Truncating history

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Foereaper
2014-06-29 21:27:59 +02:00
commit a04de5b194
28 changed files with 14508 additions and 0 deletions

127
AuraMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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
namespace LuaAura
{
int GetCaster(lua_State* L, Aura* aura)
{
sEluna->Push(L, aura->GetCaster());
return 1;
}
int GetCasterGUID(lua_State* L, Aura* aura)
{
#ifdef MANGOS
sEluna->Push(L, aura->GetCasterGuid());
#else
sEluna->Push(L, aura->GetCasterGUID());
#endif
return 1;
}
int GetCasterLevel(lua_State* L, Aura* aura)
{
sEluna->Push(L, aura->GetCaster()->getLevel());
return 1;
}
int GetDuration(lua_State* L, Aura* aura)
{
#ifdef MANGOS
sEluna->Push(L, aura->GetAuraDuration());
#else
sEluna->Push(L, aura->GetDuration());
#endif
return 1;
}
int GetCharges(lua_State* L, Aura* aura)
{
sEluna->Push(L, aura->GetStackAmount());
return 1;
}
int GetAuraId(lua_State* L, Aura* aura)
{
sEluna->Push(L, aura->GetId());
return 1;
}
int GetMaxDuration(lua_State* L, Aura* aura)
{
#ifdef MANGOS
sEluna->Push(L, aura->GetAuraMaxDuration());
#else
sEluna->Push(L, aura->GetMaxDuration());
#endif
return 1;
}
int GetStackAmount(lua_State* L, Aura* aura)
{
sEluna->Push(L, aura->GetStackAmount());
return 1;
}
int GetOwner(lua_State* L, Aura* aura)
{
#ifdef MANGOS
sEluna->Push(L, aura->GetTarget());
#else
sEluna->Push(L, aura->GetOwner());
#endif
return 1;
}
int SetDuration(lua_State* L, Aura* aura)
{
int duration = sEluna->CHECKVAL<int>(L, 2);
#ifdef MANGOS
aura->GetHolder()->SetAuraDuration(duration);
#else
aura->SetDuration(duration);
#endif
return 0;
}
int SetMaxDuration(lua_State* L, Aura* aura)
{
int duration = sEluna->CHECKVAL<int>(L, 2);
#ifdef MANGOS
aura->GetHolder()->SetAuraMaxDuration(duration);
#else
aura->SetMaxDuration(duration);
#endif
return 0;
}
int SetStackAmount(lua_State* L, Aura* aura)
{
int amount = sEluna->CHECKVAL<int>(L, 2);
int duration = sEluna->CHECKVAL<int>(L, 2);
#ifdef MANGOS
aura->GetHolder()->SetStackAmount(amount);
#else
aura->SetStackAmount(amount);
#endif
return 0;
}
int Remove(lua_State* L, Aura* aura)
{
int duration = sEluna->CHECKVAL<int>(L, 2);
#ifdef MANGOS
aura->GetHolder()->RemoveAura(aura->GetEffIndex());
#else
aura->Remove();
#endif
return 0;
}
};
#endif

134
CMakeLists.txt Normal file
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#
# Copyright (C) 2010 - 2014 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 ( USE_COREPCH )
include_directories(${CMAKE_CURRENT_BINARY_DIR})
include_directories(${CMAKE_SOURCE_DIR})
endif ()
file(GLOB sources_localdir *.cpp *.h)
set(LuaEngine_STAT_SRCS
${LuaEngine_STAT_SRCS}
${sources_localdir}
)
include_directories(
${CMAKE_BINARY_DIR}
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast
${CMAKE_SOURCE_DIR}/dep/g3dlite/include
${CMAKE_SOURCE_DIR}/dep/SFMT
${CMAKE_SOURCE_DIR}/dep/mersennetwister
${CMAKE_SOURCE_DIR}/dep/zlib
${CMAKE_SOURCE_DIR}/dep/lualib
${CMAKE_SOURCE_DIR}/src/server/shared
${CMAKE_SOURCE_DIR}/src/server/shared/Configuration
${CMAKE_SOURCE_DIR}/src/server/shared/Cryptography
${CMAKE_SOURCE_DIR}/src/server/shared/Cryptography/Authentication
${CMAKE_SOURCE_DIR}/src/server/shared/Database
${CMAKE_SOURCE_DIR}/src/server/shared/DataStores
${CMAKE_SOURCE_DIR}/src/server/shared/Debugging
${CMAKE_SOURCE_DIR}/src/server/shared/Dynamic/CountedReference
${CMAKE_SOURCE_DIR}/src/server/shared/Dynamic/LinkedReference
${CMAKE_SOURCE_DIR}/src/server/shared/Dynamic
${CMAKE_SOURCE_DIR}/src/server/shared/Logging
${CMAKE_SOURCE_DIR}/src/server/shared/Packets
${CMAKE_SOURCE_DIR}/src/server/shared/Policies
${CMAKE_SOURCE_DIR}/src/server/shared/Threading
${CMAKE_SOURCE_DIR}/src/server/shared/Utilities
${CMAKE_SOURCE_DIR}/src/server/collision
${CMAKE_SOURCE_DIR}/src/server/collision/Management
${CMAKE_SOURCE_DIR}/src/server/collision/Models
${CMAKE_SOURCE_DIR}/src/server/collision/Maps
${CMAKE_SOURCE_DIR}/src/server/shared
${CMAKE_SOURCE_DIR}/src/server/shared/Database
${CMAKE_SOURCE_DIR}/src/server/game/Accounts
${CMAKE_SOURCE_DIR}/src/server/game/Achievements
${CMAKE_SOURCE_DIR}/src/server/game/Addons
${CMAKE_SOURCE_DIR}/src/server/game/Handlers
${CMAKE_SOURCE_DIR}/src/server/game/AI
${CMAKE_SOURCE_DIR}/src/server/game/AI/CoreAI
${CMAKE_SOURCE_DIR}/src/server/game/AI/EventAI
${CMAKE_SOURCE_DIR}/src/server/game/AI/ScriptedAI
${CMAKE_SOURCE_DIR}/src/server/game/AI/SmartScripts
${CMAKE_SOURCE_DIR}/src/server/game/AuctionHouse
${CMAKE_SOURCE_DIR}/src/server/game/Battlegrounds
${CMAKE_SOURCE_DIR}/src/server/game/Battlegrounds/Zones
${CMAKE_SOURCE_DIR}/src/server/game/Calendar
${CMAKE_SOURCE_DIR}/src/server/game/Chat
${CMAKE_SOURCE_DIR}/src/server/game/Chat/Channels
${CMAKE_SOURCE_DIR}/src/server/game/Conditions
${CMAKE_SOURCE_DIR}/src/server/shared/Configuration
${CMAKE_SOURCE_DIR}/src/server/game/Combat
${CMAKE_SOURCE_DIR}/src/server/game/DataStores
${CMAKE_SOURCE_DIR}/src/server/game/DungeonFinding
${CMAKE_SOURCE_DIR}/src/server/game/Entities/AreaTrigger
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Corpse
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Creature
${CMAKE_SOURCE_DIR}/src/server/game/Entities/DynamicObject
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Item
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Item/Container
${CMAKE_SOURCE_DIR}/src/server/game/Entities/GameObject
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Object
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Object/Updates
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Pet
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Player
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Transport
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Unit
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Vehicle
${CMAKE_SOURCE_DIR}/src/server/game/Events
${CMAKE_SOURCE_DIR}/src/server/game/Globals
${CMAKE_SOURCE_DIR}/src/server/game/Grids
${CMAKE_SOURCE_DIR}/src/server/game/Grids/Cells
${CMAKE_SOURCE_DIR}/src/server/game/Grids/Notifiers
${CMAKE_SOURCE_DIR}/src/server/game/Groups
${CMAKE_SOURCE_DIR}/src/server/game/Guilds
${CMAKE_SOURCE_DIR}/src/server/game/Instances
${CMAKE_SOURCE_DIR}/src/server/game/LookingForGroup
${CMAKE_SOURCE_DIR}/src/server/game/Loot
${CMAKE_SOURCE_DIR}/src/server/game/Mails
${CMAKE_SOURCE_DIR}/src/server/game/Miscellaneous
${CMAKE_SOURCE_DIR}/src/server/game/Maps
${CMAKE_SOURCE_DIR}/src/server/game/Movement
${CMAKE_SOURCE_DIR}/src/server/game/Movement/MovementGenerators
${CMAKE_SOURCE_DIR}/src/server/game/Movement/Waypoints
${CMAKE_SOURCE_DIR}/src/server/game/Movement/Spline
${CMAKE_SOURCE_DIR}/src/server/game/Opcodes
${CMAKE_SOURCE_DIR}/src/server/game/OutdoorPvP
${CMAKE_SOURCE_DIR}/src/server/game/Pools
${CMAKE_SOURCE_DIR}/src/server/game/PrecompiledHeaders
${CMAKE_SOURCE_DIR}/src/server/game/Quests
${CMAKE_SOURCE_DIR}/src/server/game/Reputation
${CMAKE_SOURCE_DIR}/src/server/game/Scripting
${CMAKE_SOURCE_DIR}/src/server/game/Server
${CMAKE_SOURCE_DIR}/src/server/game/Server/Protocol
${CMAKE_SOURCE_DIR}/src/server/game/Server/Protocol/Handlers
${CMAKE_SOURCE_DIR}/src/server/game/Skills
${CMAKE_SOURCE_DIR}/src/server/game/Spells
${CMAKE_SOURCE_DIR}/src/server/game/Spells/Auras
${CMAKE_SOURCE_DIR}/src/server/game/Texts
${CMAKE_SOURCE_DIR}/src/server/game/Tickets
${CMAKE_SOURCE_DIR}/src/server/game/Tools
${CMAKE_SOURCE_DIR}/src/server/game/Weather
${CMAKE_SOURCE_DIR}/src/server/game/World
${CMAKE_SOURCE_DIR}/src/server/scripts/PrecompiledHeaders
${ACE_INCLUDE_DIR}
${MYSQL_INCLUDE_DIR}
${OPENSSL_INCLUDE_DIR}
)
add_library(LuaEngine STATIC
${LuaEngine_STAT_SRCS}
${game_STAT_SRCS}
${game_STAT_PCH_SRC}
)
target_link_libraries(LuaEngine
game
)
add_dependencies(LuaEngine game)

58
CorpseMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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
namespace LuaCorpse
{
// GetOwnerGUID()
int GetOwnerGUID(lua_State* L, Corpse* corpse)
{
#ifdef MANGOS
sEluna->Push(L, corpse->GetOwnerGuid());
#else
sEluna->Push(L, corpse->GetOwnerGUID());
#endif
return 1;
}
// GetGhostTime()
int GetGhostTime(lua_State* L, Corpse* corpse)
{
sEluna->Push(L, uint32(corpse->GetGhostTime()));
return 1;
}
// GetType()
int GetType(lua_State* L, Corpse* corpse)
{
sEluna->Push(L, corpse->GetType());
return 1;
}
// ResetGhostTime()
int ResetGhostTime(lua_State* L, Corpse* corpse)
{
corpse->ResetGhostTime();
return 0;
}
// SaveToDB()
int SaveToDB(lua_State* L, Corpse* corpse)
{
corpse->SaveToDB();
return 0;
}
// DeleteBonesFromWorld()
int DeleteBonesFromWorld(lua_State* L, Corpse* corpse)
{
corpse->DeleteBonesFromWorld();
return 0;
}
};
#endif

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CreatureMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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 CREATUREMETHODS_H
#define CREATUREMETHODS_H
namespace LuaCreature
{
/* BOOLEAN */
int IsReputationGainDisabled(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsReputationGainDisabled());
return 1;
}
int IsRegeneratingHealth(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->IsRegeneratingHealth());
