Allow temporary event handlers for all events.

This allows you to register a handler to only fire N times.

Dynamic event handler binding/unbinding is now possible.

For backwards compatibility, if the number of shots is missing, the event
handler will never be removed from the event.
This commit is contained in:
Patman64
2014-12-18 22:09:34 -05:00
parent f819245308
commit 8c40dd1692
5 changed files with 340 additions and 96 deletions

View File

@@ -20,6 +20,10 @@ extern "C"
class ElunaBind
{
public:
typedef std::pair<int, uint32> FunctionRefCounterPair; // (function reference, remaining calls counter)
typedef std::vector<FunctionRefCounterPair> FunctionRefVector;
typedef UNORDERED_MAP<int, FunctionRefVector> EventToFunctionsMap;
Eluna& E;
const char* groupName;
@@ -34,15 +38,15 @@ public:
// unregisters all registered functions and clears all registered events from the bindings
virtual void Clear() { };
// Updates the counters on all temporary bindings and erases them if the counter would reach 0.
virtual void UpdateTemporaryBindings() { };
};
template<typename T>
class EventBind : public ElunaBind
{
public:
typedef std::vector<int> ElunaBindingMap;
typedef std::map<int, ElunaBindingMap> ElunaEntryMap;
EventBind(const char* bindGroupName, Eluna& _E) : ElunaBind(bindGroupName, _E)
{
}
@@ -50,30 +54,55 @@ public:
// unregisters all registered functions and clears all registered events from the bind std::maps (reset)
void Clear() override
{
for (ElunaEntryMap::iterator itr = Bindings.begin(); itr != Bindings.end(); ++itr)
for (EventToFunctionsMap::iterator itr = Bindings.begin(); itr != Bindings.end(); ++itr)
{
for (ElunaBindingMap::iterator it = itr->second.begin(); it != itr->second.end(); ++it)
luaL_unref(E.L, LUA_REGISTRYINDEX, (*it));
for (FunctionRefVector::iterator it = itr->second.begin(); it != itr->second.end(); ++it)
luaL_unref(E.L, LUA_REGISTRYINDEX, (*it).first);
itr->second.clear();
}
Bindings.clear();
}
void Insert(int eventId, int funcRef) // Inserts a new registered event
void UpdateTemporaryBindings() override
{
Bindings[eventId].push_back(funcRef);
for (EventToFunctionsMap::iterator itr = Bindings.begin(); itr != Bindings.end();)
{
for (FunctionRefVector::iterator it = itr->second.begin(); it != itr->second.end();)
{
uint32 counter = (*it).second;
if (counter > 1)
{
counter--;
(*it).second = counter;
it++;
}
else if (counter == 1)
{
luaL_unref(E.L, LUA_REGISTRYINDEX, (*it).first);
it = itr->second.erase(it);
}
else
{
it++;
}
}
// If there are no more entries in the vector, erase the vector.
if (itr->second.empty())
{
itr = Bindings.erase(itr);
}
else
{
itr++;
}
}
}
// Gets the binding std::map containing all registered events with the function refs for the entry
ElunaBindingMap* GetBindMap(T eventId)
void Insert(int eventId, int funcRef, uint32 shots) // Inserts a new registered event
{
if (Bindings.empty())
return NULL;
ElunaEntryMap::iterator itr = Bindings.find(eventId);
if (itr == Bindings.end())
return NULL;
return &itr->second;
Bindings[eventId].push_back(std::make_pair(funcRef, shots));
}
// Checks if there are events for ID
@@ -86,16 +115,14 @@ public:
return true;
}
ElunaEntryMap Bindings; // Binding store Bindings[eventId] = {funcRef};
