] = encoding_table[(triple >> (1 * 6)) & 0x3F];
buffer[j++] = encoding_table[(triple >> (0 * 6)) & 0x3F];
}
for (int i = 0; i < mod_table[input_length % 3]; i++)
buffer[output_length - 1 - i] = '=';
output.assign(buffer, output_length); // Need length because `buffer` is not terminated!
delete[] buffer;
}
unsigned char* ElunaUtil::DecodeData(const char *data, size_t *output_length)
{
if (decoding_table[(unsigned char)'B'] == 0)
build_decoding_table();
size_t input_length = strlen(data);
if (input_length % 4 != 0)
return NULL;
// Make sure there's no invalid characters in the data.
for (size_t i = 0; i < input_length; ++i)
{
unsigned char byte = data[i];
if (byte == '=')
continue;
// Every invalid character (and 'A') will map to 0 (due to `calloc`).
if (decoding_table[byte] == 0 && byte != 'A')
return NULL;
}
*output_length = input_length / 4 * 3;
if (data[input_length - 1] == '=') (*output_length)--;
if (data[input_length - 2] == '=') (*output_length)--;
unsigned char *decoded_data = new unsigned char[*output_length];
if (!decoded_data)
return NULL;
for (size_t i = 0, j = 0; i < input_length;)
{
uint32 sextet_a = data[i] == '=' ? 0 & i++ : decoding_table[(unsigned char)data[i++]];
uint32 sextet_b = data[i] == '=' ? 0 & i++ : decoding_table[(unsigned char)data[i++]];
uint32 sextet_c = data[i] == '=' ? 0 & i++ : decoding_table[(unsigned char)data[i++]];
uint32 sextet_d = data[i] == '=' ? 0 & i++ : decoding_table[(unsigned char)data[i++]];
uint32 triple = (sextet_a << (3 * 6))
+ (sextet_b << (2 * 6))
+ (sextet_c << (1 * 6))
+ (sextet_d << (0 * 6));
if (j < *output_length) decoded_data[j++] = (triple >> (2 * 8)) & 0xFF;
if (j < *output_length) decoded_data[j++] = (triple >> (1 * 8)) & 0xFF;
if (j < *output_length) decoded_data[j++] = (triple >> (0 * 8)) & 0xFF;
}
return decoded_data;
}

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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 _ELUNA_UTIL_H
#define _ELUNA_UTIL_H
#include <unordered_map>
#include <unordered_set>
#include <mutex>
#include <memory>
#include "Common.h"
#include "SharedDefines.h"
#include "ObjectGuid.h"
#ifdef TRINITY
#include "QueryResult.h"
#include "Log.h"
#ifdef CATA
#include "Object.h"
#endif
#else
#include "Database/QueryResult.h"
#include "Log.h"
#endif
#if defined(TRINITY) || defined(AZEROTHCORE)
typedef QueryResult ElunaQuery;
#define GET_GUID GetGUID
#define HIGHGUID_PLAYER HighGuid::Player
#define HIGHGUID_UNIT HighGuid::Unit
#define HIGHGUID_ITEM HighGuid::Item
#define HIGHGUID_GAMEOBJECT HighGuid::GameObject
#define HIGHGUID_PET HighGuid::Pet
#define HIGHGUID_TRANSPORT HighGuid::Transport
#define HIGHGUID_VEHICLE HighGuid::Vehicle
#define HIGHGUID_CONTAINER HighGuid::Container
#define HIGHGUID_DYNAMICOBJECT HighGuid::DynamicObject
#define HIGHGUID_CORPSE HighGuid::Corpse
#define HIGHGUID_MO_TRANSPORT HighGuid::Mo_Transport
#define HIGHGUID_INSTANCE HighGuid::Instance
#define HIGHGUID_GROUP HighGuid::Group
#endif
#ifdef TRINITY
#define ELUNA_LOG_INFO(...) TC_LOG_INFO("eluna", __VA_ARGS__);
#define ELUNA_LOG_ERROR(...) TC_LOG_ERROR("eluna", __VA_ARGS__);
#define ELUNA_LOG_DEBUG(...) TC_LOG_DEBUG("eluna", __VA_ARGS__);
#elif defined(AZEROTHCORE)
#define ELUNA_LOG_INFO(...) LOG_INFO("eluna", __VA_ARGS__);
#define ELUNA_LOG_ERROR(...) LOG_ERROR("eluna", __VA_ARGS__);
#define ELUNA_LOG_DEBUG(...) LOG_DEBUG("eluna", __VA_ARGS__);
#else
typedef QueryNamedResult ElunaQuery;
#define ASSERT MANGOS_ASSERT
#define ELUNA_LOG_INFO(...) sLog.outString(__VA_ARGS__);
#define ELUNA_LOG_ERROR(...) sLog.outErrorEluna(__VA_ARGS__);
#define ELUNA_LOG_DEBUG(...) sLog.outDebug(__VA_ARGS__);
#define GET_GUID GetObjectGuid
#define GetGameObjectTemplate GetGameObjectInfo
#define GetItemTemplate GetItemPrototype
#define GetTemplate GetProto
#endif
#if defined(TRINITY) || defined(AZEROTHCORE) || defined(MANGOS)
#ifndef MAKE_NEW_GUID
#define MAKE_NEW_GUID(l, e, h) ObjectGuid(h, e, l)
#endif
#ifndef GUID_ENPART
#define GUID_ENPART(guid) ObjectGuid(guid).GetEntry()
#endif
#ifndef GUID_LOPART
#define GUID_LOPART(guid) ObjectGuid(guid).GetCounter()
#endif
#ifndef GUID_HIPART
#define GUID_HIPART(guid) ObjectGuid(guid).GetHigh()
#endif
#endif
class Unit;
class WorldObject;
struct FactionTemplateEntry;
namespace ElunaUtil
{
uint32 GetCurrTime();
uint32 GetTimeDiff(uint32 oldMSTime);
class ObjectGUIDCheck
{
public:
ObjectGUIDCheck(ObjectGuid guid);
bool operator()(WorldObject* object);
ObjectGuid _guid;
};
// Binary predicate to sort WorldObjects based on the distance to a reference WorldObject
class ObjectDistanceOrderPred
{
public:
ObjectDistanceOrderPred(WorldObject const* pRefObj, bool ascending = true);
bool operator()(WorldObject const* pLeft, WorldObject const* pRight) const;
WorldObject const* m_refObj;
const bool m_ascending;
};
// Doesn't get self
class WorldObjectInRangeCheck
{
public:
WorldObjectInRangeCheck(bool nearest, WorldObject const* obj, float range,
uint16 typeMask = 0, uint32 entry = 0, uint32 hostile = 0, uint32 dead = 0);
WorldObject const& GetFocusObject() const;
bool operator()(WorldObject* u);
WorldObject const* const i_obj;
Unit const* i_obj_unit;
FactionTemplateEntry const* i_obj_fact;
uint32 const i_hostile; // 0 both, 1 hostile, 2 friendly
uint32 const i_entry;
float i_range;
uint16 const i_typeMask;
uint32 const i_dead; // 0 both, 1 alive, 2 dead
bool const i_nearest;
};
/*
* Usage:
* Inherit this class, then when needing lock, use
* Guard guard(GetLock());
*
* The lock is automatically released at end of scope
*/
class Lockable
{
public:
typedef std::mutex LockType;
typedef std::lock_guard<LockType> Guard;
LockType& GetLock() { return _lock; }
private:
LockType _lock;
};
/*
* Encodes `data` in Base-64 and store the result in `output`.
*/
void EncodeData(const unsigned char* data, size_t input_length, std::string& output);
/*
* Decodes `data` from Base-64 and returns a pointer to the result, or `NULL` on error.
*
* The returned result buffer must be `delete[]`ed by the caller.
*/
unsigned char* DecodeData(const char* data, size_t *output_length);
};
#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
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ElunaIncludes.h"
#include "ElunaEventMgr.h"
#include "ElunaTemplate.h"
using namespace Hooks;
#define START_HOOK(EVENT, ENTRY) \
if (!IsEnabled())\
return;\
auto key = EntryKey<GameObjectEvents>(EVENT, ENTRY);\
if (!GameObjectEventBindings->HasBindingsFor(key))\
return;\
LOCK_ELUNA
#define START_HOOK_WITH_RETVAL(EVENT, ENTRY, RETVAL) \
if (!IsEnabled())\
return RETVAL;\
auto key = EntryKey<GameObjectEvents>(EVENT, ENTRY);\
if (!GameObjectEventBindings->HasBindingsFor(key))\
return RETVAL;\
LOCK_ELUNA
void Eluna::OnDummyEffect(WorldObject* pCaster, uint32 spellId, SpellEffIndex effIndex, GameObject* pTarget)
{
START_HOOK(GAMEOBJECT_EVENT_ON_DUMMY_EFFECT, pTarget->GetEntry());
Push(pCaster);
Push(spellId);
Push(effIndex);
Push(pTarget);
CallAllFunctions(GameObjectEventBindings, key);
}
void Eluna::UpdateAI(GameObject* pGameObject, uint32 diff)
{
pGameObject->elunaEvents->Update(diff);
START_HOOK(GAMEOBJECT_EVENT_ON_AIUPDATE, pGameObject->GetEntry());
Push(pGameObject);
Push(diff);
CallAllFunctions(GameObjectEventBindings, key);
}
bool Eluna::OnQuestAccept(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest)
{
START_HOOK_WITH_RETVAL(GAMEOBJECT_EVENT_ON_QUEST_ACCEPT, pGameObject->GetEntry(), false);
Push(pPlayer);
Push(pGameObject);
Push(pQuest);
return CallAllFunctionsBool(GameObjectEventBindings, key);
}
bool Eluna::OnQuestReward(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest, uint32 opt)
{
START_HOOK_WITH_RETVAL(GAMEOBJECT_EVENT_ON_QUEST_REWARD, pGameObject->GetEntry(), false);
Push(pPlayer);
Push(pGameObject);
Push(pQuest);
Push(opt);
return CallAllFunctionsBool(GameObjectEventBindings, key);
}
void Eluna::GetDialogStatus(const Player* pPlayer, const GameObject* pGameObject)
{
START_HOOK(GAMEOBJECT_EVENT_ON_DIALOG_STATUS, pGameObject->GetEntry());
Push(pPlayer);
Push(pGameObject);
CallAllFunctions(GameObjectEventBindings, key);
}
#ifndef CLASSIC
#ifndef TBC
void Eluna::OnDestroyed(GameObject* pGameObject, WorldObject* attacker)
{
START_HOOK(GAMEOBJECT_EVENT_ON_DESTROYED, pGameObject->GetEntry());
Push(pGameObject);
Push(attacker);
CallAllFunctions(GameObjectEventBindings, key);
}
void Eluna::OnDamaged(GameObject* pGameObject, WorldObject* attacker)
{
START_HOOK(GAMEOBJECT_EVENT_ON_DAMAGED, pGameObject->GetEntry());
Push(pGameObject);
Push(attacker);
CallAllFunctions(GameObjectEventBindings, key);
}
#endif
#endif
void Eluna::OnLootStateChanged(GameObject* pGameObject, uint32 state)
{
START_HOOK(GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE, pGameObject->GetEntry());
Push(pGameObject);
Push(state);
CallAllFunctions(GameObjectEventBindings, key);
}
void Eluna::OnGameObjectStateChanged(GameObject* pGameObject, uint32 state)
{
START_HOOK(GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED, pGameObject->GetEntry());
Push(pGameObject);
Push(state);
CallAllFunctions(GameObjectEventBindings, key);
}
void Eluna::OnSpawn(GameObject* pGameObject)
{
START_HOOK(GAMEOBJECT_EVENT_ON_SPAWN, pGameObject->GetEntry());
Push(pGameObject);
CallAllFunctions(GameObjectEventBindings, key);
}
void Eluna::OnAddToWorld(GameObject* pGameObject)
{
START_HOOK(GAMEOBJECT_EVENT_ON_ADD, pGameObject->GetEntry());
Push(pGameObject);
CallAllFunctions(GameObjectEventBindings, key);
}
void Eluna::OnRemoveFromWorld(GameObject* pGameObject)
{
START_HOOK(GAMEOBJECT_EVENT_ON_REMOVE, pGameObject->GetEntry());
Push(pGameObject);
CallAllFunctions(GameObjectEventBindings, key);
}
bool Eluna::OnGameObjectUse(Player* pPlayer, GameObject* pGameObject)
{
START_HOOK_WITH_RETVAL(GAMEOBJECT_EVENT_ON_USE, pGameObject->GetEntry(), false);
Push(pGameObject);
Push(pPlayer);
return CallAllFunctionsBool(GameObjectEventBindings, key);
}

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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 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;
}
/**
* 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

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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
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ElunaIncludes.h"
#include "ElunaTemplate.h"
using namespace Hooks;
#define START_HOOK(BINDINGS, EVENT, ENTRY) \
if (!IsEnabled())\
return;\
auto key = EntryKey<GossipEvents>(EVENT, ENTRY);\
if (!BINDINGS->HasBindingsFor(key))\
return;\
LOCK_ELUNA
#define START_HOOK_WITH_RETVAL(BINDINGS, EVENT, ENTRY, RETVAL) \
if (!IsEnabled())\
return RETVAL;\
auto key = EntryKey<GossipEvents>(EVENT, ENTRY);\
if (!BINDINGS->HasBindingsFor(key))\
return RETVAL;\
LOCK_ELUNA
bool Eluna::OnGossipHello(Player* pPlayer, GameObject* pGameObject)
{
START_HOOK_WITH_RETVAL(GameObjectGossipBindings, GOSSIP_EVENT_ON_HELLO, pGameObject->GetEntry(), false);
pPlayer->PlayerTalkClass->ClearMenus();
Push(pPlayer);
Push(pGameObject);
return CallAllFunctionsBool(GameObjectGossipBindings, key, true);
}
bool Eluna::OnGossipSelect(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action)
{
START_HOOK_WITH_RETVAL(GameObjectGossipBindings, GOSSIP_EVENT_ON_SELECT, pGameObject->GetEntry(), false);
pPlayer->PlayerTalkClass->ClearMenus();
Push(pPlayer);
Push(pGameObject);
Push(sender);
Push(action);
return CallAllFunctionsBool(GameObjectGossipBindings, key, true);
}
bool Eluna::OnGossipSelectCode(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action, const char* code)
{
START_HOOK_WITH_RETVAL(GameObjectGossipBindings, GOSSIP_EVENT_ON_SELECT, pGameObject->GetEntry(), false);
pPlayer->PlayerTalkClass->ClearMenus();
Push(pPlayer);
Push(pGameObject);
Push(sender);
Push(action);
Push(code);
return CallAllFunctionsBool(GameObjectGossipBindings, key, true);
}
void Eluna::HandleGossipSelectOption(Player* pPlayer, uint32 menuId, uint32 sender, uint32 action, const std::string& code)
{
START_HOOK(PlayerGossipBindings, GOSSIP_EVENT_ON_SELECT, menuId);
pPlayer->PlayerTalkClass->ClearMenus();
Push(pPlayer); // receiver
Push(pPlayer); // sender, just not to mess up the amount of args.
Push(sender);
Push(action);
if (code.empty())
Push();
else
Push(code);
CallAllFunctions(PlayerGossipBindings, key);
}
bool Eluna::OnItemGossip(Player* pPlayer, Item* pItem, SpellCastTargets const& /*targets*/)
{
START_HOOK_WITH_RETVAL(ItemGossipBindings, GOSSIP_EVENT_ON_HELLO, pItem->GetEntry(), true);
pPlayer->PlayerTalkClass->ClearMenus();
Push(pPlayer);
Push(pItem);
return CallAllFunctionsBool(ItemGossipBindings, key, true);
}
void Eluna::HandleGossipSelectOption(Player* pPlayer, Item* pItem, uint32 sender, uint32 action, const std::string& code)
{
START_HOOK(ItemGossipBindings, GOSSIP_EVENT_ON_SELECT, pItem->GetEntry());
pPlayer->PlayerTalkClass->ClearMenus();
Push(pPlayer);
Push(pItem);
Push(sender);
Push(action);
if (code.empty())
Push();
else
Push(code);
CallAllFunctions(ItemGossipBindings, key);
}
bool Eluna::OnGossipHello(Player* pPlayer, Creature* pCreature)
{
START_HOOK_WITH_RETVAL(CreatureGossipBindings, GOSSIP_EVENT_ON_HELLO, pCreature->GetEntry(), false);
pPlayer->PlayerTalkClass->ClearMenus();
Push(pPlayer);
Push(pCreature);
return CallAllFunctionsBool(CreatureGossipBindings, key, true);
}
bool Eluna::OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action)
{
START_HOOK_WITH_RETVAL(CreatureGossipBindings, GOSSIP_EVENT_ON_SELECT, pCreature->GetEntry(), false);
auto originalMenu = *pPlayer->PlayerTalkClass;
pPlayer->PlayerTalkClass->ClearMenus();
Push(pPlayer);
Push(pCreature);
Push(sender);
Push(action);
auto preventDefault = CallAllFunctionsBool(CreatureGossipBindings, key, true);
if (!preventDefault) {
*pPlayer->PlayerTalkClass = originalMenu;
}
return preventDefault;
}
bool Eluna::OnGossipSelectCode(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action, const char* code)
{
START_HOOK_WITH_RETVAL(CreatureGossipBindings, GOSSIP_EVENT_ON_SELECT, pCreature->GetEntry(), false);
auto originalMenu = *pPlayer->PlayerTalkClass;
pPlayer->PlayerTalkClass->ClearMenus();
Push(pPlayer);
Push(pCreature);
Push(sender);
Push(action);
Push(code);
auto preventDefault = CallAllFunctionsBool(CreatureGossipBindings, key, true);
if (!preventDefault) {
*pPlayer->PlayerTalkClass = originalMenu;
}
return preventDefault;
}

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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
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ElunaTemplate.h"
using namespace Hooks;
#define START_HOOK(EVENT) \
if (!IsEnabled())\
return;\
auto key = EventKey<GroupEvents>(EVENT);\
if (!GroupEventBindings->HasBindingsFor(key))\
return;\
LOCK_ELUNA
void Eluna::OnAddMember(Group* group, ObjectGuid guid)
{
START_HOOK(GROUP_EVENT_ON_MEMBER_ADD);
Push(group);
Push(guid);
CallAllFunctions(GroupEventBindings, key);
}
void Eluna::OnInviteMember(Group* group, ObjectGuid guid)
{
START_HOOK(GROUP_EVENT_ON_MEMBER_INVITE);
Push(group);
Push(guid);
CallAllFunctions(GroupEventBindings, key);
}
void Eluna::OnRemoveMember(Group* group, ObjectGuid guid, uint8 method)
{
START_HOOK(GROUP_EVENT_ON_MEMBER_REMOVE);
Push(group);
Push(guid);
Push(method);
CallAllFunctions(GroupEventBindings, key);
}
void Eluna::OnChangeLeader(Group* group, ObjectGuid newLeaderGuid, ObjectGuid oldLeaderGuid)
{
START_HOOK(GROUP_EVENT_ON_LEADER_CHANGE);
Push(group);
Push(newLeaderGuid);
Push(oldLeaderGuid);
CallAllFunctions(GroupEventBindings, key);
}
void Eluna::OnDisband(Group* group)
{
START_HOOK(GROUP_EVENT_ON_DISBAND);
Push(group);
CallAllFunctions(GroupEventBindings, key);
}
void Eluna::OnCreate(Group* group, ObjectGuid leaderGuid, GroupType groupType)
{
START_HOOK(GROUP_EVENT_ON_CREATE);
Push(group);
Push(leaderGuid);
Push(groupType);
CallAllFunctions(GroupEventBindings, key);
}

View File

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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 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 [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;
}
/*int ConvertToLFG(lua_State* L, Group* group) // TODO: Implementation
{
group->ConvertToLFG();
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
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ElunaTemplate.h"
using namespace Hooks;
#define START_HOOK(EVENT) \
if (!IsEnabled())\
return;\
auto key = EventKey<GuildEvents>(EVENT);\
if (!GuildEventBindings->HasBindingsFor(key))\
return;\
LOCK_ELUNA
void Eluna::OnAddMember(Guild* guild, Player* player, uint32 plRank)
{
START_HOOK(GUILD_EVENT_ON_ADD_MEMBER);
Push(guild);
Push(player);
Push(plRank);
CallAllFunctions(GuildEventBindings, key);
}
void Eluna::OnRemoveMember(Guild* guild, Player* player, bool isDisbanding)
{
START_HOOK(GUILD_EVENT_ON_REMOVE_MEMBER);
Push(guild);
Push(player);
Push(isDisbanding);
CallAllFunctions(GuildEventBindings, key);
}
void Eluna::OnMOTDChanged(Guild* guild, const std::string& newMotd)
{
START_HOOK(GUILD_EVENT_ON_MOTD_CHANGE);
Push(guild);
Push(newMotd);
CallAllFunctions(GuildEventBindings, key);
}
void Eluna::OnInfoChanged(Guild* guild, const std::string& newInfo)
{
START_HOOK(GUILD_EVENT_ON_INFO_CHANGE);
Push(guild);
Push(newInfo);
CallAllFunctions(GuildEventBindings, key);
}
void Eluna::OnCreate(Guild* guild, Player* leader, const std::string& name)
{
START_HOOK(GUILD_EVENT_ON_CREATE);
Push(guild);
Push(leader);
Push(name);
CallAllFunctions(GuildEventBindings, key);
}
void Eluna::OnDisband(Guild* guild)
{
START_HOOK(GUILD_EVENT_ON_DISBAND);
Push(guild);
CallAllFunctions(GuildEventBindings, key);
}
void Eluna::OnMemberWitdrawMoney(Guild* guild, Player* player, uint32& amount, bool isRepair)
{
START_HOOK(GUILD_EVENT_ON_MONEY_WITHDRAW);
Push(guild);
Push(player);
Push(amount);
Push(isRepair); // isRepair not a part of Mangos, implement?
int amountIndex = lua_gettop(L) - 1;
int n = SetupStack(GuildEventBindings, key, 4);
while (n > 0)
{
int r = CallOneFunction(n--, 4, 1);
if (lua_isnumber(L, r))
{
amount = CHECKVAL<uint32>(L, r);
// Update the stack for subsequent calls.
ReplaceArgument(amount, amountIndex);
}
lua_pop(L, 1);
}
CleanUpStack(4);
}
void Eluna::OnMemberDepositMoney(Guild* guild, Player* player, uint32& amount)
{
START_HOOK(GUILD_EVENT_ON_MONEY_DEPOSIT);
Push(guild);
Push(player);
Push(amount);
int amountIndex = lua_gettop(L);
int n = SetupStack(GuildEventBindings, key, 3);
while (n > 0)
{
int r = CallOneFunction(n--, 3, 1);
if (lua_isnumber(L, r))
{
amount = CHECKVAL<uint32>(L, r);
// Update the stack for subsequent calls.
ReplaceArgument(amount, amountIndex);
}
lua_pop(L, 1);
}
CleanUpStack(3);
}
void Eluna::OnItemMove(Guild* guild, Player* player, Item* pItem, bool isSrcBank, uint8 srcContainer, uint8 srcSlotId,
bool isDestBank, uint8 destContainer, uint8 destSlotId)
{
START_HOOK(GUILD_EVENT_ON_ITEM_MOVE);
Push(guild);
Push(player);
Push(pItem);
Push(isSrcBank);
Push(srcContainer);
Push(srcSlotId);
Push(isDestBank);
Push(destContainer);
Push(destSlotId);
CallAllFunctions(GuildEventBindings, key);
}
void Eluna::OnEvent(Guild* guild, uint8 eventType, uint32 playerGuid1, uint32 playerGuid2, uint8 newRank)
{
START_HOOK(GUILD_EVENT_ON_EVENT);
Push(guild);
Push(eventType);
Push(playerGuid1);
Push(playerGuid2);
Push(newRank);
CallAllFunctions(GuildEventBindings, key);
}
void Eluna::OnBankEvent(Guild* guild, uint8 eventType, uint8 tabId, uint32 playerGuid, uint32 itemOrMoney, uint16 itemStackCount, uint8 destTabId)
{
START_HOOK(GUILD_EVENT_ON_BANK_EVENT);
Push(guild);
Push(eventType);
Push(tabId);
Push(playerGuid);
Push(itemOrMoney);
Push(itemStackCount);
Push(destTabId);
CallAllFunctions(GuildEventBindings, key);
}

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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 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

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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 _HOOK_HELPERS_H
#define _HOOK_HELPERS_H
#include "LuaEngine.h"
#include "ElunaUtility.h"
/*
* Sets up the stack so that event handlers can be called.
*
* Returns the number of functions that were pushed onto the stack.
*/
template<typename K1, typename K2>
int Eluna::SetupStack(BindingMap<K1>* bindings1, BindingMap<K2>* bindings2, const K1& key1, const K2& key2, int number_of_arguments)
{
ASSERT(number_of_arguments == this->push_counter);
ASSERT(key1.event_id == key2.event_id);
// Stack: [arguments]
Push(key1.event_id);
this->push_counter = 0;
++number_of_arguments;
// Stack: [arguments], event_id
int arguments_top = lua_gettop(L);
int first_argument_index = arguments_top - number_of_arguments + 1;
ASSERT(arguments_top >= number_of_arguments);
lua_insert(L, first_argument_index);
// Stack: event_id, [arguments]
bindings1->PushRefsFor(key1);
if (bindings2)
bindings2->PushRefsFor(key2);
// Stack: event_id, [arguments], [functions]
int number_of_functions = lua_gettop(L) - arguments_top;
return number_of_functions;
}
/*
* Replace one of the arguments pushed before `SetupStack` with a new value.
*/
template<typename T>
void Eluna::ReplaceArgument(T value, uint8 index)
{
ASSERT(index < lua_gettop(L) && index > 0);
// Stack: event_id, [arguments], [functions], [results]
Eluna::Push(L, value);
// Stack: event_id, [arguments], [functions], [results], value
lua_replace(L, index + 1);
// Stack: event_id, [arguments and value], [functions], [results]
}
/*
* Call all event handlers registered to the event ID/entry combination and ignore any results.
*/
template<typename K1, typename K2>
void Eluna::CallAllFunctions(BindingMap<K1>* bindings1, BindingMap<K2>* bindings2, const K1& key1, const K2& key2)
{
int number_of_arguments = this->push_counter;
// Stack: [arguments]
int number_of_functions = SetupStack(bindings1, bindings2, key1, key2, number_of_arguments);
// Stack: event_id, [arguments], [functions]
while (number_of_functions > 0)
{
CallOneFunction(number_of_functions, number_of_arguments, 0);
--number_of_functions;
// Stack: event_id, [arguments], [functions - 1]
}
// Stack: event_id, [arguments]
CleanUpStack(number_of_arguments);
// Stack: (empty)
}
/*
* Call all event handlers registered to the event ID/entry combination,
* and returns `default_value` if ALL event handlers returned `default_value`,
* otherwise returns the opposite of `default_value`.
*/
template<typename K1, typename K2>
bool Eluna::CallAllFunctionsBool(BindingMap<K1>* bindings1, BindingMap<K2>* bindings2, const K1& key1, const K2& key2, bool default_value/* = false*/)
{
bool result = default_value;
// Note: number_of_arguments here does not count in eventID, which is pushed in SetupStack
int number_of_arguments = this->push_counter;
// Stack: [arguments]
int number_of_functions = SetupStack(bindings1, bindings2, key1, key2, number_of_arguments);
// Stack: event_id, [arguments], [functions]
while (number_of_functions > 0)
{
int r = CallOneFunction(number_of_functions, number_of_arguments, 1);
--number_of_functions;
// Stack: event_id, [arguments], [functions - 1], result
if (lua_isboolean(L, r) && (lua_toboolean(L, r) == 1) != default_value)
result = !default_value;
lua_pop(L, 1);
// Stack: event_id, [arguments], [functions - 1]
}
// Stack: event_id, [arguments]
CleanUpStack(number_of_arguments);
// Stack: (empty)
return result;
}
#endif // _HOOK_HELPERS_H