#else
sEluna->Push(L, creature->isRegeneratingHealth());
#endif
return 1;
}
int HasInvolvedQuest(lua_State* L, Creature* creature)
{
uint32 quest_id = sEluna->CHECKVAL<uint32>(L, 2);
#ifdef MANGOS
sEluna->Push(L, creature->HasInvolvedQuest(quest_id));
#else
sEluna->Push(L, creature->hasInvolvedQuest(quest_id));
#endif
return 1;
}
int IsTargetAcceptable(lua_State* L, Creature* creature)
{
Unit* target = sEluna->CHECKOBJ<Unit>(L, 2);
sEluna->Push(L, creature->isTargetableForAttack(target));
return 1;
}
int CanAssistTo(lua_State* L, Creature* creature)
{
Unit* u = sEluna->CHECKOBJ<Unit>(L, 2);
Unit* enemy = sEluna->CHECKOBJ<Unit>(L, 3);
bool checkfaction = sEluna->CHECKVAL<bool>(L, 4, true);
sEluna->Push(L, creature->CanAssistTo(u, enemy, checkfaction));
return 1;
}
int HasSearchedAssistance(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->HasSearchedAssistance());
return 1;
}
int IsTappedBy(lua_State* L, Creature* creature)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
sEluna->Push(L, creature->isTappedBy(player));
return 1;
}
int HasLootRecipient(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->HasLootRecipient());
#else
sEluna->Push(L, creature->hasLootRecipient());
#endif
return 1;
}
int HasReactState(lua_State* L, Creature* creature)
{
int32 state = sEluna->CHECKVAL<int32>(L, 2);
#ifdef MANGOS
sEluna->Push(L, creature->GetCharmInfo()->HasReactState((ReactStates)state));
#else
sEluna->Push(L, creature->HasReactState((ReactStates)state));
#endif
return 1;
}
int CanSwim(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->CanSwim());
return 1;
}
int CanWalk(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->CanWalk());
return 1;
}
int IsInEvadeMode(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsInEvadeMode());
return 1;
}
int IsElite(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->IsElite());
#else
sEluna->Push(L, creature->isElite());
#endif
return 1;
}
int IsGuard(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsGuard());
return 1;
}
int IsCivilian(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsCivilian());
return 1;
}
int IsRacialLeader(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsRacialLeader());
return 1;
}
int IsWorldBoss(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->IsWorldBoss());
#else
sEluna->Push(L, creature->isWorldBoss());
#endif
return 1;
}
int HasCategoryCooldown(lua_State* L, Creature* creature)
{
uint32 spell = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, creature->HasCategoryCooldown(spell));
return 1;
}
int HasSpell(lua_State* L, Creature* creature)
{
uint32 id = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, creature->HasSpell(id));
return 1;
}
int HasQuest(lua_State* L, Creature* creature)
{
uint32 questId = sEluna->CHECKVAL<uint32>(L, 2);
#ifdef MANGOS
sEluna->Push(L, creature->HasQuest(questId));
#else
sEluna->Push(L, creature->hasQuest(questId));
#endif
return 1;
}
int HasSpellCooldown(lua_State* L, Creature* creature)
{
uint32 spellId = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, creature->HasSpellCooldown(spellId));
return 1;
}
int CanFly(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->CanFly());
return 1;
}
/*int IsTrigger(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsTrigger());
return 1;
}*/
/*int IsDamageEnoughForLootingAndReward(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsDamageEnoughForLootingAndReward());
return 1;
}*/
/*int CanStartAttack(lua_State* L, Creature* creature) // TODO: Implement core side
{
Unit* target = sEluna->CHECKOBJ<Unit>(L, 2);
bool force = sEluna->CHECKVAL<bool>(L, 3, true);
sEluna->Push(L, creature->CanStartAttack(target, force));
return 1;
}*/
/*int HasLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = sEluna->CHECKVAL<uint16>(L, 2);
sEluna->Push(L, creature->HasLootMode(lootMode));
return 1;
}*/
/* GETTERS */
int GetRespawnDelay(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetRespawnDelay());
return 1;
}
int GetRespawnRadius(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetRespawnRadius());
return 1;
}
int GetDefaultMovementType(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetDefaultMovementType());
return 1;
}
int GetAggroRange(lua_State* L, Creature* creature)
{
Unit* target = sEluna->CHECKOBJ<Unit>(L, 2);
sEluna->Push(L, creature->GetAttackDistance(target));
return 1;
}
int GetAttackDistance(lua_State* L, Creature* creature)
{
Unit* target = sEluna->CHECKOBJ<Unit>(L, 2);
sEluna->Push(L, creature->GetAttackDistance(target));
return 1;
}
int GetLootRecipientGroup(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->GetGroupLootRecipient());
#else
sEluna->Push(L, creature->GetLootRecipientGroup());
#endif
return 1;
}
int GetLootRecipient(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetLootRecipient());
return 1;
}
int GetReactState(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->GetCharmInfo()->GetReactState());
#else
sEluna->Push(L, creature->GetReactState());
#endif
return 1;
}
int GetScriptName(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetScriptName());
return 1;
}
int GetAIName(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetAIName());
return 1;
}
int GetScriptId(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetScriptId());
return 1;
}
int GetCreatureSpellCooldownDelay(lua_State* L, Creature* creature)
{
uint32 spell = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, creature->GetCreatureSpellCooldownDelay(spell));
return 1;
}
int GetCorpseDelay(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetCorpseDelay());
return 1;
}
int GetHomePosition(lua_State* L, Creature* creature)
{
float x, y, z, o;
#ifdef MANGOS
creature->GetRespawnCoord(x, y, z, &o);
#else
creature->GetHomePosition(x, y, z, o);
#endif
sEluna->Push(L, x);
sEluna->Push(L, y);
sEluna->Push(L, z);
sEluna->Push(L, o);
return 4;
}
int GetAITarget(lua_State* L, Creature* creature)
{
uint32 targetType = sEluna->CHECKVAL<uint32>(L, 2);
bool playerOnly = sEluna->CHECKVAL<bool>(L, 3, false);
uint32 position = sEluna->CHECKVAL<uint32>(L, 4, 0);
float dist = sEluna->CHECKVAL<float>(L, 5, 0.0f);
int32 aura = sEluna->CHECKVAL<int32>(L, 6, 0);
ThreatList const& threatlist = creature->getThreatManager().getThreatList();
if (position >= threatlist.size())
{
sEluna->Push(L);
return 1;
}
std::list<Unit*> targetList;
for (ThreatList::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
Unit* target = (*itr)->getTarget();
if (!target)
continue;
if (playerOnly && target->GetTypeId() != TYPEID_PLAYER)
continue;
if (aura > 0 && !target->HasAura(aura))
continue;
else if (aura < 0 && target->HasAura(-aura))
continue;
if (dist > 0.0f && !creature->IsWithinDist(target, dist))
continue;
targetList.push_back(target);
}
if (position >= targetList.size())
{
sEluna->Push(L);
return 1;
}
if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
targetList.sort(Eluna::ObjectDistanceOrderPred(creature));
switch (targetType)
{
case SELECT_TARGET_NEAREST:
case SELECT_TARGET_TOPAGGRO:
{
std::list<Unit*>::const_iterator itr = targetList.begin();
std::advance(itr, position);
sEluna->Push(L, *itr);
return 1;
}
case SELECT_TARGET_FARTHEST:
case SELECT_TARGET_BOTTOMAGGRO:
{
std::list<Unit*>::reverse_iterator ritr = targetList.rbegin();
std::advance(ritr, position);
sEluna->Push(L, *ritr);
return 1;
}
case SELECT_TARGET_RANDOM:
{
std::list<Unit*>::const_iterator itr = targetList.begin();
std::advance(itr, urand(position, targetList.size() - 1));
sEluna->Push(L, *itr);
return 1;
}
default:
luaL_argerror(L, 2, "SelectAggroTarget expected");
}
sEluna->Push(L);
return 1;
}
int GetAITargets(lua_State* L, Creature* creature)
{
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
ThreatList const& threatList = creature->getThreatManager().getThreatList();
ThreatList::const_iterator itr;
for (itr = threatList.begin(); itr != threatList.end(); ++itr)
{
Unit* target = (*itr)->getTarget();
if (!target)
continue;
++i;
sEluna->Push(L, i);
sEluna->Push(L, target);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
int GetAITargetsCount(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->getThreatManager().getThreatList().size());
return 1;
}
int GetNPCFlags(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetUInt32Value(UNIT_NPC_FLAGS));
return 1;
}
#ifndef CATA
int GetShieldBlockValue(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetShieldBlockValue());
return 1;
}
#endif
/*int GetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
sEluna->Push(L, creature->GetLootMode());
return 1;
}*/
/* SETTERS */
int SetNPCFlags(lua_State* L, Creature* creature)
{
uint32 flags = sEluna->CHECKVAL<uint32>(L, 2);
creature->SetUInt32Value(UNIT_NPC_FLAGS, flags);
return 0;
}
int SetDeathState(lua_State* L, Creature* creature)
{
int32 state = sEluna->CHECKVAL<int32>(L, 2);
#ifdef MANGOS
creature->SetDeathState((DeathState)state);
#else
creature->setDeathState((DeathState)state);
#endif
return 0;
}
int SetWalk(lua_State* L, Creature* creature) // TODO: Move same to Player ?