EventToFunctionsMap Bindings; // Binding store Bindings[eventId] = {(funcRef, counter)};
};
template<typename T>
class EntryBind : public ElunaBind
{
public:
typedef std::vector<int> FunctionRefVector;
typedef std::map<int, FunctionRefVector> ElunaBindingMap;
typedef UNORDERED_MAP<uint32, ElunaBindingMap> ElunaEntryMap;
typedef UNORDERED_MAP<uint32, EventToFunctionsMap> EntryToEventsMap;
EntryBind(const char* bindGroupName, Eluna& _E) : ElunaBind(bindGroupName, _E)
{
@@ -104,12 +131,12 @@ public:
// unregisters all registered functions and clears all registered events from the bindmap
void Clear() override
{
for (ElunaEntryMap::iterator itr = Bindings.begin(); itr != Bindings.end(); ++itr)
for (EntryToEventsMap::iterator itr = Bindings.begin(); itr != Bindings.end(); ++itr)
{
for (ElunaBindingMap::iterator it = itr->second.begin(); it != itr->second.end(); ++it)
for (EventToFunctionsMap::iterator it = itr->second.begin(); it != itr->second.end(); ++it)
{
for (FunctionRefVector::iterator i = it->second.begin(); i != it->second.end(); ++i)
luaL_unref(E.L, LUA_REGISTRYINDEX, (*i));
luaL_unref(E.L, LUA_REGISTRYINDEX, (*i).first);
it->second.clear();
}
itr->second.clear();
@@ -117,21 +144,58 @@ public:
Bindings.clear();
}
void Insert(uint32 entryId, int eventId, int funcRef) // Inserts a new registered event
void UpdateTemporaryBindings() override
{
Bindings[entryId][eventId].push_back(funcRef);
for (EntryToEventsMap::iterator itr = Bindings.begin(); itr != Bindings.end();)
{
for (EventToFunctionsMap::iterator it = itr->second.begin(); it != itr->second.end();)
{
for (FunctionRefVector::iterator i = it->second.begin(); i != it->second.end();)
{
uint32 counter = (*i).second;
if (counter > 1)
{
counter--;
(*i).second = counter;
i++;
}
else if (counter == 1)
{
luaL_unref(E.L, LUA_REGISTRYINDEX, (*i).first);
i = it->second.erase(i);
}
else
{
i++;
}
}
// If there are no more entries in the vector, erase the vector.
if (it->second.empty())
{
it = itr->second.erase(it);
}
else
{
it++;
}
}
// If there are no more vector in the map, erase the map.
if (itr->second.empty())
{
itr = Bindings.erase(itr);
}
else
{
itr++;
}
}
}
// Gets the binding std::map containing all registered events with the function refs for the entry
const ElunaBindingMap* GetBindMap(uint32 entryId) const
void Insert(uint32 entryId, int eventId, int funcRef, uint32 shots) // Inserts a new registered event
{
if (Bindings.empty())
return NULL;
ElunaEntryMap::const_iterator itr = Bindings.find(entryId);
if (itr == Bindings.end())
return NULL;
return &itr->second;
Bindings[entryId][eventId].push_back(std::make_pair(funcRef, shots));
}
// Returns true if the entry has registered binds
@@ -140,14 +204,22 @@ public:
if (Bindings.empty())
return false;
ElunaEntryMap::const_iterator itr = Bindings.find(entryId);
EntryToEventsMap::const_iterator itr = Bindings.find(entryId);
if (itr == Bindings.end())
return false;
return itr->second.find(eventId) != itr->second.end();
}
ElunaEntryMap Bindings; // Binding store Bindings[entryId][eventId] = {funcRef};
bool HasEvents(uint32 entryId) const
{
if (Bindings.empty())
return false;
return Bindings.find(entryId) != Bindings.end();
}
EntryToEventsMap Bindings; // Binding store Bindings[entryId][eventId] = {(funcRef, counter)};
};
#endif