355
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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 _HOOKS_H
#define _HOOKS_H
/*
* A hook should be written in one of the following forms:
*
* A. If results will be IGNORED:
*
* // Return early if there are no bindings.
* if (!WhateverBindings->HasBindingsFor(SOME_EVENT_TYPE))
* return;
*
* // Lock out any other threads.
* LOCK_ELUNA;
*
* // Push extra arguments, if any.
* Push(a);
* Push(b);
* Push(c);
*
* // Call all event handlers.
* CallAllFunctions(WhateverBindings, SOME_EVENT_TYPE);
*
*
* B. If results will be USED:
*
* // Return early if there are no bindings.
* if (!WhateverBindings->HasBindingsFor(SOME_EVENT_TYPE))
* return;
*
* // Lock out any other threads.
* LOCK_ELUNA;
*
* // Push extra arguments, if any.
* Push(a);
* Push(b);
* Push(c);
*
* // Setup the stack and get the number of functions pushed.
* // Last argument is 3 because we did 3 Pushes.
* int n = SetupStack(WhateverBindings, SOME_EVENT_TYPE, 3);
*
* // Call each event handler in order and check results.
* while (n > 0)
* {
* // Call an event handler and decrement the function counter afterward.
* // Second-last argument is 3 because we did 3 Pushes.
* // Last argument is 2 because we want 2 results.
* int r = CallOneFunction(n--, 3, 2);
*
* // Results can be popped using `r`.
* int first = CHECKVAL<int>(L, r + 0);
* int second = CHECKVAL<int>(L, r + 1);
*
* // Pop the results off the stack.
* lua_pop(L, 2);
* }
*
* // Clean-up the stack. Argument is 3 because we did 3 Pushes.
* CleanUpStack(3);
*/
namespace Hooks
{
enum RegisterTypes
{
REGTYPE_PACKET,
REGTYPE_SERVER,
REGTYPE_PLAYER,
REGTYPE_GUILD,
REGTYPE_GROUP,
REGTYPE_CREATURE,
REGTYPE_VEHICLE,
REGTYPE_CREATURE_GOSSIP,
REGTYPE_GAMEOBJECT,
REGTYPE_GAMEOBJECT_GOSSIP,
REGTYPE_ITEM,
REGTYPE_ITEM_GOSSIP,
REGTYPE_PLAYER_GOSSIP,
REGTYPE_BG,
REGTYPE_MAP,
REGTYPE_INSTANCE,
REGTYPE_COUNT
};
enum PacketEvents
{
PACKET_EVENT_ON_PACKET_RECEIVE = 5, // (event, packet, player) - Player only if accessible. Can return false, newPacket
PACKET_EVENT_ON_PACKET_RECEIVE_UNKNOWN = 6, // Not Implemented
PACKET_EVENT_ON_PACKET_SEND = 7, // (event, packet, player) - Player only if accessible. Can return false, newPacket
PACKET_EVENT_COUNT
};
enum ServerEvents
{
// Server
SERVER_EVENT_ON_NETWORK_START = 1, // Not Implemented
SERVER_EVENT_ON_NETWORK_STOP = 2, // Not Implemented
SERVER_EVENT_ON_SOCKET_OPEN = 3, // Not Implemented
SERVER_EVENT_ON_SOCKET_CLOSE = 4, // Not Implemented
SERVER_EVENT_ON_PACKET_RECEIVE = 5, // (event, packet, player) - Player only if accessible. Can return false, newPacket
SERVER_EVENT_ON_PACKET_RECEIVE_UNKNOWN = 6, // Not Implemented
SERVER_EVENT_ON_PACKET_SEND = 7, // (event, packet, player) - Player only if accessible. Can return false, newPacket
// World
WORLD_EVENT_ON_OPEN_STATE_CHANGE = 8, // (event, open) - Needs core support on Mangos
WORLD_EVENT_ON_CONFIG_LOAD = 9, // (event, reload)
// UNUSED = 10,
WORLD_EVENT_ON_SHUTDOWN_INIT = 11, // (event, code, mask)
WORLD_EVENT_ON_SHUTDOWN_CANCEL = 12, // (event)
WORLD_EVENT_ON_UPDATE = 13, // (event, diff)
WORLD_EVENT_ON_STARTUP = 14, // (event)
WORLD_EVENT_ON_SHUTDOWN = 15, // (event)
// Eluna
ELUNA_EVENT_ON_LUA_STATE_CLOSE = 16, // (event) - triggers just before shutting down eluna (on shutdown and restart)
// Map
MAP_EVENT_ON_CREATE = 17, // (event, map)
MAP_EVENT_ON_DESTROY = 18, // (event, map)
MAP_EVENT_ON_GRID_LOAD = 19, // Not Implemented
MAP_EVENT_ON_GRID_UNLOAD = 20, // Not Implemented
MAP_EVENT_ON_PLAYER_ENTER = 21, // (event, map, player)
MAP_EVENT_ON_PLAYER_LEAVE = 22, // (event, map, player)
MAP_EVENT_ON_UPDATE = 23, // (event, map, diff)
// Area trigger
TRIGGER_EVENT_ON_TRIGGER = 24, // (event, player, triggerId) - Can return true
// Weather
WEATHER_EVENT_ON_CHANGE = 25, // (event, zoneId, state, grade)
// Auction house
AUCTION_EVENT_ON_ADD = 26, // (event, auctionId, owner, item, expireTime, buyout, startBid, currentBid, bidderGUIDLow)
AUCTION_EVENT_ON_REMOVE = 27, // (event, auctionId, owner, item, expireTime, buyout, startBid, currentBid, bidderGUIDLow)
AUCTION_EVENT_ON_SUCCESSFUL = 28, // (event, auctionId, owner, item, expireTime, buyout, startBid, currentBid, bidderGUIDLow)
AUCTION_EVENT_ON_EXPIRE = 29, // (event, auctionId, owner, item, expireTime, buyout, startBid, currentBid, bidderGUIDLow)
// AddOns
ADDON_EVENT_ON_MESSAGE = 30, // (event, sender, type, prefix, msg, target) - target can be nil/whisper_target/guild/group/channel. Can return false
WORLD_EVENT_ON_DELETE_CREATURE = 31, // (event, creature)
WORLD_EVENT_ON_DELETE_GAMEOBJECT = 32, // (event, gameobject)
// Eluna
ELUNA_EVENT_ON_LUA_STATE_OPEN = 33, // (event) - triggers after all scripts are loaded
GAME_EVENT_START = 34, // (event, gameeventid)
GAME_EVENT_STOP = 35, // (event, gameeventid)
SERVER_EVENT_COUNT
};
enum PlayerEvents
{
PLAYER_EVENT_ON_CHARACTER_CREATE = 1, // (event, player)
PLAYER_EVENT_ON_CHARACTER_DELETE = 2, // (event, guid)
PLAYER_EVENT_ON_LOGIN = 3, // (event, player)
PLAYER_EVENT_ON_LOGOUT = 4, // (event, player)
PLAYER_EVENT_ON_SPELL_CAST = 5, // (event, player, spell, skipCheck)
PLAYER_EVENT_ON_KILL_PLAYER = 6, // (event, killer, killed)
PLAYER_EVENT_ON_KILL_CREATURE = 7, // (event, killer, killed)
PLAYER_EVENT_ON_KILLED_BY_CREATURE = 8, // (event, killer, killed)
PLAYER_EVENT_ON_DUEL_REQUEST = 9, // (event, target, challenger)
PLAYER_EVENT_ON_DUEL_START = 10, // (event, player1, player2)
PLAYER_EVENT_ON_DUEL_END = 11, // (event, winner, loser, type)
PLAYER_EVENT_ON_GIVE_XP = 12, // (event, player, amount, victim) - Can return new XP amount
PLAYER_EVENT_ON_LEVEL_CHANGE = 13, // (event, player, oldLevel)
PLAYER_EVENT_ON_MONEY_CHANGE = 14, // (event, player, amount) - Can return new money amount
PLAYER_EVENT_ON_REPUTATION_CHANGE = 15, // (event, player, factionId, standing, incremental) - Can return new standing -> if standing == -1, it will prevent default action (rep gain)
PLAYER_EVENT_ON_TALENTS_CHANGE = 16, // (event, player, points)
PLAYER_EVENT_ON_TALENTS_RESET = 17, // (event, player, noCost)
PLAYER_EVENT_ON_CHAT = 18, // (event, player, msg, Type, lang) - Can return false, newMessage
PLAYER_EVENT_ON_WHISPER = 19, // (event, player, msg, Type, lang, receiver) - Can return false, newMessage
PLAYER_EVENT_ON_GROUP_CHAT = 20, // (event, player, msg, Type, lang, group) - Can return false, newMessage
PLAYER_EVENT_ON_GUILD_CHAT = 21, // (event, player, msg, Type, lang, guild) - Can return false, newMessage
PLAYER_EVENT_ON_CHANNEL_CHAT = 22, // (event, player, msg, Type, lang, channel) - Can return false, newMessage
PLAYER_EVENT_ON_EMOTE = 23, // (event, player, emote) - Not triggered on any known emote
PLAYER_EVENT_ON_TEXT_EMOTE = 24, // (event, player, textEmote, emoteNum, guid)
PLAYER_EVENT_ON_SAVE = 25, // (event, player)
PLAYER_EVENT_ON_BIND_TO_INSTANCE = 26, // (event, player, difficulty, mapid, permanent)
PLAYER_EVENT_ON_UPDATE_ZONE = 27, // (event, player, newZone, newArea)
PLAYER_EVENT_ON_MAP_CHANGE = 28, // (event, player)
// Custom
PLAYER_EVENT_ON_EQUIP = 29, // (event, player, item, bag, slot)
PLAYER_EVENT_ON_FIRST_LOGIN = 30, // (event, player)
PLAYER_EVENT_ON_CAN_USE_ITEM = 31, // (event, player, itemEntry) - Can return InventoryResult enum value
PLAYER_EVENT_ON_LOOT_ITEM = 32, // (event, player, item, count)
PLAYER_EVENT_ON_ENTER_COMBAT = 33, // (event, player, enemy)
PLAYER_EVENT_ON_LEAVE_COMBAT = 34, // (event, player)
PLAYER_EVENT_ON_REPOP = 35, // (event, player)
PLAYER_EVENT_ON_RESURRECT = 36, // (event, player)
PLAYER_EVENT_ON_LOOT_MONEY = 37, // (event, player, amount)
PLAYER_EVENT_ON_QUEST_ABANDON = 38, // (event, player, questId)
PLAYER_EVENT_ON_LEARN_TALENTS = 39, // (event, player, talentId, talentRank, spellid)
// UNUSED = 40, // (event, player)
// UNUSED = 41, // (event, player)
PLAYER_EVENT_ON_COMMAND = 42, // (event, player, command, chatHandler) - player is nil if command used from console. Can return false
PLAYER_EVENT_ON_PET_ADDED_TO_WORLD = 43, // (event, player, pet)
PLAYER_EVENT_COUNT
};
enum GuildEvents
{
// Guild
GUILD_EVENT_ON_ADD_MEMBER = 1, // (event, guild, player, rank)
GUILD_EVENT_ON_REMOVE_MEMBER = 2, // (event, guild, player, isDisbanding)
GUILD_EVENT_ON_MOTD_CHANGE = 3, // (event, guild, newMotd)
GUILD_EVENT_ON_INFO_CHANGE = 4, // (event, guild, newInfo)
GUILD_EVENT_ON_CREATE = 5, // (event, guild, leader, name) // Not on TC
GUILD_EVENT_ON_DISBAND = 6, // (event, guild)
GUILD_EVENT_ON_MONEY_WITHDRAW = 7, // (event, guild, player, amount, isRepair) - Can return new money amount
GUILD_EVENT_ON_MONEY_DEPOSIT = 8, // (event, guild, player, amount) - Can return new money amount
GUILD_EVENT_ON_ITEM_MOVE = 9, // (event, guild, player, item, isSrcBank, srcContainer, srcSlotId, isDestBank, destContainer, destSlotId) // TODO
GUILD_EVENT_ON_EVENT = 10, // (event, guild, eventType, plrGUIDLow1, plrGUIDLow2, newRank) // TODO
GUILD_EVENT_ON_BANK_EVENT = 11, // (event, guild, eventType, tabId, playerGUIDLow, itemOrMoney, itemStackCount, destTabId)
GUILD_EVENT_COUNT
};
enum GroupEvents
{
// Group
GROUP_EVENT_ON_MEMBER_ADD = 1, // (event, group, guid)
GROUP_EVENT_ON_MEMBER_INVITE = 2, // (event, group, guid)
GROUP_EVENT_ON_MEMBER_REMOVE = 3, // (event, group, guid, method, kicker, reason)
GROUP_EVENT_ON_LEADER_CHANGE = 4, // (event, group, newLeaderGuid, oldLeaderGuid)
GROUP_EVENT_ON_DISBAND = 5, // (event, group)
GROUP_EVENT_ON_CREATE = 6, // (event, group, leaderGuid, groupType)
GROUP_EVENT_COUNT
};
enum VehicleEvents
{
VEHICLE_EVENT_ON_INSTALL = 1, // (event, vehicle)
VEHICLE_EVENT_ON_UNINSTALL = 2, // (event, vehicle)
// UNUSED = 3, // (event, vehicle)
VEHICLE_EVENT_ON_INSTALL_ACCESSORY = 4, // (event, vehicle, creature)
VEHICLE_EVENT_ON_ADD_PASSENGER = 5, // (event, vehicle, unit, seatId)
VEHICLE_EVENT_ON_REMOVE_PASSENGER = 6, // (event, vehicle, unit)
VEHICLE_EVENT_COUNT
};
enum CreatureEvents
{
CREATURE_EVENT_ON_ENTER_COMBAT = 1, // (event, creature, target) - Can return true to stop normal action
CREATURE_EVENT_ON_LEAVE_COMBAT = 2, // (event, creature) - Can return true to stop normal action
CREATURE_EVENT_ON_TARGET_DIED = 3, // (event, creature, victim) - Can return true to stop normal action
CREATURE_EVENT_ON_DIED = 4, // (event, creature, killer) - Can return true to stop normal action
CREATURE_EVENT_ON_SPAWN = 5, // (event, creature) - Can return true to stop normal action
CREATURE_EVENT_ON_REACH_WP = 6, // (event, creature, type, id) - Can return true to stop normal action
CREATURE_EVENT_ON_AIUPDATE = 7, // (event, creature, diff) - Can return true to stop normal action
CREATURE_EVENT_ON_RECEIVE_EMOTE = 8, // (event, creature, player, emoteid) - Can return true to stop normal action
CREATURE_EVENT_ON_DAMAGE_TAKEN = 9, // (event, creature, attacker, damage) - Can return true to stop normal action, can return new damage as second return value.
CREATURE_EVENT_ON_PRE_COMBAT = 10, // (event, creature, target) - Can return true to stop normal action
// UNUSED
CREATURE_EVENT_ON_OWNER_ATTACKED = 12, // (event, creature, target) - Can return true to stop normal action // Not on mangos
CREATURE_EVENT_ON_OWNER_ATTACKED_AT = 13, // (event, creature, attacker) - Can return true to stop normal action // Not on mangos
CREATURE_EVENT_ON_HIT_BY_SPELL = 14, // (event, creature, caster, spellid) - Can return true to stop normal action
CREATURE_EVENT_ON_SPELL_HIT_TARGET = 15, // (event, creature, target, spellid) - Can return true to stop normal action
// UNUSED = 16, // (event, creature)
// UNUSED = 17, // (event, creature)
// UNUSED = 18, // (event, creature)
CREATURE_EVENT_ON_JUST_SUMMONED_CREATURE = 19, // (event, creature, summon) - Can return true to stop normal action
CREATURE_EVENT_ON_SUMMONED_CREATURE_DESPAWN = 20, // (event, creature, summon) - Can return true to stop normal action
CREATURE_EVENT_ON_SUMMONED_CREATURE_DIED = 21, // (event, creature, summon, killer) - Can return true to stop normal action // Not on mangos
CREATURE_EVENT_ON_SUMMONED = 22, // (event, creature, summoner) - Can return true to stop normal action
CREATURE_EVENT_ON_RESET = 23, // (event, creature)
CREATURE_EVENT_ON_REACH_HOME = 24, // (event, creature) - Can return true to stop normal action
// UNUSED = 25, // (event, creature)
CREATURE_EVENT_ON_CORPSE_REMOVED = 26, // (event, creature, respawndelay) - Can return true to stop normal action, can return new respawndelay as second return value
CREATURE_EVENT_ON_MOVE_IN_LOS = 27, // (event, creature, unit) - Can return true to stop normal action. Does not actually check LOS, just uses the sight range
// UNUSED = 28, // (event, creature)
// UNUSED = 29, // (event, creature)
CREATURE_EVENT_ON_DUMMY_EFFECT = 30, // (event, caster, spellid, effindex, creature)
CREATURE_EVENT_ON_QUEST_ACCEPT = 31, // (event, player, creature, quest) - Can return true
// UNUSED = 32, // (event, creature)
// UNUSED = 33, // (event, creature)
CREATURE_EVENT_ON_QUEST_REWARD = 34, // (event, player, creature, quest, opt) - Can return true
CREATURE_EVENT_ON_DIALOG_STATUS = 35, // (event, player, creature)
CREATURE_EVENT_ON_ADD = 36, // (event, creature)
CREATURE_EVENT_ON_REMOVE = 37, // (event, creature)
CREATURE_EVENT_COUNT
};
enum GameObjectEvents
{
GAMEOBJECT_EVENT_ON_AIUPDATE = 1, // (event, go, diff)
GAMEOBJECT_EVENT_ON_SPAWN = 2, // (event, go)
GAMEOBJECT_EVENT_ON_DUMMY_EFFECT = 3, // (event, caster, spellid, effindex, go) - Can return true to stop normal action
GAMEOBJECT_EVENT_ON_QUEST_ACCEPT = 4, // (event, player, go, quest) - Can return true to stop normal action
GAMEOBJECT_EVENT_ON_QUEST_REWARD = 5, // (event, player, go, quest, opt) - Can return true to stop normal action
GAMEOBJECT_EVENT_ON_DIALOG_STATUS = 6, // (event, player, go)
GAMEOBJECT_EVENT_ON_DESTROYED = 7, // (event, go, attacker)
GAMEOBJECT_EVENT_ON_DAMAGED = 8, // (event, go, attacker)
GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE = 9, // (event, go, state)
GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED = 10, // (event, go, state)
// UNUSED = 11, // (event, gameobject)
GAMEOBJECT_EVENT_ON_ADD = 12, // (event, gameobject)
GAMEOBJECT_EVENT_ON_REMOVE = 13, // (event, gameobject)
GAMEOBJECT_EVENT_ON_USE = 14, // (event, go, player) - Can return true to stop normal action
GAMEOBJECT_EVENT_COUNT
};
enum ItemEvents
{
ITEM_EVENT_ON_DUMMY_EFFECT = 1, // (event, caster, spellid, effindex, item)
ITEM_EVENT_ON_USE = 2, // (event, player, item, target) - Can return false to stop the spell casting
ITEM_EVENT_ON_QUEST_ACCEPT = 3, // (event, player, item, quest) - Can return true
ITEM_EVENT_ON_EXPIRE = 4, // (event, player, itemid) - Can return true
ITEM_EVENT_ON_REMOVE = 5, // (event, player, item) - Can return true
ITEM_EVENT_COUNT
};
enum GossipEvents
{
GOSSIP_EVENT_ON_HELLO = 1, // (event, player, object) - Object is the Creature/GameObject/Item. Can return false to do default action. For item gossip can return false to stop spell casting.
GOSSIP_EVENT_ON_SELECT = 2, // (event, player, object, sender, intid, code, menu_id) - Object is the Creature/GameObject/Item/Player, menu_id is only for player gossip. Can return false to do default action.
GOSSIP_EVENT_COUNT
};
enum BGEvents
{
BG_EVENT_ON_START = 1, // (event, bg, bgId, instanceId) - Needs to be added to TC
BG_EVENT_ON_END = 2, // (event, bg, bgId, instanceId, winner) - Needs to be added to TC
BG_EVENT_ON_CREATE = 3, // (event, bg, bgId, instanceId) - Needs to be added to TC
BG_EVENT_ON_PRE_DESTROY = 4, // (event, bg, bgId, instanceId) - Needs to be added to TC
BG_EVENT_COUNT
};
enum InstanceEvents
{
INSTANCE_EVENT_ON_INITIALIZE = 1, // (event, instance_data, map)
INSTANCE_EVENT_ON_LOAD = 2, // (event, instance_data, map)
INSTANCE_EVENT_ON_UPDATE = 3, // (event, instance_data, map, diff)
INSTANCE_EVENT_ON_PLAYER_ENTER = 4, // (event, instance_data, map, player)
INSTANCE_EVENT_ON_CREATURE_CREATE = 5, // (event, instance_data, map, creature)
INSTANCE_EVENT_ON_GAMEOBJECT_CREATE = 6, // (event, instance_data, map, go)
INSTANCE_EVENT_ON_CHECK_ENCOUNTER_IN_PROGRESS = 7, // (event, instance_data, map)
INSTANCE_EVENT_COUNT
};
};
#endif // _HOOKS_H

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#include <thread>
extern "C"
{
#include "lua.h"
#include "lauxlib.h"
};
#if defined TRINITY || defined AZEROTHCORE
#define CPPHTTPLIB_OPENSSL_SUPPORT
#endif
#include "libs/httplib.h"
#include "HttpManager.h"
#include "LuaEngine.h"
HttpWorkItem::HttpWorkItem(int funcRef, const std::string& httpVerb, const std::string& url, const std::string& body, const std::string& contentType, const httplib::Headers& headers)
: funcRef(funcRef),
httpVerb(httpVerb),
url(url),
body(body),
contentType(contentType),
headers(headers)
{ }
HttpResponse::HttpResponse(int funcRef, int statusCode, const std::string& body, const httplib::Headers& headers)
: funcRef(funcRef),
statusCode(statusCode),
body(body),
headers(headers)
{ }
HttpManager::HttpManager()
: workQueue(16),
responseQueue(16),
startedWorkerThread(false),
cancelationToken(false),
condVar(),
condVarMutex(),
parseUrlRegex("^(([^:/?#]+):)?(//([^/?#]*))?([^?#]*)(\\?([^#]*))?(#(.*))?")
{
StartHttpWorker();
}
HttpManager::~HttpManager()
{
StopHttpWorker();
}
void HttpManager::PushRequest(HttpWorkItem* item)
{
std::unique_lock<std::mutex> lock(condVarMutex);
workQueue.push(item);
condVar.notify_one();
}
void HttpManager::StartHttpWorker()
{
ClearQueues();
if (!startedWorkerThread)
{
cancelationToken.store(false);
workerThread = std::thread(&HttpManager::HttpWorkerThread, this);
startedWorkerThread = true;
}
}
void HttpManager::ClearQueues()
{
while (workQueue.front())
{
HttpWorkItem* item = *workQueue.front();
if (item != nullptr)
{
delete item;
}
workQueue.pop();
}
while (responseQueue.front())
{
HttpResponse* item = *responseQueue.front();
if (item != nullptr)
{
delete item;
}
responseQueue.pop();
}
}
void HttpManager::StopHttpWorker()
{
if (!startedWorkerThread)
{
return;
}
cancelationToken.store(true);
condVar.notify_one();
workerThread.join();
ClearQueues();
startedWorkerThread = false;
}
void HttpManager::HttpWorkerThread()
{
while (true)
{
{
std::unique_lock<std::mutex> lock(condVarMutex);
condVar.wait(lock, [&] { return workQueue.front() != nullptr || cancelationToken.load(); });
}
if (cancelationToken.load())
{
break;
}
if (!workQueue.front())
{
continue;
}
HttpWorkItem* req = *workQueue.front();
workQueue.pop();
if (!req)
{
continue;
}
try
{
std::string host;
std::string path;
if (!ParseUrl(req->url, host, path)) {
ELUNA_LOG_ERROR("[Eluna]: Could not parse URL {}", req->url);
continue;
}
httplib::Client cli(host);
cli.set_connection_timeout(0, 3000000); // 3 seconds
cli.set_read_timeout(5, 0); // 5 seconds
cli.set_write_timeout(5, 0); // 5 seconds
httplib::Result res = DoRequest(cli, req, path);
httplib::Error err = res.error();
if (err != httplib::Error::Success)
{
ELUNA_LOG_ERROR("[Eluna]: HTTP request error: {}", httplib::to_string(err));
continue;
}
if (res->status == 301)
{
std::string location = res->get_header_value("Location");
std::string host;
std::string path;
if (!ParseUrl(location, host, path))
{
ELUNA_LOG_ERROR("[Eluna]: Could not parse URL after redirect: {}", location);
continue;
}
httplib::Client cli2(host);
cli2.set_connection_timeout(0, 3000000); // 3 seconds
cli2.set_read_timeout(5, 0); // 5 seconds
cli2.set_write_timeout(5, 0); // 5 seconds
res = DoRequest(cli2, req, path);
}
responseQueue.push(new HttpResponse(req->funcRef, res->status, res->body, res->headers));
}
catch (const std::exception& ex)
{
ELUNA_LOG_ERROR("[Eluna]: HTTP request error: {}", ex.what());
}
delete req;
}
}
httplib::Result HttpManager::DoRequest(httplib::Client& client, HttpWorkItem* req, const std::string& urlPath)
{
const char* path = urlPath.c_str();
if (req->httpVerb == "GET")
{
return client.Get(path, req->headers);
}
if (req->httpVerb == "HEAD")
{
return client.Head(path, req->headers);
}
if (req->httpVerb == "POST")
{
return client.Post(path, req->headers, req->body, req->contentType.c_str());
}
if (req->httpVerb == "PUT")
{
return client.Put(path, req->headers, req->body, req->contentType.c_str());
}
if (req->httpVerb == "PATCH")
{
return client.Patch(path, req->headers, req->body, req->contentType.c_str());
}
if (req->httpVerb == "DELETE")
{
return client.Delete(path, req->headers);
}
if (req->httpVerb == "OPTIONS")
{
return client.Options(path, req->headers);
}
ELUNA_LOG_ERROR("[Eluna]: HTTP request error: invalid HTTP verb {}", req->httpVerb);
return client.Get(path, req->headers);
}
bool HttpManager::ParseUrl(const std::string& url, std::string& host, std::string& path)
{
std::smatch matches;
if (!std::regex_search(url, matches, parseUrlRegex))
{
return false;
}
std::string scheme = matches[2];
std::string authority = matches[4];
std::string query = matches[7];
host = scheme + "://" + authority;
path = matches[5];
if (path.empty())
{
path = "/";
}
path += (query.empty() ? "" : "?") + query;
return true;
}
void HttpManager::HandleHttpResponses()
{
while (!responseQueue.empty())
{
HttpResponse* res = *responseQueue.front();
responseQueue.pop();
if (res == nullptr)
{
continue;
}
LOCK_ELUNA;
lua_State* L = Eluna::GEluna->L;
// Get function
lua_rawgeti(L, LUA_REGISTRYINDEX, res->funcRef);
// Push parameters
Eluna::Push(L, res->statusCode);
Eluna::Push(L, res->body);
lua_newtable(L);
for (const auto& item : res->headers) {
Eluna::Push(L, item.first);
Eluna::Push(L, item.second);
lua_settable(L, -3);
}
// Call function
Eluna::GEluna->ExecuteCall(3, 0);
luaL_unref(L, LUA_REGISTRYINDEX, res->funcRef);
delete res;
}
}

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#ifndef ELUNA_HTTP_MANAGER_H
#define ELUNA_HTTP_MANAGER_H
#include <regex>
#include "libs/httplib.h"
#include "libs/rigtorp/SPSCQueue.h"
struct HttpWorkItem
{
public:
HttpWorkItem(int funcRef, const std::string& httpVerb, const std::string& url, const std::string& body, const std::string &contentType, const httplib::Headers& headers);
int funcRef;
std::string httpVerb;
std::string url;
std::string body;
std::string contentType;
httplib::Headers headers;
};
struct HttpResponse
{
public:
HttpResponse(int funcRef, int statusCode, const std::string& body, const httplib::Headers& headers);
int funcRef;
int statusCode;
std::string body;
httplib::Headers headers;
};
class HttpManager
{
public:
HttpManager();
~HttpManager();
void StartHttpWorker();
void StopHttpWorker();
void PushRequest(HttpWorkItem* item);
void HandleHttpResponses();
private:
void ClearQueues();
void HttpWorkerThread();
bool ParseUrl(const std::string& url, std::string& host, std::string& path);
httplib::Result DoRequest(httplib::Client& client, HttpWorkItem* req, const std::string& path);
rigtorp::SPSCQueue<HttpWorkItem*> workQueue;
rigtorp::SPSCQueue<HttpResponse*> responseQueue;
std::thread workerThread;
bool startedWorkerThread;
std::atomic_bool cancelationToken;
std::condition_variable condVar;
std::mutex condVarMutex;
std::regex parseUrlRegex;
};
#endif // #ifndef ELUNA_HTTP_MANAGER_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
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ElunaIncludes.h"
#include "ElunaTemplate.h"
#include "ElunaInstanceAI.h"
using namespace Hooks;
#define START_HOOK(EVENT, AI) \
if (!IsEnabled())\
return;\
auto mapKey = EntryKey<InstanceEvents>(EVENT, AI->instance->GetId());\
auto instanceKey = EntryKey<InstanceEvents>(EVENT, AI->instance->GetInstanceId());\
if (!MapEventBindings->HasBindingsFor(mapKey) && !InstanceEventBindings->HasBindingsFor(instanceKey))\
return;\
LOCK_ELUNA;\
PushInstanceData(L, AI);\
Push(AI->instance)
#define START_HOOK_WITH_RETVAL(EVENT, AI, RETVAL) \
if (!IsEnabled())\
return RETVAL;\
auto mapKey = EntryKey<InstanceEvents>(EVENT, AI->instance->GetId());\
auto instanceKey = EntryKey<InstanceEvents>(EVENT, AI->instance->GetInstanceId());\
if (!MapEventBindings->HasBindingsFor(mapKey) && !InstanceEventBindings->HasBindingsFor(instanceKey))\
return RETVAL;\
LOCK_ELUNA;\
PushInstanceData(L, AI);\
Push(AI->instance)
void Eluna::OnInitialize(ElunaInstanceAI* ai)
{
START_HOOK(INSTANCE_EVENT_ON_INITIALIZE, ai);
CallAllFunctions(MapEventBindings, InstanceEventBindings, mapKey, instanceKey);
}
void Eluna::OnLoad(ElunaInstanceAI* ai)
{
START_HOOK(INSTANCE_EVENT_ON_LOAD, ai);
CallAllFunctions(MapEventBindings, InstanceEventBindings, mapKey, instanceKey);
}
void Eluna::OnUpdateInstance(ElunaInstanceAI* ai, uint32 diff)
{
START_HOOK(INSTANCE_EVENT_ON_UPDATE, ai);
Push(diff);
CallAllFunctions(MapEventBindings, InstanceEventBindings, mapKey, instanceKey);
}
void Eluna::OnPlayerEnterInstance(ElunaInstanceAI* ai, Player* player)
{
START_HOOK(INSTANCE_EVENT_ON_PLAYER_ENTER, ai);
Push(player);
CallAllFunctions(MapEventBindings, InstanceEventBindings, mapKey, instanceKey);
}
void Eluna::OnCreatureCreate(ElunaInstanceAI* ai, Creature* creature)
{
START_HOOK(INSTANCE_EVENT_ON_CREATURE_CREATE, ai);
Push(creature);
CallAllFunctions(MapEventBindings, InstanceEventBindings, mapKey, instanceKey);
}
void Eluna::OnGameObjectCreate(ElunaInstanceAI* ai, GameObject* gameobject)
{
START_HOOK(INSTANCE_EVENT_ON_GAMEOBJECT_CREATE, ai);
Push(gameobject);
CallAllFunctions(MapEventBindings, InstanceEventBindings, mapKey, instanceKey);
}
bool Eluna::OnCheckEncounterInProgress(ElunaInstanceAI* ai)
{
START_HOOK_WITH_RETVAL(INSTANCE_EVENT_ON_CHECK_ENCOUNTER_IN_PROGRESS, ai, false);
return CallAllFunctionsBool(MapEventBindings, InstanceEventBindings, mapKey, instanceKey);
}

133
src/LuaEngine/ItemHooks.cpp Normal file
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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
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ElunaIncludes.h"
#include "ElunaTemplate.h"
using namespace Hooks;
#define START_HOOK(EVENT, ENTRY) \
if (!IsEnabled())\
return;\
auto key = EntryKey<ItemEvents>(EVENT, ENTRY);\
if (!ItemEventBindings->HasBindingsFor(key))\
return;\
LOCK_ELUNA
#define START_HOOK_WITH_RETVAL(EVENT, ENTRY, RETVAL) \
if (!IsEnabled())\
return RETVAL;\
auto key = EntryKey<ItemEvents>(EVENT, ENTRY);\
if (!ItemEventBindings->HasBindingsFor(key))\
return RETVAL;\
LOCK_ELUNA
void Eluna::OnDummyEffect(WorldObject* pCaster, uint32 spellId, SpellEffIndex effIndex, Item* pTarget)
{
START_HOOK(ITEM_EVENT_ON_DUMMY_EFFECT, pTarget->GetEntry());
Push(pCaster);
Push(spellId);
Push(effIndex);
Push(pTarget);
CallAllFunctions(ItemEventBindings, key);
}
bool Eluna::OnQuestAccept(Player* pPlayer, Item* pItem, Quest const* pQuest)
{
START_HOOK_WITH_RETVAL(ITEM_EVENT_ON_QUEST_ACCEPT, pItem->GetEntry(), false);
Push(pPlayer);
Push(pItem);
Push(pQuest);
return CallAllFunctionsBool(ItemEventBindings, key);
}
bool Eluna::OnUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets)
{
ObjectGuid guid = pItem->GET_GUID();
bool castSpell = true;
if (!OnItemUse(pPlayer, pItem, targets))
castSpell = false;
pItem = pPlayer->GetItemByGuid(guid);
if (pItem)
{
if (!OnItemGossip(pPlayer, pItem, targets))
castSpell = false;
pItem = pPlayer->GetItemByGuid(guid);
}
if (pItem && castSpell)
return true;
// Send equip error that shows no message
// This is a hack fix to stop spell casting visual bug when a spell is not cast on use
WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, 18);
data << uint8(59); // EQUIP_ERR_NONE / EQUIP_ERR_CANT_BE_DISENCHANTED
data << guid;
data << ObjectGuid(uint64(0));
data << uint8(0);
#ifdef CMANGOS
pPlayer->GetSession()->SendPacket(data);
#else
pPlayer->GetSession()->SendPacket(&data);
#endif
return false;
}
bool Eluna::OnItemUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets)
{
START_HOOK_WITH_RETVAL(ITEM_EVENT_ON_USE, pItem->GetEntry(), true);
Push(pPlayer);
Push(pItem);
#if defined TRINITY || AZEROTHCORE
if (GameObject* target = targets.GetGOTarget())
Push(target);
else if (Item* target = targets.GetItemTarget())
Push(target);
else if (Corpse* target = targets.GetCorpseTarget())
Push(target);
else if (Unit* target = targets.GetUnitTarget())
Push(target);
else if (WorldObject* target = targets.GetObjectTarget())
Push(target);
else
Push();
#else
if (GameObject* target = targets.getGOTarget())
Push(target);
else if (Item* target = targets.getItemTarget())
Push(target);
else if (Corpse* target = pPlayer->GetMap()->GetCorpse(targets.getCorpseTargetGuid()))
Push(target);
else if (Unit* target = targets.getUnitTarget())
Push(target);
else
Push();
#endif
return CallAllFunctionsBool(ItemEventBindings, key, true);
}
bool Eluna::OnExpire(Player* pPlayer, ItemTemplate const* pProto)
{
START_HOOK_WITH_RETVAL(ITEM_EVENT_ON_EXPIRE, pProto->ItemId, false);
Push(pPlayer);
Push(pProto->ItemId);
return CallAllFunctionsBool(ItemEventBindings, key);
}
bool Eluna::OnRemove(Player* pPlayer, Item* pItem)
{
START_HOOK_WITH_RETVAL(ITEM_EVENT_ON_REMOVE, pItem->GetEntry(), false);
Push(pPlayer);
Push(pItem);
return CallAllFunctionsBool(ItemEventBindings, key);
}