{
bool enable = sEluna->CHECKVAL<bool>(L, 2, true);
creature->SetWalk(enable);
return 0;
}
int SetReactState(lua_State* L, Creature* creature)
{
int32 state = sEluna->CHECKVAL<int32>(L, 2);
#ifdef MANGOS
creature->GetCharmInfo()->SetReactState((ReactStates)state);
#else
creature->SetReactState((ReactStates)state);
#endif
return 0;
}
int SetDisableReputationGain(lua_State* L, Creature* creature)
{
bool disable = sEluna->CHECKVAL<bool>(L, 2, true);
creature->SetDisableReputationGain(disable);
return 0;
}
int SetInCombatWithZone(lua_State* L, Creature* creature)
{
creature->SetInCombatWithZone();
return 0;
}
int SetRespawnRadius(lua_State* L, Creature* creature)
{
float dist = sEluna->CHECKVAL<float>(L, 2);
creature->SetRespawnRadius(dist);
return 0;
}
int SetRespawnDelay(lua_State* L, Creature* creature)
{
uint32 delay = sEluna->CHECKVAL<uint32>(L, 2);
creature->SetRespawnDelay(delay);
return 0;
}
int SetDefaultMovementType(lua_State* L, Creature* creature)
{
int32 type = sEluna->CHECKVAL<int32>(L, 2);
creature->SetDefaultMovementType((MovementGeneratorType)type);
return 0;
}
int SetNoSearchAssistance(lua_State* L, Creature* creature)
{
bool val = sEluna->CHECKVAL<bool>(L, 2, true);
creature->SetNoSearchAssistance(val);
return 0;
}
int SetNoCallAssistance(lua_State* L, Creature* creature)
{
bool val = sEluna->CHECKVAL<bool>(L, 2, true);
creature->SetNoCallAssistance(val);
return 0;
}
int SetHover(lua_State* L, Creature* creature)
{
bool enable = sEluna->CHECKVAL<bool>(L, 2, true);
#ifdef MANGOS
creature->SetLevitate(enable);
#else
creature->SetHover(enable);
#endif
return 0;
}
/*int SetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = sEluna->CHECKVAL<uint16>(L, 2);
creature->SetLootMode(lootMode);
return 0;
}*/
/*int SetDisableGravity(lua_State* L, Creature* creature)
{
bool disable = sEluna->CHECKVAL<bool>(L, 2, true);
bool packetOnly = sEluna->CHECKVAL<bool>(L, 3, false);
sEluna->Push(L, creature->SetDisableGravity(disable, packetOnly));
return 1;
}*/
/* OTHER */
int DespawnOrUnsummon(lua_State* L, Creature* creature)
{
uint32 msTimeToDespawn = sEluna->CHECKVAL<uint32>(L, 2, 0);
#ifdef MANGOS
creature->ForcedDespawn(msTimeToDespawn);
#else
creature->DespawnOrUnsummon(msTimeToDespawn);
#endif
return 0;
}
int Respawn(lua_State* L, Creature* creature)
{
creature->Respawn();
return 0;
}
int RemoveCorpse(lua_State* L, Creature* creature)
{
creature->RemoveCorpse();
return 0;
}
int MoveWaypoint(lua_State* L, Creature* creature)
{
#ifdef MANGOS
creature->GetMotionMaster()->MoveWaypoint();
#else
creature->GetMotionMaster()->MovePath(creature->GetWaypointPath(), true);
#endif
return 0;
}
int CallAssistance(lua_State* L, Creature* creature)
{
creature->CallAssistance();
return 0;
}
int CallForHelp(lua_State* L, Creature* creature)
{
float radius = sEluna->CHECKVAL<float>(L, 2);
creature->CallForHelp(radius);
return 0;
}
int FleeToGetAssistance(lua_State* L, Creature* creature)
{
creature->DoFleeToGetAssistance();
return 0;
}
int AttackStart(lua_State* L, Creature* creature)
{
Unit* target = sEluna->CHECKOBJ<Unit>(L, 2);
creature->AI()->AttackStart(target);
return 0;
}
int SaveToDB(lua_State* L, Creature* creature)
{
creature->SaveToDB();
return 0;
}
int SelectVictim(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->SelectHostileTarget());
#else
sEluna->Push(L, creature->SelectVictim());
#endif
return 1;
}
/*int ResetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
creature->ResetLootMode();
return 0;
}*/
/*int RemoveLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = sEluna->CHECKVAL<uint16>(L, 2);
creature->RemoveLootMode(lootMode);
return 0;
}*/
/*int AddLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = sEluna->CHECKVAL<uint16>(L, 2);
creature->AddLootMode(lootMode);
return 0;
}*/
};
#endif

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/*
* Copyright (C) 2010 - 2014 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
namespace LuaGameObject
{
/* BOOLEAN */
int HasQuest(lua_State* L, GameObject* go)
{
uint32 questId = sEluna->CHECKVAL<uint32>(L, 2);
#ifdef MANGOS
sEluna->Push(L, go->HasQuest(questId));
#else
sEluna->Push(L, go->hasQuest(questId));
#endif
return 1;
}
int IsSpawned(lua_State* L, GameObject* go)
{
if (!go || !go->IsInWorld())
sEluna->Push(L, false);
else
sEluna->Push(L, go->isSpawned());
return 1;
}
int IsTransport(lua_State* L, GameObject* go)
{
if (!go || !go->IsInWorld())
sEluna->Push(L, false);
else
sEluna->Push(L, go->IsTransport());
return 1;
}
int IsActive(lua_State* L, GameObject* go)
{
if (!go || !go->IsInWorld())
sEluna->Push(L, false);
else
sEluna->Push(L, go->isActiveObject());
return 1;
}
/*int IsDestructible(lua_State* L, GameObject* go) // TODO: Implementation core side
{
if (!go || !go->IsInWorld())
sEluna->Push(L, false);
else
sEluna->Push(L, go->IsDestructibleBuilding());
return 1;
}*/
/* GETTERS */
int GetDisplayId(lua_State* L, GameObject* go)
{
if (!go || !go->IsInWorld())
return 0;
sEluna->Push(L, go->GetDisplayId());
return 1;
}
int GetGoState(lua_State* L, GameObject* go)
{
if (!go || !go->IsInWorld())
return 0;
sEluna->Push(L, go->GetGoState());
return 1;
}
int GetLootState(lua_State* L, GameObject* go)
{
if (!go || !go->IsInWorld())
return 0;
sEluna->Push(L, go->getLootState());
return 1;
}
/* SETTERS */
int SetGoState(lua_State* L, GameObject* go)
{
if (!go || !go->IsInWorld())
return 0;
uint32 state = sEluna->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)
go->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
return 0;
}
int SetLootState(lua_State* L, GameObject* go)
{
if (!go || !go->IsInWorld())
return 0;
uint32 state = sEluna->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;
}
/* OTHER */
int SaveToDB(lua_State* L, GameObject* go)
{
go->SaveToDB();
return 0;
}
int RemoveFromWorld(lua_State* L, GameObject* go)
{
if (!go || !go->IsInWorld())
return 0;
bool del = sEluna->CHECKVAL<bool>(L, 2, false);
if (del)
go->DeleteFromDB();
go->RemoveFromWorld();
return 0;
}
int RegisterEvent(lua_State* L, GameObject* go)
{
luaL_checktype(L, 2, LUA_TFUNCTION);
uint32 delay = sEluna->CHECKVAL<uint32>(L, 3);
uint32 repeats = sEluna->CHECKVAL<uint32>(L, 4);
lua_settop(L, 2);
int functionRef = lua_ref(L, true);
functionRef = sEluna->m_EventMgr.AddEvent(&go->m_Events, functionRef, delay, repeats, go);
if (functionRef)
sEluna->Push(L, functionRef);
else
sEluna->Push(L);
return 1;
}
int RemoveEventById(lua_State* L, GameObject* go)
{
int eventId = sEluna->CHECKVAL<int>(L, 2);
sEluna->m_EventMgr.RemoveEvent(&go->m_Events, eventId);
return 0;
}
int RemoveEvents(lua_State* L, GameObject* go)
{
sEluna->m_EventMgr.RemoveEvents(&go->m_Events);
return 0;
}
int UseDoorOrButton(lua_State* L, GameObject* go)
{
if (!go || !go->IsInWorld())
return 0;
uint32 delay = sEluna->CHECKVAL<uint32>(L, 2, 0);
go->UseDoorOrButton(delay);
return 0;
}
int Despawn(lua_State* L, GameObject* go)
{
uint32 delay = sEluna->CHECKVAL<uint32>(L, 2, 1);
if (!delay)
delay = 1;
go->SetSpawnedByDefault(false);
go->SetRespawnTime(delay);
return 0;
}
int Respawn(lua_State* L, GameObject* go)
{
uint32 delay = sEluna->CHECKVAL<uint32>(L, 2, 1);
if (!delay)
delay = 1;
go->SetSpawnedByDefault(true);
go->SetRespawnTime(delay);
return 0;
}
};
#endif

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GroupMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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
namespace LuaGroup
{
/* BOOLEAN */
int IsLeader(lua_State* L, Group* group)
{
uint64 guid = sEluna->CHECKVAL<uint64>(L, 2);
sEluna->Push(L, group->IsLeader(GUID_TYPE(guid)));
return 1;
}
int IsFull(lua_State* L, Group* group)
{
sEluna->Push(L, group->IsFull());
return 1;
}
int isRaidGroup(lua_State* L, Group* group)
{
sEluna->Push(L, group->isRaidGroup());
return 1;
}
int isBGGroup(lua_State* L, Group* group)
{
sEluna->Push(L, group->isBGGroup());
return 1;
}
int IsMember(lua_State* L, Group* group)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
sEluna->Push(L, group->IsMember(player->GET_GUID()));
return 1;
}
int IsAssistant(lua_State* L, Group* group)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
sEluna->Push(L, group->IsAssistant(player->GET_GUID()));
return 1;
}
int SameSubGroup(lua_State* L, Group* group)
{
Player* player1 = sEluna->CHECKOBJ<Player>(L, 2);
Player* player2 = sEluna->CHECKOBJ<Player>(L, 3);
sEluna->Push(L, group->SameSubGroup(player1, player2));
return 1;
}
int HasFreeSlotSubGroup(lua_State* L, Group* group)
{
uint8 subGroup = sEluna->CHECKVAL<uint8>(L, 2);
sEluna->Push(L, group->HasFreeSlotSubGroup(subGroup));
return 1;
}
int AddInvite(lua_State* L, Group* group)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
sEluna->Push(L, group->AddInvite(player));
return 1;
}
/*int isLFGGroup(lua_State* L, Group* group) // TODO: Implementation
{
sEluna->Push(L, group->isLFGGroup());
return 1;
}*/
/*int isBFGroup(lua_State* L, Group* group) // TODO: Implementation
{
sEluna->Push(L, group->isBFGroup());
return 1;
}*/
/* GETTERS */
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())
{
#ifdef MANGOS
Player* member = itr->getSource();
#else
Player* member = itr->GetSource();
#endif
if (!member || !member->GetSession())
continue;
++i;
sEluna->Push(L, i);
sEluna->Push(L, member);
lua_settable(L, tbl);
}
lua_settop(L, tbl); // push table to top of stack
return 1;
}
int GetLeaderGUID(lua_State* L, Group* group)
{
#ifdef MANGOS
sEluna->Push(L, group->GetLeaderGuid());
#else
sEluna->Push(L, group->GetLeaderGUID());
#endif
return 1;
}
int GetLeader(lua_State* L, Group* group)
{
#ifdef MANGOS
sEluna->Push(L, sObjectAccessor->FindPlayer(group->GetLeaderGuid()));
#else
sEluna->Push(L, sObjectAccessor->FindPlayer(group->GetLeaderGUID()));
#endif
return 1;
}
int GetGUID(lua_State* L, Group* group)
{
sEluna->Push(L, group->GET_GUID());
return 1;
}
int GetMemberGUID(lua_State* L, Group* group)
{
const char* name = sEluna->CHECKVAL<const char*>(L, 2);
#ifdef MANGOS
sEluna->Push(L, group->GetMemberGuid(name));
#else
sEluna->Push(L, group->GetMemberGUID(name));
#endif
return 1;
}
int GetMembersCount(lua_State* L, Group* group)
{
sEluna->Push(L, group->GetMembersCount());
return 1;
}
int GetMemberGroup(lua_State* L, Group* group)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
sEluna->Push(L, group->GetMemberGroup(player->GET_GUID()));
return 1;
}
/* OTHER */
int ChangeLeader(lua_State* L, Group* group)
{
Player* leader = sEluna->CHECKOBJ<Player>(L, 2);
group->ChangeLeader(leader->GET_GUID());
return 0;
}