View File

@@ -491,17 +491,30 @@ namespace LuaGlobalFunctions
*
* @param uint32 entry : opcode
* @param uint32 event : packet event Id, refer to PacketEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterPacketEvent(Eluna* E, lua_State* L)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 ev = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
uint32 shots;
if (lua_isfunction(L, 3)) // If the third argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 3);
}
else // Otherwise, shots is the third argument and the function must be the fourth.
{
shots = Eluna::CHECKVAL<uint32>(L, 3);
luaL_checktype(L, 4, LUA_TFUNCTION);
lua_pushvalue(L, 4);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_PACKET, entry, ev, functionRef);
E->Register(HookMgr::REGTYPE_PACKET, entry, ev, functionRef, shots);
return 0;
}
@@ -566,16 +579,29 @@ namespace LuaGlobalFunctions
* </pre>
*
* @param uint32 event : server event Id, refer to ServerEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterServerEvent(Eluna* E, lua_State* L)
{
uint32 ev = Eluna::CHECKVAL<uint32>(L, 1);
luaL_checktype(L, 2, LUA_TFUNCTION);
lua_pushvalue(L, 2);
uint32 shots;
if (lua_isfunction(L, 2)) // If the second argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 2);
}
else // Otherwise, shots is the second argument and the function must be the third.
{
shots = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_SERVER, 0, ev, functionRef);
E->Register(HookMgr::REGTYPE_SERVER, 0, ev, functionRef, shots);
return 0;
}
@@ -635,16 +661,29 @@ namespace LuaGlobalFunctions
* </pre>
*
* @param uint32 event : [Player] event Id, refer to PlayerEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterPlayerEvent(Eluna* E, lua_State* L)
{
uint32 ev = Eluna::CHECKVAL<uint32>(L, 1);
luaL_checktype(L, 2, LUA_TFUNCTION);
lua_pushvalue(L, 2);
uint32 shots;
if (lua_isfunction(L, 2)) // If the second argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 2);
}
else // Otherwise, shots is the second argument and the function must be the third.
{
shots = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_PLAYER, 0, ev, functionRef);
E->Register(HookMgr::REGTYPE_PLAYER, 0, ev, functionRef, shots);
return 0;
}
@@ -672,16 +711,29 @@ namespace LuaGlobalFunctions
* </pre>
*
* @param uint32 event : [Guild] event Id, refer to GuildEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterGuildEvent(Eluna* E, lua_State* L)
{
uint32 ev = Eluna::CHECKVAL<uint32>(L, 1);
luaL_checktype(L, 2, LUA_TFUNCTION);
lua_pushvalue(L, 2);
uint32 shots;
if (lua_isfunction(L, 2)) // If the second argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 2);
}
else // Otherwise, shots is the second argument and the function must be the third.
{
shots = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_GUILD, 0, ev, functionRef);
E->Register(HookMgr::REGTYPE_GUILD, 0, ev, functionRef, shots);
return 0;
}
@@ -704,16 +756,29 @@ namespace LuaGlobalFunctions
* </pre>
*
* @param uint32 event : [Group] event Id, refer to GroupEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterGroupEvent(Eluna* E, lua_State* L)
{
uint32 ev = Eluna::CHECKVAL<uint32>(L, 1);
luaL_checktype(L, 2, LUA_TFUNCTION);
lua_pushvalue(L, 2);
uint32 shots;
if (lua_isfunction(L, 2)) // If the second argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 2);
}
else // Otherwise, shots is the second argument and the function must be the third.
{
shots = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_GROUP, 0, ev, functionRef);
E->Register(HookMgr::REGTYPE_GROUP, 0, ev, functionRef, shots);
return 0;
}
@@ -731,17 +796,30 @@ namespace LuaGlobalFunctions
*
* @param uint32 menu_id : [Creature] entry Id
* @param uint32 event : [Creature] gossip event Id, refer to GossipEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterCreatureGossipEvent(Eluna* E, lua_State* L)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 ev = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
uint32 shots;
if (lua_isfunction(L, 3)) // If the third argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 3);
}
else // Otherwise, shots is the third argument and the function must be the fourth.
{
shots = Eluna::CHECKVAL<uint32>(L, 3);
luaL_checktype(L, 4, LUA_TFUNCTION);
lua_pushvalue(L, 4);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_CREATURE_GOSSIP, entry, ev, functionRef);
E->Register(HookMgr::REGTYPE_CREATURE_GOSSIP, entry, ev, functionRef, shots);
return 0;
}
@@ -759,17 +837,30 @@ namespace LuaGlobalFunctions
*
* @param uint32 menu_id : [GameObject] entry Id
* @param uint32 event : [GameObject] gossip event Id, refer to GossipEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterGameObjectGossipEvent(Eluna* E, lua_State* L)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 ev = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
uint32 shots;
if (lua_isfunction(L, 3)) // If the third argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 3);
}
else // Otherwise, shots is the third argument and the function must be the fourth.
{
shots = Eluna::CHECKVAL<uint32>(L, 3);
luaL_checktype(L, 4, LUA_TFUNCTION);
lua_pushvalue(L, 4);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_GAMEOBJECT_GOSSIP, entry, ev, functionRef);