768
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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 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)
{
name += ' ';
#if TRINITY || AZEROTHCORE
name += (*suffix)[(name != temp->Name1) ? locale : uint8(DEFAULT_LOCALE)];
#else
name += suffix[(name != temp->Name1) ? locale : uint8(DEFAULT_LOCALE)];
#endif
}
}
#endif
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() << ":" <<
#ifdef TRINITY
(uint32)item->GetOwner()->GetLevel() << "|h[" << name << "]|h|r";
#else
(uint32)item->GetOwner()->getLevel() << "|h[" << name << "]|h|r";
#endif
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;
}
/**
* 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

674
src/LuaEngine/LICENSE Normal file
View File

@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
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The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
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your programs, too.
When we speak of free software, we are referring to freedom, not
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To protect your rights, we need to prevent others from denying you
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Developers that use the GNU GPL protect your rights with two steps:
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How to Apply These Terms to Your New Programs
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Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
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This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
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You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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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 _LUA_ENGINE_H
#define _LUA_ENGINE_H
#include "Common.h"
#include "SharedDefines.h"
#include "DBCEnums.h"
#include "Group.h"
#include "Item.h"
#include "Chat.h"
#ifndef TRINITY
#include "Player.h"
#endif
#include "Weather.h"
#include "World.h"
#include "Hooks.h"
#include "ElunaUtility.h"
#include "HttpManager.h"
#include <mutex>
#include <memory>
extern "C"
{
#include "lua.h"
};
#if defined(TRINITY) || AZEROTHCORE
struct ItemTemplate;
typedef BattlegroundTypeId BattleGroundTypeId;
#else
struct ItemPrototype;
typedef ItemPrototype ItemTemplate;
typedef SpellEffectIndex SpellEffIndex;
struct SpellEntry;
typedef SpellEntry SpellInfo;
#ifdef CLASSIC
typedef int Difficulty;
#endif
#endif
#ifndef AZEROTHCORE
struct AreaTriggerEntry;
#else
typedef AreaTrigger AreaTriggerEntry;
#endif
class AuctionHouseObject;
struct AuctionEntry;
#if defined(TRINITY) || AZEROTHCORE
class Battleground;
typedef Battleground BattleGround;
#endif
class Channel;
class Corpse;
class Creature;
class CreatureAI;
class GameObject;
#if defined(TRINITY) || AZEROTHCORE
class GameObjectAI;
#endif
class Guild;
class Group;
#if defined(TRINITY) || AZEROTHCORE
class InstanceScript;
typedef InstanceScript InstanceData;
#else
class InstanceData;
#endif
class ElunaInstanceAI;
class Item;
class Pet;
class Player;
class Quest;
class Spell;
class SpellCastTargets;
#if defined(TRINITY) || AZEROTHCORE
class TempSummon;
#else
class TemporarySummon;
typedef TemporarySummon TempSummon;
#endif
// class Transport;
class Unit;
class Weather;
class WorldPacket;
#ifndef CLASSIC
#ifndef TBC
#if defined(TRINITY) || AZEROTHCORE
class Vehicle;
#else
class VehicleInfo;
typedef VehicleInfo Vehicle;
#endif
#endif
#endif
struct lua_State;
class EventMgr;
class ElunaObject;
template<typename T> class ElunaTemplate;
template<typename K> class BindingMap;
template<typename T> struct EventKey;
template<typename T> struct EntryKey;
template<typename T> struct UniqueObjectKey;
struct LuaScript
{
std::string fileext;
std::string filename;
std::string filepath;
std::string modulepath;
};
#define ELUNA_STATE_PTR "Eluna State Ptr"
#define LOCK_ELUNA Eluna::Guard __guard(Eluna::GetLock())
#if defined(TRINITY)
#define ELUNA_GAME_API TC_GAME_API
#elif defined(AZEROTHCORE)
#define ELUNA_GAME_API AC_GAME_API
#else
#define ELUNA_GAME_API
#endif
class ELUNA_GAME_API Eluna
{
public:
typedef std::list<LuaScript> ScriptList;
typedef std::recursive_mutex LockType;
typedef std::lock_guard<LockType> Guard;
private:
static bool reload;
static bool initialized;
static LockType lock;
// Lua script locations
static ScriptList lua_scripts;
static ScriptList lua_extensions;
// Lua script folder path
static std::string lua_folderpath;
// lua path variable for require() function
static std::string lua_requirepath;
// A counter for lua event stacks that occur (see event_level).
// This is used to determine whether an object belongs to the current call stack or not.
// 0 is reserved for always belonging to the call stack
// 1 is reserved for a non valid callstackid
uint64 callstackid = 2;
// A counter for the amount of nested events. When the event_level
// reaches 0 we are about to return back to C++. At this point the
// objects used during the event stack are invalidated.
uint32 event_level;
// When a hook pushes arguments to be passed to event handlers,
// this is used to keep track of how many arguments were pushed.
uint8 push_counter;
bool enabled;
// Map from instance ID -> Lua table ref
std::unordered_map<uint32, int> instanceDataRefs;
// Map from map ID -> Lua table ref
std::unordered_map<uint32, int> continentDataRefs;
Eluna();
~Eluna();
// Prevent copy
Eluna(Eluna const&) = delete;
Eluna& operator=(const Eluna&) = delete;
void OpenLua();
void CloseLua();
void DestroyBindStores();
void CreateBindStores();
void InvalidateObjects();
// Use ReloadEluna() to make eluna reload
// This is called on world update to reload eluna
static void _ReloadEluna();
static void LoadScriptPaths();
static void GetScripts(std::string path);
static void AddScriptPath(std::string filename, const std::string& fullpath);
static int StackTrace(lua_State *_L);
static void Report(lua_State* _L);
// Some helpers for hooks to call event handlers.
// The bodies of the templates are in HookHelpers.h, so if you want to use them you need to #include "HookHelpers.h".
template<typename K1, typename K2> int SetupStack(BindingMap<K1>* bindings1, BindingMap<K2>* bindings2, const K1& key1, const K2& key2, int number_of_arguments);
int CallOneFunction(int number_of_functions, int number_of_arguments, int number_of_results);
void CleanUpStack(int number_of_arguments);
template<typename T> void ReplaceArgument(T value, uint8 index);
template<typename K1, typename K2> void CallAllFunctions(BindingMap<K1>* bindings1, BindingMap<K2>* bindings2, const K1& key1, const K2& key2);
template<typename K1, typename K2> bool CallAllFunctionsBool(BindingMap<K1>* bindings1, BindingMap<K2>* bindings2, const K1& key1, const K2& key2, bool default_value = false);
// Same as above but for only one binding instead of two.
// `key` is passed twice because there's no NULL for references, but it's not actually used if `bindings2` is NULL.
template<typename K> int SetupStack(BindingMap<K>* bindings, const K& key, int number_of_arguments)
{
return SetupStack<K, K>(bindings, NULL, key, key, number_of_arguments);
}
template<typename K> void CallAllFunctions(BindingMap<K>* bindings, const K& key)
{
CallAllFunctions<K, K>(bindings, NULL, key, key);
}
template<typename K> bool CallAllFunctionsBool(BindingMap<K>* bindings, const K& key, bool default_value = false)
{
return CallAllFunctionsBool<K, K>(bindings, NULL, key, key, default_value);
}
// Non-static pushes, to be used in hooks.
// These just call the correct static version with the main thread's Lua state.
void Push() { Push(L); ++push_counter; }
void Push(const long long value) { Push(L, value); ++push_counter; }
void Push(const unsigned long long value) { Push(L, value); ++push_counter; }
void Push(const long value) { Push(L, value); ++push_counter; }
void Push(const unsigned long value) { Push(L, value); ++push_counter; }
void Push(const int value) { Push(L, value); ++push_counter; }
void Push(const unsigned int value) { Push(L, value); ++push_counter; }
void Push(const bool value) { Push(L, value); ++push_counter; }
void Push(const float value) { Push(L, value); ++push_counter; }
void Push(const double value) { Push(L, value); ++push_counter; }
void Push(const std::string& value) { Push(L, value); ++push_counter; }
void Push(const char* value) { Push(L, value); ++push_counter; }
void Push(ObjectGuid const value) { Push(L, value); ++push_counter; }
template<typename T>
void Push(T const* ptr) { Push(L, ptr); ++push_counter; }
public:
static Eluna* GEluna;
lua_State* L;
EventMgr* eventMgr;
HttpManager httpManager;
BindingMap< EventKey<Hooks::ServerEvents> >* ServerEventBindings;
BindingMap< EventKey<Hooks::PlayerEvents> >* PlayerEventBindings;
BindingMap< EventKey<Hooks::GuildEvents> >* GuildEventBindings;
BindingMap< EventKey<Hooks::GroupEvents> >* GroupEventBindings;
BindingMap< EventKey<Hooks::VehicleEvents> >* VehicleEventBindings;
BindingMap< EventKey<Hooks::BGEvents> >* BGEventBindings;
BindingMap< EntryKey<Hooks::PacketEvents> >* PacketEventBindings;
BindingMap< EntryKey<Hooks::CreatureEvents> >* CreatureEventBindings;
BindingMap< EntryKey<Hooks::GossipEvents> >* CreatureGossipBindings;
BindingMap< EntryKey<Hooks::GameObjectEvents> >* GameObjectEventBindings;
BindingMap< EntryKey<Hooks::GossipEvents> >* GameObjectGossipBindings;
BindingMap< EntryKey<Hooks::ItemEvents> >* ItemEventBindings;
BindingMap< EntryKey<Hooks::GossipEvents> >* ItemGossipBindings;
BindingMap< EntryKey<Hooks::GossipEvents> >* PlayerGossipBindings;
BindingMap< EntryKey<Hooks::InstanceEvents> >* MapEventBindings;
BindingMap< EntryKey<Hooks::InstanceEvents> >* InstanceEventBindings;
BindingMap< UniqueObjectKey<Hooks::CreatureEvents> >* CreatureUniqueBindings;
static void Initialize();
static void Uninitialize();
// This function is used to make eluna reload
static void ReloadEluna() { LOCK_ELUNA; reload = true; }
static LockType& GetLock() { return lock; };
static bool IsInitialized() { return initialized; }
// Never returns nullptr
static Eluna* GetEluna(lua_State* L)
{
lua_pushstring(L, ELUNA_STATE_PTR);
lua_rawget(L, LUA_REGISTRYINDEX);
ASSERT(lua_islightuserdata(L, -1));
Eluna* E = static_cast<Eluna*>(lua_touserdata(L, -1));
lua_pop(L, 1);
ASSERT(E);
return E;
}
// Static pushes, can be used by anything, including methods.
static void Push(lua_State* luastate); // nil
static void Push(lua_State* luastate, const long long);
static void Push(lua_State* luastate, const unsigned long long);
static void Push(lua_State* luastate, const long);
static void Push(lua_State* luastate, const unsigned long);
static void Push(lua_State* luastate, const int);
static void Push(lua_State* luastate, const unsigned int);
static void Push(lua_State* luastate, const bool);
static void Push(lua_State* luastate, const float);
static void Push(lua_State* luastate, const double);
static void Push(lua_State* luastate, const std::string&);
static void Push(lua_State* luastate, const char*);
static void Push(lua_State* luastate, Object const* obj);
static void Push(lua_State* luastate, WorldObject const* obj);
static void Push(lua_State* luastate, Unit const* unit);
static void Push(lua_State* luastate, Pet const* pet);
static void Push(lua_State* luastate, TempSummon const* summon);
static void Push(lua_State* luastate, ObjectGuid const guid);
template<typename T>
static void Push(lua_State* luastate, T const* ptr)
{
ElunaTemplate<T>::Push(luastate, ptr);
}
bool ExecuteCall(int params, int res);
/*
* Returns `true` if Eluna has instance data for `map`.
*/
bool HasInstanceData(Map const* map);
/*
* Use the top element of the stack as the instance data table for `map`,
* then pops it off the stack.
*/
void CreateInstanceData(Map const* map);
/*
* Retrieve the instance data for the `Map` scripted by `ai` and push it
* onto the stack.
*
* An `ElunaInstanceAI` is needed because the instance data might
* not exist (i.e. Eluna has been reloaded).
*
* In that case, the AI is "reloaded" (new instance data table is created
* and loaded with the last known save state, and `Load`/`Initialize`
* hooks are called).
*/
void PushInstanceData(lua_State* L, ElunaInstanceAI* ai, bool incrementCounter = true);
void RunScripts();
bool ShouldReload() const { return reload; }
bool IsEnabled() const { return enabled && IsInitialized(); }
bool HasLuaState() const { return L != NULL; }
uint64 GetCallstackId() const { return callstackid; }
int Register(lua_State* L, uint8 reg, uint32 entry, ObjectGuid guid, uint32 instanceId, uint32 event_id, int functionRef, uint32 shots);
// Checks
template<typename T> static T CHECKVAL(lua_State* luastate, int narg);
template<typename T> static T CHECKVAL(lua_State* luastate, int narg, T def)
{
return lua_isnoneornil(luastate, narg) ? def : CHECKVAL<T>(luastate, narg);
}
template<typename T> static T* CHECKOBJ(lua_State* luastate, int narg, bool error = true)
{
return ElunaTemplate<T>::Check(luastate, narg, error);
}
static ElunaObject* CHECKTYPE(lua_State* luastate, int narg, const char *tname, bool error = true);
CreatureAI* GetAI(Creature* creature);
InstanceData* GetInstanceData(Map* map);
void FreeInstanceId(uint32 instanceId);
/* Custom */
void OnTimedEvent(int funcRef, uint32 delay, uint32 calls, WorldObject* obj);
bool OnCommand(ChatHandler& handler, const char* text);
void OnWorldUpdate(uint32 diff);
void OnLootItem(Player* pPlayer, Item* pItem, uint32 count, ObjectGuid guid);
void OnLootMoney(Player* pPlayer, uint32 amount);
void OnFirstLogin(Player* pPlayer);
void OnEquip(Player* pPlayer, Item* pItem, uint8 bag, uint8 slot);
void OnRepop(Player* pPlayer);
void OnResurrect(Player* pPlayer);
void OnQuestAbandon(Player* pPlayer, uint32 questId);
void OnLearnTalents(Player* pPlayer, uint32 talentId, uint32 talentRank, uint32 spellid);
InventoryResult OnCanUseItem(const Player* pPlayer, uint32 itemEntry);
void OnLuaStateClose();
void OnLuaStateOpen();
bool OnAddonMessage(Player* sender, uint32 type, std::string& msg, Player* receiver, Guild* guild, Group* group, Channel* channel);
void OnPetAddedToWorld(Player* player, Creature* pet);
/* Item */
void OnDummyEffect(WorldObject* pCaster, uint32 spellId, SpellEffIndex effIndex, Item* pTarget);
bool OnQuestAccept(Player* pPlayer, Item* pItem, Quest const* pQuest);
bool OnUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets);
bool OnItemUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets);
bool OnItemGossip(Player* pPlayer, Item* pItem, SpellCastTargets const& targets);
bool OnExpire(Player* pPlayer, ItemTemplate const* pProto);
bool OnRemove(Player* pPlayer, Item* item);
void HandleGossipSelectOption(Player* pPlayer, Item* item, uint32 sender, uint32 action, const std::string& code);
/* Creature */
void OnDummyEffect(WorldObject* pCaster, uint32 spellId, SpellEffIndex effIndex, Creature* pTarget);
bool OnGossipHello(Player* pPlayer, Creature* pCreature);
bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action);
bool OnGossipSelectCode(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action, const char* code);
bool OnQuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
bool OnQuestReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest, uint32 opt);
void GetDialogStatus(const Player* pPlayer, const Creature* pCreature);
bool OnSummoned(Creature* creature, Unit* summoner);
bool UpdateAI(Creature* me, const uint32 diff);
bool EnterCombat(Creature* me, Unit* target);
bool DamageTaken(Creature* me, Unit* attacker, uint32& damage);
bool JustDied(Creature* me, Unit* killer);
bool KilledUnit(Creature* me, Unit* victim);
bool JustSummoned(Creature* me, Creature* summon);
bool SummonedCreatureDespawn(Creature* me, Creature* summon);
bool MovementInform(Creature* me, uint32 type, uint32 id);
bool AttackStart(Creature* me, Unit* target);
bool EnterEvadeMode(Creature* me);
bool JustRespawned(Creature* me);
bool JustReachedHome(Creature* me);
bool ReceiveEmote(Creature* me, Player* player, uint32 emoteId);
bool CorpseRemoved(Creature* me, uint32& respawnDelay);
bool MoveInLineOfSight(Creature* me, Unit* who);
bool SpellHit(Creature* me, WorldObject* caster, SpellInfo const* spell);
bool SpellHitTarget(Creature* me, WorldObject* target, SpellInfo const* spell);
bool SummonedCreatureDies(Creature* me, Creature* summon, Unit* killer);
bool OwnerAttackedBy(Creature* me, Unit* attacker);
bool OwnerAttacked(Creature* me, Unit* target);
void On_Reset(Creature* me);
/* GameObject */
void OnDummyEffect(WorldObject* pCaster, uint32 spellId, SpellEffIndex effIndex, GameObject* pTarget);
bool OnGameObjectUse(Player* pPlayer, GameObject* pGameObject);
bool OnGossipHello(Player* pPlayer, GameObject* pGameObject);
bool OnGossipSelect(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action);
bool OnGossipSelectCode(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action, const char* code);
bool OnQuestAccept(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest);
bool OnQuestReward(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest, uint32 opt);
void GetDialogStatus(const Player* pPlayer, const GameObject* pGameObject);
#ifndef CLASSIC
#ifndef TBC
void OnDestroyed(GameObject* pGameObject, WorldObject* attacker);
void OnDamaged(GameObject* pGameObject, WorldObject* attacker);
#endif
#endif
void OnLootStateChanged(GameObject* pGameObject, uint32 state);
void OnGameObjectStateChanged(GameObject* pGameObject, uint32 state);
void UpdateAI(GameObject* pGameObject, uint32 diff);
void OnSpawn(GameObject* gameobject);
/* Packet */
bool OnPacketSend(WorldSession* session, const WorldPacket& packet);
void OnPacketSendAny(Player* player, const WorldPacket& packet, bool& result);
void OnPacketSendOne(Player* player, const WorldPacket& packet, bool& result);
bool OnPacketReceive(WorldSession* session, WorldPacket& packet);
void OnPacketReceiveAny(Player* player, WorldPacket& packet, bool& result);
void OnPacketReceiveOne(Player* player, WorldPacket& packet, bool& result);
/* Player */
void OnPlayerEnterCombat(Player* pPlayer, Unit* pEnemy);
void OnPlayerLeaveCombat(Player* pPlayer);
void OnPVPKill(Player* pKiller, Player* pKilled);
void OnCreatureKill(Player* pKiller, Creature* pKilled);
void OnPlayerKilledByCreature(Creature* pKiller, Player* pKilled);
void OnLevelChanged(Player* pPlayer, uint8 oldLevel);
void OnFreeTalentPointsChanged(Player* pPlayer, uint32 newPoints);
void OnTalentsReset(Player* pPlayer, bool noCost);
void OnMoneyChanged(Player* pPlayer, int32& amount);
void OnGiveXP(Player* pPlayer, uint32& amount, Unit* pVictim);
bool OnReputationChange(Player* pPlayer, uint32 factionID, int32& standing, bool incremental);
void OnDuelRequest(Player* pTarget, Player* pChallenger);
void OnDuelStart(Player* pStarter, Player* pChallenger);
void OnDuelEnd(Player* pWinner, Player* pLoser, DuelCompleteType type);
bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg);
bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Group* pGroup);
bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Guild* pGuild);
bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Channel* pChannel);
bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Player* pReceiver);
void OnEmote(Player* pPlayer, uint32 emote);
void OnTextEmote(Player* pPlayer, uint32 textEmote, uint32 emoteNum, ObjectGuid guid);
void OnSpellCast(Player* pPlayer, Spell* pSpell, bool skipCheck);
void OnLogin(Player* pPlayer);
void OnLogout(Player* pPlayer);
void OnCreate(Player* pPlayer);
void OnDelete(uint32 guid);
void OnSave(Player* pPlayer);
void OnBindToInstance(Player* pPlayer, Difficulty difficulty, uint32 mapid, bool permanent);
void OnUpdateZone(Player* pPlayer, uint32 newZone, uint32 newArea);
void OnMapChanged(Player* pPlayer);
void HandleGossipSelectOption(Player* pPlayer, uint32 menuId, uint32 sender, uint32 action, const std::string& code);
#ifndef CLASSIC
#ifndef TBC
/* Vehicle */
void OnInstall(Vehicle* vehicle);
void OnUninstall(Vehicle* vehicle);
void OnInstallAccessory(Vehicle* vehicle, Creature* accessory);
void OnAddPassenger(Vehicle* vehicle, Unit* passenger, int8 seatId);
void OnRemovePassenger(Vehicle* vehicle, Unit* passenger);
#endif
#endif
/* AreaTrigger */
bool OnAreaTrigger(Player* pPlayer, AreaTriggerEntry const* pTrigger);
/* Weather */
void OnChange(Weather* weather, uint32 zone, WeatherState state, float grade);
/* Auction House */
void OnAdd(AuctionHouseObject* ah, AuctionEntry* entry);
void OnRemove(AuctionHouseObject* ah, AuctionEntry* entry);
void OnSuccessful(AuctionHouseObject* ah, AuctionEntry* entry);
void OnExpire(AuctionHouseObject* ah, AuctionEntry* entry);
/* Guild */
void OnAddMember(Guild* guild, Player* player, uint32 plRank);
void OnRemoveMember(Guild* guild, Player* player, bool isDisbanding);
void OnMOTDChanged(Guild* guild, const std::string& newMotd);
void OnInfoChanged(Guild* guild, const std::string& newInfo);
void OnCreate(Guild* guild, Player* leader, const std::string& name);
void OnDisband(Guild* guild);
void OnMemberWitdrawMoney(Guild* guild, Player* player, uint32& amount, bool isRepair);
void OnMemberDepositMoney(Guild* guild, Player* player, uint32& amount);
void OnItemMove(Guild* guild, Player* player, Item* pItem, bool isSrcBank, uint8 srcContainer, uint8 srcSlotId, bool isDestBank, uint8 destContainer, uint8 destSlotId);
void OnEvent(Guild* guild, uint8 eventType, uint32 playerGuid1, uint32 playerGuid2, uint8 newRank);
void OnBankEvent(Guild* guild, uint8 eventType, uint8 tabId, uint32 playerGuid, uint32 itemOrMoney, uint16 itemStackCount, uint8 destTabId);
/* Group */
void OnAddMember(Group* group, ObjectGuid guid);
void OnInviteMember(Group* group, ObjectGuid guid);
void OnRemoveMember(Group* group, ObjectGuid guid, uint8 method);
void OnChangeLeader(Group* group, ObjectGuid newLeaderGuid, ObjectGuid oldLeaderGuid);
void OnDisband(Group* group);
void OnCreate(Group* group, ObjectGuid leaderGuid, GroupType groupType);
/* Map */
void OnCreate(Map* map);
void OnDestroy(Map* map);
void OnPlayerEnter(Map* map, Player* player);
void OnPlayerLeave(Map* map, Player* player);
void OnUpdate(Map* map, uint32 diff);
void OnAddToWorld(Creature* creature);
void OnRemoveFromWorld(Creature* creature);
void OnAddToWorld(GameObject* gameobject);
void OnRemoveFromWorld(GameObject* gameobject);
void OnRemove(Creature* creature);
void OnRemove(GameObject* gameobject);
/* Instance */
void OnInitialize(ElunaInstanceAI* ai);
void OnLoad(ElunaInstanceAI* ai);
void OnUpdateInstance(ElunaInstanceAI* ai, uint32 diff);
void OnPlayerEnterInstance(ElunaInstanceAI* ai, Player* player);
void OnCreatureCreate(ElunaInstanceAI* ai, Creature* creature);
void OnGameObjectCreate(ElunaInstanceAI* ai, GameObject* gameobject);
bool OnCheckEncounterInProgress(ElunaInstanceAI* ai);
/* World */
void OnOpenStateChange(bool open);
#ifndef AZEROTHCORE
void OnConfigLoad(bool reload);
#else
void OnConfigLoad(bool reload, bool isBefore);
#endif
void OnShutdownInitiate(ShutdownExitCode code, ShutdownMask mask);
void OnShutdownCancel();
void OnStartup();
void OnShutdown();
void OnGameEventStart(uint32 eventid);
void OnGameEventStop(uint32 eventid);
/* Battle Ground */
void OnBGStart(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId);
#if AZEROTHCORE
void OnBGEnd(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId, TeamId winner);
#else
void OnBGEnd(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId, Team winner);
#endif
void OnBGCreate(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId);
void OnBGDestroy(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId);
};
template<> Unit* Eluna::CHECKOBJ<Unit>(lua_State* L, int narg, bool error);
template<> Object* Eluna::CHECKOBJ<Object>(lua_State* L, int narg, bool error);
template<> WorldObject* Eluna::CHECKOBJ<WorldObject>(lua_State* L, int narg, bool error);
template<> ElunaObject* Eluna::CHECKOBJ<ElunaObject>(lua_State* L, int narg, bool error);
#define sEluna Eluna::GEluna
#endif

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src/LuaEngine/MapMethods.h Normal file
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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 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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@@ -0,0 +1,139 @@
/*
* 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
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ElunaIncludes.h"
#include "ElunaTemplate.h"
using namespace Hooks;
#define START_HOOK_SERVER(EVENT) \
if (!IsEnabled())\
return;\
auto key = EventKey<ServerEvents>(EVENT);\
if (!ServerEventBindings->HasBindingsFor(key))\
return;\
LOCK_ELUNA
#define START_HOOK_PACKET(EVENT, OPCODE) \
if (!IsEnabled())\
return;\
auto key = EntryKey<PacketEvents>(EVENT, OPCODE);\
if (!PacketEventBindings->HasBindingsFor(key))\
return;\
LOCK_ELUNA
bool Eluna::OnPacketSend(WorldSession* session, const WorldPacket& packet)
{
bool result = true;
Player* player = NULL;
if (session)
player = session->GetPlayer();
OnPacketSendAny(player, packet, result);
OnPacketSendOne(player, packet, result);
return result;
}
void Eluna::OnPacketSendAny(Player* player, const WorldPacket& packet, bool& result)
{
START_HOOK_SERVER(SERVER_EVENT_ON_PACKET_SEND);
Push(new WorldPacket(packet));
Push(player);
int n = SetupStack(ServerEventBindings, key, 2);
while (n > 0)
{
int r = CallOneFunction(n--, 2, 1);
if (lua_isboolean(L, r + 0) && !lua_toboolean(L, r + 0))
result = false;
lua_pop(L, 1);
}
CleanUpStack(2);
}
void Eluna::OnPacketSendOne(Player* player, const WorldPacket& packet, bool& result)
{
START_HOOK_PACKET(PACKET_EVENT_ON_PACKET_SEND, packet.GetOpcode());
Push(new WorldPacket(packet));
Push(player);
int n = SetupStack(PacketEventBindings, key, 2);
while (n > 0)
{
int r = CallOneFunction(n--, 2, 1);
if (lua_isboolean(L, r + 0) && !lua_toboolean(L, r + 0))
result = false;
lua_pop(L, 1);
}
CleanUpStack(2);
}
bool Eluna::OnPacketReceive(WorldSession* session, WorldPacket& packet)
{
bool result = true;
Player* player = NULL;
if (session)
player = session->GetPlayer();
OnPacketReceiveAny(player, packet, result);
OnPacketReceiveOne(player, packet, result);
return result;
}
void Eluna::OnPacketReceiveAny(Player* player, WorldPacket& packet, bool& result)
{
START_HOOK_SERVER(SERVER_EVENT_ON_PACKET_RECEIVE);
Push(new WorldPacket(packet));
Push(player);
int n = SetupStack(ServerEventBindings, key, 2);
while (n > 0)
{
int r = CallOneFunction(n--, 2, 2);
if (lua_isboolean(L, r + 0) && !lua_toboolean(L, r + 0))
result = false;
if (lua_isuserdata(L, r + 1))
if (WorldPacket* data = CHECKOBJ<WorldPacket>(L, r + 1, false))
packet = *data;
lua_pop(L, 2);
}
CleanUpStack(2);
}
void Eluna::OnPacketReceiveOne(Player* player, WorldPacket& packet, bool& result)
{
START_HOOK_PACKET(PACKET_EVENT_ON_PACKET_RECEIVE, packet.GetOpcode());
Push(new WorldPacket(packet));
Push(player);
int n = SetupStack(PacketEventBindings, key, 2);
while (n > 0)
{
int r = CallOneFunction(n--, 2, 2);
if (lua_isboolean(L, r + 0) && !lua_toboolean(L, r + 0))
result = false;
if (lua_isuserdata(L, r + 1))
if (WorldPacket* data = CHECKOBJ<WorldPacket>(L, r + 1, false))
packet = *data;
lua_pop(L, 2);
}
CleanUpStack(2);
}