// SendPacket(packet, sendToPlayersInBattleground[, ignoreguid])
int SendPacket(lua_State* L, Group* group)
{
WorldPacket* data = sEluna->CHECKOBJ<WorldPacket>(L, 2);
bool ignorePlayersInBg = sEluna->CHECKVAL<bool>(L, 3);
uint64 ignore = sEluna->CHECKVAL<uint64>(L, 4);
group->BroadcastPacket(data, ignorePlayersInBg, -1, (GUID_TYPE)ignore);
return 0;
}
int RemoveMember(lua_State* L, Group* group)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
uint32 method = sEluna->CHECKVAL<uint32>(L, 3, 0);
#ifdef MANGOS
sEluna->Push(L, group->RemoveMember(player->GET_GUID(), method));
#else
sEluna->Push(L, group->RemoveMember(player->GET_GUID(), (RemoveMethod)method));
#endif
return 1;
}
int Disband(lua_State* L, Group* group)
{
group->Disband();
return 0;
}
int ConvertToRaid(lua_State* L, Group* group)
{
group->ConvertToRaid();
return 0;
}
int ChangeMembersGroup(lua_State* L, Group* group)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
uint8 groupID = sEluna->CHECKVAL<uint8>(L, 3);
group->ChangeMembersGroup(player->GET_GUID(), groupID);
return 0;
}
/*int ConvertToLFG(lua_State* L, Group* group) // TODO: Implementation
{
group->ConvertToLFG();
return 0;
}*/
};
#endif

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GuildMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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
namespace LuaGuild
{
/* GETTERS */
int GetMembers(lua_State* L, Guild* guild)
{
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
SessionMap const& sessions = sWorld->GetAllSessions();
for (SessionMap::const_iterator it = sessions.begin(); it != sessions.end(); ++it)
{
if (Player* player = it->second->GetPlayer())
{
if (player->GetSession() && (player->GetGuildId() == guild->GetId()))
{
++i;
sEluna->Push(L, i);
sEluna->Push(L, player);
lua_settable(L, tbl);
}
}
}
lua_settop(L, tbl); // push table to top of stack
return 1;
}
int GetMemberCount(lua_State* L, Guild* guild)
{
sEluna->Push(L, guild->GetMemberSize());
return 1;
}
int GetLeader(lua_State* L, Guild* guild)
{
#ifdef MANGOS
sEluna->Push(L, sObjectAccessor->FindPlayer(guild->GetLeaderGuid()));
#else
sEluna->Push(L, sObjectAccessor->FindPlayer(guild->GetLeaderGUID()));
#endif
return 1;
}
int GetLeaderGUID(lua_State* L, Guild* guild)
{
#ifdef MANGOS
sEluna->Push(L, guild->GetLeaderGuid());
#else
sEluna->Push(L, guild->GetLeaderGUID());
#endif
return 1;
}
int GetId(lua_State* L, Guild* guild)
{
sEluna->Push(L, guild->GetId());
return 1;
}
int GetName(lua_State* L, Guild* guild)
{
sEluna->Push(L, guild->GetName());
return 1;
}
int GetMOTD(lua_State* L, Guild* guild)
{
sEluna->Push(L, guild->GetMOTD());
return 1;
}
int GetInfo(lua_State* L, Guild* guild)
{
#ifdef MANGOS
sEluna->Push(L, guild->GetGINFO());
#else
sEluna->Push(L, guild->GetInfo());
#endif
return 1;
}
/* SETTERS */
#ifndef CATA
int SetLeader(lua_State* L, Guild* guild)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
#ifdef MANGOS
guild->SetLeader(player->GET_GUID());
#else
guild->HandleSetLeader(player->GetSession(), player->GetName());
#endif
return 0;
}
#endif
int SetBankTabText(lua_State* L, Guild* guild)
{
uint8 tabId = sEluna->CHECKVAL<uint8>(L, 2);
const char* text = sEluna->CHECKVAL<const char*>(L, 3);
#ifdef MANGOS
guild->SetGuildBankTabText(tabId, text);
#else
guild->SetBankTabText(tabId, text);
#endif
return 0;
}
/* OTHER */
// SendPacketToGuild(packet)
int SendPacket(lua_State* L, Guild* guild)
{
WorldPacket* data = sEluna->CHECKOBJ<WorldPacket>(L, 2);
guild->BroadcastPacket(data);
return 0;
}
// SendPacketToRankedInGuild(packet, rankId)
int SendPacketToRanked(lua_State* L, Guild* guild)
{
WorldPacket* data = sEluna->CHECKOBJ<WorldPacket>(L, 2);
uint8 ranked = sEluna->CHECKVAL<uint8>(L, 3);
guild->BroadcastPacketToRank(data, ranked);
return 0;
}
int Disband(lua_State* L, Guild* guild)
{
guild->Disband();
return 0;
}
int AddMember(lua_State* L, Guild* guild)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
uint8 rankId = sEluna->CHECKVAL<uint8>(L, 3, GUILD_RANK_NONE);
guild->AddMember(player->GET_GUID(), rankId);
return 0;
}
int DeleteMember(lua_State* L, Guild* guild)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
bool isDisbanding = sEluna->CHECKVAL<bool>(L, 3, false);
#ifdef MANGOS
guild->DelMember(player->GET_GUID(), isDisbanding);
#else
guild->DeleteMember(player->GET_GUID(), isDisbanding);
#endif
return 0;
}
int ChangeMemberRank(lua_State* L, Guild* guild)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
uint8 newRank = sEluna->CHECKVAL<uint8>(L, 3);
guild->ChangeMemberRank(player->GET_GUID(), newRank);
return 0;
}
// Move to Player methods
int WithdrawBankMoney(lua_State* L, Guild* guild)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
uint32 money = sEluna->CHECKVAL<uint32>(L, 3);
#ifdef MANGOS
if (guild->GetGuildBankMoney() < money)
return 0;
guild->SetBankMoney(guild->GetGuildBankMoney() - money);
#else
guild->HandleMemberWithdrawMoney(player->GetSession(), money);
#endif
return 0;
}
// Move to Player methods
int DepositBankMoney(lua_State* L, Guild* guild)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
uint32 money = sEluna->CHECKVAL<uint32>(L, 3);
#ifdef MANGOS
guild->SetBankMoney(guild->GetGuildBankMoney() + money);
#else
guild->HandleMemberDepositMoney(player->GetSession(), money);
#endif
return 0;
}
};
#endif

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/*
* Copyright (C) 2010 - 2014 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 LUAHOOKS_H
#define LUAHOOKS_H
#include "Includes.h"
// Base
#include "Common.h"
#include "SharedDefines.h"
#include <ace/Singleton.h>
#include <ace/Atomic_Op.h>
// enums
#ifdef MANGOS
#include "Player.h"
#else
#include "GameObjectAI.h"
#endif
#include "Group.h"
#include "Item.h"
#include "Weather.h"
#ifdef MANGOS
#define ScriptedAI ReactorAI
#define SpellEffIndex SpellEffectIndex
#define ItemTemplate ItemPrototype
#define GetTemplate GetProto
//#include "Common.h"
//#include "Policies/Singleton.h"
//#include "ObjectGuid.h"
//#include "ace/Atomic_Op.h"
//
//enums
//#include "DBCEnums.h"
//#include "Includes.h"
#endif
struct AreaTriggerEntry;
#ifdef MANGOS
class ScriptedAI;
#else
struct ScriptedAI;
#endif
class AuctionHouseObject;
class Channel;
class Creature;
class CreatureAI;
class GameObject;
class Guild;
class Group;
class Item;
class Player;
class Quest;
class Spell;
class SpellCastTargets;
class Transport;
class Unit;
class Weather;
class WorldPacket;
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_COUNT
};
// RegisterPacketEvent(Opcode, function)
// SERVER_EVENT_ON_PACKET_RECEIVE = 5, // (event, packet, player) - Player only if accessible. Can return false or a new packet
// 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 or a new packet
// RegisterServerEvent(EventId, function)
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 or a new packet
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 or a new packet
// World // Not implemented on mangos
WORLD_EVENT_ON_OPEN_STATE_CHANGE = 8, // (event, open)
WORLD_EVENT_ON_CONFIG_LOAD = 9, // (event, reload)
WORLD_EVENT_ON_MOTD_CHANGE = 10, // (event, newMOTD)
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_RESTART = 16, // (event)
// Map
MAP_EVENT_ON_CREATE = 17, // Not Implemented
MAP_EVENT_ON_DESTROY = 18, // Not Implemented
MAP_EVENT_ON_LOAD = 19, // Not Implemented
MAP_EVENT_ON_UNLOAD = 20, // Not Implemented
MAP_EVENT_ON_PLAYER_ENTER = 21, // Not Implemented
MAP_EVENT_ON_PLAYER_LEAVE = 22, // Not Implemented
MAP_EVENT_ON_UPDATE = 23, // Not Implemented
// Area trigger
TRIGGER_EVENT_ON_TRIGGER = 24, // (event, player, triggerId)
// Weather
WEATHER_EVENT_ON_CHANGE = 25, // (event, weather, state, grade)
// Auction house
AUCTION_EVENT_ON_ADD = 26, // (event, AHObject)
AUCTION_EVENT_ON_REMOVE = 27, // (event, AHObject)
AUCTION_EVENT_ON_SUCCESSFUL = 28, // (event, AHObject) // NOT SUPPORTED YET
AUCTION_EVENT_ON_EXPIRE = 29, // (event, AHObject) // NOT SUPPORTED YET
SERVER_EVENT_COUNT
};
// RegisterPlayerEvent(eventId, function)
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)
PLAYER_EVENT_ON_LEVEL_CHANGE = 13, // (event, player, oldLevel)
PLAYER_EVENT_ON_MONEY_CHANGE = 14, // (event, player, amount)
PLAYER_EVENT_ON_REPUTATION_CHANGE = 15, // (event, player, factionId, standing, incremental)
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
PLAYER_EVENT_ON_WHISPER = 19, // (event, player, msg, Type, lang, receiver)
PLAYER_EVENT_ON_GROUP_CHAT = 20, // (event, player, msg, Type, lang, group) - Can return false
PLAYER_EVENT_ON_GUILD_CHAT = 21, // (event, player, msg, Type, lang, guild) - Can return false
PLAYER_EVENT_ON_CHANNEL_CHAT = 22, // (event, player, msg, Type, lang, channel) - Can return false
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)
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_GM_TICKET_CREATE = 39, // (event, player, ticketText)
PLAYER_EVENT_ON_GM_TICKET_UPDATE = 40, // (event, player, ticketText)
PLAYER_EVENT_ON_GM_TICKET_DELETE = 41, // (event, player)
PLAYER_EVENT_ON_COMMAND = 42, // (event, player, command) - Can return false
PLAYER_EVENT_COUNT
};
// RegisterGuildEvent(eventId, function)
enum GuildEventTypes
{
// Guild
GUILD_EVENT_ON_ADD_MEMBER = 1, // (event, guild, player, rank)
GUILD_EVENT_ON_REMOVE_MEMBER = 2, // (event, guild, 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)
GUILD_EVENT_ON_DISBAND = 6, // (event, guild)
GUILD_EVENT_ON_MONEY_WITHDRAW = 7, // (event, guild, player, amount, isRepair)
GUILD_EVENT_ON_MONEY_DEPOSIT = 8, // (event, guild, player, amount)
GUILD_EVENT_ON_ITEM_MOVE = 9, // (event, guild, player, item, isSrcBank, srcContainer, srcSlotId, isDestBank, destContainer, destSlotId)
GUILD_EVENT_ON_EVENT = 10, // (event, guild, eventType, plrGUIDLow1, plrGUIDLow2, newRank)
GUILD_EVENT_ON_BANK_EVENT = 11, // (event, guild, eventType, tabId, playerGUIDLow, itemOrMoney, itemStackCount, destTabId)
GUILD_EVENT_COUNT
};
// RegisterGroupEvent(eventId, function)
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
};
// RegisterVehicleEvent(eventId, function)
enum VehicleEvents
{
VEHICLE_EVENT_ON_INSTALL = 1,
VEHICLE_EVENT_ON_UNINSTALL = 2,
VEHICLE_EVENT_ON_RESET = 3,
VEHICLE_EVENT_ON_INSTALL_ACCESSORY = 4,
VEHICLE_EVENT_ON_ADD_PASSENGER = 5,
VEHICLE_EVENT_ON_REMOVE_PASSENGER = 6,
VEHICLE_EVENT_COUNT
};
// RegisterCreatureEvent(entry, EventId, function)
enum CreatureEvents
{
CREATURE_EVENT_ON_ENTER_COMBAT = 1, // (event, creature, target)
CREATURE_EVENT_ON_LEAVE_COMBAT = 2, // (event, creature)