E->Register(HookMgr::REGTYPE_GAMEOBJECT_GOSSIP, entry, ev, functionRef, shots);
return 0;
}
@@ -790,17 +881,30 @@ namespace LuaGlobalFunctions
*
* @param uint32 entry : [Item] entry Id
* @param uint32 event : [Item] event Id, refer to ItemEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterItemEvent(Eluna* E, lua_State* L)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 ev = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
uint32 shots;
if (lua_isfunction(L, 3)) // If the third argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 3);
}
else // Otherwise, shots is the third argument and the function must be the fourth.
{
shots = Eluna::CHECKVAL<uint32>(L, 3);
luaL_checktype(L, 4, LUA_TFUNCTION);
lua_pushvalue(L, 4);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_ITEM, entry, ev, functionRef);
E->Register(HookMgr::REGTYPE_ITEM, entry, ev, functionRef, shots);
return 0;
}
@@ -818,17 +922,30 @@ namespace LuaGlobalFunctions
*
* @param uint32 entry : [Item] entry Id
* @param uint32 event : [Item] gossip event Id, refer to GossipEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterItemGossipEvent(Eluna* E, lua_State* L)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 ev = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
uint32 shots;
if (lua_isfunction(L, 3)) // If the third argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 3);
}
else // Otherwise, shots is the third argument and the function must be the fourth.
{
shots = Eluna::CHECKVAL<uint32>(L, 3);
luaL_checktype(L, 4, LUA_TFUNCTION);
lua_pushvalue(L, 4);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_ITEM_GOSSIP, entry, ev, functionRef);
E->Register(HookMgr::REGTYPE_ITEM_GOSSIP, entry, ev, functionRef, shots);
return 0;
}
@@ -846,17 +963,30 @@ namespace LuaGlobalFunctions
*
* @param uint32 menu_id : [Player] gossip menu Id
* @param uint32 event : [Player] gossip event Id, refer to GossipEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterPlayerGossipEvent(Eluna* E, lua_State* L)
{
uint32 menu_id = Eluna::CHECKVAL<uint32>(L, 1);
uint32 ev = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
uint32 shots;
if (lua_isfunction(L, 3)) // If the third argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 3);
}
else // Otherwise, shots is the third argument and the function must be the fourth.
{
shots = Eluna::CHECKVAL<uint32>(L, 3);
luaL_checktype(L, 4, LUA_TFUNCTION);
lua_pushvalue(L, 4);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_PLAYER_GOSSIP, menu_id, ev, functionRef);
E->Register(HookMgr::REGTYPE_PLAYER_GOSSIP, menu_id, ev, functionRef, shots);
return 0;
}
@@ -909,17 +1039,30 @@ namespace LuaGlobalFunctions
*
* @param uint32 entry : [Creature] entry Id
* @param uint32 event : [Creature] event Id, refer to CreatureEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterCreatureEvent(Eluna* E, lua_State* L)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 ev = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
uint32 shots;
if (lua_isfunction(L, 3)) // If the third argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 3);
}
else // Otherwise, shots is the third argument and the function must be the fourth.
{
shots = Eluna::CHECKVAL<uint32>(L, 3);
luaL_checktype(L, 4, LUA_TFUNCTION);
lua_pushvalue(L, 4);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_CREATURE, entry, ev, functionRef);
E->Register(HookMgr::REGTYPE_CREATURE, entry, ev, functionRef, shots);
return 0;
}
@@ -948,17 +1091,30 @@ namespace LuaGlobalFunctions
*
* @param uint32 entry : [GameObject] entry Id
* @param uint32 event : [GameObject] event Id, refer to GameObjectEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterGameObjectEvent(Eluna* E, lua_State* L)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 ev = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
uint32 shots;
if (lua_isfunction(L, 3)) // If the third argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 3);
}
else // Otherwise, shots is the third argument and the function must be the fourth.
{
shots = Eluna::CHECKVAL<uint32>(L, 3);
luaL_checktype(L, 4, LUA_TFUNCTION);
lua_pushvalue(L, 4);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_GAMEOBJECT, entry, ev, functionRef);
E->Register(HookMgr::REGTYPE_GAMEOBJECT, entry, ev, functionRef, shots);
return 0;
}
@@ -977,16 +1133,29 @@ namespace LuaGlobalFunctions
* </pre>
*
* @param uint32 event : [Battleground] event Id, refer to BGEvents above
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
* @param function function : function to register
*/
int RegisterBGEvent(Eluna* E, lua_State* L)
{
uint32 ev = Eluna::CHECKVAL<uint32>(L, 1);
luaL_checktype(L, 2, LUA_TFUNCTION);
lua_pushvalue(L, 2);
uint32 shots;
if (lua_isfunction(L, 2)) // If the second argument is a function, set shots to 0 for backwards-compatibility.
{
shots = 0;
lua_pushvalue(L, 2);
}
else // Otherwise, shots is the second argument and the function must be the third.
{
shots = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
lua_pushvalue(L, 3);
}
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef > 0)
E->Register(HookMgr::REGTYPE_BG, 0, ev, functionRef);
E->Register(HookMgr::REGTYPE_BG, 0, ev, functionRef, shots);
return 0;
}