View File

@@ -0,0 +1,560 @@
/*
* 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
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ElunaIncludes.h"
#include "ElunaTemplate.h"
using namespace Hooks;
#define START_HOOK(EVENT) \
if (!IsEnabled())\
return;\
auto key = EventKey<PlayerEvents>(EVENT);\
if (!PlayerEventBindings->HasBindingsFor(key))\
return;\
LOCK_ELUNA
#define START_HOOK_WITH_RETVAL(EVENT, RETVAL) \
if (!IsEnabled())\
return RETVAL;\
auto key = EventKey<PlayerEvents>(EVENT);\
if (!PlayerEventBindings->HasBindingsFor(key))\
return RETVAL;\
LOCK_ELUNA
void Eluna::OnLearnTalents(Player* pPlayer, uint32 talentId, uint32 talentRank, uint32 spellid)
{
START_HOOK(PLAYER_EVENT_ON_LEARN_TALENTS);
Push(pPlayer);
Push(talentId);
Push(talentRank);
Push(spellid);
CallAllFunctions(PlayerEventBindings, key);
}
bool Eluna::OnCommand(ChatHandler& handler, const char* text)
{
Player* player = handler.IsConsole() ? nullptr : handler.GetSession()->GetPlayer();
// If from console, player is NULL
if (!player || player->GetSession()->GetSecurity() >= SEC_ADMINISTRATOR)
{
std::string reload = text;
std::transform(reload.begin(), reload.end(), reload.begin(), ::tolower);
if (reload.find("reload eluna") == 0)
{
ReloadEluna();
return false;
}
}
START_HOOK_WITH_RETVAL(PLAYER_EVENT_ON_COMMAND, true);
Push(player);
Push(text);
Push(&handler);
return CallAllFunctionsBool(PlayerEventBindings, key, true);
}
void Eluna::OnLootItem(Player* pPlayer, Item* pItem, uint32 count, ObjectGuid guid)
{
START_HOOK(PLAYER_EVENT_ON_LOOT_ITEM);
Push(pPlayer);
Push(pItem);
Push(count);
Push(guid);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnLootMoney(Player* pPlayer, uint32 amount)
{
START_HOOK(PLAYER_EVENT_ON_LOOT_MONEY);
Push(pPlayer);
Push(amount);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnFirstLogin(Player* pPlayer)
{
START_HOOK(PLAYER_EVENT_ON_FIRST_LOGIN);
Push(pPlayer);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnRepop(Player* pPlayer)
{
START_HOOK(PLAYER_EVENT_ON_REPOP);
Push(pPlayer);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnResurrect(Player* pPlayer)
{
START_HOOK(PLAYER_EVENT_ON_RESURRECT);
Push(pPlayer);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnQuestAbandon(Player* pPlayer, uint32 questId)
{
START_HOOK(PLAYER_EVENT_ON_QUEST_ABANDON);
Push(pPlayer);
Push(questId);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnEquip(Player* pPlayer, Item* pItem, uint8 bag, uint8 slot)
{
START_HOOK(PLAYER_EVENT_ON_EQUIP);
Push(pPlayer);
Push(pItem);
Push(bag);
Push(slot);
CallAllFunctions(PlayerEventBindings, key);
}
InventoryResult Eluna::OnCanUseItem(const Player* pPlayer, uint32 itemEntry)
{
START_HOOK_WITH_RETVAL(PLAYER_EVENT_ON_CAN_USE_ITEM, EQUIP_ERR_OK);
InventoryResult result = EQUIP_ERR_OK;
Push(pPlayer);
Push(itemEntry);
int n = SetupStack(PlayerEventBindings, key, 2);
while (n > 0)
{
int r = CallOneFunction(n--, 2, 1);
if (lua_isnumber(L, r))
result = (InventoryResult)CHECKVAL<uint32>(L, r);
lua_pop(L, 1);
}
CleanUpStack(2);
return result;
}
void Eluna::OnPlayerEnterCombat(Player* pPlayer, Unit* pEnemy)
{
START_HOOK(PLAYER_EVENT_ON_ENTER_COMBAT);
Push(pPlayer);
Push(pEnemy);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnPlayerLeaveCombat(Player* pPlayer)
{
START_HOOK(PLAYER_EVENT_ON_LEAVE_COMBAT);
Push(pPlayer);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnPVPKill(Player* pKiller, Player* pKilled)
{
START_HOOK(PLAYER_EVENT_ON_KILL_PLAYER);
Push(pKiller);
Push(pKilled);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnCreatureKill(Player* pKiller, Creature* pKilled)
{
START_HOOK(PLAYER_EVENT_ON_KILL_CREATURE);
Push(pKiller);
Push(pKilled);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnPlayerKilledByCreature(Creature* pKiller, Player* pKilled)
{
START_HOOK(PLAYER_EVENT_ON_KILLED_BY_CREATURE);
Push(pKiller);
Push(pKilled);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnLevelChanged(Player* pPlayer, uint8 oldLevel)
{
START_HOOK(PLAYER_EVENT_ON_LEVEL_CHANGE);
Push(pPlayer);
Push(oldLevel);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnFreeTalentPointsChanged(Player* pPlayer, uint32 newPoints)
{
START_HOOK(PLAYER_EVENT_ON_TALENTS_CHANGE);
Push(pPlayer);
Push(newPoints);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnTalentsReset(Player* pPlayer, bool noCost)
{
START_HOOK(PLAYER_EVENT_ON_TALENTS_RESET);
Push(pPlayer);
Push(noCost);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnMoneyChanged(Player* pPlayer, int32& amount)
{
START_HOOK(PLAYER_EVENT_ON_MONEY_CHANGE);
Push(pPlayer);
Push(amount);
int amountIndex = lua_gettop(L);
int n = SetupStack(PlayerEventBindings, key, 2);
while (n > 0)
{
int r = CallOneFunction(n--, 2, 1);
if (lua_isnumber(L, r))
{
amount = CHECKVAL<int32>(L, r);
// Update the stack for subsequent calls.
ReplaceArgument(amount, amountIndex);
}
lua_pop(L, 1);
}
CleanUpStack(2);
}
void Eluna::OnGiveXP(Player* pPlayer, uint32& amount, Unit* pVictim)
{
START_HOOK(PLAYER_EVENT_ON_GIVE_XP);
Push(pPlayer);
Push(amount);
Push(pVictim);
int amountIndex = lua_gettop(L) - 1;
int n = SetupStack(PlayerEventBindings, key, 3);
while (n > 0)
{
int r = CallOneFunction(n--, 3, 1);
if (lua_isnumber(L, r))
{
amount = CHECKVAL<uint32>(L, r);
// Update the stack for subsequent calls.
ReplaceArgument(amount, amountIndex);
}
lua_pop(L, 1);
}
CleanUpStack(3);
}
bool Eluna::OnReputationChange(Player* pPlayer, uint32 factionID, int32& standing, bool incremental)
{
START_HOOK_WITH_RETVAL(PLAYER_EVENT_ON_REPUTATION_CHANGE, true);
bool result = true;
Push(pPlayer);
Push(factionID);
Push(standing);
Push(incremental);
int standingIndex = lua_gettop(L) - 1;
int n = SetupStack(PlayerEventBindings, key, 4);
while (n > 0)
{
int r = CallOneFunction(n--, 4, 1);
if (lua_isnumber(L, r))
{
standing = CHECKVAL<int32>(L, r);
if (standing == -1)
result = false;
// Update the stack for subsequent calls.
ReplaceArgument(standing, standingIndex);
}
lua_pop(L, 1);
}
CleanUpStack(4);
return result;
}
void Eluna::OnDuelRequest(Player* pTarget, Player* pChallenger)
{
START_HOOK(PLAYER_EVENT_ON_DUEL_REQUEST);
Push(pTarget);
Push(pChallenger);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnDuelStart(Player* pStarter, Player* pChallenger)
{
START_HOOK(PLAYER_EVENT_ON_DUEL_START);
Push(pStarter);
Push(pChallenger);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnDuelEnd(Player* pWinner, Player* pLoser, DuelCompleteType type)
{
START_HOOK(PLAYER_EVENT_ON_DUEL_END);
Push(pWinner);
Push(pLoser);
Push(type);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnEmote(Player* pPlayer, uint32 emote)
{
START_HOOK(PLAYER_EVENT_ON_EMOTE);
Push(pPlayer);
Push(emote);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnTextEmote(Player* pPlayer, uint32 textEmote, uint32 emoteNum, ObjectGuid guid)
{
START_HOOK(PLAYER_EVENT_ON_TEXT_EMOTE);
Push(pPlayer);
Push(textEmote);
Push(emoteNum);
Push(guid);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnSpellCast(Player* pPlayer, Spell* pSpell, bool skipCheck)
{
START_HOOK(PLAYER_EVENT_ON_SPELL_CAST);
Push(pPlayer);
Push(pSpell);
Push(skipCheck);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnLogin(Player* pPlayer)
{
START_HOOK(PLAYER_EVENT_ON_LOGIN);
Push(pPlayer);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnLogout(Player* pPlayer)
{
START_HOOK(PLAYER_EVENT_ON_LOGOUT);
Push(pPlayer);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnCreate(Player* pPlayer)
{
START_HOOK(PLAYER_EVENT_ON_CHARACTER_CREATE);
Push(pPlayer);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnDelete(uint32 guidlow)
{
START_HOOK(PLAYER_EVENT_ON_CHARACTER_DELETE);
Push(guidlow);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnSave(Player* pPlayer)
{
START_HOOK(PLAYER_EVENT_ON_SAVE);
Push(pPlayer);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnBindToInstance(Player* pPlayer, Difficulty difficulty, uint32 mapid, bool permanent)
{
START_HOOK(PLAYER_EVENT_ON_BIND_TO_INSTANCE);
Push(pPlayer);
Push(difficulty);
Push(mapid);
Push(permanent);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnUpdateZone(Player* pPlayer, uint32 newZone, uint32 newArea)
{
START_HOOK(PLAYER_EVENT_ON_UPDATE_ZONE);
Push(pPlayer);
Push(newZone);
Push(newArea);
CallAllFunctions(PlayerEventBindings, key);
}
void Eluna::OnMapChanged(Player* player)
{
START_HOOK(PLAYER_EVENT_ON_MAP_CHANGE);
Push(player);
CallAllFunctions(PlayerEventBindings, key);
}
bool Eluna::OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg)
{
if (lang == LANG_ADDON)
return OnAddonMessage(pPlayer, type, msg, NULL, NULL, NULL, NULL);
START_HOOK_WITH_RETVAL(PLAYER_EVENT_ON_CHAT, true);
bool result = true;
Push(pPlayer);
Push(msg);
Push(type);
Push(lang);
int n = SetupStack(PlayerEventBindings, key, 4);
while (n > 0)
{
int r = CallOneFunction(n--, 4, 2);
if (lua_isboolean(L, r + 0) && !lua_toboolean(L, r + 0))
result = false;
if (lua_isstring(L, r + 1))
msg = std::string(lua_tostring(L, r + 1));
lua_pop(L, 2);
}
CleanUpStack(4);
return result;
}
bool Eluna::OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Group* pGroup)
{
if (lang == LANG_ADDON)
return OnAddonMessage(pPlayer, type, msg, NULL, NULL, pGroup, NULL);
START_HOOK_WITH_RETVAL(PLAYER_EVENT_ON_GROUP_CHAT, true);
bool result = true;
Push(pPlayer);
Push(msg);
Push(type);
Push(lang);
Push(pGroup);
int n = SetupStack(PlayerEventBindings, key, 5);
while (n > 0)
{
int r = CallOneFunction(n--, 5, 2);
if (lua_isboolean(L, r + 0) && !lua_toboolean(L, r + 0))
result = false;
if (lua_isstring(L, r + 1))
msg = std::string(lua_tostring(L, r + 1));
lua_pop(L, 2);
}
CleanUpStack(5);
return result;
}
bool Eluna::OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Guild* pGuild)
{
if (lang == LANG_ADDON)
return OnAddonMessage(pPlayer, type, msg, NULL, pGuild, NULL, NULL);
START_HOOK_WITH_RETVAL(PLAYER_EVENT_ON_GUILD_CHAT, true);
bool result = true;
Push(pPlayer);
Push(msg);
Push(type);
Push(lang);
Push(pGuild);
int n = SetupStack(PlayerEventBindings, key, 5);
while (n > 0)
{
int r = CallOneFunction(n--, 5, 2);
if (lua_isboolean(L, r + 0) && !lua_toboolean(L, r + 0))
result = false;
if (lua_isstring(L, r + 1))
msg = std::string(lua_tostring(L, r + 1));
lua_pop(L, 2);
}
CleanUpStack(5);
return result;
}
bool Eluna::OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Channel* pChannel)
{
if (lang == LANG_ADDON)
return OnAddonMessage(pPlayer, type, msg, NULL, NULL, NULL, pChannel);
START_HOOK_WITH_RETVAL(PLAYER_EVENT_ON_CHANNEL_CHAT, true);
bool result = true;
Push(pPlayer);
Push(msg);
Push(type);
Push(lang);
Push(pChannel->GetChannelId());
int n = SetupStack(PlayerEventBindings, key, 5);
while (n > 0)
{
int r = CallOneFunction(n--, 5, 2);
if (lua_isboolean(L, r + 0) && !lua_toboolean(L, r + 0))
result = false;
if (lua_isstring(L, r + 1))
msg = std::string(lua_tostring(L, r + 1));
lua_pop(L, 2);
}
CleanUpStack(5);
return result;
}
bool Eluna::OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Player* pReceiver)
{
if (lang == LANG_ADDON)
return OnAddonMessage(pPlayer, type, msg, pReceiver, NULL, NULL, NULL);
START_HOOK_WITH_RETVAL(PLAYER_EVENT_ON_WHISPER, true);
bool result = true;
Push(pPlayer);
Push(msg);
Push(type);
Push(lang);
Push(pReceiver);
int n = SetupStack(PlayerEventBindings, key, 5);
while (n > 0)
{
int r = CallOneFunction(n--, 5, 2);
if (lua_isboolean(L, r + 0) && !lua_toboolean(L, r + 0))
result = false;
if (lua_isstring(L, r + 1))
msg = std::string(lua_tostring(L, r + 1));
lua_pop(L, 2);
}
CleanUpStack(5);
return result;
}
void Eluna::OnPetAddedToWorld(Player* player, Creature* pet)
{
START_HOOK(PLAYER_EVENT_ON_PET_ADDED_TO_WORLD);
Push(player);
Push(pet);
CallAllFunctions(PlayerEventBindings, key);
}

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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

66
src/LuaEngine/README.md Normal file
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### [![Eluna](docs/Eluna.png)](https://github.com/ElunaLuaEngine/Eluna)
## About
Eluna Lua Engine &copy; is a lua engine embedded to World of Warcraft emulators. Eluna supports MaNGOS, CMaNGOS, TrinityCore and AzerothCore.
We are currently working hard to make Eluna better from inside and outside.
If you are having trouble with installation or scripts, please feel free to open an issue.
For documentation and reference see [Eluna API](http://elunaluaengine.github.io/) and [Lua reference manual](http://www.lua.org/manual/5.2/).
Special thanks to [MaNGOS](http://getmangos.eu/) for their continued support and use of Eluna. Please head over to their forums and show them some love!
## Community
You can join the official Eluna Discord server, where you'll be able to find resources, releases and support provided by the community.
<a href="https://discord.gg/bjkCVWqqfX">
<img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" />
</a>
## Documentation
* [__Installation__](https://github.com/ElunaLuaEngine/Eluna/blob/master/docs/INSTALL.md)
* [Getting started](https://github.com/ElunaLuaEngine/Eluna/blob/master/docs/USAGE.md)
* [Eluna features](https://github.com/ElunaLuaEngine/Eluna/blob/master/docs/IMPL_DETAILS.md)
* [Function documentation](http://elunaluaengine.github.io/)
* [Hook documentation](https://github.com/ElunaLuaEngine/Eluna/blob/master/Hooks.h)
* [Lua reference manual](http://www.lua.org/manual/5.2/)
* [Forum - support, releases, guides](https://www.getmangos.eu/forums/forum/119-eluna-central/)
* [Example scripts](https://github.com/ElunaLuaEngine/Scripts)
* [Contributing](https://github.com/ElunaLuaEngine/Eluna/blob/master/docs/CONTRIBUTING.md)
## Source
Eluna source code: [Source](https://github.com/ElunaLuaEngine/Eluna)
Core forks with required modifications for Eluna:
[![Build Status](https://api.travis-ci.org/mangoszero/server.svg)](https://travis-ci.org/mangoszero/server) [Official MaNGOS Zero with Eluna](https://github.com/mangoszero/server)
[![Build Status](https://api.travis-ci.org/mangosone/server.svg)](https://travis-ci.org/mangosone/server) [Official MaNGOS One with Eluna](https://github.com/mangosone/server)
[![Build Status](https://api.travis-ci.org/mangostwo/server.svg)](https://travis-ci.org/mangostwo/server) [Official MaNGOS Two with Eluna](https://github.com/mangostwo/server)
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaTrinityWotlk.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaTrinityWotlk) [Eluna TrinityCore WotLK](https://github.com/ElunaLuaEngine/ElunaTrinityWotlk)
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaMangosClassic.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaMangosClassic) [Eluna cMaNGOS Classic](https://github.com/ElunaLuaEngine/ElunaMangosClassic)
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaMangosTbc.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaMangosTbc) [Eluna cMaNGOS TBC](https://github.com/ElunaLuaEngine/ElunaMangosTbc)
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaMangosWotlk.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaMangosWotlk) [Eluna cMaNGOS WotLK](https://github.com/ElunaLuaEngine/ElunaMangosWotlk)
Core plugin modules for Eluna:
- [AzerothCore Eluna Module](https://github.com/azerothcore/mod-eluna-lua-engine)
## Links
* [MaNGOS](http://getmangos.eu/)
* [cMaNGOS](http://cmangos.net/)
* [TrinityCore](http://www.trinitycore.org/)
* [AzerothCore](http://www.azerothcore.org/)
* [Lua.org](http://www.lua.org/)
* [License](https://github.com/ElunaLuaEngine/Eluna/blob/master/docs/LICENSE.md)
## Team
* [Tommy (Easelm)](https://github.com/Easelm)
* [Foereaper](https://github.com/Foereaper)
* [Rochet2](https://github.com/Rochet2)
* [Salja](https://github.com/Salja)
* [Patman64](https://github.com/Patman64)

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@@ -0,0 +1,396 @@
/*
* 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
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ElunaEventMgr.h"
#include "ElunaIncludes.h"
#include "ElunaTemplate.h"
using namespace Hooks;
#define START_HOOK(EVENT) \
if (!IsEnabled())\
return;\
auto key = EventKey<ServerEvents>(EVENT);\
if (!ServerEventBindings->HasBindingsFor(key))\
return;\
LOCK_ELUNA
#define START_HOOK_WITH_RETVAL(EVENT, RETVAL) \
if (!IsEnabled())\
return RETVAL;\
auto key = EventKey<ServerEvents>(EVENT);\
if (!ServerEventBindings->HasBindingsFor(key))\
return RETVAL;\
LOCK_ELUNA
bool Eluna::OnAddonMessage(Player* sender, uint32 type, std::string& msg, Player* receiver, Guild* guild, Group* group, Channel* channel)
{
START_HOOK_WITH_RETVAL(ADDON_EVENT_ON_MESSAGE, true);
Push(sender);
Push(type);
auto delimeter_position = msg.find('\t');
if (delimeter_position == std::string::npos)
{
Push(msg); // prefix
Push(); // msg
}
else
{
std::string prefix = msg.substr(0, delimeter_position);
std::string content = msg.substr(delimeter_position + 1, std::string::npos);
Push(prefix);
Push(content);
}
if (receiver)
Push(receiver);
else if (guild)
Push(guild);
else if (group)
Push(group);
else if (channel)
Push(channel->GetChannelId());
else
Push();
return CallAllFunctionsBool(ServerEventBindings, key, true);
}
void Eluna::OnTimedEvent(int funcRef, uint32 delay, uint32 calls, WorldObject* obj)
{
LOCK_ELUNA;
ASSERT(!event_level);
// Get function
lua_rawgeti(L, LUA_REGISTRYINDEX, funcRef);
// Push parameters
Push(L, funcRef);
Push(L, delay);
Push(L, calls);
Push(L, obj);
// Call function
ExecuteCall(4, 0);
ASSERT(!event_level);
InvalidateObjects();
}
void Eluna::OnGameEventStart(uint32 eventid)
{
START_HOOK(GAME_EVENT_START);
Push(eventid);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnGameEventStop(uint32 eventid)
{
START_HOOK(GAME_EVENT_STOP);
Push(eventid);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnLuaStateClose()
{
START_HOOK(ELUNA_EVENT_ON_LUA_STATE_CLOSE);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnLuaStateOpen()
{
START_HOOK(ELUNA_EVENT_ON_LUA_STATE_OPEN);
CallAllFunctions(ServerEventBindings, key);
}
// AreaTrigger
bool Eluna::OnAreaTrigger(Player* pPlayer, AreaTriggerEntry const* pTrigger)
{
START_HOOK_WITH_RETVAL(TRIGGER_EVENT_ON_TRIGGER, false);
Push(pPlayer);
#ifdef TRINITY
Push(pTrigger->ID);
#elif AZEROTHCORE
Push(pTrigger->entry);
#else
Push(pTrigger->id);
#endif
return CallAllFunctionsBool(ServerEventBindings, key);
}
// Weather
void Eluna::OnChange(Weather* /*weather*/, uint32 zone, WeatherState state, float grade)
{
START_HOOK(WEATHER_EVENT_ON_CHANGE);
Push(zone);
Push(state);
Push(grade);
CallAllFunctions(ServerEventBindings, key);
}
// Auction House
void Eluna::OnAdd(AuctionHouseObject* /*ah*/, AuctionEntry* entry)
{
#ifdef AZEROTHCORE
Player* owner = eObjectAccessor()FindPlayer(entry->owner);
#else
Player* owner = eObjectAccessor()FindPlayer(MAKE_NEW_GUID(entry->owner, 0, HIGHGUID_PLAYER));
#endif
#ifdef TRINITY
Item* item = eAuctionMgr->GetAItem(entry->itemGUIDLow);
uint32 expiretime = entry->expire_time;
#elif AZEROTHCORE
Item* item = eAuctionMgr->GetAItem(entry->item_guid);
uint32 expiretime = entry->expire_time;
#else
Item* item = eAuctionMgr->GetAItem(entry->itemGuidLow);
uint32 expiretime = entry->expireTime;
#endif
if (!owner || !item)
return;
START_HOOK(AUCTION_EVENT_ON_ADD);
Push(entry->Id);
Push(owner);
Push(item);
Push(expiretime);
Push(entry->buyout);
Push(entry->startbid);
Push(entry->bid);
Push(entry->bidder);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnRemove(AuctionHouseObject* /*ah*/, AuctionEntry* entry)
{
#ifdef AZEROTHCORE
Player* owner = eObjectAccessor()FindPlayer(entry->owner);
#else
Player* owner = eObjectAccessor()FindPlayer(MAKE_NEW_GUID(entry->owner, 0, HIGHGUID_PLAYER));
#endif
#ifdef TRINITY
Item* item = eAuctionMgr->GetAItem(entry->itemGUIDLow);
uint32 expiretime = entry->expire_time;
#elif AZEROTHCORE
Item* item = eAuctionMgr->GetAItem(entry->item_guid);
uint32 expiretime = entry->expire_time;
#else
Item* item = eAuctionMgr->GetAItem(entry->itemGuidLow);
uint32 expiretime = entry->expireTime;
#endif
if (!owner || !item)
return;
START_HOOK(AUCTION_EVENT_ON_REMOVE);
Push(entry->Id);
Push(owner);
Push(item);
Push(expiretime);
Push(entry->buyout);
Push(entry->startbid);
Push(entry->bid);
Push(entry->bidder);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnSuccessful(AuctionHouseObject* /*ah*/, AuctionEntry* entry)
{
#ifdef AZEROTHCORE
Player* owner = eObjectAccessor()FindPlayer(entry->owner);
#else
Player* owner = eObjectAccessor()FindPlayer(MAKE_NEW_GUID(entry->owner, 0, HIGHGUID_PLAYER));
#endif
#ifdef TRINITY
Item* item = eAuctionMgr->GetAItem(entry->itemGUIDLow);
uint32 expiretime = entry->expire_time;
#elif AZEROTHCORE
Item* item = eAuctionMgr->GetAItem(entry->item_guid);
uint32 expiretime = entry->expire_time;
#else
Item* item = eAuctionMgr->GetAItem(entry->itemGuidLow);
uint32 expiretime = entry->expireTime;
#endif
if (!owner || !item)
return;
START_HOOK(AUCTION_EVENT_ON_SUCCESSFUL);
Push(entry->Id);
Push(owner);
Push(item);
Push(expiretime);
Push(entry->buyout);
Push(entry->startbid);
Push(entry->bid);
Push(entry->bidder);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnExpire(AuctionHouseObject* /*ah*/, AuctionEntry* entry)
{
#ifdef AZEROTHCORE
Player* owner = eObjectAccessor()FindPlayer(entry->owner);
#else
Player* owner = eObjectAccessor()FindPlayer(MAKE_NEW_GUID(entry->owner, 0, HIGHGUID_PLAYER));
#endif
#ifdef TRINITY
Item* item = eAuctionMgr->GetAItem(entry->itemGUIDLow);
uint32 expiretime = entry->expire_time;
#elif AZEROTHCORE
Item* item = eAuctionMgr->GetAItem(entry->item_guid);
uint32 expiretime = entry->expire_time;
#else
Item* item = eAuctionMgr->GetAItem(entry->itemGuidLow);
uint32 expiretime = entry->expireTime;
#endif
if (!owner || !item)
return;
START_HOOK(AUCTION_EVENT_ON_EXPIRE);
Push(entry->Id);
Push(owner);
Push(item);
Push(expiretime);
Push(entry->buyout);
Push(entry->startbid);
Push(entry->bid);
Push(entry->bidder);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnOpenStateChange(bool open)
{
START_HOOK(WORLD_EVENT_ON_OPEN_STATE_CHANGE);
Push(open);
CallAllFunctions(ServerEventBindings, key);
}
#ifndef AZEROTHCORE
void Eluna::OnConfigLoad(bool reload)
#else
void Eluna::OnConfigLoad(bool reload, bool isBefore)
#endif
{
START_HOOK(WORLD_EVENT_ON_CONFIG_LOAD);
Push(reload);
#ifdef AZEROTHCORE
Push(isBefore);
#endif
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnShutdownInitiate(ShutdownExitCode code, ShutdownMask mask)
{
START_HOOK(WORLD_EVENT_ON_SHUTDOWN_INIT);
Push(code);
Push(mask);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnShutdownCancel()
{
START_HOOK(WORLD_EVENT_ON_SHUTDOWN_CANCEL);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnWorldUpdate(uint32 diff)
{
{
LOCK_ELUNA;
if (ShouldReload())
_ReloadEluna();
}
eventMgr->globalProcessor->Update(diff);
httpManager.HandleHttpResponses();
START_HOOK(WORLD_EVENT_ON_UPDATE);
Push(diff);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnStartup()
{
START_HOOK(WORLD_EVENT_ON_STARTUP);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnShutdown()
{
START_HOOK(WORLD_EVENT_ON_SHUTDOWN);
CallAllFunctions(ServerEventBindings, key);
}
/* Map */
void Eluna::OnCreate(Map* map)
{
START_HOOK(MAP_EVENT_ON_CREATE);
Push(map);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnDestroy(Map* map)
{
START_HOOK(MAP_EVENT_ON_DESTROY);
Push(map);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnPlayerEnter(Map* map, Player* player)
{
START_HOOK(MAP_EVENT_ON_PLAYER_ENTER);
Push(map);
Push(player);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnPlayerLeave(Map* map, Player* player)
{
START_HOOK(MAP_EVENT_ON_PLAYER_LEAVE);
Push(map);
Push(player);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnUpdate(Map* map, uint32 diff)
{
START_HOOK(MAP_EVENT_ON_UPDATE);
// enable this for multithread
// eventMgr->globalProcessor->Update(diff);
Push(map);
Push(diff);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnRemove(GameObject* gameobject)
{
START_HOOK(WORLD_EVENT_ON_DELETE_GAMEOBJECT);
Push(gameobject);
CallAllFunctions(ServerEventBindings, key);
}
void Eluna::OnRemove(Creature* creature)
{
START_HOOK(WORLD_EVENT_ON_DELETE_CREATURE);
Push(creature);
CallAllFunctions(ServerEventBindings, key);
}

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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 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

3077
src/LuaEngine/UnitMethods.h Normal file

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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
*/
#include "Hooks.h"
#include "HookHelpers.h"
#include "LuaEngine.h"
#include "BindingMap.h"
#include "ElunaTemplate.h"
#ifndef CLASSIC
#ifndef TBC
using namespace Hooks;
#define START_HOOK(EVENT) \
if (!IsEnabled())\
return;\
auto key = EventKey<VehicleEvents>(EVENT);\
if (!VehicleEventBindings->HasBindingsFor(key))\
return;\
LOCK_ELUNA
void Eluna::OnInstall(Vehicle* vehicle)
{
START_HOOK(VEHICLE_EVENT_ON_INSTALL);
Push(vehicle);
CallAllFunctions(VehicleEventBindings, key);
}
void Eluna::OnUninstall(Vehicle* vehicle)
{
START_HOOK(VEHICLE_EVENT_ON_UNINSTALL);
Push(vehicle);
CallAllFunctions(VehicleEventBindings, key);
}
void Eluna::OnInstallAccessory(Vehicle* vehicle, Creature* accessory)
{
START_HOOK(VEHICLE_EVENT_ON_INSTALL_ACCESSORY);
Push(vehicle);
Push(accessory);
CallAllFunctions(VehicleEventBindings, key);
}
void Eluna::OnAddPassenger(Vehicle* vehicle, Unit* passenger, int8 seatId)
{
START_HOOK(VEHICLE_EVENT_ON_ADD_PASSENGER);
Push(vehicle);
Push(passenger);
Push(seatId);
CallAllFunctions(VehicleEventBindings, key);
}
void Eluna::OnRemovePassenger(Vehicle* vehicle, Unit* passenger)
{
START_HOOK(VEHICLE_EVENT_ON_REMOVE_PASSENGER);
Push(vehicle);
Push(passenger);
CallAllFunctions(VehicleEventBindings, key);
}
#endif // CLASSIC
#endif // TBC

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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

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src/LuaEngine/docs/.gitignore vendored Normal file
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# Ignore the temporary "build" folder.
build

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# Contributing
Eluna uses C for the Lua engine, C++ for the server modifications and system code, Lua for scripting side code and scripts, python for the web documentation generation - but you do not have to be able to code to help.
You can contribute to Eluna in various ways:
* Improve our documentation: [Documentation generation](DOC_GEN.md)
* Create new features or enhance old features: [Eluna source](https://github.com/ElunaLuaEngine/Eluna)
* Notify us about your concerns, problems and needs regarding Eluna: [Issue tracker](https://github.com/ElunaLuaEngine/Eluna/issues)
* Create and improve Lua scripts, systems, releases and guides: [Eluna forum section](https://www.getmangos.eu/forums/forum/118-eluna-lua-engine/)
### Features and documentation
To contribute to the source code and documentation within it, create a pull request for our github repository:
1. [Set up git](https://help.github.com/articles/set-up-git/)
2. [Fork](https://help.github.com/articles/fork-a-repo/) our repository: [Eluna repository](https://github.com/ElunaLuaEngine/Eluna)
3. Create a branch: `git checkout -b mybranch`
4. Make your contribution changes
5. Commit your changes `git commit -a -m "commit message"`
6. Push your commit to github: `git push`
7. Open a [pull request](https://help.github.com/articles/using-pull-requests/)