CREATURE_EVENT_ON_TARGET_DIED = 3, // (event, creature, victim)
CREATURE_EVENT_ON_DIED = 4, // (event, creature, killer)
CREATURE_EVENT_ON_SPAWN = 5, // (event, creature)
CREATURE_EVENT_ON_REACH_WP = 6, // (event, creature, type, id)
CREATURE_EVENT_ON_AIUPDATE = 7, // (event, creature, diff)
CREATURE_EVENT_ON_RECEIVE_EMOTE = 8, // (event, creature, player, emoteid)
CREATURE_EVENT_ON_DAMAGE_TAKEN = 9, // (event, creature, attacker, damage)
CREATURE_EVENT_ON_PRE_COMBAT = 10, // (event, creature, target)
CREATURE_EVENT_ON_ATTACKED_AT = 11, // (event, creature, attacker)
CREATURE_EVENT_ON_OWNER_ATTACKED = 12, // (event, creature, target)
CREATURE_EVENT_ON_OWNER_ATTACKED_AT = 13, // (event, creature, attacker)
CREATURE_EVENT_ON_HIT_BY_SPELL = 14, // (event, creature, caster, spellid)
CREATURE_EVENT_ON_SPELL_HIT_TARGET = 15, // (event, creature, target, spellid)
CREATURE_EVENT_ON_SPELL_CLICK = 16, // (event, creature, clicker)
CREATURE_EVENT_ON_CHARMED = 17, // (event, creature, apply)
CREATURE_EVENT_ON_POSSESS = 18, // (event, creature, apply)
CREATURE_EVENT_ON_JUST_SUMMONED_CREATURE = 19, // (event, creature, summon)
CREATURE_EVENT_ON_SUMMONED_CREATURE_DESPAWN = 20, // (event, creature, summon)
CREATURE_EVENT_ON_SUMMONED_CREATURE_DIED = 21, // (event, creature, summon, killer)
CREATURE_EVENT_ON_SUMMONED = 22, // (event, creature, summoner)
CREATURE_EVENT_ON_RESET = 23, // (event, creature)
CREATURE_EVENT_ON_REACH_HOME = 24, // (event, creature)
CREATURE_EVENT_ON_CAN_RESPAWN = 25, // (event, creature)
CREATURE_EVENT_ON_CORPSE_REMOVED = 26, // (event, creature, respawndelay)
CREATURE_EVENT_ON_MOVE_IN_LOS = 27, // (event, creature, unit)
CREATURE_EVENT_ON_VISIBLE_MOVE_IN_LOS = 28, // (event, creature, unit)
CREATURE_EVENT_ON_PASSANGER_BOARDED = 29, // (event, creature, passanger, seatid, apply)
CREATURE_EVENT_ON_DUMMY_EFFECT = 30, // (event, caster, spellid, effindex, creature)
CREATURE_EVENT_ON_QUEST_ACCEPT = 31, // (event, player, creature, quest)
CREATURE_EVENT_ON_QUEST_SELECT = 32, // (event, player, creature, quest)
CREATURE_EVENT_ON_QUEST_COMPLETE = 33, // (event, player, creature, quest)
CREATURE_EVENT_ON_QUEST_REWARD = 34, // (event, player, creature, quest, opt)
CREATURE_EVENT_ON_DIALOG_STATUS = 35, // (event, player, creature)
CREATURE_EVENT_COUNT
};
// RegisterGameObjectEvent(entry, EventId, function)
enum GameObjectEvents
{
GAMEOBJECT_EVENT_ON_AIUPDATE = 1, // (event, go, diff)
GAMEOBJECT_EVENT_ON_RESET = 2, // (event, go) // TODO
GAMEOBJECT_EVENT_ON_DUMMY_EFFECT = 3, // (event, caster, spellid, effindex, go)
GAMEOBJECT_EVENT_ON_QUEST_ACCEPT = 4, // (event, player, go, quest)
GAMEOBJECT_EVENT_ON_QUEST_REWARD = 5, // (event, player, go, quest, opt)
GAMEOBJECT_EVENT_ON_DIALOG_STATUS = 6, // (event, player, go)
GAMEOBJECT_EVENT_ON_DESTROYED = 7, // (event, go, player) // TODO
GAMEOBJECT_EVENT_ON_DAMAGED = 8, // (event, go, player) // TODO
GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE = 9, // (event, go, state, unit) // TODO
GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED = 10, // (event, go, state) // TODO
GAMEOBJECT_EVENT_ON_QUEST_COMPLETE = 11, // (event, player, go, quest)
GAMEOBJECT_EVENT_COUNT
};
// RegisterItemEvent(entry, EventId, function)
enum ItemEvents
{
ITEM_EVENT_ON_DUMMY_EFFECT = 1, // (event, caster, spellid, effindex, item)
ITEM_EVENT_ON_USE = 2, // (event, player, item, target)
ITEM_EVENT_ON_QUEST_ACCEPT = 3, // (event, player, item, quest)
ITEM_EVENT_ON_EXPIRE = 4, // (event, player, itemid)
ITEM_EVENT_COUNT
};
// RegisterCreatureGossipEvent(entry, EventId, function)
// RegisterGameObjectGossipEvent(entry, EventId, function)
// RegisterItemGossipEvent(entry, EventId, function)
// RegisterPlayerGossipEvent(menu_id, EventId, function)
enum GossipEvents
{
GOSSIP_EVENT_ON_HELLO = 1, // (event, player, object) - Object is the Creature/GameObject/Item
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
GOSSIP_EVENT_COUNT
};
class HookMgr
{
public:
CreatureAI* GetAI(Creature* creature);
#ifndef MANGOS
GameObjectAI* GetAI(GameObject* gameObject);
#endif
/* Custom */
bool OnCommand(Player* player, const char* text);
void OnWorldUpdate(uint32 diff);
void OnLootItem(Player* pPlayer, Item* pItem, uint32 count, uint64 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); // Not on TC
void OnGmTicketCreate(Player* pPlayer, std::string& ticketText); // Not on TC
void OnGmTicketUpdate(Player* pPlayer, std::string& ticketText); // Not on TC
void OnGmTicketDelete(Player* pPlayer); // Not on TC
InventoryResult OnCanUseItem(const Player* pPlayer, uint32 itemEntry);
void OnEngineRestart();
/* Item */
bool OnDummyEffect(Unit* 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 OnExpire(Player* pPlayer, ItemTemplate const* pProto);
void HandleGossipSelectOption(Player* pPlayer, Item* item, uint32 sender, uint32 action, std::string code);
/* Creature */
bool OnDummyEffect(Unit* 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 OnQuestSelect(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
bool OnQuestComplete(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
bool OnQuestReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
uint32 GetDialogStatus(Player* pPlayer, Creature* pCreature); // Not on TC
void OnSummoned(Creature* creature, Unit* summoner);
/* GameObject */
bool OnDummyEffect(Unit* pCaster, uint32 spellId, SpellEffIndex effIndex, GameObject* pTarget);
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 OnQuestComplete(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest);
bool OnQuestReward(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest);
bool OnGameObjectUse(Player* pPlayer, GameObject* pGameObject) { return false; }; // TODO? Not on TC
uint32 GetDialogStatus(Player* pPlayer, GameObject* pGameObject);
void OnDestroyed(GameObject* pGameObject, Player* pPlayer); // TODO
void OnDamaged(GameObject* pGameObject, Player* pPlayer); // TODO
void OnLootStateChanged(GameObject* pGameObject, uint32 state, Unit* pUnit); // TODO
void OnGameObjectStateChanged(GameObject* pGameObject, uint32 state); // TODO
void UpdateAI(GameObject* pGameObject, uint32 diff);
/* Packet */
bool OnPacketSend(WorldSession* session, WorldPacket& packet);
bool OnPacketReceive(WorldSession* session, WorldPacket& packet);
/* 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);
void 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);
void OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Player* pReceiver);
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);
void OnEmote(Player* pPlayer, uint32 emote);
void OnTextEmote(Player* pPlayer, uint32 textEmote, uint32 emoteNum, uint64 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); // TODO
void HandleGossipSelectOption(Player* pPlayer, uint32 menuId, uint32 sender, uint32 action, std::string code);
#ifndef MANGOS
/* Vehicle */
void OnInstall(Vehicle* vehicle);
void OnUninstall(Vehicle* vehicle);
void OnReset(Vehicle* vehicle);
void OnInstallAccessory(Vehicle* vehicle, Creature* accessory);
void OnAddPassenger(Vehicle* vehicle, Unit* passenger, int8 seatId);
void OnRemovePassenger(Vehicle* vehicle, Unit* passenger);
#endif
/* AreaTrigger */
bool OnAreaTrigger(Player* pPlayer, AreaTriggerEntry const* pTrigger);
/* Weather */
void OnChange(Weather* weather, WeatherState state, float grade); // TODO
/* Auction House */
void OnAdd(AuctionHouseObject* auctionHouse);
void OnRemove(AuctionHouseObject* auctionHouse);
void OnSuccessful(AuctionHouseObject* auctionHouse);
void OnExpire(AuctionHouseObject* auctionHouse);
/* Condition */
/* Transport */
void OnAddPassenger(Transport* transport, Player* player); // TODO
void OnAddCreaturePassenger(Transport* transport, Creature* creature); // TODO
void OnRemovePassenger(Transport* transport, Player* player); // TODO
void OnRelocate(Transport* transport, uint32 waypointId, uint32 mapId, float x, float y, float z); // TODO
/* 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); // TODO: Implement to TC
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); // TODO: Implement
void OnEvent(Guild* guild, uint8 eventType, uint32 playerGuid1, uint32 playerGuid2, uint8 newRank); // TODO: Implement
void OnBankEvent(Guild* guild, uint8 eventType, uint8 tabId, uint32 playerGuid, uint32 itemOrMoney, uint16 itemStackCount, uint8 destTabId);
/* Group */
void OnAddMember(Group* group, uint64 guid);
void OnInviteMember(Group* group, uint64 guid);
void OnRemoveMember(Group* group, uint64 guid, uint8 method);
void OnChangeLeader(Group* group, uint64 newLeaderGuid, uint64 oldLeaderGuid);
void OnDisband(Group* group);
void OnCreate(Group* group, uint64 leaderGuid, GroupType groupType);
};
#ifdef MANGOS
#define sHookMgr (&MaNGOS::Singleton<HookMgr>::Instance())
#else
#define sHookMgr ACE_Singleton<HookMgr, ACE_Null_Mutex>::instance()
#endif
#endif

498
ItemMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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
namespace LuaItem
{
/* BOOLEAN */
int IsSoulBound(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsSoulBound());
return 1;
}
#ifndef TBC
int IsBoundAccountWide(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsBoundAccountWide());
return 1;
}
#endif
int IsBoundByEnchant(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsBoundByEnchant());
return 1;
}
int IsNotBoundToPlayer(lua_State* L, Item* item)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
sEluna->Push(L, item->IsBindedNotWith(player));
return 1;
}
int IsLocked(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsLocked());
return 1;
}
int IsBag(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsBag());
return 1;
}
int IsCurrencyToken(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsCurrencyToken());
return 1;
}
int IsNotEmptyBag(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsNotEmptyBag());
return 1;
}
int IsBroken(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsBroken());
return 1;
}
int CanBeTraded(lua_State* L, Item* item)
{
#ifdef TBC
sEluna->Push(L, item->CanBeTraded());
#else
bool mail = sEluna->CHECKVAL<bool>(L, 2, false);
sEluna->Push(L, item->CanBeTraded(mail));
#endif
return 1;
}
int IsInTrade(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsInTrade());
return 1;
}
int IsInBag(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsInBag());
return 1;
}
int IsEquipped(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsEquipped());
return 1;
}
int HasQuest(lua_State* L, Item* item)
{
uint32 quest = sEluna->CHECKVAL<uint32>(L, 2);