View File

@@ -47,11 +47,12 @@ using namespace HookMgr;
if (!BINDMAP->HasEvents(EVENT)) \
RET; \
lua_State* L = this->L; \
ElunaBind* _LuaBind = this->BINDMAP; \
const char* _LuaBindType = this->BINDMAP->groupName; \
uint32 _LuaEvent = EVENT; \
int _LuaStackTop = lua_gettop(L); \
for (size_t i = 0; i < this->BINDMAP->Bindings[_LuaEvent].size(); ++i) \
lua_rawgeti(L, LUA_REGISTRYINDEX, (this->BINDMAP->Bindings[_LuaEvent][i])); \
lua_rawgeti(L, LUA_REGISTRYINDEX, (this->BINDMAP->Bindings[_LuaEvent][i].first)); \
int _LuaFuncTop = lua_gettop(L); \
int _LuaFuncCount = _LuaFuncTop-_LuaStackTop; \
Eluna::Push(L, _LuaEvent);
@@ -81,11 +82,12 @@ using namespace HookMgr;
if (!BINDMAP->HasEvents(ENTRY, EVENT)) \
RET; \
lua_State* L = this->L; \
const char* _LuaBindType = this->BINDMAP->groupName; \
ElunaBind* _LuaBind = this->BINDMAP; \
const char* _LuaBindType = _LuaBind->groupName; \
uint32 _LuaEvent = EVENT; \
int _LuaStackTop = lua_gettop(L); \
for (size_t i = 0; i < this->BINDMAP->Bindings[ENTRY][_LuaEvent].size(); ++i) \
lua_rawgeti(L, LUA_REGISTRYINDEX, (this->BINDMAP->Bindings[ENTRY][_LuaEvent][i])); \
lua_rawgeti(L, LUA_REGISTRYINDEX, (this->BINDMAP->Bindings[ENTRY][_LuaEvent][i].first)); \
int _LuaFuncTop = lua_gettop(L); \
int _LuaFuncCount = _LuaFuncTop-_LuaStackTop; \
Eluna::Push(L, _LuaEvent);
@@ -121,6 +123,7 @@ using namespace HookMgr;
ELUNA_LOG_ERROR("[Eluna]: Ending event %u for %s, stack top was %i and was supposed to be between %i and %i. Report to devs", _LuaEvent, _LuaBindType, lua_gettop(L), _LuaStackTop, _LuaStackTop + _LuaFuncCount * _LuaReturnValues); \
} \
lua_settop(L, _LuaStackTop); \
_LuaBind->UpdateTemporaryBindings(); \
if (!this->event_level) \
this->InvalidateObjects(); // Invalidate objects on outermost hook call
@@ -2204,7 +2207,7 @@ void Eluna::OnRemoveFromWorld(GameObject* gameobject)
CreatureAI* Eluna::GetAI(Creature* creature)
{
if (!CreatureEventBindings->GetBindMap(creature->GetEntry()))
if (!CreatureEventBindings->HasEvents(creature->GetEntry()))
return NULL;
return new ElunaCreatureAI(creature);
}