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# Documentation generation
Eluna uses a custom made documentation generator to create it's [web documentation](http://elunaluaengine.github.io/).
The generator is written in python by Patman. It works by parsing Eluna's source files for comments and then generates the HTML and javascript for the documentation based on them.
This page guides you through generating the web documentation locally and explains the standards of the documentation comments for you to help us improve our documentation. To contribute with your documentation changes, create a [pull request](https://help.github.com/articles/using-pull-requests/)
# Generating locally
- install [python](https://www.python.org/)(2)
- when installing, tick to install the path variable
- you may need restart afterwards for the installation to properly take effect
- install a package manager like [pip](https://pip.pypa.io/en/latest/)
- if you installed pip and it does not work, restart or try easy_install command
- install the dependencies with manager
- [Jinja2](https://pypi.python.org/pypi/Jinja2)
- [typedecorator](https://pypi.python.org/pypi/typedecorator)
- [markdown](https://pypi.python.org/pypi/Markdown)
- Run in cmd `python -m ElunaDoc` when at `\LuaEngine\docs\`
# Documenting
You can document functions in the Eluna source code. To find examples simply open a method header file like `PlayerMethods.h` and see the comments.
## Templates
Here are some basic templates for a function documentation. When defining a parameter or a return value the type and value name are mandatory, unless the parameter type is `...`, which is used for variable arguments; do not include a name in this case.
```c++
/**
* Short description (about 80 characters long).
*
* @param Type paramName
* @return Type returnName
*/
```
```c++
/**
* Short description (about 80 characters long).
*
* @param Type paramName = defaultValue : parameter description
* @return Type returnName : return value description
*/
```
This is a template for a function that takes in different parameters. When defining a parameter or a return value, the type and value name are mandatory.
```c++
/**
* Short description (about 80 characters long).
*
* @proto returnValue = (object)
* @proto returnValue = (x, y, z)
* @param [WorldObject] object = defaultValue : parameter description
* @param float x = defaultValue : parameter description
* @param float y = defaultValue : parameter description
* @param float z = defaultValue : parameter description
* @return Type returnName : return value description
*/
```
## Standard
A documentation comment block will always start with `/**` and end with `*/`.
All lines start with `*` character followed by one space before any content.
The first paragrph is used as a short description of the function/class, so it should be kept to about 80 characters. The other paragraphs can be as long as desired.
All paragraphs in the description (including the first) should start with a capital letter and end with a period.
**Paragraphs must be separated by an empty line**, e.g.:
```c++
/**
* This is a short description (about 80 characters).
*
* Here's another paragraph with more info. NOTE THE EMPTY LINE BETWEEN THE PARAGRAPHS.
* This does need to be short, and this line is still part of the same paragraph because
* there is no empty line.
*/
```
The parameter and return value descriptions should start with a lowercase letter and not end with a period. If more than one sentence is needed, start the *first* without a capital letter and end the *last* without a period.
Any class, enum or function can be referenced (made a link to) with square brackets.
`[Player]` will reference a player. `[WeatherType]` will reference an enum. `[Player:GetName]` will reference a function.
Use correct indentation with documentation comments.
```c++
/**
* Correct indentation.
*/
```
```c++
/**
* Invalid indentation.
*/
```
## Markdown
You can use [markdown](http://pythonhosted.org//Markdown/) in your descriptions.
For syntax see http://daringfireball.net/projects/markdown/syntax and http://pythonhosted.org//Markdown/#differences
```
/**
* Description.
*
* - list item
* - list item
* - list item
*
*
* // Codeblock
* // Code goes here.
* // Note the 4-space indent.
*
*
* `code line`
*
* *italic*
* **bold**
*/
```
**The above markdown code produces the output below:**
Description.
- list item
- list item
- list item
```
// Codeblock
// Code goes here.
// Note the 4-space indent.
```
`code line`
*italic*
**bold**
## Types
Here are some examples of possible types and most commonly used ones:
```
string
uint64
uint32
uint16
uint8
int64
int32
int16
int8
double
float
...
[EnumName]
[Player]
[Creature]
[GameObject]
[Item]
[Unit]
[WorldObject]
[Object]
```

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*.pyc
.idea

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import os
import shutil
import typing
from jinja2 import Environment, FileSystemLoader
from typedecorator import params, returns
from ElunaDoc.parser import ClassParser, MethodDoc
import glob
import time
@returns([(str, typing.IO)])
@params(search_path=str)
def find_class_files(search_path):
"""Find and open all files containing Eluna class methods in `search_path`.
:param search_path: the path to search for Eluna methods in
:return: a list of all files containing Eluna methods, and the name of their respective classes
"""
# Get the current working dir and switch to the search path.
old_dir = os.getcwd()
os.chdir(search_path)
# Search for all files ending in "Methods.h".
method_file_names = glob.glob('*Methods.h')
# Open each file.
method_files = [open(file_name, 'r') for file_name in method_file_names]
# Go back to where we were before.
os.chdir(old_dir)
return method_files
def make_renderer(template_path, link_parser_factory):
"""Return a function that can be used to render Jinja2 templates from the `template_path` directory."""
# Set up jinja2 environment to load templates from the templates folder.
env = Environment(loader=FileSystemLoader(template_path), extensions=['jinja2.ext.with_'])
def inner(template_name, output_path, level, **kwargs):
env.filters['parse_links'], env.filters['parse_data_type'] = link_parser_factory(level)
template = env.get_template(template_name)
static = make_static(level)
root = make_root(level)
with open('build/' + output_path, 'w') as out:
out.write(template.render(level=level, static=static, root=root, **kwargs))
return inner
def make_static(level):
return lambda file_name: ('../' * level) + 'static/' + file_name
def make_root(level):
return lambda file_name: ('../' * level) + file_name
if __name__ == '__main__':
# Recreate the build folder and copy static files over.
if os.path.exists('build'):
shutil.rmtree('build')
os.mkdir('build')
shutil.copytree('ElunaDoc/static', 'build/static')
# Load up all files with methods we need to parse.
print('Finding Eluna method files...')
class_files = find_class_files('../')
# Parse all the method files.
classes = []
for f in class_files:
print(f'Parsing file {f.name}...')
classes.append(ClassParser.parse_file(f))
f.close()
# Sort the classes so they are in the correct order in lists.
classes.sort(key=lambda c: c.name)
def make_parsers(level):
"""Returns a function that parses content for refs to other classes, methods, or enums,
and automatically inserts the correct link.
"""
# Make lists of all class names and method names.
class_names = []
method_names = []
for class_ in classes:
class_names.append('[' + class_.name + ']')
for method in class_.methods:
method_names.append('[' + class_.name + ':' + method.name + ']')
def link_parser(content):
# Replace all occurrencies of &Class:Function and then &Class with a link to given func or class
for name in method_names:
# Take the [] off the front of the method's name.
full_name = name[1:-1]
# Split "Class:Method" into "Class" and "Method".
class_name, method_name = full_name.split(':')
url = '{}{}/{}.html'.format(('../' * level), class_name, method_name)
# Replace occurrencies of &Class:Method with the url created
content = content.replace(name, '<a class="fn" href="{}">{}</a>'.format(url, full_name))
for name in class_names:
# Take the [] off the front of the class's name.
class_name = name[1:-1]
url = '{}{}/index.html'.format(('../' * level), class_name)
# Replace occurrencies of &Class:Method with the url created
content = content.replace(name, '<a class="mod" href="{}">{}</a>'.format(url, class_name))
return content
# Links to the "Programming in Lua" documentation for each Lua type.
lua_type_documentation = {
'nil': 'http://www.lua.org/pil/2.1.html',
'boolean': 'http://www.lua.org/pil/2.2.html',
'number': 'http://www.lua.org/pil/2.3.html',
'string': 'http://www.lua.org/pil/2.4.html',
'table': 'http://www.lua.org/pil/2.5.html',
'function': 'http://www.lua.org/pil/2.6.html',
'...': 'http://www.lua.org/pil/5.2.html',
}
def data_type_parser(content):
# If the type is a Lua type, return a link to Lua documentation.
if content in lua_type_documentation:
url = lua_type_documentation[content]
return '<strong><a href="{}">{}</a></strong>'.format(url, content)
# Otherwise try to build a link to the proper page.
if content in class_names:
class_name = content[1:-1]
url = '{}{}/index.html'.format(('../' * level), class_name)
return '<strong><a class="mod" href="{}">{}</a></strong>'.format(url, class_name)
# Case for enums to direct to a search on github
enum_name = content[1:-1]
url = 'https://github.com/ElunaLuaEngine/ElunaTrinityWotlk/search?l=cpp&q=%22enum+{}%22&type=Code&utf8=%E2%9C%93'.format(enum_name)
return '<strong><a href="{}">{}</a></strong>'.format(url, enum_name)
# By default we just return the name without the [] around it
return content[1:-1]
return link_parser, data_type_parser
# Create the render function with the template path and parser maker.
render = make_renderer('ElunaDoc/templates', make_parsers)
# Render the index.
render('index.html', 'index.html', level=0, classes=classes)
# Render the search index.
render('search-index.js', 'search-index.js', level=0, classes=classes)
# Render the date.
render('date.js', 'date.js', level=0, currdate=time.strftime("%d/%m/%Y"))
for class_ in classes:
print(f'Rendering pages for class {class_.name}...')
# Make a folder for the class.
os.mkdir('build/' + class_.name)
index_path = '{}/index.html'.format(class_.name)
sidebar_path = '{}/sidebar.js'.format(class_.name)
# Render the class's index page.
render('class.html', index_path, level=1, classes=classes, current_class=class_)
# Render the class's sidebar script.
render('sidebar.js', sidebar_path, level=1, classes=classes, current_class=class_)
# Render each method's page.
for method in class_.methods:
method_path = '{}/{}.html'.format(class_.name, method.name)
render('method.html', method_path, level=1, current_class=class_, current_method=method)

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import re
import typing
import markdown
from typedecorator import params, returns, Nullable
class ParameterDoc(object):
"""The documentation data of a parameter or return value for an Eluna method."""
# The integer ranges that each C++ type is valid for. None means valid for all numbers.
valid_ranges = {
'float': None,
'double': None,
'int': ('-2,147,483,647', '2,147,483,647'), # This should be -32767..32767, but it's pretty safe to assume 32-bit.
'int8': ('-127', '127'),
'uint8': ('0', '255'),
'int16': ('-32,767', '32,767'),
'uint16': ('0', '65,535'),
'int32': ('-2,147,483,647', '2,147,483,647'),
'uint32': ('0', '4,294,967,295'),
'int64': ('-9,223,372,036,854,775,808', '9,223,372,036,854,775,807'),
'uint64': ('0', '18,446,744,073,709,551,615'),
'ObjectGuid': ('0', '18,446,744,073,709,551,615'),
}
@params(self=object, name=Nullable(str), data_type=str, description=str, default_value=Nullable(str))
def __init__(self, name, data_type, description, default_value=None):
"""If `name` is not provided, the Parameter is a returned value instead of a parameter."""
self.name = name
self.data_type = data_type
self.default_value = default_value
if self.data_type == '...':
self.name = '...'
else:
assert(self.name is not None)
if description:
# Capitalize the first letter, add a period, and parse as Markdown.
self.description = '{}{}. '.format(description[0].capitalize(), description[1:])
self.description = markdown.markdown(self.description)
else:
self.description = ''
# If the data type is a C++ number, convert to Lua number and add range info to description.
if self.data_type in self.valid_ranges.keys():
range = ParameterDoc.valid_ranges[self.data_type]
if range:
self.description += '<p><em>Valid numbers</em>: integers from {0} to {1}.</p>'.format(range[0], range[1])
else:
self.description += '<p><em>Valid numbers</em>: all decimal numbers.</p>'
self.data_type = 'number'
elif self.data_type == 'bool':
self.data_type = 'boolean'
elif self.data_type == 'int64' or self.data_type == 'uint64':
self.data_type = '[' + self.data_type + ']'
elif not self.data_type in ['nil', 'boolean', 'number', 'string', 'table', 'function', '...'] and self.data_type[:1] != '[':
print(f"Missing angle brackets [] around the data type name: `{self.data_type}`")
class MethodDoc(object):
"""The documentation data of an Eluna method."""
@params(self=object, name=str, description=str, prototypes=[str], parameters=[ParameterDoc], returned=[ParameterDoc])
def __init__(self, name, description, prototypes, parameters, returned):
self.name = name
self.prototypes = prototypes
self.parameters = parameters
self.returned = returned
# Parse the description as Markdown.
self.description = markdown.markdown(description)
# Pull the first paragraph out of the description as the short description.
self.short_description = self.description.split('</p>')[0][3:]
# If it has a description, it is "documented".
self.documented = self.description != ''
class MangosClassDoc(object):
"""The documentation of a MaNGOS class that has Lua methods."""
@params(self=object, name=str, description=str, methods=[MethodDoc])
def __init__(self, name, description, methods):
self.name = name
# Parse the description as Markdown.
self.description = markdown.markdown(description)
# Pull the first paragraph out of the description as the short description.
self.short_description = self.description.split('</p>')[0][3:]
# Sort the methods by their names.
self.methods = sorted(methods, key=lambda m: m.name)
# If any of our methods are not documented, we aren't fully documented.
for method in methods:
if not method.documented:
self.fully_documented = False
break
else:
self.fully_documented = True
# In the same vein, if any of our methods are documented, we aren't fully *un*documented.
for method in methods:
if method.documented:
self.fully_undocumented = False
break
else:
self.fully_undocumented = True
class ClassParser(object):
"""Parses a file line-by-line and returns methods when enough information is received to build them."""
# Various regular expressions to parse different parts of the doc string.
# There are used to parse the class's description.
class_start_regex = re.compile(r"\s*/\*\*\*") # The start of class documentation, i.e. /***
class_body_regex = re.compile(r"\s*\*\s*(.*)") # The "body", i.e. a * and optionally some descriptive text.
class_end_regex = re.compile(r"\s*\*/") # The end of the comment portion, i.e. */
# These are used to parse method documentation.
start_regex = re.compile(r"\s*/\*\*") # The start of documentation, i.e. /**
body_regex = re.compile(r"\s*\s?\*\s?(.*)") # The "body", i.e. a * and optionally some descriptive text.
# An extra optional space (\s?) was thrown in to make it different from `class_body_regex`.
param_regex = re.compile(r"""\s*\*\s@param\s # The @param tag starts with opt. whitespace followed by "* @param ".
([^\s]+)\s(\w+)? # The data type, a space, and the name of the param.
(?:\s=\s(\w+))? # The default value: a = surrounded by spaces, followed by text.
(?:\s:\s(.+))? # The description: a colon surrounded by spaces, followed by text.
""", re.X)
# This is the same as the @param tag, minus the default value part.
return_regex = re.compile(r"""\s*\*\s@return\s
([\[\]\w]+)\s(\w+)
(?:\s:\s(.+))?
""", re.X)
proto_regex = re.compile(r"""\s*\*\s@proto\s
([\w\s,]+)? # The list of arguments.
(?:=\s)? # An equals sign and a space separate the args and returns.
(?:\(([\w\s,]+)\))? # The list of return values, in parens.
""", re.X)
comment_end_regex = re.compile(r"\s*\*/") # The end of the comment portion, i.e. */
end_regex = re.compile(r"\s*int\s(\w+)\s*\(") # The end of the documentation, i.e. int MethodName(
def __init__(self, class_name):
assert ClassParser.class_body_regex is not ClassParser.body_regex
# The methods that have been parsed.
self.methods = []
# The name of the class being parsed.
self.class_name = class_name
# The description of the class being parsed.
self.class_description = ''
# Reset the parser's state machine.
self.reset()
def reset(self):
# What the last handled regex was, to determine what the next should be.
self.last_regex = None
# These are used to piece together the next `Method`.
self.description = ''
self.params = []
self.returned = []
self.method_name = None
self.prototypes = []
def handle_class_body(self, match):
text = match.group(1)
self.class_description += text + '\n'
def handle_body(self, match):
text = match.group(1)
self.description += text + '\n'
def handle_param(self, match):
data_type, name, default, description = match.group(1), match.group(2), match.group(3), match.group(4)
self.params.append(ParameterDoc(name, data_type, description, default))
def handle_return(self, match):
data_type, name, description = match.group(1), match.group(2), match.group(3)
self.returned.append(ParameterDoc(name, data_type, description))
def handle_proto(self, match):
return_values, parameters = match.group(1), match.group(2)
parameters = ' '+parameters+' ' if parameters else ''
return_values = return_values + '= ' if return_values else ''
if self.class_name == 'Global':
prototype = '{0}{{0}}({1})'.format(return_values, parameters)
else:
prototype = '{0}{1}:{{0}}({2})'.format(return_values, self.class_name, parameters)
self.prototypes.append(prototype)
def handle_end(self, match):
self.method_name = match.group(1)
def make_prototype(parameters):
if parameters != '':
parameters = ' ' + parameters + ' '
if self.class_name == 'Global':
if self.returned:
return_values = ', '.join([param.name for param in self.returned])
prototype = '{0} = {1}({2})'.format(return_values, self.method_name, parameters)
else:
prototype = '{0}({1})'.format(self.method_name, parameters)
else:
if self.returned:
return_values = ', '.join([param.name for param in self.returned])
prototype = '{0} = {1}:{2}({3})'.format(return_values, self.class_name, self.method_name, parameters)
else:
prototype = '{0}:{1}({2})'.format(self.class_name, self.method_name, parameters)
return prototype
# If there's no prototype, make one with all params and returns.
if not self.prototypes:
# A list of all parameters with default values.
params_with_default = []
# The index of the last non-default parameter.
last_non_default_i = 0
# If False, a parameter WITHOUT a default value follows one WITH a default value.
# In this case, don't bother generating prototypes.
simple_order = True
for i, param in enumerate(self.params):
if param.default_value:
params_with_default.append(param)
else:
last_non_default_i = i
if params_with_default:
simple_order = False
if not params_with_default or not simple_order:
# Just generate one prototype with all the parameters.
parameters = ', '.join([param.name for param in self.params])
self.prototypes.append(make_prototype(parameters))
else:
# Generate a prototype for all the non-default parameters,
# then one for each default parameter with all the previous parameters.
for i in range(last_non_default_i, len(self.params)):
parameters = ', '.join([param.name for param in self.params[:i+1]])
self.prototypes.append(make_prototype(parameters))
else:
# Format the method name into each prototype.
self.prototypes = [proto.format(self.method_name) for proto in self.prototypes]
self.methods.append(MethodDoc(self.method_name, self.description, self.prototypes, self.params, self.returned))
# Table of which handler is used to handle each regular expressions.
regex_handlers = {
class_start_regex: None,
class_body_regex: handle_class_body,
class_end_regex: None,
start_regex: None,
body_regex: handle_body,
param_regex: handle_param,
return_regex: handle_return,
proto_regex: handle_proto,
comment_end_regex: None,
end_regex: handle_end,
}
# Table of which regular expressions can follow the last handled regex.
# `body_regex` must always come LAST when used, since it also matches param, return, and comment_end.
next_regexes = {
None: [class_start_regex, start_regex, end_regex],
class_start_regex: [class_end_regex, class_body_regex],
class_body_regex: [class_end_regex, class_body_regex],
class_end_regex: [],
start_regex: [param_regex, return_regex, proto_regex, comment_end_regex, body_regex],
body_regex: [param_regex, return_regex, proto_regex, comment_end_regex, body_regex],
proto_regex: [param_regex, return_regex, proto_regex, comment_end_regex, body_regex],
param_regex: [param_regex, return_regex, comment_end_regex, body_regex],
return_regex: [return_regex, comment_end_regex],
comment_end_regex: [end_regex],
end_regex: [],
}
@returns(Nullable(MethodDoc))
@params(self=object, line=str)
def next_line(self, line):
"""Parse the next line of the file.
This method returns a `Method` when enough data to form a `Method` has been parsed.
Otherwise, it returns None.
"""
# Get the list of expected regular expressions using the last one handled.
valid_regexes = self.next_regexes[self.last_regex]
# Try to find a match.
for regex in valid_regexes:
match = regex.match(line)
if match:
handler = self.regex_handlers[regex]
if handler:
handler(self, match)
# Not every regex has a handler, but keep track of where we are anyway.
self.last_regex = regex
# Break at the first match.
break
else:
# No valid regex was found, reset everything.
self.reset()
@returns(MangosClassDoc)
def to_class_doc(self):
"""Create an instance of `MangosClassDoc` from the parser's data.
Is called by `parse_file` once parsing is finished.
"""
return MangosClassDoc(self.class_name, self.class_description, self.methods)
@staticmethod
@returns(MangosClassDoc)
@params(file=typing.IO)
def parse_file(file):
"""Parse the file `file` into a documented class."""
# Get the class name from "ClassMethods.h" by stripping off "Methods.h".
class_name = file.name[:-len('Methods.h')]
parser = ClassParser(class_name)
line = file.readline()
while line:
parser.next_line(line)
line = file.readline()
return parser.to_class_doc()

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/**
* Copyright 2013 The Rust Project Developers. See the COPYRIGHT
* file at the top-level directory of this distribution and at
* http://rust-lang.org/COPYRIGHT.
*
* Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
* http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
* <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
* option. This file may not be copied, modified, or distributed
* except according to those terms.
*/
@font-face {
font-family: 'Fira Sans';
font-style: normal;
font-weight: 400;
src: local('Fira Sans'), url("FiraSans-Regular.woff") format('woff');
}
@font-face {
font-family: 'Fira Sans';
font-style: normal;
font-weight: 500;
src: local('Fira Sans Medium'), url("FiraSans-Medium.woff") format('woff');
}
@font-face {
font-family: 'Source Serif Pro';
font-style: normal;
font-weight: 400;
src: local('Source Serif Pro'), url("SourceSerifPro-Regular.woff") format('woff');
}
@font-face {
font-family: 'Source Serif Pro';
font-style: italic;
font-weight: 400;
src: url("Heuristica-Italic.woff") format('woff');
}
@font-face {
font-family: 'Source Serif Pro';
font-style: normal;
font-weight: 700;
src: local('Source Serif Pro Bold'), url("SourceSerifPro-Bold.woff") format('woff');
}
@font-face {
font-family: 'Source Code Pro';
font-style: normal;
font-weight: 400;
src: local('Source Code Pro'), url("SourceCodePro-Regular.woff") format('woff');
}
@font-face {
font-family: 'Source Code Pro';
font-style: normal;
font-weight: 600;
src: local('Source Code Pro Semibold'), url("SourceCodePro-Semibold.woff") format('woff');
}
@import "normalize.css";
* {
-webkit-box-sizing: border-box;
-moz-box-sizing: border-box;
box-sizing: border-box;
}
/* General structure and fonts */
body {
color: #333;
min-width: 500px;
font: 16px/1.4 "Source Serif Pro", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin: 0;
position: relative;
padding: 10px 15px 20px 15px;
}
h1 {
font-size: 1.5em;
}
h2 {
font-size: 1.4em;
}
h3 {
font-size: 1.3em;
}
h1, h2, h3:not(.impl):not(.method), h4:not(.method) {
color: black;
font-weight: 500;
margin: 20px 0 15px 0;
padding-bottom: 6px;
}
h1.fqn {
border-bottom: 1px dashed #D5D5D5;
margin-top: 0;
}
h2, h3:not(.impl):not(.method), h4:not(.method) {
border-bottom: 1px solid #DDDDDD;
}
h3.impl, h3.method, h4.method {
font-weight: 600;
margin-top: 10px;
margin-bottom: 10px;
}
h3.impl, h3.method {
margin-top: 15px;
}
h1, h2, h3, h4, section.sidebar, a.source, .search-input, .content table a, .collapse-toggle {
font-family: "Fira Sans", "Helvetica Neue", Helvetica, Arial, sans-serif;
}
ol, ul {
padding-left: 25px;
}
ul ul, ol ul, ul ol, ol ol {
margin-bottom: 0;
}
p {
margin: 0 0 .6em 0;
}
code, pre {
font-family: "Source Code Pro", Menlo, Monaco, Consolas, "DejaVu Sans Mono", Inconsolata, monospace;
white-space: pre-wrap;
}
.docblock code {
background-color: #F5F5F5;
border-radius: 3px;
/*padding: 0 0.2em;*/
}
pre {
background-color: #F5F5F5;
padding: 14px;
}
.source pre {
padding: 20px;
}
.content.source {
margin-top: 50px;
max-width: none;
overflow: visible;
margin-left: 0px;
min-width: 70em;
}
nav.sub {
font-size: 16px;
text-transform: uppercase;
}
.sidebar {
width: 200px;
position: absolute;
left: 0;
top: 0;
min-height: 100%;
}
.content, nav { max-width: 960px; }
/* Everything else */
.js-only, .hidden { display: none; }
.sidebar {
padding: 10px;
}
.sidebar img {
margin: 20px auto;
display: block;
}
.sidebar .location {
font-size: 17px;
margin: 30px 0 20px 0;
background: #e1e1e1;
text-align: center;
color: #333;
}
.block {
padding: 0 10px;
margin-bottom: 14px;
}
.block h2 {
margin-top: 0;
margin-bottom: 8px;
text-align: center;
}
.block a {
display: block;
text-overflow: ellipsis;
overflow: hidden;
line-height: 15px;
padding: 7px 5px;
font-size: 14px;
font-weight: 300;
transition: border 500ms ease-out;
}
.block a:hover {
background: #F5F5F5;
}
.content {
padding: 15px 0;
}
.content.source pre.rust {
white-space: pre;
overflow: auto;
padding-left: 0;
}
.content pre.line-numbers { float: left; border: none; }
.line-numbers span { color: #c67e2d; }
.line-numbers .line-highlighted {
background-color: #f6fdb0;
}
.content .highlighted {
cursor: pointer;
color: #000 !important;
background-color: #ccc;
}
.content .highlighted a { color: #000 !important; }
.content .highlighted.trait { background-color: #fece7e; }
.content .highlighted.mod { background-color: #afc6e4; }
.content .highlighted.enum { background-color: #b4d1b9; }
.content .highlighted.struct { background-color: #e7b1a0; }
.content .highlighted.fn { background-color: #c6afb3; }
.docblock.short.nowrap {
display: block;
overflow: hidden;
white-space: nowrap;
text-overflow: ellipsis;
}
.docblock.short p {
overflow: hidden;
text-overflow: ellipsis;
margin: 0;
}
.docblock.short code { white-space: nowrap; }
.docblock h1, .docblock h2, .docblock h3, .docblock h4, .docblock h5 {
border-bottom: 1px solid #DDD;
}
.docblock h1 { font-size: 1.3em; }
.docblock h2 { font-size: 1.15em; }
.docblock h3, .docblock h4, .docblock h5 { font-size: 1em; }
.content .out-of-band {
float: right;
font-size: 23px;
}
.content table {
border-spacing: 0 5px;
border-collapse: separate;
}
.content td { vertical-align: top; }
.content td:first-child { padding-right: 20px; }
.content td p:first-child { margin-top: 0; }
.content td h1, .content td h2 { margin-left: 0; font-size: 1.1em; }
.content .item-list {
list-style-type: none;
padding: 0;
}
.content .item-list li { margin-bottom: 3px; }
.content .multi-column {
-moz-column-count: 5;
-moz-column-gap: 2.5em;
-webkit-column-count: 5;
-webkit-column-gap: 2.5em;
column-count: 5;
column-gap: 2.5em;
}
.content .multi-column li { width: 100%; display: inline-block; }
.content .method {
font-size: 1em;
position: relative;
}
.content .methods .docblock { margin-left: 40px; }
.content .impl-methods .docblock { margin-left: 40px; }
nav {
border-bottom: 1px solid #e0e0e0;
padding-bottom: 10px;
margin-bottom: 10px;
}
nav.main {
padding: 20px 0;
text-align: center;
}
nav.main .current {
border-top: 1px solid #000;
border-bottom: 1px solid #000;
}
nav.main .separator {
border: 1px solid #000;
display: inline-block;
height: 23px;
margin: 0 20px;
}
nav.sum { text-align: right; }
nav.sub form { display: inline; }
nav, .content {
margin-left: 230px;
}
a {
text-decoration: none;
color: #000;
background: transparent;
}
p a { color: #4e8bca; }
p a:hover { text-decoration: underline; }
.content a.trait, .block a.current.trait { color: #ed9603; }
.content a.mod, .block a.current.mod { color: #4d76ae; }
.content a.enum, .block a.current.enum { color: #5e9766; }
.content a.struct, .block a.current.struct { color: #e53700; }
.content a.fn, .block a.current.fn { color: #8c6067; }
.content .fnname { color: #8c6067; }
.search-input {
width: 100%;
/* Override Normalize.css: we have margins and do
not want to overflow - the `moz` attribute is necessary
until Firefox 29, too early to drop at this point */
-moz-box-sizing: border-box !important;
box-sizing: border-box !important;
outline: none;
border: none;
border-radius: 1px;
color: #555;
margin-top: 5px;
padding: 10px 16px;
font-size: 17px;
box-shadow: 0 0 0 1px #e0e0e0, 0 0 0 2px transparent;
transition: border-color 300ms ease;
transition: border-radius 300ms ease-in-out;
transition: box-shadow 300ms ease-in-out;
}
.search-input:focus {
border-color: #66afe9;
border-radius: 2px;
border: 0;
outline: 0;
box-shadow: 0 0 8px #078dd8;
}
.search-results .desc {
white-space: nowrap;
text-overflow: ellipsis;
overflow: hidden;
display: block;
}
#help {
background: #e9e9e9;
border-radius: 4px;
box-shadow: 0 0 6px rgba(0,0,0,.2);
position: absolute;
top: 300px;
left: 50%;
margin-top: -125px;
margin-left: -275px;
width: 550px;
height: 300px;
border: 1px solid #bfbfbf;
}
#help dt {
float: left;
border-radius: 3px;
border: 1px solid #bfbfbf;
background: #fff;
width: 23px;
text-align: center;
clear: left;
display: block;
margin-top: -1px;
}
#help dd { margin: 5px 33px; }
#help .infos { padding-left: 0; }
#help h1 { margin-top: 0; }
#help div {
width: 50%;
float: left;
padding: 20px;
}
.stability {
border-left: 6px solid;
padding: 3px 6px;
border-radius: 3px;
}
h1 .stability {
text-transform: lowercase;
font-weight: 400;
margin-left: 14px;
padding: 4px 10px;
}
.impl-methods .stability, .methods .stability {
margin-right: 20px;
}
.stability.Deprecated { border-color: #A071A8; color: #82478C; }
.stability.Experimental { border-color: #D46D6A; color: #AA3C39; }
.stability.Unstable { border-color: #D4B16A; color: #AA8439; }
.stability.Stable { border-color: #54A759; color: #2D8632; }
.stability.Frozen { border-color: #009431; color: #007726; }
.stability.Locked { border-color: #0084B6; color: #00668c; }
.stability.Unmarked { border-color: #BBBBBB; }
.summary {
padding-right: 0px;
}
.summary.Deprecated { background-color: #A071A8; }
.summary.Experimental { background-color: #D46D6A; }
.summary.Unstable { background-color: #D4B16A; }
.summary.Stable { background-color: #54A759; }
.summary.Unmarked { background-color: #BBBBBB; }
:target { background: #FDFFD3; }
/* Code highlighting */
pre.rust .kw { color: #8959A8; }
pre.rust .kw-2, pre.rust .prelude-ty { color: #4271AE; }
pre.rust .number, pre.rust .string { color: #718C00; }
pre.rust .self, pre.rust .boolval, pre.rust .prelude-val,
pre.rust .attribute, pre.rust .attribute .ident { color: #C82829; }
pre.rust .comment { color: #8E908C; }
pre.rust .doccomment { color: #4D4D4C; }
pre.rust .macro, pre.rust .macro-nonterminal { color: #3E999F; }
pre.rust .lifetime { color: #B76514; }
.rusttest { display: none; }
pre.rust { position: relative; }
.test-arrow {
display: inline-block;
position: absolute;
top: 0;
right: 10px;
font-size: 150%;
-webkit-transform: scaleX(-1);
transform: scaleX(-1);
}
.methods .section-header {
/* Override parent class attributes. */
border-bottom: none !important;
font-size: 1.1em !important;
margin: 0 0 -5px;
padding: 0;
}
.section-header:hover a:after {
content: '\2002\00a7\2002';
}
/* Media Queries */
@media (max-width: 700px) {
.sidebar {
display: none;
}
.content {
margin-left: 0px;
}
nav.sub {
margin: 0 auto;
}
}
.collapse-toggle {
font-weight: 100;
position: absolute;
left: 13px;
color: #999;
margin-top: 2px;
}
.toggle-wrapper > .collapse-toggle {
left: -24px;
margin-top: 0px;
}
.toggle-wrapper {
position: relative;
}
.toggle-wrapper.collapsed {
height: 1em;
transition: height .2s;
}
.collapse-toggle > .inner {
display: inline-block;
width: 1ch;
text-align: center;
}
.toggle-label {
color: #999;
font-style: italic;
}