#ifdef MANGOS
sEluna->Push(L, item->HasQuest(quest));
#else
sEluna->Push(L, item->hasQuest(quest));
#endif
return 1;
}
int IsPotion(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsPotion());
return 1;
}
#ifndef CATA
int IsWeaponVellum(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsWeaponVellum());
return 1;
}
int IsArmorVellum(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsArmorVellum());
return 1;
}
#endif
int IsConjuredConsumable(lua_State* L, Item* item)
{
sEluna->Push(L, item->IsConjuredConsumable());
return 1;
}
int IsRefundExpired(lua_State* L, Item* item)// TODO: Implement core support
{
/*sEluna->Push(L, item->IsRefundExpired());
return 1;*/
return 0; // Temp till supported
}
/* GETTERS */
int GetItemLink(lua_State* L, Item* item)
{
// 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
int loc_idx = sEluna->CHECKVAL<int>(L, 2, DEFAULT_LOCALE);
if (loc_idx < 0 || loc_idx >= MAX_LOCALES)
return luaL_argerror(L, 2, "valid LocaleConstant expected");
const ItemTemplate* temp = item->GetTemplate();
std::string name = temp->Name1;
if (ItemLocale const* il = sObjectMgr->GetItemLocale(temp->ItemId))
ObjectMgr::GetLocaleString(il->Name, loc_idx, name);
if (int32 itemRandPropId = item->GetItemRandomPropertyId())
{
#ifdef CATA
char* suffix = NULL;
#else
char* const* suffix = NULL;
#endif
if (itemRandPropId < 0)
{
const ItemRandomSuffixEntry* itemRandEntry = sItemRandomSuffixStore.LookupEntry(-item->GetItemRandomPropertyId());
if (itemRandEntry)
suffix = itemRandEntry->nameSuffix;
}
else
{
const ItemRandomPropertiesEntry* itemRandEntry = sItemRandomPropertiesStore.LookupEntry(item->GetItemRandomPropertyId());
if (itemRandEntry)
suffix = itemRandEntry->nameSuffix;
}
if (suffix)
{
//std::string test(suffix[(name != temp->Name1) ? loc_idx : DEFAULT_LOCALE]);
//if (!test.empty())
//{
name += ' ';
name += suffix[(name != temp->Name1) ? loc_idx : DEFAULT_LOCALE];
/*}*/
}
}
std::ostringstream oss;
oss << "|c" << std::hex << ItemQualityColors[temp->Quality] << std::dec <<
"|Hitem:" << temp->ItemId << ":" <<
item->GetEnchantmentId(PERM_ENCHANTMENT_SLOT) << ":" <<
item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT) << ":" <<
item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT_2) << ":" <<
item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT_3) << ":" <<
item->GetEnchantmentId(BONUS_ENCHANTMENT_SLOT) << ":" <<
item->GetItemRandomPropertyId() << ":" << item->GetItemSuffixFactor() << ":" <<
(uint32)item->GetOwner()->getLevel() << "|h[" << name << "]|h|r";
sEluna->Push(L, oss.str());
return 1;
}
int GetGUID(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetGUIDLow());
return 1;
}
int GetOwnerGUID(lua_State* L, Item* item)
{
#ifdef MANGOS
sEluna->Push(L, item->GetOwnerGuid());
#else
sEluna->Push(L, item->GetOwnerGUID());
#endif
return 1;
}
int GetOwner(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetOwner());
return 1;
}
int GetCount(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetCount());
return 1;
}
int GetMaxStackCount(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetMaxStackCount());
return 1;
}
int GetSlot(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetSlot());
return 1;
}
int GetBagSlot(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetBagSlot());
return 1;
}
int GetGUIDLow(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetGUIDLow());
return 1;
}
int GetEnchantmentId(lua_State* L, Item* item)
{
uint32 enchant_slot = sEluna->CHECKVAL<uint32>(L, 2);
if (enchant_slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
return 0;
sEluna->Push(L, item->GetEnchantmentId(EnchantmentSlot(enchant_slot)));
return 1;
}
int GetSpellId(lua_State* L, Item* item)
{
uint32 index = sEluna->CHECKVAL<uint32>(L, 2);
if (index >= MAX_ITEM_PROTO_SPELLS)
return luaL_argerror(L, 2, "valid SpellIndex expected");
sEluna->Push(L, item->GetTemplate()->Spells[index].SpellId);
return 1;
}
int GetSpellTrigger(lua_State* L, Item* item)
{
uint32 index = sEluna->CHECKVAL<uint32>(L, 2);
if (index >= MAX_ITEM_PROTO_SPELLS)
return luaL_argerror(L, 2, "valid SpellIndex expected");
sEluna->Push(L, item->GetTemplate()->Spells[index].SpellTrigger);
return 1;
}
int GetClass(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->Class);
return 1;
}
int GetSubClass(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->SubClass);
return 1;
}
int GetName(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->Name1);
return 1;
}
int GetDisplayId(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->DisplayInfoID);
return 1;
}
int GetQuality(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->Quality);
return 1;
}
int GetBuyCount(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->BuyCount);
return 1;
}
int GetBuyPrice(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->BuyPrice);
return 1;
}
int GetSellPrice(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->SellPrice);
return 1;
}
int GetInventoryType(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->InventoryType);
return 1;
}
int GetAllowableClass(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->AllowableClass);
return 1;
}
int GetAllowableRace(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->AllowableRace);
return 1;
}
int GetItemLevel(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->ItemLevel);
return 1;
}
int GetRequiredLevel(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->RequiredLevel);
return 1;
}
#ifdef WOTLK
int GetStatsCount(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->StatsCount);
return 1;
}
#endif
int GetRandomProperty(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->RandomProperty);
return 1;
}
int GetRandomSuffix(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->RandomSuffix);
return 1;
}
int GetItemSet(lua_State* L, Item* item)
{
sEluna->Push(L, item->GetTemplate()->ItemSet);
return 1;
}
int GetBagSize(lua_State* L, Item* item)
{
if (Bag* bag = item->ToBag())
sEluna->Push(L, bag->GetBagSize());
else
sEluna->Push(L, 0);
return 1;
}
/* SETTERS */
int SetOwner(lua_State* L, Item* item)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
#ifdef MANGOS
item->SetOwnerGuid(player->GET_GUID());
#else
item->SetOwnerGUID(player->GET_GUID());
#endif
return 0;
}
int SetBinding(lua_State* L, Item* item)
{
bool soulbound = sEluna->CHECKVAL<bool>(L, 2);
item->SetBinding(soulbound);
return 0;
}
int SetCount(lua_State* L, Item* item)
{
uint32 count = sEluna->CHECKVAL<uint32>(L, 2);
item->SetCount(count);
return 0;
}
int SetEnchantment(lua_State* L, Item* item)
{
Player* owner = item->GetOwner();
if (!owner)
{
sEluna->Push(L, false);
return 1;
}
uint32 enchant = sEluna->CHECKVAL<uint32>(L, 2);
if (!sSpellItemEnchantmentStore.LookupEntry(enchant))
{
sEluna->Push(L, false);
return 1;
}
EnchantmentSlot slot = (EnchantmentSlot)sEluna->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);
sEluna->Push(L, true);
return 1;
}
/* OTHER */
int ClearEnchantment(lua_State* L, Item* item)
{
Player* owner = item->GetOwner();
if (!owner)
{
sEluna->Push(L, false);
return 1;
}
EnchantmentSlot slot = (EnchantmentSlot)sEluna->CHECKVAL<uint32>(L, 2);
if (slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
return luaL_argerror(L, 2, "valid EnchantmentSlot expected");
if (!item->GetEnchantmentId(slot))
{
sEluna->Push(L, false);
return 1;
}
owner->ApplyEnchantment(item, slot, false);
item->ClearEnchantment(slot);
sEluna->Push(L, true);
return 1;
}
int SaveToDB(lua_State* L, Item* item)
{
#ifdef MANGOS
item->SaveToDB();
#else
SQLTransaction trans = SQLTransaction(NULL);
item->SaveToDB(trans);
#endif
return 0;
}
};
#endif

895
LuaEngine.cpp Normal file
View File

@@ -0,0 +1,895 @@
/*
* Copyright (C) 2010 - 2014 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 "LuaEngine.h"
#ifdef MANGOS
INSTANTIATE_SINGLETON_1(Eluna);
#endif
#if PLATFORM == PLATFORM_UNIX
#include <dirent.h>
#endif
extern void RegisterFunctions(lua_State* L);
extern void AddElunaScripts();
// Start or restart eluna. Returns true if started
bool StartEluna()
{
#ifndef ELUNA
#ifndef MANGOS
{
TC_LOG_ERROR("eluna", "[Eluna]: LuaEngine is Disabled. (If you want to use it please enable in cmake)");
return false;
}
#endif
#endif
ELUNA_GUARD();
bool restart = false;
if (sEluna->L)
{
restart = true;
sHookMgr->OnEngineRestart();
TC_LOG_INFO("eluna", "[Eluna]: Restarting Lua Engine");
// Unregisters and stops all timed events
sEluna->m_EventMgr.RemoveEvents();
// Remove bindings
sEluna->PacketEventBindings.Clear();
sEluna->ServerEventBindings.Clear();
sEluna->PlayerEventBindings.Clear();
sEluna->GuildEventBindings.Clear();
sEluna->GroupEventBindings.Clear();
sEluna->CreatureEventBindings.Clear();
sEluna->CreatureGossipBindings.Clear();
sEluna->GameObjectEventBindings.Clear();
sEluna->GameObjectGossipBindings.Clear();
sEluna->ItemEventBindings.Clear();
sEluna->ItemGossipBindings.Clear();
sEluna->playerGossipBindings.Clear();
sEluna->VehicleEventBindings.Clear();
lua_close(sEluna->L);
}
else
AddElunaScripts();
#ifdef MANGOS
// Check config file for eluna is enabled or disabled
if (!sWorld->getConfig(CONFIG_BOOL_ELUNA_ENABLED))
{
TC_LOG_ERROR("eluna", "[Eluna]: LuaEngine is Disabled. (If you want to use it please set config in 'mangosd.conf')");
return false;
}
#endif
sEluna->L = luaL_newstate();
TC_LOG_INFO("eluna", "[Eluna]: Lua Engine loaded.");
LoadedScripts loadedScripts;
sEluna->LoadDirectory("lua_scripts", &loadedScripts);
luaL_openlibs(sEluna->L);
RegisterFunctions(sEluna->L);
// Randomize math.random()
// The macro fails on TC for unknown reason
// luaL_dostring(sEluna->L, "math.randomseed( tonumber(tostring(os.time()):reverse():sub(1,6)) )");
if (!luaL_loadstring(sEluna->L, "math.randomseed( tonumber(tostring(os.time()):reverse():sub(1,6)) )"))
lua_pcall(sEluna->L, 0, LUA_MULTRET, 0);
uint32 count = 0;
char filename[200];
for (std::set<std::string>::const_iterator itr = loadedScripts.begin(); itr != loadedScripts.end(); ++itr)
{
strcpy(filename, itr->c_str());
if (luaL_loadfile(sEluna->L, filename) != 0)
{
TC_LOG_ERROR("eluna", "[Eluna]: Error loading file `%s`.", itr->c_str());
sEluna->report(sEluna->L);
}
else
{
int err = lua_pcall(sEluna->L, 0, 0, 0);
if (err != 0 && err == LUA_ERRRUN)
{
TC_LOG_ERROR("eluna", "[Eluna]: Error loading file `%s`.", itr->c_str());
sEluna->report(sEluna->L);
}
}
++count;
}
/*
if (restart)
{
//! Iterate over every supported source type (creature and gameobject)
//! Not entirely sure how this will affect units in non-loaded grids.