View File

@@ -749,14 +749,14 @@ ElunaObject* Eluna::CHECKTYPE(lua_State* L, int narg, const char* tname, bool er
}
// Saves the function reference ID given to the register type's store for given entry under the given event
void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef, uint32 shots)
{
switch (regtype)
{
case HookMgr::REGTYPE_SERVER:
if (evt < HookMgr::SERVER_EVENT_COUNT)
{
ServerEventBindings->Insert(evt, functionRef);
ServerEventBindings->Insert(evt, functionRef, shots);
return;
}
break;
@@ -764,7 +764,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
case HookMgr::REGTYPE_PLAYER:
if (evt < HookMgr::PLAYER_EVENT_COUNT)
{
PlayerEventBindings->Insert(evt, functionRef);
PlayerEventBindings->Insert(evt, functionRef, shots);
return;
}
break;
@@ -772,7 +772,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
case HookMgr::REGTYPE_GUILD:
if (evt < HookMgr::GUILD_EVENT_COUNT)
{
GuildEventBindings->Insert(evt, functionRef);
GuildEventBindings->Insert(evt, functionRef, shots);
return;
}
break;
@@ -780,7 +780,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
case HookMgr::REGTYPE_GROUP:
if (evt < HookMgr::GROUP_EVENT_COUNT)
{
GroupEventBindings->Insert(evt, functionRef);
GroupEventBindings->Insert(evt, functionRef, shots);
return;
}
break;
@@ -788,7 +788,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
case HookMgr::REGTYPE_VEHICLE:
if (evt < HookMgr::VEHICLE_EVENT_COUNT)
{
VehicleEventBindings->Insert(evt, functionRef);
VehicleEventBindings->Insert(evt, functionRef, shots);
return;
}
break;
@@ -796,7 +796,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
case HookMgr::REGTYPE_BG:
if (evt < HookMgr::BG_EVENT_COUNT)
{
BGEventBindings->Insert(evt, functionRef);
BGEventBindings->Insert(evt, functionRef, shots);
return;
}
break;
@@ -811,7 +811,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
return;
}
PacketEventBindings->Insert(id, evt, functionRef);
PacketEventBindings->Insert(id, evt, functionRef, shots);
return;
}
break;
@@ -826,7 +826,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
return;
}
CreatureEventBindings->Insert(id, evt, functionRef);
CreatureEventBindings->Insert(id, evt, functionRef, shots);
return;
}
break;
@@ -841,7 +841,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
return;
}
CreatureGossipBindings->Insert(id, evt, functionRef);
CreatureGossipBindings->Insert(id, evt, functionRef, shots);
return;
}
break;
@@ -856,7 +856,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
return;
}
GameObjectEventBindings->Insert(id, evt, functionRef);
GameObjectEventBindings->Insert(id, evt, functionRef, shots);
return;
}
break;
@@ -871,7 +871,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
return;
}
GameObjectGossipBindings->Insert(id, evt, functionRef);
GameObjectGossipBindings->Insert(id, evt, functionRef, shots);
return;
}
break;
@@ -886,7 +886,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
return;
}
ItemEventBindings->Insert(id, evt, functionRef);
ItemEventBindings->Insert(id, evt, functionRef, shots);
return;
}
break;
@@ -901,7 +901,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
return;
}
ItemGossipBindings->Insert(id, evt, functionRef);
ItemGossipBindings->Insert(id, evt, functionRef, shots);
return;
}
break;
@@ -909,7 +909,7 @@ void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
case HookMgr::REGTYPE_PLAYER_GOSSIP:
if (evt < HookMgr::GOSSIP_EVENT_COUNT)
{
playerGossipBindings->Insert(id, evt, functionRef);
playerGossipBindings->Insert(id, evt, functionRef, shots);
return;
}
break;

View File

@@ -154,7 +154,7 @@ public:
static void report(lua_State*);
void ExecuteCall(int params, int res);
void Register(uint8 reg, uint32 id, uint32 evt, int func);
void Register(uint8 reg, uint32 id, uint32 evt, int func, uint32 shots);
void RunScripts();
void InvalidateObjects();