View File

@@ -0,0 +1,782 @@
// Copyright 2014 The Rust Project Developers. See the COPYRIGHT
// file at the top-level directory of this distribution and at
// http://rust-lang.org/COPYRIGHT.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
/*jslint browser: true, es5: true */
/*globals $: true, rootPath: true */
(function() {
"use strict";
var resizeTimeout, interval;
$('.js-only').removeClass('js-only');
function getQueryStringParams() {
var params = {};
window.location.search.substring(1).split("&").
map(function(s) {
var pair = s.split("=");
params[decodeURIComponent(pair[0])] =
typeof pair[1] === "undefined" ?
null : decodeURIComponent(pair[1]);
});
return params;
}
function browserSupportsHistoryApi() {
return window.history && typeof window.history.pushState === "function";
}
function resizeShortBlocks() {
if (resizeTimeout) {
clearTimeout(resizeTimeout);
}
resizeTimeout = setTimeout(function() {
var contentWidth = $('.content').width();
$('.docblock.short').width(function() {
return contentWidth - 40 - $(this).prev().width();
}).addClass('nowrap');
$('.summary-column').width(function() {
return contentWidth - 40 - $(this).prev().width();
})
}, 150);
}
resizeShortBlocks();
$(window).on('resize', resizeShortBlocks);
function highlightSourceLines() {
var i, from, to, match = window.location.hash.match(/^#?(\d+)(?:-(\d+))?$/);
if (match) {
from = parseInt(match[1], 10);
to = Math.min(50000, parseInt(match[2] || match[1], 10));
from = Math.min(from, to);
if ($('#' + from).length === 0) {
return;
}
$('#' + from)[0].scrollIntoView();
$('.line-numbers span').removeClass('line-highlighted');
for (i = from; i <= to; ++i) {
$('#' + i).addClass('line-highlighted');
}
}
}
highlightSourceLines();
$(window).on('hashchange', highlightSourceLines);
$(document).on('keyup', function(e) {
if (document.activeElement.tagName === 'INPUT') {
return;
}
if (e.which === 191 && $('#help').hasClass('hidden')) { // question mark
e.preventDefault();
$('#help').removeClass('hidden');
} else if (e.which === 27) { // esc
if (!$('#help').hasClass('hidden')) {
e.preventDefault();
$('#help').addClass('hidden');
} else if (!$('#search').hasClass('hidden')) {
e.preventDefault();
$('#search').addClass('hidden');
$('#main').removeClass('hidden');
}
} else if (e.which === 83) { // S
e.preventDefault();
$('.search-input').focus();
}
}).on('click', function(e) {
if (!$(e.target).closest('#help').length) {
$('#help').addClass('hidden');
}
});
$('.version-selector').on('change', function() {
var i, match,
url = document.location.href,
stripped = '',
len = rootPath.match(/\.\.\//g).length + 1;
for (i = 0; i < len; ++i) {
match = url.match(/\/[^\/]*$/);
if (i < len - 1) {
stripped = match[0] + stripped;
}
url = url.substring(0, url.length - match[0].length);
}
url += '/' + $('.version-selector').val() + stripped;
document.location.href = url;
});
/**
* A function to compute the Levenshtein distance between two strings
* Licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported
* Full License can be found at http://creativecommons.org/licenses/by-sa/3.0/legalcode
* This code is an unmodified version of the code written by Marco de Wit
* and was found at http://stackoverflow.com/a/18514751/745719
*/
var levenshtein = (function() {
var row2 = [];
return function(s1, s2) {
if (s1 === s2) {
return 0;
} else {
var s1_len = s1.length, s2_len = s2.length;
if (s1_len && s2_len) {
var i1 = 0, i2 = 0, a, b, c, c2, row = row2;
while (i1 < s1_len)
row[i1] = ++i1;
while (i2 < s2_len) {
c2 = s2.charCodeAt(i2);
a = i2;
++i2;
b = i2;
for (i1 = 0; i1 < s1_len; ++i1) {
c = a + (s1.charCodeAt(i1) !== c2 ? 1 : 0);
a = row[i1];
b = b < a ? (b < c ? b + 1 : c) : (a < c ? a + 1 : c);
row[i1] = b;
}
}
return b;
} else {
return s1_len + s2_len;
}
}
};
})();
function initSearch(rawSearchIndex) {
var currentResults, index, searchIndex;
var MAX_LEV_DISTANCE = 3;
var params = getQueryStringParams();
// Populate search bar with query string search term when provided,
// but only if the input bar is empty. This avoid the obnoxious issue
// where you start trying to do a search, and the index loads, and
// suddenly your search is gone!
if ($(".search-input")[0].value === "") {
$(".search-input")[0].value = params.search || '';
}
/**
* Executes the query and builds an index of results
* @param {[Object]} query [The user query]
* @param {[type]} max [The maximum results returned]
* @param {[type]} searchWords [The list of search words to query
* against]
* @return {[type]} [A search index of results]
*/
function execQuery(query, max, searchWords) {
var valLower = query.query.toLowerCase(),
val = valLower,
typeFilter = itemTypeFromName(query.type),
results = [],
split = valLower.split("::");
//remove empty keywords
for (var j = 0; j < split.length; ++j) {
split[j].toLowerCase();
if (split[j] === "") {
split.splice(j, 1);
}
}
// quoted values mean literal search
var nSearchWords = searchWords.length;
if ((val.charAt(0) === "\"" || val.charAt(0) === "'") &&
val.charAt(val.length - 1) === val.charAt(0))
{
val = val.substr(1, val.length - 2);
for (var i = 0; i < nSearchWords; ++i) {
if (searchWords[i] === val) {
// filter type: ... queries
if (typeFilter < 0 || typeFilter === searchIndex[i].ty) {
results.push({id: i, index: -1});
}
}
if (results.length === max) {
break;
}
}
} else {
// gather matching search results up to a certain maximum
val = val.replace(/\_/g, "");
for (var i = 0; i < split.length; ++i) {
for (var j = 0; j < nSearchWords; ++j) {
var lev_distance;
if (searchWords[j].indexOf(split[i]) > -1 ||
searchWords[j].indexOf(val) > -1 ||
searchWords[j].replace(/_/g, "").indexOf(val) > -1)
{
// filter type: ... queries
if (typeFilter < 0 || typeFilter === searchIndex[j].ty) {
results.push({
id: j,
index: searchWords[j].replace(/_/g, "").indexOf(val),
lev: 0,
});
}
} else if (
(lev_distance = levenshtein(searchWords[j], val)) <=
MAX_LEV_DISTANCE) {
if (typeFilter < 0 || typeFilter === searchIndex[j].ty) {
results.push({
id: j,
index: 0,
// we want lev results to go lower than others
lev: lev_distance,
});
}
}
if (results.length === max) {
break;
}
}
}
}
var nresults = results.length;
for (var i = 0; i < nresults; ++i) {
results[i].word = searchWords[results[i].id];
results[i].item = searchIndex[results[i].id] || {};
}
// if there are no results then return to default and fail
if (results.length === 0) {
return [];
}
results.sort(function(aaa, bbb) {
var a, b;
// Sort by non levenshtein results and then levenshtein results by the distance
// (less changes required to match means higher rankings)
a = (aaa.lev);
b = (bbb.lev);
if (a !== b) return a - b;
// sort by crate (non-current crate goes later)
a = (aaa.item.crate !== window.currentCrate);
b = (bbb.item.crate !== window.currentCrate);
if (a !== b) return a - b;
// sort by exact match (mismatch goes later)
a = (aaa.word !== valLower);
b = (bbb.word !== valLower);
if (a !== b) return a - b;
// sort by item name length (longer goes later)
a = aaa.word.length;
b = bbb.word.length;
if (a !== b) return a - b;
// sort by item name (lexicographically larger goes later)
a = aaa.word;
b = bbb.word;
if (a !== b) return (a > b ? +1 : -1);
// sort by index of keyword in item name (no literal occurrence goes later)
a = (aaa.index < 0);
b = (bbb.index < 0);
if (a !== b) return a - b;
// (later literal occurrence, if any, goes later)
a = aaa.index;
b = bbb.index;
if (a !== b) return a - b;
// sort by description (no description goes later)
a = (aaa.item.desc === '');
b = (bbb.item.desc === '');
if (a !== b) return a - b;
// sort by type (later occurrence in `itemTypes` goes later)
a = aaa.item.ty;
b = bbb.item.ty;
if (a !== b) return a - b;
// sort by path (lexicographically larger goes later)
a = aaa.item.path;
b = bbb.item.path;
if (a !== b) return (a > b ? +1 : -1);
// que sera, sera
return 0;
});
// remove duplicates, according to the data provided
for (var i = results.length - 1; i > 0; i -= 1) {
if (results[i].word === results[i - 1].word &&
results[i].item.ty === results[i - 1].item.ty &&
results[i].item.path === results[i - 1].item.path)
{
results[i].id = -1;
}
}
for (var i = 0; i < results.length; ++i) {
var result = results[i],
name = result.item.name.toLowerCase(),
path = result.item.path.toLowerCase(),
parent = result.item.parent;
var valid = validateResult(name, path, split, parent);
if (!valid) {
result.id = -1;
}
}
return results;
}
/**
* Validate performs the following boolean logic. For example:
* "File::open" will give IF A PARENT EXISTS => ("file" && "open")
* exists in (name || path || parent) OR => ("file" && "open") exists in
* (name || path )
*
* This could be written functionally, but I wanted to minimise
* functions on stack.
*
* @param {[string]} name [The name of the result]
* @param {[string]} path [The path of the result]
* @param {[string]} keys [The keys to be used (["file", "open"])]
* @param {[object]} parent [The parent of the result]
* @return {[boolean]} [Whether the result is valid or not]
*/
function validateResult(name, path, keys, parent) {
for (var i=0; i < keys.length; ++i) {
// each check is for validation so we negate the conditions and invalidate
if (!(
// check for an exact name match
name.toLowerCase().indexOf(keys[i]) > -1 ||
// then an exact path match
path.toLowerCase().indexOf(keys[i]) > -1 ||
// next if there is a parent, check for exact parent match
(parent !== undefined &&
parent.name.toLowerCase().indexOf(keys[i]) > -1) ||
// lastly check to see if the name was a levenshtein match
levenshtein(name.toLowerCase(), keys[i]) <=
MAX_LEV_DISTANCE)) {
return false;
}
}
return true;
}
function getQuery() {
var matches, type, query = $('.search-input').val();
matches = query.match(/^(fn|mod|str(uct)?|enum|trait|t(ype)?d(ef)?)\s*:\s*/i);
if (matches) {
type = matches[1].replace(/^td$/, 'typedef')
.replace(/^str$/, 'struct')
.replace(/^tdef$/, 'typedef')
.replace(/^typed$/, 'typedef');
query = query.substring(matches[0].length);
}
return {
query: query,
type: type,
id: query + type,
};
}
function initSearchNav() {
var hoverTimeout, $results = $('.search-results .result');
$results.on('click', function() {
var dst = $(this).find('a')[0];
if (window.location.pathname == dst.pathname) {
$('#search').addClass('hidden');
$('#main').removeClass('hidden');
}
document.location.href = dst.href;
}).on('mouseover', function() {
var $el = $(this);
clearTimeout(hoverTimeout);
hoverTimeout = setTimeout(function() {
$results.removeClass('highlighted');
$el.addClass('highlighted');
}, 20);
});
$(document).off('keydown.searchnav');
$(document).on('keydown.searchnav', function(e) {
var $active = $results.filter('.highlighted');
if (e.which === 38) { // up
e.preventDefault();
if (!$active.length || !$active.prev()) {
return;
}
$active.prev().addClass('highlighted');
$active.removeClass('highlighted');
} else if (e.which === 40) { // down
e.preventDefault();
if (!$active.length) {
$results.first().addClass('highlighted');
} else if ($active.next().length) {
$active.next().addClass('highlighted');
$active.removeClass('highlighted');
}
} else if (e.which === 13) { // return
e.preventDefault();
if ($active.length) {
document.location.href = $active.find('a').prop('href');
}
}
});
}
function escape(content) {
return $('<h1/>').text(content).html();
}
function showResults(results) {
var output, shown, query = getQuery();
currentResults = query.id;
output = '<h1>Results for ' + escape(query.query) +
(query.type ? ' (type: ' + escape(query.type) + ')' : '') + '</h1>';
output += '<table class="search-results">';
if (results.length > 0) {
shown = [];
results.forEach(function(item) {
var name, type;
if (shown.indexOf(item) !== -1) {
return;
}
shown.push(item);
name = item.name;
type = itemTypes[item.ty];
output += '<tr class="' + type + ' result"><td>';
if (type === 'mod') {
output += item.path +
'::<a href="' + rootPath +
item.path.replace(/::/g, '/') + // '/' +
name + '/index.html" class="' +
type + '">' + name + '</a>';
} else if (type === 'static' || type === 'reexport') {
output += item.path +
'::<a href="' + rootPath +
item.path.replace(/::/g, '/') +
'/index.html" class="' + type +
'">' + name + '</a>';
} else if (item.parent !== undefined) {
var myparent = item.parent;
var anchor = '#' + type + '.' + name;
output += item.path + '::' + myparent.name +
'::<a href="' + rootPath +
item.path.replace(/::/g, '/') +
'/' + myparent.name +
'.html' + anchor +
'" class="' + type +
'">' + name + '</a>';
} else {
output += item.path +
'::<a href="' + rootPath +
item.path.replace(/::/g, '/') +
'/' + name +
'.html" class="' + type +
'">' + name + '</a>';
}
output += '</td><td><span class="desc">' + item.desc +
'</span></td></tr>';
});
} else {
output += 'No results - Request function at <a href="https://github.com/ElunaLuaEngine/Eluna/issues">Eluna issue tracker</a>';
}
output += "</p>";
$('#main.content').addClass('hidden');
$('#search.content').removeClass('hidden').html(output);
$('#search .desc').width($('#search').width() - 40 -
$('#search td:first-child').first().width());
initSearchNav();
}
function search(e) {
var query,
filterdata = [],
obj, i, len,
results = [],
maxResults = 200,
resultIndex;
var params = getQueryStringParams();
query = getQuery();
if (e) {
e.preventDefault();
}
if (!query.query || query.id === currentResults) {
return;
}
// Because searching is incremental by character, only the most
// recent search query is added to the browser history.
// Do not do this on local due to chrome security errors.
// http://stackoverflow.com/a/32454237/3586583
if (browserSupportsHistoryApi() && window.location.protocol != "file:") {
if (!history.state && !params.search) {
history.pushState(query, "", "?search=" +
encodeURIComponent(query.query));
} else {
history.replaceState(query, "", "?search=" +
encodeURIComponent(query.query));
}
}
resultIndex = execQuery(query, 20000, index);
len = resultIndex.length;
for (i = 0; i < len; ++i) {
if (resultIndex[i].id > -1) {
obj = searchIndex[resultIndex[i].id];
filterdata.push([obj.name, obj.ty, obj.path, obj.desc]);
results.push(obj);
}
if (results.length >= maxResults) {
break;
}
}
showResults(results);
}
// This mapping table should match the discriminants of
// `rustdoc::html::item_type::ItemType` type in Rust.
var itemTypes = ["mod",
"struct",
"type",
"fn",
"type",
"static",
"trait",
"impl",
"viewitem",
"tymethod",
"method",
"structfield",
"variant",
"ffi",
"ffs",
"macro",
"primitive"];
function itemTypeFromName(typename) {
for (var i = 0; i < itemTypes.length; ++i) {
if (itemTypes[i] === typename) return i;
}
return -1;
}
function buildIndex(rawSearchIndex) {
searchIndex = [];
var searchWords = [];
for (var crate in rawSearchIndex) {
if (!rawSearchIndex.hasOwnProperty(crate)) { continue }
// an array of [(Number) item type,
// (String) name,
// (String) full path or empty string for previous path,
// (String) description,
// (optional Number) the parent path index to `paths`]
var items = rawSearchIndex[crate].items;
// an array of [(Number) item type,
// (String) name]
var paths = rawSearchIndex[crate].paths;
// convert `paths` into an object form
var len = paths.length;
for (var i = 0; i < len; ++i) {
paths[i] = {ty: paths[i][0], name: paths[i][1]};
}
// convert `items` into an object form, and construct word indices.
//
// before any analysis is performed lets gather the search terms to
// search against apart from the rest of the data. This is a quick
// operation that is cached for the life of the page state so that
// all other search operations have access to this cached data for
// faster analysis operations
var len = items.length;
var lastPath = "";
for (var i = 0; i < len; ++i) {
var rawRow = items[i];
var row = {crate: crate, ty: rawRow[0], name: rawRow[1],
path: rawRow[2] || lastPath, desc: rawRow[3],
parent: paths[rawRow[4]]};
searchIndex.push(row);
if (typeof row.name === "string") {
var word = row.name.toLowerCase();
searchWords.push(word);
} else {
searchWords.push("");
}
lastPath = row.path;
}
}
return searchWords;
}
function startSearch() {
var keyUpTimeout;
$('.do-search').on('click', search);
$('.search-input').on('keyup', function() {
clearTimeout(keyUpTimeout);
keyUpTimeout = setTimeout(search, 100);
});
// Push and pop states are used to add search results to the browser
// history.
if (browserSupportsHistoryApi()) {
$(window).on('popstate', function(e) {
var params = getQueryStringParams();
// When browsing back from search results the main page
// visibility must be reset.
if (!params.search) {
$('#main.content').removeClass('hidden');
$('#search.content').addClass('hidden');
}
// When browsing forward to search results the previous
// search will be repeated, so the currentResults are
// cleared to ensure the search is successful.
currentResults = null;
// Synchronize search bar with query string state and
// perform the search. This will empty the bar if there's
// nothing there, which lets you really go back to a
// previous state with nothing in the bar.
$('.search-input').val(params.search);
// Some browsers fire 'onpopstate' for every page load
// (Chrome), while others fire the event only when actually
// popping a state (Firefox), which is why search() is
// called both here and at the end of the startSearch()
// function.
search();
});
}
search();
}
index = buildIndex(rawSearchIndex);
startSearch();
// Draw a convenient sidebar of known crates if we have a listing
if (rootPath == '../') {
var sidebar = $('.sidebar');
var div = $('<div>').attr('class', 'block crate');
div.append($('<h2>').text('All Classes'));
var crates = [];
for (var crate in rawSearchIndex) {
if (!rawSearchIndex.hasOwnProperty(crate)) { continue }
crates.push(crate);
}
crates.sort();
for (var i = 0; i < crates.length; ++i) {
var klass = 'crate';
if (crates[i] == window.currentCrate) {
klass += ' current';
}
div.append($('<a>', {'href': '../' + crates[i] + '/index.html',
'class': klass}).text(crates[i]));
}
sidebar.append(div);
}
}
window.initSearch = initSearch;
window.register_implementors = function(imp) {
var list = $('#implementors-list');
var libs = Object.getOwnPropertyNames(imp);
for (var i = 0; i < libs.length; ++i) {
if (libs[i] == currentCrate) continue;
var structs = imp[libs[i]];
for (var j = 0; j < structs.length; ++j) {
var code = $('<code>').append(structs[j]);
$.each(code.find('a'), function(idx, a) {
var href = $(a).attr('href');
if (!href.startsWith('http')) {
$(a).attr('href', rootPath + $(a).attr('href'));
}
});
var li = $('<li>').append(code);
list.append(li);
}
}
};
if (window.pending_implementors) {
window.register_implementors(window.pending_implementors);
}
// See documentation in html/render.rs for what this is doing.
var query = getQueryStringParams();
if (query['gotosrc']) {
window.location = $('#src-' + query['gotosrc']).attr('href');
}
$("#expand-all").on("click", function() {
$(".docblock").show();
$(".toggle-label").hide();
$(".toggle-wrapper").removeClass("collapsed");
$(".collapse-toggle").children(".inner").html("-");
});
$("#collapse-all").on("click", function() {
$(".docblock").hide();
$(".toggle-label").show();
$(".toggle-wrapper").addClass("collapsed");
$(".collapse-toggle").children(".inner").html("+");
});
$(document).on("click", ".collapse-toggle", function() {
var toggle = $(this);
var relatedDoc = toggle.parent().next();
if (relatedDoc.is(".docblock")) {
if (relatedDoc.is(":visible")) {
relatedDoc.slideUp({duration:'fast', easing:'linear'});
toggle.parent(".toggle-wrapper").addClass("collapsed");
toggle.children(".inner").html("+");
toggle.children(".toggle-label").fadeIn();
} else {
relatedDoc.slideDown({duration:'fast', easing:'linear'});
toggle.parent(".toggle-wrapper").removeClass("collapsed");
toggle.children(".inner").html("-");
toggle.children(".toggle-label").hide();
}
}
});
$(function() {
var toggle = "<a href='javascript:void(0)'"
+ "class='collapse-toggle'>[<span class='inner'>-</span>]</a>";
$(".method").each(function() {
if ($(this).next().is(".docblock")) {
$(this).children().first().after(toggle);
}
});
var mainToggle = $(toggle);
mainToggle.append("<span class='toggle-label' style='display:none'>"
+ "&nbsp;Expand&nbsp;description</span></a>")
var wrapper = $("<div class='toggle-wrapper'>");
wrapper.append(mainToggle);
$("#main > .docblock").before(wrapper);
});
}());

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/*! normalize.css v3.0.0 | MIT License | git.io/normalize */html{font-family:sans-serif;-ms-text-size-adjust:100%;-webkit-text-size-adjust:100%}body{margin:0}article,aside,details,figcaption,figure,footer,header,hgroup,main,nav,section,summary{display:block}audio,canvas,progress,video{display:inline-block;vertical-align:baseline}audio:not([controls]){display:none;height:0}[hidden],template{display:none}a{background:transparent}a:active,a:hover{outline:0}abbr[title]{border-bottom:1px dotted}b,strong{font-weight:bold}dfn{font-style:italic}h1{font-size:2em;margin:.67em 0}mark{background:#ff0;color:#000}small{font-size:80%}sub,sup{font-size:75%;line-height:0;position:relative;vertical-align:baseline}sup{top:-0.5em}sub{bottom:-0.25em}img{border:0}svg:not(:root){overflow:hidden}figure{margin:1em 40px}hr{-moz-box-sizing:content-box;box-sizing:content-box;height:0}pre{overflow:auto}code,kbd,pre,samp{font-family:monospace,monospace;font-size:1em}button,input,optgroup,select,textarea{color:inherit;font:inherit;margin:0}button{overflow:visible}button,select{text-transform:none}button,html input[type="button"],input[type="reset"],input[type="submit"]{-webkit-appearance:button;cursor:pointer}button[disabled],html input[disabled]{cursor:default}button::-moz-focus-inner,input::-moz-focus-inner{border:0;padding:0}input{line-height:normal}input[type="checkbox"],input[type="radio"]{box-sizing:border-box;padding:0}input[type="number"]::-webkit-inner-spin-button,input[type="number"]::-webkit-outer-spin-button{height:auto}input[type="search"]{-webkit-appearance:textfield;-moz-box-sizing:content-box;-webkit-box-sizing:content-box;box-sizing:content-box}input[type="search"]::-webkit-search-cancel-button,input[type="search"]::-webkit-search-decoration{-webkit-appearance:none}fieldset{border:1px solid silver;margin:0 2px;padding:.35em .625em .75em}legend{border:0;padding:0}textarea{overflow:auto}optgroup{font-weight:bold}table{border-collapse:collapse;border-spacing:0}td,th{padding:0}

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta name="description" content="{% block description %}API documentation for the Eluna engine.{% endblock %}">
<meta name="keywords" content="eluna, lua, lua engine, trinitycore, trinity, mangos, cmangos, script, scripting, doc, docs, documentation">
<title>{% block title %}Eluna API{% endblock %}</title>
<link rel="stylesheet" type="text/css" href="{{ static('main.css') }}">
<link rel="shortcut icon" href="{{ static('favicon.ico') }}">
</head>
<body class="rustdoc">
<!--[if lte IE 8]>
<div class="warning">
This old browser is unsupported and will most likely display funky
things.
</div>
<![endif]-->
<section class="sidebar">
<a href='{{ root('index.html') }}'><img src='{{ static('eluna-logo.png') }}' alt='Eluna Logo' width='100'></a>
<div class="block">
{% block sidebar %}
<h2>All Classes</h2>
{% for class in classes -%}
<a class="mod {{ 'current' if class == current_class }}" href="{{ root(class.name + '/index.html') }}">{{ class.name }}</a>
{%- endfor %}
{% endblock %}
</div>
</section>
<nav class="sub">
<form class="search-form js-only">
<div class="search-container">
<input class="search-input" name="search"
autocomplete="off"
placeholder="Click or press 'S' to search, '?' for more options..."
type="search">
</div>
</form>
</nav>
<section id='main' class="content mod">
<h1 class='fqn'>
{% block document_title %}Title Missing{% endblock %}
<span class='out-of-band'>
<span id='render-detail'>
<a id="collapse-all" href="#">[-]</a>
<a id="expand-all" href="#">[+]</a>
</span>
</span>
</h1>
{% block content %}<h2>Content missing.</h2>{% endblock %}
</section>
<section id='search' class="content hidden"></section>
<section class="footer"></section>
<div id="help" class="hidden">
<div class="shortcuts">
<h1>Keyboard shortcuts</h1>
<dl>
<dt>?</dt>
<dd>Show this help dialog</dd>
<dt>S</dt>
<dd>Focus the search field</dd>
<dt>&larrb;</dt>
<dd>Move up in search results</dd>
<dt>&rarrb;</dt>
<dd>Move down in search results</dd>
<dt>&#9166;</dt>
<dd>Go to active search result</dd>
</dl>
</div>
<div class="infos">
<h1>Search tricks</h1>
<p>
Prefix searches with a type followed by a colon (e.g.
<code>fn:</code>) to restrict the search to a given type.
</p>
<p>
Accepted types are: <code>fn</code>, <code>mod</code>,
<code>struct</code> (or <code>str</code>), <code>enum</code>,
<code>trait</code>, <code>typedef</code> (or
<code>tdef</code>).
</p>
</div>
</div>
<script>
window.rootPath = "{{ ('../' * level) if level }}";
</script>
<script src="{{ static('jquery.js') }}"></script>
<script src="{{ static('main.js') }}"></script>
<script async src="{{ root('search-index.js') }}"></script>
<center>Generated on <script src="{{ root('date.js') }}"></script></center>
<center>&copy;2016 - Eluna Lua Engine</center>
</body>
</html>

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{% extends '_base.html' %}
{% block title -%}
{{ current_class.name }} - {{ super() }}
{%- endblock %}
{% block description -%}
API documentation for the {{ current_class.name }} class in the Eluna engine.
{%- endblock %}
{% block document_title -%}
Class <a class="mod" href="">{{ current_class.name }}</a>
{%- endblock %}
{% block sidebar %}
{% endblock %}
{% block content %}
{{ current_class.description|parse_links }}
<h2 id='methods' class='section-header'><a href="#methods">Methods</a></h2>
<table>
{%- for method in current_class.methods %}
<tr>
<td>
<a class='stability {{ 'Stable' if method.documented else 'Experimental' }}' title='{{ 'Documented' if method.documented else 'Undocumented' }}'></a>
<a class='fn' href='{{ method.name }}.html'>{{ method.name }}</a>
</td>
<td class='docblock short'>
<p>{{ method.short_description|parse_links }}</p>
</td>
</tr>
{%- endfor %}
</table>
{% endblock %}

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document.write("{{ currdate }}");

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{% extends '_base.html' %}

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{% extends '_base.html' %}
{% block document_title -%}
Eluna API Documentation
{%- endblock %}
{% block content %}
<div class='docblock'>
<h1 id="the-eluna-engine-api" class='section-header'>
<a href="#the-eluna-engine-api">The Eluna Lua Engine&copy; API</a>
</h1>
<p>
The Eluna Lua Engine&copy; API allows you to add your own Lua code to be executed when certain events (called "hooks") occur.
</p>
<p>
Add a new in-game command, give life to creatures with new AI, or even light players who try to duel on fire!
If the hook exists, you can script it.
</p>
<h2 id="about-eluna" class='section-header'>
<a href="#about-eluna">About Eluna</a>
</h2>
<p>
Eluna is a <a href="http://www.lua.org/">Lua</a> engine for World of Warcraft emulators.
Eluna supports <a href="http://cmangos.net/">CMaNGOS</a>/<a href="https://www.getmangos.eu/home.php">MaNGOS</a>
and <a href="http://www.trinitycore.org/">TrinityCore</a>.
</p>
<p>
To get Eluna, simply clone your favorite version of MaNGOS or Trinity from
<a href="https://github.com/ElunaLuaEngine">our Github account</a>.
Each fork there has Eluna already integrated, so you just need to compile and go!
</p>
<p>
Follow us on <a href="https://twitter.com/EmuDevs">our Twitter page</a> to view the latest news about what's going on with Eluna.
</p>
<h2 id="tutorials-and-guides" class='section-header'>
<a href="#tutorials-and-guides">Tutorials & Guides</a>
</h2>
<p>
We haven't written tutorials yet, but when we do, we'll put the links here.
</p>
<h2 id="about-this-documentation" class='section-header'>
<a href="#about-this-documentation">About this documentation</a>
</h2>
<p>
The layout, CSS, and Javascript code for this documentation was borrowed from <a href="http://doc.rust-lang.org/">doc.rust-lang.org</a>.
</p>
<p>
The documentation generator was originally written by <a href="https://github.com/Patman64">Patman64</a> and is maintained by the Eluna team.
</p>
</div>
<h2 id='modules' class='section-header'><a href="#modules">Classes</a></h2>
<table>
{%- for class in classes %}
<tr>
<td>
{%- if class.fully_documented %}
<a class='stability Stable' title='Fully Documented'></a>
{%- elif class.fully_undocumented %}
<a class='stability Experimental' title='Fully Undocumented'></a>
{%- else %}
<a class='stability Unstable' title='Partially Documented'></a>
{%- endif %}
<a class='mod' href='{{ root(class.name + '/index.html') }}'>{{ class.name }}</a>
</td>
<td class='docblock short'>
<p>{{ class.short_description|parse_links }}</p>
</td>
</tr>
{%- endfor %}
</table>
{% endblock %}