{
HashMapHolder<Creature>::ReadGuard g(HashMapHolder<Creature>::GetLock());
HashMapHolder<Creature>::MapType& m = HashMapHolder<Creature>::GetContainer();
for (HashMapHolder<Creature>::MapType::const_iterator itr = m.begin(); itr != m.end(); ++itr)
{
if (itr->second->IsInWorld()) // must check?
// if(sEluna->CreatureEventBindings->GetBindMap(iter->second->GetEntry())) // update all AI or just Eluna?
itr->second->AIM_Initialize();
}
}
{
HashMapHolder<GameObject>::ReadGuard g(HashMapHolder<GameObject>::GetLock());
HashMapHolder<GameObject>::MapType& m = HashMapHolder<GameObject>::GetContainer();
for (HashMapHolder<GameObject>::MapType::const_iterator itr = m.begin(); itr != m.end(); ++itr)
{
if (itr->second->IsInWorld()) // must check?
// if(sEluna->GameObjectEventBindings->GetBindMap(iter->second->GetEntry())) // update all AI or just Eluna?
itr->second->AIM_Initialize();
}
}
}
*/
TC_LOG_INFO("eluna", "[Eluna]: Loaded %u Lua scripts..", count);
return true;
}
// Loads lua scripts from given directory
void Eluna::LoadDirectory(char* Dirname, LoadedScripts* lscr)
{
#ifdef WIN32
HANDLE hFile;
WIN32_FIND_DATA FindData;
memset(&FindData, 0, sizeof(FindData));
char SearchName[MAX_PATH];
strcpy(SearchName, Dirname);
strcat(SearchName, "\\*.*");
hFile = FindFirstFile(SearchName, &FindData);
if (hFile == INVALID_HANDLE_VALUE)
{
TC_LOG_ERROR("eluna", "[Eluna]: Error No `lua_scripts` directory found! Creating a 'lua_scripts' directory.");
CreateDirectory("lua_scripts", NULL);
return;
}
FindNextFile(hFile, &FindData);
while (FindNextFile(hFile, &FindData))
{
if (FindData.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)
{
strcpy(SearchName, Dirname);
strcat(SearchName, "\\");
strcat(SearchName, FindData.cFileName);
LoadDirectory(SearchName, lscr);
}
else
{
std::string fname = Dirname;
fname += "\\";
fname += FindData.cFileName;
size_t len = strlen(fname.c_str());
int i = 0;
char ext[MAX_PATH];
while (len > 0)
{
ext[i++] = fname[--len];
if (fname[len] == '.')
break;
}
ext[i++] = '\0';
if (!_stricmp(ext, "aul."))
{
TC_LOG_DEBUG("eluna", "[Eluna]: Load File: %s", fname.c_str());
lscr->insert(fname);
}
}
}
FindClose(hFile);
#else
char* dir = strrchr(Dirname, '/');
if (strcmp(Dirname, "..") == 0 || strcmp(Dirname, ".") == 0)
return;
if (dir && (strcmp(dir, "/..") == 0 || strcmp(dir, "/.") == 0 || strcmp(dir, "/.svn") == 0))
return;
struct dirent** list;
int fileCount = scandir(Dirname, &list, 0, 0);
if (fileCount <= 0 || !list)
return;
struct stat attributes;
bool error;
while (fileCount--)
{
char _path[200];
sprintf(_path, "%s/%s", Dirname, list[fileCount]->d_name);
if (stat(_path, &attributes) == -1)
{
error = true;
TC_LOG_ERROR("eluna", "[Eluna]: Error opening `%s`", _path);
}
else
error = false;
if (!error && S_ISDIR(attributes.st_mode))
LoadDirectory((char*)_path, lscr);
else
{
char* ext = strrchr(list[fileCount]->d_name, '.');
if (ext && !strcmp(ext, ".lua"))
lscr->insert(_path);
}
free(list[fileCount]);
}
free(list);
#endif
}
void Eluna::report(lua_State* L)
{
const char* msg = lua_tostring(L, -1);
while (msg)
{
lua_pop(L, -1);
TC_LOG_ERROR("eluna", "%s", msg);
msg = lua_tostring(L, -1);
}
}
void Eluna::BeginCall(int fReference)
{
lua_settop(L, 0); // stack should be empty
lua_rawgeti(L, LUA_REGISTRYINDEX, (fReference));
}
bool Eluna::ExecuteCall(int params, int res)
{
bool ret = true;
int top = lua_gettop(L);
if (lua_type(L, top - params) == LUA_TFUNCTION) // is function
{
if (lua_pcall(L, params, res, 0))
{
report(L);
ret = false;
}
}
else
{
ret = false;
if (params > 0)
{
for (int i = top; i >= (top - params); i--)
{
if (!lua_isnone(L, i))
lua_remove(L, i);
}
}
}
return ret;
}
void Eluna::EndCall(int res)
{
for (int i = res; i > 0; i--)
{
if (!lua_isnone(L, res))
lua_remove(L, res);
}
}
void Eluna::Push(lua_State* L)
{
lua_pushnil(L);
}
void Eluna::Push(lua_State* L, const uint64 l)
{
std::ostringstream ss;
ss << l;
sEluna->Push(L, ss.str());
}
void Eluna::Push(lua_State* L, const int64 l)
{
std::ostringstream ss;
ss << l;
sEluna->Push(L, ss.str());
}
void Eluna::Push(lua_State* L, const uint32 u)
{
lua_pushunsigned(L, u);
}
void Eluna::Push(lua_State* L, const int32 i)
{
lua_pushinteger(L, i);
}
void Eluna::Push(lua_State* L, const double d)
{
lua_pushnumber(L, d);
}
void Eluna::Push(lua_State* L, const float f)
{
lua_pushnumber(L, f);
}
void Eluna::Push(lua_State* L, const bool b)
{
lua_pushboolean(L, b);
}
void Eluna::Push(lua_State* L, const std::string str)
{
lua_pushstring(L, str.c_str());
}
void Eluna::Push(lua_State* L, const char* str)
{
lua_pushstring(L, str);
}
void Eluna::Push(lua_State* L, Pet const* pet)
{
Push(L, pet->ToCreature());
}
void Eluna::Push(lua_State* L, TempSummon const* summon)
{
Push(L, summon->ToCreature());
}
void Eluna::Push(lua_State* L, Unit const* unit)
{
if (!unit)
{
Push(L);
return;
}
switch (unit->GetTypeId())
{
case TYPEID_UNIT:
Push(L, unit->ToCreature());
break;
case TYPEID_PLAYER:
Push(L, unit->ToPlayer());
break;
default:
ElunaTemplate<Unit>::push(L, unit);
}
}
void Eluna::Push(lua_State* L, WorldObject const* obj)
{
if (!obj)
{
Push(L);
return;
}
switch (obj->GetTypeId())
{
case TYPEID_UNIT:
Push(L, obj->ToCreature());
break;
case TYPEID_PLAYER:
Push(L, obj->ToPlayer());
break;
case TYPEID_GAMEOBJECT:
Push(L, obj->ToGameObject());
break;
case TYPEID_CORPSE:
Push(L, obj->ToCorpse());
break;
default:
ElunaTemplate<WorldObject>::push(L, obj);
}
}
void Eluna::Push(lua_State* L, Object const* obj)
{
if (!obj)
{
Push(L);
return;
}
switch (obj->GetTypeId())
{
case TYPEID_UNIT:
Push(L, obj->ToCreature());
break;
case TYPEID_PLAYER:
Push(L, obj->ToPlayer());
break;
case TYPEID_GAMEOBJECT:
Push(L, obj->ToGameObject());
break;
case TYPEID_CORPSE:
Push(L, obj->ToCorpse());
break;
default:
ElunaTemplate<Object>::push(L, obj);
}
}
template<> bool Eluna::CHECKVAL<bool>(lua_State* L, int narg)
{
return lua_isnumber(L, narg) ? luaL_optnumber(L, narg, 1) ? true : false : lua_toboolean(L, narg);
}
template<> bool Eluna::CHECKVAL<bool>(lua_State* L, int narg, bool def)
{
return lua_isnone(L, narg) ? def : lua_isnumber(L, narg) ? luaL_optnumber(L, narg, 1) ? true : false : lua_toboolean(L, narg);
}
template<> float Eluna::CHECKVAL<float>(lua_State* L, int narg)
{
return luaL_checknumber(L, narg);
}
template<> float Eluna::CHECKVAL<float>(lua_State* L, int narg, float def)
{
return luaL_optnumber(L, narg, def);
}
template<> double Eluna::CHECKVAL<double>(lua_State* L, int narg)
{
return luaL_checknumber(L, narg);
}
template<> double Eluna::CHECKVAL<double>(lua_State* L, int narg, double def)
{
return luaL_optnumber(L, narg, def);
}
template<> int8 Eluna::CHECKVAL<int8>(lua_State* L, int narg)
{
return luaL_checkint(L, narg);
}
template<> int8 Eluna::CHECKVAL<int8>(lua_State* L, int narg, int8 def)
{
return luaL_optint(L, narg, def);
}
template<> uint8 Eluna::CHECKVAL<uint8>(lua_State* L, int narg)
{
return luaL_checkunsigned(L, narg);
}
template<> uint8 Eluna::CHECKVAL<uint8>(lua_State* L, int narg, uint8 def)
{
return luaL_optunsigned(L, narg, def);
}
template<> int16 Eluna::CHECKVAL<int16>(lua_State* L, int narg)
{
return luaL_checkint(L, narg);
}
template<> int16 Eluna::CHECKVAL<int16>(lua_State* L, int narg, int16 def)
{
return luaL_optint(L, narg, def);
}
template<> uint16 Eluna::CHECKVAL<uint16>(lua_State* L, int narg)
{
return luaL_checkunsigned(L, narg);
}
template<> uint16 Eluna::CHECKVAL<uint16>(lua_State* L, int narg, uint16 def)
{
return luaL_optunsigned(L, narg, def);
}
template<> uint32 Eluna::CHECKVAL<uint32>(lua_State* L, int narg)
{
return luaL_checkunsigned(L, narg);
}
template<> uint32 Eluna::CHECKVAL<uint32>(lua_State* L, int narg, uint32 def)
{
return luaL_optunsigned(L, narg, def);
}
template<> int32 Eluna::CHECKVAL<int32>(lua_State* L, int narg)
{
return luaL_checklong(L, narg);
}
template<> int32 Eluna::CHECKVAL<int32>(lua_State* L, int narg, int32 def)
{
return luaL_optlong(L, narg, def);
}
template<> const char* Eluna::CHECKVAL<const char*>(lua_State* L, int narg)
{
return luaL_checkstring(L, narg);
}
template<> const char* Eluna::CHECKVAL<const char*>(lua_State* L, int narg, const char* def)
{
return luaL_optstring(L, narg, def);
}
template<> std::string Eluna::CHECKVAL<std::string>(lua_State* L, int narg)
{
return luaL_checkstring(L, narg);
}
template<> std::string Eluna::CHECKVAL<std::string>(lua_State* L, int narg, std::string def)
{
return luaL_optstring(L, narg, def.c_str());
}
template<> uint64 Eluna::CHECKVAL<uint64>(lua_State* L, int narg)
{
const char* c_str = luaL_optstring(L, narg, NULL);
if (!c_str)
return luaL_argerror(L, narg, "uint64 (as string) expected");
uint64 l = 0;
sscanf(c_str, UI64FMTD, &l);
return l;
}
template<> uint64 Eluna::CHECKVAL<uint64>(lua_State* L, int narg, uint64 def)
{
const char* c_str = luaL_checkstring(L, narg);
if (!c_str)
return def;
uint64 l = 0;
sscanf(c_str, UI64FMTD, &l);
return l;
}