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{% extends '_base.html' %}
{% block title -%}
{{ current_class.name }}:{{ current_method.name }} - Eluna
{%- endblock %}
{% block description -%}
API documentation for the {{ current_class.name }}:{{ current_method.name }} method in the Eluna engine.
{%- endblock %}
{% block document_title -%}
Method
<a class="mod" href="{{ root(current_class.name + '/index.html') }}">
{{- current_class.name -}}
</a>:<a class="fn" href="{{ root(current_class.name + '/' + current_method.name + '.html') }}">
{{- current_method.name -}}
</a>
{%- endblock %}
{% block sidebar %}
<h2>{{ current_class.name }} Methods</h2>
<script src="sidebar.js"></script>
<script>
// Highlight current method by adding "current" class to it
var element = document.getElementById("{{ current_class.name + ':' + current_method.name }}");
if (element) {
var classname = "current";
arr = element.className.split(" ");
if (arr.indexOf(classname) == -1) {
element.className += " " + classname;
}
}
</script>
{% endblock %}
{% block content %}
<div class='docblock'>
{%- if current_method.documented %}
{{ current_method.description|parse_links }}
{%- else %}
<p>This method is <em>undocumented</em>. <strong>Use at your own risk.</strong></p>
<p>For temporary documentation, please check the <a href="https://github.com/ElunaLuaEngine/Eluna/blob/master/LuaFunctions.cpp">LuaFunctions</a> source file.</p>
{%- endif %}
<h2 id="synopsis" class='section-header'>
<a href="#synopsis">Synopsis</a>
</h2>
{%- for prototype in current_method.prototypes %}
<p>
<code>{{ prototype }}</code>
</p>
{%- endfor %}
<h2 id="arguments" class='section-header'>
<a href="#arguments">Arguments</a>
</h2>
<p>
{%- if current_method.parameters|length > 0 %}
{%- for param in current_method.parameters %}
<dl>
<dt><code>{{ param.data_type|escape|parse_data_type }} {{ param.name if param.data_type != '...' }} {{- ' (' + param.default_value + ')' if param.default_value }}</code></dt>
<dd class="docblock">{{ param.description|parse_links if param.description else '<em>See method description.</em>' }}</dd>
</dl>
{%- endfor %}
{%- elif not current_method.documented %}
Unknown.
{%- else %}
None.
{%- endif %}
</p>
<h2 id="returns" class='section-header'>
<a href="#returns">Returns</a>
</h2>
<p>
{%- if current_method.returned|length > 0 %}
{%- for returned in current_method.returned %}
<dl>
<dt><code>{{ returned.data_type|escape|parse_data_type }} {{ returned.name }}</code></dt>
<dd class="docblock">{{ returned.description|parse_links if returned.description else '<em>See method description.</em>' }}</dd>
</dl>
{%- endfor %}
{%- elif not current_method.documented %}
Unknown.
{%- else %}
Nothing.
{%- endif %}
</p>
</div>
{% endblock %}

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var searchIndex = {};
{% for class in classes -%}
searchIndex["{{ class.name }}"] = {
"items": [
[0, "", "{{ class.name }}", "{{ class.short_description|replace('\n', ' ')|replace('\"', '&#34;')|parse_links|replace('"', '\\"') }}"],
{%- for method in class.methods %}
[3, "{{ method.name }}", "", "{{ method.short_description|replace('\n', ' ')|replace('\"', '&#34;')|parse_links|replace('"', '\\"') }}"],
{%- endfor %}
],
"paths": []
};
{%- endfor %}
initSearch(searchIndex);

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document.write(`
{%- for method in current_class.methods %}
<a id="{{ current_class.name + ':' + method.name }}" class="fn" href="{{ root(current_class.name + '/' + method.name + '.html') }}">{{ method.name }}</a>
{%- endfor %}
`);

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# Eluna features
This article contains information about features and important notes regarding Eluna.
## Settings
Eluna has some settings in the server configuration file.
It is important that you use the new configuration file that you get from compiling after adding Eluna. If the new configuration file is not used you will not receive any error log or output to console.
The configuration file includes at least the following settings:
- enable and disable Eluna
- enable and disable traceback function - this adds extra debug information if you have the default Eluna extensions.
- configure script folder location
- configure Eluna logging settings
## Reloading
To make testing easier it is good to know that Eluna scripts can be reloaded by using the command `.reload eluna`.
However this command should be used for development purposes __ONLY__. If you are having issues getting something working __restart__ the server.
It is important to know that reloading does not trigger for example the login hook for players that are already logged in when reloading.
## Script loading
Eluna loads scripts from the `lua_scripts` folder by default. You can configure the folder name and location in the server configuration file.
Any hidden folders are not loaded. All script files must have an unique name, otherwise an error is printed and only the first file found is loaded.
The loading order is not guaranteed to be alphabetic.
Any file having `.ext` extension, for example `test.ext`, is loaded before normal lua files.
Instead of the ext special feature however it is recommended to use the basic lua `require` function.
The whole script folder structure is added automatically to the lua require path so using require is as simple as providing the file name without any extension for example `require("runfirst")` to require the file `runfirst.lua`.
## Automatic conversion
In C++ level code you have types like `Unit` and `Creature` and `Player`.
When in code you have an object of type `Unit` you need to convert it to a `Creature` or a `Player` object to be able to access the methods of the subclass.
In Eluna this is automatic. All objects are automatically converted to the correct type and you will always have full access to all member functions of an object.
## Storing userdata
Storing userdata objects over time that are memory managed by C++ is a bad idea.
For example you should never save a player to a global variable and then try access it in a timed event. The reason is that the player object in C++ is a pointer to an object that C++ can delete at any time. When time passes the player may have logged out and using the pointer after player object no longer exists can be catastrophic.
To prevent users from doing this objects that are memory managed by C++ are automatically turned into nil when they are no longer safe to be accessed - this means usually after the hooked function ends.
Instead of storing the object itself you can use store guids `player:GetGUID()` and fetch the object by the guid with `map:GetWorldObject(guid)`.
Any userdata object that is memory managed by lua is safe to store over time. These objects include but are not limited to: query results, worldpackets, uint64 and int64 numbers.
## Userdata metamethods
All userdata objects in Eluna have tostring metamethod implemented.
This allows you to print the player object for example and to use `tostring(player)`.
The userdata uses metatables that contain the methods and functions it uses.
These tables are globally accessible by using the type name. For example `Player` is a global table containing all Player methods.
You can define new methods in lua for a class using these global tables.
```lua
function Player:CustomFunc(param1)
-- self is the player the method is used on
self:SendBroadcastMessage(param1)
end
function GameObject:CustomFunc(param1)
-- self is the gameobject the method is used on
print(self:GetName())
end
-- Example use:
player:CustomFunc("test")
gob:CustomFunc("test2")
```
It is recommended that in normal code these global tables and their names (variables starting with capital letters like Player, Creature, GameObject, Spell..) are avoided so they are not unintentionally edited or deleted causing other scripts possibly not to function.
## Database
Database is a great thing, but it has it's own issues.
### Querying
Database queries are slow. The whole server has to wait for the script to fetch the data from disk before continuing. Compared to reading cache or RAM reading from disk is the same as going to the moon to fetch the data (no pun intended).
Depending on what you need, prefer database Execute over Query when not selecting anything from the database. Database Executes are made asynchronously and they will not keep the server waiting.
Move all database queries possible to the script loading, server startup or similar one time event and use cache tables to manage the data in scripts.
### Types
__Database types should be followed strictly.__
Mysql does math in bigint and decimal formats which is why a simple select like `SELECT 1;` actually returns a bigint.
If you fetch a bigint or decimal using a function for a smaller type it is possible the value is read incorrectly.
For example the same code for fetching the result of `SELECT 1;` returned 1 on one machine and 0 on another. Using the correct function, in this case GetInt64, the right result was returned on both. https://github.com/ElunaLuaEngine/Eluna/issues/89#issuecomment-64121361
| base type | defined type | database type |
|---------------------------|--------------|-----------------------|
| char | int8 | tinyint(3) |
| short int | int16 | smallint(5) |
| (long int / int) | int32 | mediumint(8) |
| (long int / int) | int32 | int(10) |
| long long int | int64 | bigint(20) |
| unsigned char | uint8 | tinyint(3) unsigned |
| unsigned short int | uint16 | smallint(5) unsigned |
| unsigned (long int / int) | uint32 | mediumint(8) unsigned |
| unsigned (long int / int) | uint32 | int(10) unsigned |
| unsigned long long int | uint64 | bigint(20) unsigned |
| float | float | float |
| double | double | double and decimal |
| std::string | std::string | any text type |

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# Installing and updating
This page will help you get a cMaNGOS and a TrinityCore source with Eluna.
If you are looking to get MaNGOS source with Eluna head over to [MaNGOS forum](http://getmangos.eu/) for the installation and updating instructions - however read this page also as it contains important information.
If you are having trouble with the installation or updating the core source, head over to our [support forum](../README.md#documentation).
If you are looking for a way to merge eluna with a fork of the official repositories see [merging](MERGING.md).
### Requirements and dependencies:
**Eluna uses `C++11` so you need a compiler that supports it.**
**Eluna can use ACE or BOOST for filesystem library.**
Additionally see you desired core's documentation and installation instructions for it's requirements and dependencies.
### Installation
1. Open [git bash](http://git-scm.com/) and navigate to where you want the core source
2. Choose the git address of your desired core and patch below and clone the core with `git clone <address>`.
For example `git clone https://github.com/ElunaLuaEngine/ElunaTrinityWotlk.git`
* TrinityCore WoTLK: `https://github.com/ElunaLuaEngine/ElunaTrinityWotlk.git`
* cMaNGOS Classic: `https://github.com/ElunaLuaEngine/ElunaMangosClassic.git`
* cMaNGOS TBC: `https://github.com/ElunaLuaEngine/ElunaMangosTbc.git`
* cMaNGOS WoTLK: `https://github.com/ElunaLuaEngine/ElunaMangosWotlk.git`
3. Navigate to the newly created source folder with `git bash`
4. Use the git command `git submodule init` followed by `git submodule update`
* If you really do not get how to use git bash (and do try!) you can navigate to the `LuaEngine` folder and clone the [eluna repository](https://github.com/ElunaLuaEngine/Eluna) there. This is not recommended though.
4. Continue compiling the core normally using the official instructions
* [TrinityCore](http://collab.kpsn.org/display/tc/Installation+Guide)
* [cMaNGOS](https://github.com/cmangos/issues/wiki/Installation-Instructions)
__Important!__ After compiling use the new configuration files. They contain Eluna settings and without them Eluna may not function correctly. For example you do not get any error messages or error log.
After installing Eluna you should check out these:
- [Eluna getting started](USAGE.md)
- [Eluna features](IMPL_DETAILS.md)
### Updating
Updating is essentially handled in the same manner as you would normally update the core and database.
To get the newest core source code open `git bash` and navigate to your local source folder.
Then execute use `git pull` followed by `git submodule init` and `git submodule update`.
After updating the source you need to recompile the core normally. Simply use `CMake` if needed and compile.
To update the databases refer to the core's or database's official updating documents:
* [TrinityCore](http://collab.kpsn.org/display/tc/Databases+Installation)
* [cMaNGOS](https://github.com/cmangos/issues/wiki/Installation-Instructions)

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# Merging Eluna
Eluna can be added to various sources by applying the core changes required for Eluna to function.
Below you find the guides for merging Eluna with each core or a fork of it.
If you choose to merge you should be able to maintain and update yourself - we do not maintain your core. View Unofficial Merging below.
We also do not fix any merging errors you may have, but you are free to ask about them on the [support forum](../README.md#documentation) and we may assist.
We recommend using the [installation guide](INSTALL.md) especially if you are not familiar with git and updating the code.
It allows you to simply use `git pull` followed by `git submodule update` to update your source and we will handle the merging and maintenance with the official core source. Naturally you still need to handle updating the database as instructed by the core's wiki or instructions.
### Merging Eluna with MaNGOS
Eluna is merged with [official MaNGOS](http://getmangos.eu/) by default.
### Merging Eluna with cMaNGOS
```
git clone https://github.com/cmangos/mangos-wotlk.git
cd mangos-wotlk
git pull --recurse-submodules https://github.com/ElunaLuaEngine/ElunaMangosWotlk.git
```
Steps explained:
1. clone the core or fork source or get the it by other means
2. navigate to the source folder
3. pull the Eluna fork. This will fetch the repository and merge it with your source.
* `--recurse-submodules` will automatically pull the submodules (Eluna repository). You may need to use `git submodule init` followed by `git submodule update` if your Eluna folder is empty
* it is important that you choose the correct Eluna fork for your core andpatch:
* [Eluna cMaNGOS Classic](https://github.com/ElunaLuaEngine/ElunaMangosClassic)
* [Eluna cMaNGOS TBC](https://github.com/ElunaLuaEngine/ElunaMangosTbc)
* [Eluna cMaNGOS WotLK](https://github.com/ElunaLuaEngine/ElunaMangosWotlk)
### Merging Eluna with TrinityCore
```
git clone https://github.com/TrinityCore/TrinityCore.git -b3.3.5
cd TrinityCore
git pull --recurse-submodules https://github.com/ElunaLuaEngine/ElunaTrinityWotlk.git
```
Steps explained:
1. clone the core or fork source or get the it by other means
2. navigate to the source folder
3. pull the Eluna fork. This will fetch the repository and merge it with your source.
* `--recurse-submodules` will automatically pull the submodules (Eluna repository). You may need to use `git submodule init` followed by `git submodule update` if your Eluna folder is empty
* it is important that you choose the correct Eluna fork for your core and patch:
* [Eluna TrinityCore WotLK](https://github.com/ElunaLuaEngine/ElunaTrinityWotlk)
* [Eluna TrinityCore Cataclysm](https://github.com/ElunaLuaEngine/ElunaTrinityCata)

116
src/LuaEngine/docs/USAGE.md Normal file
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# Using Eluna
Eluna is a lua engine implementation for world of warcraft emulators.
It can be used to create different kind of scripts from AI to events.
This article helps you to get started with Eluna. We go through adding a simple script, where to get information from and a few language basics.
This article assumes you have already installed Eluna successfully. If you have not, see [installation](INSTALL.md).
## Basic script
Here is a simple "Hello world" example.
Create a file named `hello world.lua` that contains the following code and place the file inside the scripts folder in your server folder. By default the scripts folder is called `lua_scripts`. The server folder is the folder which contains server executables.
```lua
local PLAYER_EVENT_ON_LOGIN = 3
local function OnLogin(event, player)
player:SendBroadcastMessage("Hello world")
end
RegisterPlayerEvent(PLAYER_EVENT_ON_LOGIN, OnLogin)
```
If you now restart your server and log in game you are greeted with "Hello world" in your chat.
### What happened
As you have witnessed here no core compiling was needed and your script runs from the file you just created.
The file is compiled and run by the lua engine when the server starts up or Eluna is reloaded.
The code in the file registers a function to be run when a player logs in and the function sends a message to the player that logged in.
## Lua basics
It is good to get to know a bit of lua to code lua scripts. In this article we do not go that much into explaining lua syntax. Here are some pointers to important sources of information and things to get to know about.
### Sources of information
- lua users wiki
- http://lua-users.org/wiki/LuaDirectory
- http://lua-users.org/wiki/TutorialDirectory
- http://lua-users.org/wiki/SampleCode
- programming in lua http://www.lua.org/pil/1.html
- lua reference manual http://www.lua.org/manual/5.2/
### some highlights
- Print function outputs to server console. Very useful for simple debugging `print("anything here")`.
- control structures - especially loops:
- http://lua-users.org/wiki/ControlStructureTutorial
- http://www.lua.org/manual/5.2/manual.html#3.3.5
- lua string library:
- http://lua-users.org/wiki/StringLibraryTutorial
- http://www.wowwiki.com/Pattern_matching
- Lua tables are the only container in lua and they are essential for good code. Lua tables can be compared to arrays and hash maps.
Table functions and tutorials:
- http://www.lua.org/manual/5.2/manual.html#6.5
- http://www.lua.org/manual/5.2/manual.html#4.3
- http://lua-users.org/wiki/TablesTutorial
- http://www.lua.org/pil/2.5.html
- prefer local variables over global. While global variables may work they can create issues with other scripts that use same variable names.
All local variables outside of functions in a script are shared by everything running the same script - the variables are locally global.
## Eluna basics
It is good to know where you can find information about Eluna and Eluna's API as well as the basic elements of a script. Here are links to the main sources of information:
- Eluna features [Eluna details](IMPL_DETAILS.md)
- Eluna documentation http://elunaluaengine.github.io/
### Error messages
If Eluna is installed correctly, the default installation should make errors output to the console as well as a log file in the server folder. If you can not get your script to work, be sure to check the log file for any errors you might have missed.
Check out the configuration file for settings if you want to tweak the logging settings.
### Global functions
Global functions are functions you can run from anywhere in a script file and they do not require any object to be run.
In addition to normal global functions lua provides like `print` Eluna has it's own gobal functions. You can find them in the documentation under `global` class: [global functions](http://elunaluaengine.github.io/Global/index.html).
```lua
-- print the return value of GetLuaEngine function
print(GetLuaEngine())
```
### Member functions
Member functions, also called methods, are functions that require an userdata object to run. There are several different classes of objects that have different member functions. You can find all the member functions and their documentations from the [Eluna documentation](http://elunaluaengine.github.io/).
Classes in C++ inherit each other. In Eluna member functions are also inherited. For example objects of classes `Player` and `Creature` inherit all methods from `Unit` class.
Methods are called by using `:` notation on the object. For example to get the player name you can call the GetName methods like this: `player:GetName()`
```lua
local entry = 6
local on_combat = 1
local function OnCombat(event, creature, target)
-- creature is of type Creature
-- target is of type Creature or Player depending on who the creature is attacking
print(creature:GetLevel())
print(target:GetLevel())
end
RegisterCreatureEvent(entry, on_combat, OnCombat)
```
### Registering functions to events
Scripts register functions to events and the functions are executed when the event happens.
There are special global functions in Eluna API for registering functions for events.
You should be able to find all such functions from [Eluna documentation](http://elunaluaengine.github.io/) by searching `register`.
Functions used to register other functions for events need the ID of the event you want the hook to be registered for passed to them. You can find these ID numbers from the registering function documentation page.
Eluna passes some arguments to the functions executed. The arguments are always in same order. You can name them in any way you want. In the above script example the event `PLAYER_EVENT_ON_LOGIN` passes the event id and the player who logs in to the registered function. This is why the registered function has these parameters defined: `(event, player)`.
Some events allow the registered function to return different values. Sometimes you can return more than one value. The possibility to return is documented on the registering function's documentation page. Simply using the `return` keyword returns normally as if the function would end.
For example in this script we register the function `OnCombat` to be run on event `1`, which triggers on combat, for the creature entry `6`. All needed information can be found here: http://elunaluaengine.github.io/Global/RegisterCreatureEvent.html
```lua
local entry = 6
local on_combat = 1
local function OnCombat(event, creature, target)
creature:SendUnitYell("Yiee, me run!", 0)
end
RegisterCreatureEvent(entry, on_combat, OnCombat)
```

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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
--
-- filename.ext files are loaded before normal .lua files
--
-- This extension allows saving data to specific object for it's lifetime in current runtime session
-- Supports Map, Player, Creature, GameObject
--
-- SetData sets a value
-- obj:SetData(key, val)
--
-- GetData gets the data table or a specific value by key from it
-- local tbl = obj:GetData()
-- local val = obj:GetData(key)
--
local pairs = pairs
local variableStores = {
Map = {},
Player = {},
Creature = {},
GameObject = {},
}
local function DestroyMapData(event, obj)
local map = obj:GetMapId()
local inst = obj:GetInstanceId()
for k,v in pairs(variableStores) do
local mapdata = v[map]
if mapdata then
mapdata[inst] = nil
end
end
end
local function DestroyObjData(event, obj)
local otype = obj:GetObjectType()
local guid = otype == "Map" and 1 or obj:GetGUIDLow()
if otype == "Player" then
variableStores[otype][guid] = nil
return
end
local map = obj:GetMapId()
local inst = obj:GetInstanceId()
local mapdata = variableStores[otype][map]
if mapdata then
local instancedata = mapdata[inst]
if instancedata then
instancedata[guid] = nil
end
end
end
local function GetData(self, field)
local otype = self:GetObjectType()
local guid = otype == "Map" and 1 or self:GetGUIDLow()
local varStore = variableStores[otype]
if otype == "Player" then
varStore[guid] = varStore[guid] or {}
if field ~= nil then
return varStore[guid][field]
end
return varStore[guid]
end
local map = self:GetMapId()
local inst = self:GetInstanceId()
varStore[map] = varStore[map] or {}
varStore[map][inst] = varStore[map][inst] or {}
varStore[map][inst][guid] = varStore[map][inst][guid] or {}
if field ~= nil then
return varStore[map][inst][guid][field]
end
return varStore[map][inst][guid]
end
local function SetData(self, field, val)
local otype = self:GetObjectType()
local guid = otype == "Map" and 1 or self:GetGUIDLow()
local varStore = variableStores[otype]
if otype == "Player" then
varStore[guid] = varStore[guid] or {}
varStore[guid][field] = val
return
end
local map = self:GetMapId()
local inst = self:GetInstanceId()
varStore[map] = varStore[map] or {}
varStore[map][inst] = varStore[map][inst] or {}
varStore[map][inst][guid] = varStore[map][inst][guid] or {}
varStore[map][inst][guid][field] = val
end
for k,v in pairs(variableStores) do
_G[k].GetData = GetData
_G[k].SetData = SetData
end
RegisterPlayerEvent(4, DestroyObjData) -- logout
RegisterServerEvent(31, DestroyObjData) -- creature delete
RegisterServerEvent(32, DestroyObjData) -- gameobject delete
RegisterServerEvent(17, DestroyMapData) -- map create
RegisterServerEvent(18, DestroyMapData) -- map destroy

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The MIT License
Copyright (c) 2010 Ignacio Burgue<75>o
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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@@ -0,0 +1,128 @@
# StackTracePlus #
[![Build Status](https://travis-ci.org/ignacio/StackTracePlus.png?branch=master)](https://travis-ci.org/ignacio/StackTracePlus)
[StackTracePlus](https://github.com/ignacio/StackTracePlus) provides enhanced stack traces for [Lua 5.1, Lua 5.2][1] and [LuaJIT][2].
StackTracePlus can be used as a replacement for debug.traceback. It gives detailed information about locals, tries to guess
function names when they're not available, etc, so, instead of
lua5.1.exe: D:\trunk_git\sources\stacktraceplus\test\test.lua:10: attempt to concatenate a nil value
stack traceback:
D:\trunk_git\sources\stacktraceplus\test\test.lua:10: in function <D:\trunk_git\sources\stacktraceplus\test\test.lua:7>
(tail call): ?
D:\trunk_git\sources\stacktraceplus\test\test.lua:15: in main chunk
[C]: ?
you'll get
lua5.1.exe: D:\trunk_git\sources\stacktraceplus\test\test.lua:10: attempt to concatenate a nil value
Stack Traceback
===============
(2) C function 'function: 00A8F418'
(3) Lua function 'g' at file 'D:\trunk_git\sources\stacktraceplus\test\test.lua:10' (best guess)
Local variables:
fun = table module
str = string: "hey"
tb = table: 027DCBE0 {dummy:1, blah:true, foo:bar}
(*temporary) = nil
(*temporary) = string: "text"
(*temporary) = string: "attempt to concatenate a nil value"
(4) tail call
(5) main chunk of file 'D:\trunk_git\sources\stacktraceplus\test\test.lua' at line 15
(6) C function 'function: 002CA480'
## Usage #
StackTracePlus can be used as a replacement for `debug.traceback`, as an `xpcall` error handler or even from C code. Note that
only the Lua 5.1 interpreter allows the traceback function to be replaced "on the fly". LuaJIT and Lua 5.2 always calls luaL_traceback internally so there is no easy way to override that.
```lua
local STP = require "StackTracePlus"
debug.traceback = STP.stacktrace
function test()
local s = "this is a string"
local n = 42
local t = { foo = "bar" }
local co = coroutine
local cr = coroutine.create
error("an error")
end
test()
```
That script will output (only with Lua 5.1):
lua5.1: example.lua:11: an error
Stack Traceback
===============
(2) C function 'function: 006B5758'
(3) global C function 'error'
(4) Lua global 'test' at file 'example.lua:11'
Local variables:
s = string: "this is a string"
n = number: 42
t = table: 006E5220 {foo:bar}
co = coroutine table
cr = C function: 003C7080
(5) main chunk of file 'example.lua' at line 14
(6) C function 'function: 00637B30'
**StackTracePlus** is aware of the usual Lua libraries, like *coroutine*, *table*, *string*, *io*, etc and functions like
*print*, *pcall*, *assert*, and so on.
You can also make STP aware of your own tables and functions by calling *add_known_function* and *add_known_table*.
```lua
local STP = require "StackTracePlus"
debug.traceback = STP.stacktrace
local my_table = {
f = function() end
}
function my_function()
end
function test(data, func)
local s = "this is a string"
error("an error")
end
STP.add_known_table(my_table, "A description for my_table")
STP.add_known_function(my_function, "A description for my_function")
test( my_table, my_function )
```
Will output:
lua5.1: ..\test\example2.lua:13: an error
Stack Traceback
===============
(2) C function 'function: 0073AAA8'
(3) global C function 'error'
(4) Lua global 'test' at file '..\test\example2.lua:13'
Local variables:
data = A description for my_table
func = Lua function 'A description for my_function' (defined at line 7 of chunk ..\test\example2.lua)
s = string: "this is a string"
(5) main chunk of file '..\test\example2.lua' at line 19
(6) C function 'function: 00317B30'
## Installation #
The easiest way to install is with [LuaRocks][3].
- luarocks install stacktraceplus
If you don't want to use LuaRocks, just copy StackTracePlus.lua to Lua's path.
## License #
**StackTracePlus** is available under the MIT license.
[1]: http://www.lua.org/
[2]: http://luajit.org/
[3]: http://luarocks.org/

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-- tables
local _G = _G
local string, io, debug, coroutine = string, io, debug, coroutine
-- functions
local tostring, print, require = tostring, print, require
local next, assert = next, assert
local pcall, type, pairs, ipairs = pcall, type, pairs, ipairs
local error = error
assert(debug, "debug table must be available at this point")
local io_open = io.open
local string_gmatch = string.gmatch
local string_sub = string.sub
local table_concat = table.concat
local _M = {
max_tb_output_len = 70 -- controls the maximum length of the 'stringified' table before cutting with ' (more...)'
}
-- this tables should be weak so the elements in them won't become uncollectable
local m_known_tables = { [_G] = "_G (global table)" }
local function add_known_module(name, desc)
local ok, mod = pcall(require, name)
if ok then
m_known_tables[mod] = desc
end
end
add_known_module("string", "string module")
add_known_module("io", "io module")
add_known_module("os", "os module")
add_known_module("table", "table module")
add_known_module("math", "math module")
add_known_module("package", "package module")
add_known_module("debug", "debug module")
add_known_module("coroutine", "coroutine module")
-- lua5.2
add_known_module("bit32", "bit32 module")
-- luajit
add_known_module("bit", "bit module")
add_known_module("jit", "jit module")
local m_user_known_tables = {}
local m_known_functions = {}
for _, name in ipairs{
-- Lua 5.2, 5.1
"assert",
"collectgarbage",
"dofile",
"error",
"getmetatable",
"ipairs",
"load",
"loadfile",
"next",
"pairs",
"pcall",
"print",
"rawequal",
"rawget",
"rawlen",
"rawset",
"require",
"select",
"setmetatable",
"tonumber",
"tostring",
"type",
"xpcall",
-- Lua 5.1
"gcinfo",
"getfenv",
"loadstring",
"module",
"newproxy",
"setfenv",
"unpack",
-- TODO: add table.* etc functions
} do
if _G[name] then
m_known_functions[_G[name]] = name
end
end
local m_user_known_functions = {}
local function safe_tostring (value)
local ok, err = pcall(tostring, value)
if ok then return err else return ("<failed to get printable value>: '%s'"):format(err) end
end
-- Private:
-- Parses a line, looking for possible function definitions (in a very na?ve way)
-- Returns '(anonymous)' if no function name was found in the line
local function ParseLine(line)
assert(type(line) == "string")
--print(line)
local match = line:match("^%s*function%s+(%w+)")
if match then
--print("+++++++++++++function", match)
return match
end
match = line:match("^%s*local%s+function%s+(%w+)")
if match then
--print("++++++++++++local", match)
return match
end
match = line:match("^%s*local%s+(%w+)%s+=%s+function")
if match then
--print("++++++++++++local func", match)
return match
end
match = line:match("%s*function%s*%(") -- this is an anonymous function
if match then
--print("+++++++++++++function2", match)
return "(anonymous)"
end
return "(anonymous)"
end
-- Private:
-- Tries to guess a function's name when the debug info structure does not have it.
-- It parses either the file or the string where the function is defined.
-- Returns '?' if the line where the function is defined is not found
local function GuessFunctionName(info)
--print("guessing function name")
if type(info.source) == "string" and info.source:sub(1,1) == "@" then
local file, err = io_open(info.source:sub(2), "r")
if not file then
print("file not found: "..tostring(err)) -- whoops!
return "?"
end
local line
for i = 1, info.linedefined do
line = file:read("*l")
end
if not line then
print("line not found") -- whoops!
return "?"
end
return ParseLine(line)
else
local line
local lineNumber = 0
for l in string_gmatch(info.source, "([^\n]+)\n-") do
lineNumber = lineNumber + 1
if lineNumber == info.linedefined then
line = l
break
end
end
if not line then
print("line not found") -- whoops!
return "?"
end
return ParseLine(line)
end
end
---
-- Dumper instances are used to analyze stacks and collect its information.
--
local Dumper = {}
Dumper.new = function(thread)
local t = { lines = {} }
for k,v in pairs(Dumper) do t[k] = v end
t.dumping_same_thread = (thread == coroutine.running())
-- if a thread was supplied, bind it to debug.info and debug.get
-- we also need to skip this additional level we are introducing in the callstack (only if we are running
-- in the same thread we're inspecting)
if type(thread) == "thread" then
t.getinfo = function(level, what)
if t.dumping_same_thread and type(level) == "number" then
level = level + 1
end
return debug.getinfo(thread, level, what)
end
t.getlocal = function(level, loc)
if t.dumping_same_thread then
level = level + 1
end
return debug.getlocal(thread, level, loc)
end
else
t.getinfo = debug.getinfo
t.getlocal = debug.getlocal
end
return t
end
-- helpers for collecting strings to be used when assembling the final trace
function Dumper:add (text)
self.lines[#self.lines + 1] = text
end
function Dumper:add_f (fmt, ...)
self:add(fmt:format(...))
end
function Dumper:concat_lines ()
return table_concat(self.lines)
end
---
-- Private:
-- Iterates over the local variables of a given function.
--
-- @param level The stack level where the function is.
--
function Dumper:DumpLocals (level)
local prefix = "\t "
local i = 1
if self.dumping_same_thread then
level = level + 1
end
local name, value = self.getlocal(level, i)
if not name then
return
end
self:add("\tLocal variables:\r\n")
while name do
if type(value) == "number" then
self:add_f("%s%s = number: %g\r\n", prefix, name, value)
elseif type(value) == "boolean" then
self:add_f("%s%s = boolean: %s\r\n", prefix, name, tostring(value))
elseif type(value) == "string" then
self:add_f("%s%s = string: %q\r\n", prefix, name, value)
elseif type(value) == "userdata" then
self:add_f("%s%s = %s\r\n", prefix, name, safe_tostring(value))
elseif type(value) == "nil" then
self:add_f("%s%s = nil\r\n", prefix, name)
elseif type(value) == "table" then
if m_known_tables[value] then
self:add_f("%s%s = %s\r\n", prefix, name, m_known_tables[value])
elseif m_user_known_tables[value] then
self:add_f("%s%s = %s\r\n", prefix, name, m_user_known_tables[value])
else
local txt = "{"
for k,v in pairs(value) do
txt = txt..safe_tostring(k)..":"..safe_tostring(v)
if #txt > _M.max_tb_output_len then
txt = txt.." (more...)"
break
end
if next(value, k) then txt = txt..", " end
end
self:add_f("%s%s = %s %s\r\n", prefix, name, safe_tostring(value), txt.."}")
end
elseif type(value) == "function" then
local info = self.getinfo(value, "nS")
local fun_name = info.name or m_known_functions[value] or m_user_known_functions[value]
if info.what == "C" then
self:add_f("%s%s = C %s\r\n", prefix, name, (fun_name and ("function: " .. fun_name) or tostring(value)))
else
local source = info.short_src
if source:sub(2,7) == "string" then
source = source:sub(9) -- uno m?s, por el espacio que viene (string "Baragent.Main", por ejemplo)
end
--for k,v in pairs(info) do print(k,v) end
fun_name = fun_name or GuessFunctionName(info)
self:add_f("%s%s = Lua function '%s' (defined at line %d of chunk %s)\r\n", prefix, name, fun_name, info.linedefined, source)
end
elseif type(value) == "thread" then
self:add_f("%sthread %q = %s\r\n", prefix, name, tostring(value))
end
i = i + 1
name, value = self.getlocal(level, i)
end
end
---
-- Public:
-- Collects a detailed stack trace, dumping locals, resolving function names when they're not available, etc.
-- This function is suitable to be used as an error handler with pcall or xpcall
--
-- @param thread An optional thread whose stack is to be inspected (defaul is the current thread)
-- @param message An optional error string or object.
-- @param level An optional number telling at which level to start the traceback (default is 1)
--
-- Returns a string with the stack trace and a string with the original error.
--
function _M.stacktrace(thread, message, level)
if type(thread) ~= "thread" then
-- shift parameters left
thread, message, level = nil, thread, message
end
thread = thread or coroutine.running()
level = level or 1
local dumper = Dumper.new(thread)
local original_error
if type(message) == "table" then
dumper:add("an error object {\r\n")
local first = true
for k,v in pairs(message) do
if first then
dumper:add(" ")
first = false
else
dumper:add(",\r\n ")
end
dumper:add(safe_tostring(k))
dumper:add(": ")
dumper:add(safe_tostring(v))
end
dumper:add("\r\n}")
original_error = dumper:concat_lines()
elseif type(message) == "string" then
dumper:add(message)
original_error = message
end
dumper:add("\r\n")
dumper:add[[
Stack Traceback
===============
]]
--print(error_message)
local level_to_show = level
if dumper.dumping_same_thread then level = level + 1 end
local info = dumper.getinfo(level, "nSlf")
while info do
if info.what == "main" then
if string_sub(info.source, 1, 1) == "@" then
dumper:add_f("(%d) main chunk of file '%s' at line %d\r\n", level_to_show, string_sub(info.source, 2), info.currentline)
else
dumper:add_f("(%d) main chunk of %s at line %d\r\n", level_to_show, info.short_src, info.currentline)
end
elseif info.what == "C" then
--print(info.namewhat, info.name)
--for k,v in pairs(info) do print(k,v, type(v)) end
local function_name = m_user_known_functions[info.func] or m_known_functions[info.func] or info.name or tostring(info.func)
dumper:add_f("(%d) %s C function '%s'\r\n", level_to_show, info.namewhat, function_name)
--dumper:add_f("%s%s = C %s\r\n", prefix, name, (m_known_functions[value] and ("function: " .. m_known_functions[value]) or tostring(value)))
elseif info.what == "tail" then
--print("tail")
--for k,v in pairs(info) do print(k,v, type(v)) end--print(info.namewhat, info.name)
dumper:add_f("(%d) tail call\r\n", level_to_show)
dumper:DumpLocals(level)
elseif info.what == "Lua" then
local source = info.short_src
local function_name = m_user_known_functions[info.func] or m_known_functions[info.func] or info.name
if source:sub(2, 7) == "string" then
source = source:sub(9)
end
local was_guessed = false
if not function_name or function_name == "?" then
--for k,v in pairs(info) do print(k,v, type(v)) end
function_name = GuessFunctionName(info)
was_guessed = true
end
-- test if we have a file name
local function_type = (info.namewhat == "") and "function" or info.namewhat
if info.source and info.source:sub(1, 1) == "@" then
dumper:add_f("(%d) Lua %s '%s' at file '%s:%d'%s\r\n", level_to_show, function_type, function_name, info.source:sub(2), info.currentline, was_guessed and " (best guess)" or "")
elseif info.source and info.source:sub(1,1) == '#' then
dumper:add_f("(%d) Lua %s '%s' at template '%s:%d'%s\r\n", level_to_show, function_type, function_name, info.source:sub(2), info.currentline, was_guessed and " (best guess)" or "")
else
dumper:add_f("(%d) Lua %s '%s' at line %d of chunk '%s'\r\n", level_to_show, function_type, function_name, info.currentline, source)
end
dumper:DumpLocals(level)
else
dumper:add_f("(%d) unknown frame %s\r\n", level_to_show, info.what)
end
level = level + 1
level_to_show = level_to_show + 1
info = dumper.getinfo(level, "nSlf")
end
return dumper:concat_lines(), original_error
end
--
-- Adds a table to the list of known tables
function _M.add_known_table(tab, description)
if m_known_tables[tab] then
error("Cannot override an already known table")
end
m_user_known_tables[tab] = description
end
--
-- Adds a function to the list of known functions
function _M.add_known_function(fun, description)
if m_known_functions[fun] then
error("Cannot override an already known function")
end
m_user_known_functions[fun] = description
end
return _M

View File

@@ -0,0 +1,14 @@
--
-- 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
--
-- filename.ext files are loaded before normal .lua files
-- Randomize random
math.randomseed(tonumber(tostring(os.time()):reverse():sub(1,6)))
-- Set debug.traceback to use StackTracePlus to print full stack trace
local trace = require("StackTracePlus")
debug.traceback = trace.stacktrace

7832
src/LuaEngine/libs/httplib.h Normal file

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,227 @@
/*
Copyright (c) 2020 Erik Rigtorp <erik@rigtorp.se>
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#pragma once
#include <atomic>
#include <cassert>
#include <cstddef>
#include <memory> // std::allocator
#include <new> // std::hardware_destructive_interference_size
#include <stdexcept>
#include <type_traits> // std::enable_if, std::is_*_constructible
namespace rigtorp {
template <typename T, typename Allocator = std::allocator<T>> class SPSCQueue {
#if defined(__cpp_if_constexpr) && defined(__cpp_lib_void_t)
template <typename Alloc2, typename = void>
struct has_allocate_at_least : std::false_type {};
template <typename Alloc2>
struct has_allocate_at_least<
Alloc2, std::void_t<typename Alloc2::value_type,
decltype(std::declval<Alloc2 &>().allocate_at_least(
size_t{}))>> : std::true_type {};
#endif
public:
explicit SPSCQueue(const size_t capacity,
const Allocator &allocator = Allocator())
: capacity_(capacity), allocator_(allocator) {
// The queue needs at least one element
if (capacity_ < 1) {
capacity_ = 1;
}
capacity_++; // Needs one slack element
// Prevent overflowing size_t
if (capacity_ > SIZE_MAX - 2 * kPadding) {
capacity_ = SIZE_MAX - 2 * kPadding;
}
#if defined(__cpp_if_constexpr) && defined(__cpp_lib_void_t)
if constexpr (has_allocate_at_least<Allocator>::value) {
auto res = allocator_.allocate_at_least(capacity_ + 2 * kPadding);
slots_ = res.ptr;
capacity_ = res.count - 2 * kPadding;
} else {
slots_ = std::allocator_traits<Allocator>::allocate(
allocator_, capacity_ + 2 * kPadding);
}
#else
slots_ = std::allocator_traits<Allocator>::allocate(
allocator_, capacity_ + 2 * kPadding);
#endif
static_assert(alignof(SPSCQueue<T>) == kCacheLineSize, "");
static_assert(sizeof(SPSCQueue<T>) >= 3 * kCacheLineSize, "");
assert(reinterpret_cast<char *>(&readIdx_) -
reinterpret_cast<char *>(&writeIdx_) >=
static_cast<std::ptrdiff_t>(kCacheLineSize));
}
~SPSCQueue() {
while (front()) {
pop();
}
std::allocator_traits<Allocator>::deallocate(allocator_, slots_,
capacity_ + 2 * kPadding);
}
// non-copyable and non-movable
SPSCQueue(const SPSCQueue &) = delete;
SPSCQueue &operator=(const SPSCQueue &) = delete;
template <typename... Args>
void emplace(Args &&...args) noexcept(
std::is_nothrow_constructible<T, Args &&...>::value) {
static_assert(std::is_constructible<T, Args &&...>::value,
"T must be constructible with Args&&...");
auto const writeIdx = writeIdx_.load(std::memory_order_relaxed);
auto nextWriteIdx = writeIdx + 1;
if (nextWriteIdx == capacity_) {
nextWriteIdx = 0;
}
while (nextWriteIdx == readIdxCache_) {
readIdxCache_ = readIdx_.load(std::memory_order_acquire);
}
new (&slots_[writeIdx + kPadding]) T(std::forward<Args>(args)...);
writeIdx_.store(nextWriteIdx, std::memory_order_release);
}
template <typename... Args>
bool try_emplace(Args &&...args) noexcept(
std::is_nothrow_constructible<T, Args &&...>::value) {
static_assert(std::is_constructible<T, Args &&...>::value,
"T must be constructible with Args&&...");
auto const writeIdx = writeIdx_.load(std::memory_order_relaxed);
auto nextWriteIdx = writeIdx + 1;
if (nextWriteIdx == capacity_) {
nextWriteIdx = 0;
}
if (nextWriteIdx == readIdxCache_) {
readIdxCache_ = readIdx_.load(std::memory_order_acquire);
if (nextWriteIdx == readIdxCache_) {
return false;
}
}
new (&slots_[writeIdx + kPadding]) T(std::forward<Args>(args)...);
writeIdx_.store(nextWriteIdx, std::memory_order_release);
return true;
}
void push(const T &v) noexcept(std::is_nothrow_copy_constructible<T>::value) {
static_assert(std::is_copy_constructible<T>::value,
"T must be copy constructible");
emplace(v);
}
template <typename P, typename = typename std::enable_if<
std::is_constructible<T, P &&>::value>::type>
void push(P &&v) noexcept(std::is_nothrow_constructible<T, P &&>::value) {
emplace(std::forward<P>(v));
}
bool
try_push(const T &v) noexcept(std::is_nothrow_copy_constructible<T>::value) {
static_assert(std::is_copy_constructible<T>::value,
"T must be copy constructible");
return try_emplace(v);
}
template <typename P, typename = typename std::enable_if<
std::is_constructible<T, P &&>::value>::type>
bool try_push(P &&v) noexcept(std::is_nothrow_constructible<T, P &&>::value) {
return try_emplace(std::forward<P>(v));
}
T *front() noexcept {
auto const readIdx = readIdx_.load(std::memory_order_relaxed);
if (readIdx == writeIdxCache_) {
writeIdxCache_ = writeIdx_.load(std::memory_order_acquire);
if (writeIdxCache_ == readIdx) {
return nullptr;
}
}
return &slots_[readIdx + kPadding];
}
void pop() noexcept {
static_assert(std::is_nothrow_destructible<T>::value,
"T must be nothrow destructible");
auto const readIdx = readIdx_.load(std::memory_order_relaxed);
assert(writeIdx_.load(std::memory_order_acquire) != readIdx);
slots_[readIdx + kPadding].~T();
auto nextReadIdx = readIdx + 1;
if (nextReadIdx == capacity_) {
nextReadIdx = 0;
}
readIdx_.store(nextReadIdx, std::memory_order_release);
}
size_t size() const noexcept {
std::ptrdiff_t diff = writeIdx_.load(std::memory_order_acquire) -
readIdx_.load(std::memory_order_acquire);
if (diff < 0) {
diff += capacity_;
}
return static_cast<size_t>(diff);
}
bool empty() const noexcept { return size() == 0; }
size_t capacity() const noexcept { return capacity_ - 1; }
private:
#if defined(__cpp_lib_hardware_interference_size) && !defined(__APPLE__)
static constexpr size_t kCacheLineSize =
std::hardware_destructive_interference_size;
#else
static constexpr size_t kCacheLineSize = 64;
#endif
// Padding to avoid false sharing between slots_ and adjacent allocations
static constexpr size_t kPadding = (kCacheLineSize - 1) / sizeof(T) + 1;
private:
size_t capacity_;
T *slots_;
#if defined(__has_cpp_attribute) && __has_cpp_attribute(no_unique_address)
Allocator allocator_ [[no_unique_address]];
#else
Allocator allocator_;
#endif
// Align to cache line size in order to avoid false sharing
// readIdxCache_ and writeIdxCache_ is used to reduce the amount of cache
// coherency traffic
alignas(kCacheLineSize) std::atomic<size_t> writeIdx_ = {0};
alignas(kCacheLineSize) size_t readIdxCache_ = 0;
alignas(kCacheLineSize) std::atomic<size_t> readIdx_ = {0};
alignas(kCacheLineSize) size_t writeIdxCache_ = 0;
// Padding to avoid adjacent allocations to share cache line with
// writeIdxCache_
char padding_[kCacheLineSize - sizeof(writeIdxCache_)];
};
} // namespace rigtorp

581
src/LuaEngine/lmarshal.cpp Normal file
View File

@@ -0,0 +1,581 @@
/*
* lmarshal.c
* A Lua library for serializing and deserializing Lua values
* Richard Hundt <richardhundt@gmail.com>, Eluna Lua Engine <http://emudevs.com/>
*
* License: MIT
*
* Copyright (c) 2010 Richard Hundt
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#include <stdlib.h>
#include <string.h>
#include <cstdint>
extern "C" {
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
}
#define MAR_TREF 1
#define MAR_TVAL 2
#define MAR_TUSR 3
#define MAR_CHR 1
#define MAR_I32 4
#define MAR_I64 8
#define MAR_MAGIC 0x8f
#define SEEN_IDX 3
#define MAR_ENV_IDX_KEY "E"
#define MAR_NUPS_IDX_KEY "n"
typedef struct mar_Buffer {
size_t size;
size_t seek;
size_t head;
char* data;
} mar_Buffer;
static int mar_encode_table(lua_State *L, mar_Buffer *buf, size_t *idx);
static int mar_decode_table(lua_State *L, const char* buf, size_t len, size_t *idx);
static void buf_init(lua_State *L, mar_Buffer *buf)
{
buf->size = 128;
buf->seek = 0;
buf->head = 0;
if (!(buf->data = (char*)malloc(buf->size))) luaL_error(L, "Out of memory!");
}
static void buf_done(lua_State* /*L*/, mar_Buffer *buf)
{
free(buf->data);
}
static int buf_write(lua_State* L, const char* str, size_t len, mar_Buffer *buf)
{
if (len > UINT32_MAX) luaL_error(L, "buffer too long");
if (buf->size - buf->head < len) {
size_t new_size = buf->size << 1;
size_t cur_head = buf->head;
while (new_size - cur_head <= len) {
new_size = new_size << 1;
}
char* data = (char*)realloc(buf->data, new_size);
if (!data) {
return luaL_error(L, "Out of memory!");
}
buf->data = data;
buf->size = new_size;
}
memcpy(&buf->data[buf->head], str, len);
buf->head += len;
return 0;
}
static const char* buf_read(lua_State* /*L*/, mar_Buffer *buf, size_t *len)
{
if (buf->seek < buf->head) {
buf->seek = buf->head;
*len = buf->seek;
return buf->data;
}
*len = 0;
return NULL;
}
static void mar_encode_value(lua_State *L, mar_Buffer *buf, int val, size_t *idx)
{
size_t l;
int val_type = lua_type(L, val);
lua_pushvalue(L, val);
buf_write(L, (const char*)&val_type, MAR_CHR, buf);
switch (val_type) {
case LUA_TBOOLEAN: {
int int_val = lua_toboolean(L, -1);
buf_write(L, (const char*)&int_val, MAR_CHR, buf);
break;
}
case LUA_TSTRING: {
const char *str_val = lua_tolstring(L, -1, &l);
buf_write(L, (const char*)&l, MAR_I32, buf);
buf_write(L, str_val, l, buf);
break;
}
case LUA_TNUMBER: {
lua_Number num_val = lua_tonumber(L, -1);
buf_write(L, (const char*)&num_val, MAR_I64, buf);
break;
}
case LUA_TTABLE: {
int tag, ref;
lua_pushvalue(L, -1);
lua_rawget(L, SEEN_IDX);
if (!lua_isnil(L, -1)) {
ref = lua_tointeger(L, -1);
tag = MAR_TREF;
buf_write(L, (const char*)&tag, MAR_CHR, buf);
buf_write(L, (const char*)&ref, MAR_I32, buf);
lua_pop(L, 1);
}
else {
mar_Buffer rec_buf;
lua_pop(L, 1); /* pop nil */
if (luaL_getmetafield(L, -1, "__persist")) {
tag = MAR_TUSR;
lua_pushvalue(L, -2); /* self */
lua_call(L, 1, 1);
if (!lua_isfunction(L, -1)) {
luaL_error(L, "__persist must return a function");
}
lua_remove(L, -2); /* __persist */
lua_newtable(L);
lua_pushvalue(L, -2); /* callback */
lua_rawseti(L, -2, 1);
buf_init(L, &rec_buf);
mar_encode_table(L, &rec_buf, idx);
buf_write(L, (const char*)&tag, MAR_CHR, buf);
buf_write(L, (const char*)&rec_buf.head, MAR_I32, buf);
buf_write(L, rec_buf.data, rec_buf.head, buf);
buf_done(L, &rec_buf);
lua_pop(L, 1);
}
else {
tag = MAR_TVAL;
lua_pushvalue(L, -1);
lua_pushinteger(L, (*idx)++);
lua_rawset(L, SEEN_IDX);
lua_pushvalue(L, -1);
buf_init(L, &rec_buf);
mar_encode_table(L, &rec_buf, idx);
lua_pop(L, 1);
buf_write(L, (const char*)&tag, MAR_CHR, buf);
buf_write(L, (const char*)&rec_buf.head, MAR_I32, buf);
buf_write(L, rec_buf.data,rec_buf.head, buf);
buf_done(L, &rec_buf);
}
}
break;
}
case LUA_TFUNCTION: {
int tag, ref;
lua_pushvalue(L, -1);
lua_rawget(L, SEEN_IDX);
if (!lua_isnil(L, -1)) {
ref = lua_tointeger(L, -1);
tag = MAR_TREF;
buf_write(L, (const char*)&tag, MAR_CHR, buf);
buf_write(L, (const char*)&ref, MAR_I32, buf);
lua_pop(L, 1);
}
else {
mar_Buffer rec_buf;
unsigned int i;
lua_Debug ar;
lua_pop(L, 1); /* pop nil */
lua_pushvalue(L, -1);
lua_getinfo(L, ">nuS", &ar);
if (ar.what[0] != 'L') {
luaL_error(L, "attempt to persist a C function '%s'", ar.name);
}
tag = MAR_TVAL;
lua_pushvalue(L, -1);
lua_pushinteger(L, (*idx)++);
lua_rawset(L, SEEN_IDX);
lua_pushvalue(L, -1);
buf_init(L, &rec_buf);
lua_dump(L, (lua_Writer)buf_write, &rec_buf);
buf_write(L, (const char*)&tag, MAR_CHR, buf);
buf_write(L, (const char*)&rec_buf.head, MAR_I32, buf);
buf_write(L, rec_buf.data, rec_buf.head, buf);
buf_done(L, &rec_buf);
lua_pop(L, 1);
lua_createtable(L, ar.nups, 0);
for (i = 1; i <= ar.nups; i++) {
const char* upvalue_name = lua_getupvalue(L, -2, i);
if (strcmp("_ENV", upvalue_name) == 0) {
lua_pop(L, 1);
// Mark where _ENV is expected.
lua_pushstring(L, MAR_ENV_IDX_KEY);
lua_pushinteger(L, i);
lua_rawset(L, -3);
}
else {
lua_rawseti(L, -2, i);
}
}
lua_pushstring(L, MAR_NUPS_IDX_KEY);
lua_pushnumber(L, ar.nups);
lua_rawset(L, -3);
buf_init(L, &rec_buf);
mar_encode_table(L, &rec_buf, idx);
buf_write(L, (const char*)&rec_buf.head, MAR_I32, buf);
buf_write(L, rec_buf.data, rec_buf.head, buf);
buf_done(L, &rec_buf);
lua_pop(L, 1);
}
break;
}
case LUA_TUSERDATA: {
int tag, ref;
lua_pushvalue(L, -1);
lua_rawget(L, SEEN_IDX);
if (!lua_isnil(L, -1)) {
ref = lua_tointeger(L, -1);
tag = MAR_TREF;
buf_write(L, (const char*)&tag, MAR_CHR, buf);
buf_write(L, (const char*)&ref, MAR_I32, buf);
lua_pop(L, 1);
}
else {
mar_Buffer rec_buf;
lua_pop(L, 1); /* pop nil */
if (luaL_getmetafield(L, -1, "__persist")) {
tag = MAR_TUSR;
lua_pushvalue(L, -2);
lua_pushinteger(L, (*idx)++);
lua_rawset(L, SEEN_IDX);
lua_pushvalue(L, -2);
lua_call(L, 1, 1);
if (!lua_isfunction(L, -1)) {
luaL_error(L, "__persist must return a function");
}
lua_newtable(L);
lua_pushvalue(L, -2);
lua_rawseti(L, -2, 1);
lua_remove(L, -2);
buf_init(L, &rec_buf);
mar_encode_table(L, &rec_buf, idx);
buf_write(L, (const char*)&tag, MAR_CHR, buf);
buf_write(L, (const char*)&rec_buf.head, MAR_I32, buf);
buf_write(L, rec_buf.data, rec_buf.head, buf);
buf_done(L, &rec_buf);
}
else {
luaL_error(L, "attempt to encode userdata (no __persist hook)");
}
lua_pop(L, 1);
}
break;
}
case LUA_TNIL: break;
default:
luaL_error(L, "invalid value type (%s)", lua_typename(L, val_type));
}
lua_pop(L, 1);
}
static int mar_encode_table(lua_State *L, mar_Buffer *buf, size_t *idx)
{
lua_pushnil(L);
while (lua_next(L, -2) != 0) {
mar_encode_value(L, buf, -2, idx);
mar_encode_value(L, buf, -1, idx);
lua_pop(L, 1);
}
return 1;
}
#define mar_incr_ptr(l) \
if (((*p)-buf)+(ptrdiff_t)(l) > (ptrdiff_t)len) luaL_error(L, "bad code"); (*p) += (l);
#define mar_next_len(l,T) \
if (((*p)-buf)+(ptrdiff_t)sizeof(T) > (ptrdiff_t)len) luaL_error(L, "bad code"); \
l = *(T*)*p; (*p) += sizeof(T);
static void mar_decode_value
(lua_State *L, const char *buf, size_t len, const char **p, size_t *idx)
{
size_t l;
char val_type = **p;
mar_incr_ptr(MAR_CHR);
switch (val_type) {
case LUA_TBOOLEAN:
lua_pushboolean(L, *(char*)*p);
mar_incr_ptr(MAR_CHR);
break;
case LUA_TNUMBER:
lua_pushnumber(L, *(lua_Number*)*p);
mar_incr_ptr(MAR_I64);
break;
case LUA_TSTRING:
mar_next_len(l, uint32_t);
lua_pushlstring(L, *p, l);
mar_incr_ptr(l);
break;
case LUA_TTABLE: {
char tag = *(char*)*p;
mar_incr_ptr(MAR_CHR);
if (tag == MAR_TREF) {
int ref;
mar_next_len(ref, int);
lua_rawgeti(L, SEEN_IDX, ref);
}
else if (tag == MAR_TVAL) {
mar_next_len(l, uint32_t);
lua_newtable(L);
lua_pushvalue(L, -1);
lua_rawseti(L, SEEN_IDX, (*idx)++);
mar_decode_table(L, *p, l, idx);
mar_incr_ptr(l);
}
else if (tag == MAR_TUSR) {
mar_next_len(l, uint32_t);
lua_newtable(L);
mar_decode_table(L, *p, l, idx);
lua_rawgeti(L, -1, 1);
lua_call(L, 0, 1);
lua_remove(L, -2);
lua_pushvalue(L, -1);
lua_rawseti(L, SEEN_IDX, (*idx)++);
mar_incr_ptr(l);
}
else {
luaL_error(L, "bad encoded data");
}
break;
}
case LUA_TFUNCTION: {
unsigned int nups;
unsigned int i;
mar_Buffer dec_buf;
char tag = *(char*)*p;
mar_incr_ptr(1);
if (tag == MAR_TREF) {
int ref;
mar_next_len(ref, int);
lua_rawgeti(L, SEEN_IDX, ref);
}
else {
mar_next_len(l, uint32_t);
dec_buf.data = (char*)*p;
dec_buf.size = l;
dec_buf.head = l;
dec_buf.seek = 0;
lua_load(L, (lua_Reader)buf_read, &dec_buf, "=marshal", NULL);
mar_incr_ptr(l);
lua_pushvalue(L, -1);
lua_rawseti(L, SEEN_IDX, (*idx)++);
mar_next_len(l, uint32_t);
lua_newtable(L);
mar_decode_table(L, *p, l, idx);
lua_pushstring(L, MAR_ENV_IDX_KEY);
lua_rawget(L, -2);
if (lua_isnumber(L, -1)) {
lua_pushglobaltable(L);
lua_rawset(L, -3);
}
else {
lua_pop(L, 1);
}
lua_pushstring(L, MAR_NUPS_IDX_KEY);
lua_rawget(L, -2);
nups = luaL_checknumber(L, -1);
lua_pop(L, 1);
for (i = 1; i <= nups; i++) {
lua_rawgeti(L, -1, i);
lua_setupvalue(L, -3, i);
}
lua_pop(L, 1);
mar_incr_ptr(l);
}
break;
}
case LUA_TUSERDATA: {
char tag = *(char*)*p;
mar_incr_ptr(MAR_CHR);
if (tag == MAR_TREF) {
int ref;
mar_next_len(ref, int);
lua_rawgeti(L, SEEN_IDX, ref);
}
else if (tag == MAR_TUSR) {
mar_next_len(l, uint32_t);
lua_newtable(L);
mar_decode_table(L, *p, l, idx);
lua_rawgeti(L, -1, 1);
lua_call(L, 0, 1);
lua_remove(L, -2);
lua_pushvalue(L, -1);
lua_rawseti(L, SEEN_IDX, (*idx)++);
mar_incr_ptr(l);
}
else { /* tag == MAR_TVAL */
lua_pushnil(L);
}
break;
}
case LUA_TNIL:
case LUA_TTHREAD:
lua_pushnil(L);
break;
default:
luaL_error(L, "bad code");
}
}
static int mar_decode_table(lua_State *L, const char* buf, size_t len, size_t *idx)
{
const char* p;
p = buf;
while (p - buf < (ptrdiff_t)len) {
mar_decode_value(L, buf, len, &p, idx);
mar_decode_value(L, buf, len, &p, idx);
lua_rawset(L, -3);
}
return 1;
}
int mar_encode(lua_State* L)
{
const unsigned char m = MAR_MAGIC;
size_t idx, len;
mar_Buffer buf;
if (lua_isnone(L, 1)) {
lua_pushnil(L);
}
if (lua_isnoneornil(L, 2)) {
lua_newtable(L);
}
else if (!lua_istable(L, 2)) {
luaL_error(L, "bad argument #2 to encode (expected table)");
}
lua_settop(L, 2);
len = lua_rawlen(L, 2);
lua_newtable(L);
for (idx = 1; idx <= len; idx++) {
lua_rawgeti(L, 2, idx);
if (lua_isnil(L, -1)) {
lua_pop(L, 1);
continue;
}
lua_pushinteger(L, idx);
lua_rawset(L, SEEN_IDX);
}
lua_pushvalue(L, 1);
buf_init(L, &buf);
buf_write(L, (const char*)&m, 1, &buf);
mar_encode_value(L, &buf, -1, &idx);
lua_pop(L, 1);
lua_pushlstring(L, buf.data, buf.head);
buf_done(L, &buf);
lua_remove(L, SEEN_IDX);
return 1;
}
int mar_decode(lua_State* L)
{
size_t l, idx, len;
const char *p;
const char *s = luaL_checklstring(L, 1, &l);
if (l < 1) luaL_error(L, "bad header");
if (*(unsigned char *)s++ != MAR_MAGIC) luaL_error(L, "bad magic");
l -= 1;
if (lua_isnoneornil(L, 2)) {
lua_newtable(L);
}
else if (!lua_istable(L, 2)) {
luaL_error(L, "bad argument #2 to decode (expected table)");
}
lua_settop(L, 2);
len = lua_rawlen(L, 2);
lua_newtable(L);
for (idx = 1; idx <= len; idx++) {
lua_rawgeti(L, 2, idx);
lua_rawseti(L, SEEN_IDX, idx);
}
p = s;
mar_decode_value(L, s, l, &p, &idx);
lua_remove(L, SEEN_IDX);
lua_remove(L, 2);
return 1;
}
int mar_clone(lua_State* L)
{
mar_encode(L);
lua_replace(L, 1);
mar_decode(L);
return 1;
}
static const luaL_Reg R[] =
{
{"encode", mar_encode},
{"decode", mar_decode},
{"clone", mar_clone},
{NULL, NULL}
};
int luaopen_marshal(lua_State *L)
{
lua_newtable(L);
luaL_setfuncs(L, R, 0);
return 1;
}

12
src/LuaEngine/lmarshal.h Normal file
View File

@@ -0,0 +1,12 @@
/*
* Copyright (C) 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
*/
extern "C" {
#include "lua.h"
}
int mar_encode(lua_State* L);
int mar_decode(lua_State* L);