template<> int64 Eluna::CHECKVAL<int64>(lua_State* L, int narg)
{
const char* c_str = luaL_optstring(L, narg, NULL);
if (!c_str)
return luaL_argerror(L, narg, "int64 (as string) expected");
int64 l = 0;
sscanf(c_str, SI64FMTD, &l);
return l;
}
template<> int64 Eluna::CHECKVAL<int64>(lua_State* L, int narg, int64 def)
{
const char* c_str = luaL_checkstring(L, narg);
if (!c_str)
return def;
int64 l = 0;
sscanf(c_str, SI64FMTD, &l);
return l;
}
#define TEST_OBJ(T, O, E, F)\
{\
if (!O || !O->F())\
{\
if (E)\
{\
std::string errmsg(ElunaTemplate<T>::tname);\
errmsg += " expected";\
luaL_argerror(L, narg, errmsg.c_str());\
}\
return NULL;\
}\
return O->F();\
}
template<> Unit* Eluna::CHECKOBJ<Unit>(lua_State* L, int narg, bool error)
{
WorldObject* obj = CHECKOBJ<WorldObject>(L, narg, false);
TEST_OBJ(Unit, obj, error, ToUnit);
}
template<> Player* Eluna::CHECKOBJ<Player>(lua_State* L, int narg, bool error)
{
WorldObject* obj = CHECKOBJ<WorldObject>(L, narg, false);
TEST_OBJ(Player, obj, error, ToPlayer);
}
template<> Creature* Eluna::CHECKOBJ<Creature>(lua_State* L, int narg, bool error)
{
WorldObject* obj = CHECKOBJ<WorldObject>(L, narg, false);
TEST_OBJ(Creature, obj, error, ToCreature);
}
template<> GameObject* Eluna::CHECKOBJ<GameObject>(lua_State* L, int narg, bool error)
{
WorldObject* obj = CHECKOBJ<WorldObject>(L, narg, false);
TEST_OBJ(GameObject, obj, error, ToGameObject);
}
template<> Corpse* Eluna::CHECKOBJ<Corpse>(lua_State* L, int narg, bool error)
{
WorldObject* obj = CHECKOBJ<WorldObject>(L, narg, false);
TEST_OBJ(Corpse, obj, error, ToCorpse);
}
#undef TEST_OBJ
// 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)
{
switch (regtype)
{
case REGTYPE_PACKET:
if (evt < NUM_MSG_TYPES)
{
PacketEventBindings.Insert(evt, functionRef);
return;
}
break;
case REGTYPE_SERVER:
if (evt < SERVER_EVENT_COUNT)
{
ServerEventBindings.Insert(evt, functionRef);
return;
}
break;
case REGTYPE_PLAYER:
if (evt < PLAYER_EVENT_COUNT)
{
PlayerEventBindings.Insert(evt, functionRef);
return;
}
break;
case REGTYPE_GUILD:
if (evt < GUILD_EVENT_COUNT)
{
GuildEventBindings.Insert(evt, functionRef);
return;
}
break;
case REGTYPE_GROUP:
if (evt < GROUP_EVENT_COUNT)
{
GroupEventBindings.Insert(evt, functionRef);
return;
}
break;
case REGTYPE_VEHICLE:
if (evt < VEHICLE_EVENT_COUNT)
{
VehicleEventBindings.Insert(evt, functionRef);
return;
}
break;
case REGTYPE_CREATURE:
if (evt < CREATURE_EVENT_COUNT)
{
if (!sObjectMgr->GetCreatureTemplate(id))
{
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a creature with (ID: %d)!", id);
return;
}
sEluna->CreatureEventBindings.Insert(id, evt, functionRef);
return;
}
break;
case REGTYPE_CREATURE_GOSSIP:
if (evt < GOSSIP_EVENT_COUNT)
{
if (!sObjectMgr->GetCreatureTemplate(id))
{
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a creature with (ID: %d)!", id);
return;
}
sEluna->CreatureGossipBindings.Insert(id, evt, functionRef);
return;
}
break;
case REGTYPE_GAMEOBJECT:
if (evt < GAMEOBJECT_EVENT_COUNT)
{
if (!sObjectMgr->GetGameObjectTemplate(id))
{
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a gameobject with (ID: %d)!", id);
return;
}
sEluna->GameObjectEventBindings.Insert(id, evt, functionRef);
return;
}
break;
case REGTYPE_GAMEOBJECT_GOSSIP:
if (evt < GOSSIP_EVENT_COUNT)
{
if (!sObjectMgr->GetGameObjectTemplate(id))
{
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a gameobject with (ID: %d)!", id);
return;
}
sEluna->GameObjectGossipBindings.Insert(id, evt, functionRef);
return;
}
break;
case REGTYPE_ITEM:
if (evt < ITEM_EVENT_COUNT)
{
if (!sObjectMgr->GetItemTemplate(id))
{
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a item with (ID: %d)!", id);
return;
}
sEluna->ItemEventBindings.Insert(id, evt, functionRef);
return;
}
break;
case REGTYPE_ITEM_GOSSIP:
if (evt < GOSSIP_EVENT_COUNT)
{
if (!sObjectMgr->GetItemTemplate(id))
{
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a item with (ID: %d)!", id);
return;
}
sEluna->ItemGossipBindings.Insert(id, evt, functionRef);
return;
}
break;
case REGTYPE_PLAYER_GOSSIP:
if (evt < GOSSIP_EVENT_COUNT)
{
sEluna->playerGossipBindings.Insert(id, evt, functionRef);
return;
}
break;
default:
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Unknown register type (regtype %d, id %d, event %d)", regtype, id, evt);
return;
}
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Unknown event type (regtype %d, id %d, event %d)", regtype, id, evt);
}
void Eluna::EventBind::Clear()
{
for (ElunaEntryMap::iterator itr = Bindings.begin(); itr != Bindings.end(); ++itr)
{
for (ElunaBindingMap::iterator it = itr->second.begin(); it != itr->second.end(); ++it)
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, (*it));
itr->second.clear();
}
Bindings.clear();
}
void Eluna::EventBind::Insert(int eventId, int funcRef)
{
Bindings[eventId].push_back(funcRef);
}
bool Eluna::EventBind::BeginCall(int eventId) const
{
if (Bindings.empty())
return false;
if (Bindings.find(eventId) == Bindings.end())
return false;
lua_settop(sEluna->L, 0); // stack should be empty
sEluna->Push(sEluna->L, eventId);
return true;
}
void Eluna::EventBind::ExecuteCall()
{
int eventId = sEluna->CHECKVAL<int>(sEluna->L, 1);
int params = lua_gettop(sEluna->L);
for (ElunaBindingMap::const_iterator it = Bindings[eventId].begin(); it != Bindings[eventId].end(); ++it)
{
lua_rawgeti(sEluna->L, LUA_REGISTRYINDEX, (*it)); // Fetch function
for (int i = 1; i <= params; ++i) // Copy original pushed params
lua_pushvalue(sEluna->L, i);
sEluna->ExecuteCall(params, LUA_MULTRET); // Do call and leave results to stack
}
for (int i = params; i > 0; --i) // Remove original pushed params
if (!lua_isnone(sEluna->L, i))
lua_remove(sEluna->L, i);
// Results in stack, otherwise stack clean
}
void Eluna::EventBind::EndCall() const
{
lua_settop(sEluna->L, 0); // stack should be empty
};
void Eluna::EntryBind::Clear()
{
for (ElunaEntryMap::iterator itr = Bindings.begin(); itr != Bindings.end(); ++itr)
{
for (ElunaBindingMap::const_iterator it = itr->second.begin(); it != itr->second.end(); ++it)
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, it->second);
itr->second.clear();
}
Bindings.clear();
}
void Eluna::EntryBind::Insert(uint32 entryId, int eventId, int funcRef)
{
if (Bindings[entryId][eventId])
{
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, funcRef); // free the unused ref
luaL_error(sEluna->L, "A function is already registered for entry (%d) event (%d)", entryId, eventId);
}
else
Bindings[entryId][eventId] = funcRef;
}
EventMgr::LuaEvent::LuaEvent(EventProcessor* _events, int _funcRef, uint32 _delay, uint32 _calls, Object* _obj) :
events(_events), funcRef(_funcRef), delay(_delay), calls(_calls), obj(_obj)
{
if (_events)
sEluna->m_EventMgr.LuaEvents[_events].insert(this); // Able to access the event if we have the processor
}
EventMgr::LuaEvent::~LuaEvent()
{
if (events)
{
// Attempt to remove the pointer from LuaEvents
EventMgr::EventMap::const_iterator it = sEluna->m_EventMgr.LuaEvents.find(events); // Get event set
if (it != sEluna->m_EventMgr.LuaEvents.end())
sEluna->m_EventMgr.LuaEvents[events].erase(this);// Remove pointer
}
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, funcRef); // Free lua function ref
}
bool EventMgr::LuaEvent::Execute(uint64 time, uint32 diff)
{
ELUNA_GUARD();
bool remove = (calls == 1);
if (!remove)
events->AddEvent(this, events->CalculateTime(delay)); // Reschedule before calling incase RemoveEvents used
sEluna->BeginCall(funcRef);
sEluna->Push(sEluna->L, funcRef);
sEluna->Push(sEluna->L, delay);
sEluna->Push(sEluna->L, calls);
if (!remove && calls)
--calls;
sEluna->Push(sEluna->L, obj);
sEluna->ExecuteCall(4, 0);
return remove; // Destory (true) event if not run
}
// Lua taxi helper functions
uint32 LuaTaxiMgr::nodeId = 500;
void LuaTaxiMgr::StartTaxi(Player* player, uint32 pathid)
{
if (pathid >= sTaxiPathNodesByPath.size())
return;
TaxiPathNodeList const& path = sTaxiPathNodesByPath[pathid];
if (path.size() < 2)
return;
std::vector<uint32> nodes;
nodes.resize(2);
nodes[0] = path[0].index;
nodes[1] = path[path.size() - 1].index;
player->ActivateTaxiPathTo(nodes);
}
uint32 LuaTaxiMgr::AddPath(std::list<TaxiPathNodeEntry> nodes, uint32 mountA, uint32 mountH, uint32 price, uint32 pathId)
{
if (nodes.size() < 2)
return 0;
if (!pathId)
pathId = sTaxiPathNodesByPath.size();
if (sTaxiPathNodesByPath.size() <= pathId)
sTaxiPathNodesByPath.resize(pathId + 1);
sTaxiPathNodesByPath[pathId].clear();
sTaxiPathNodesByPath[pathId].resize(nodes.size());
uint32 startNode = nodeId;
uint32 index = 0;
for (std::list<TaxiPathNodeEntry>::const_iterator it = nodes.begin(); it != nodes.end(); ++it)
{
TaxiPathNodeEntry entry = *it;
entry.path = pathId;
TaxiNodesEntry* nodeEntry = new TaxiNodesEntry();
nodeEntry->ID = index;
nodeEntry->map_id = entry.mapid;
nodeEntry->MountCreatureID[0] = mountH;
nodeEntry->MountCreatureID[1] = mountA;
nodeEntry->x = entry.x;
nodeEntry->y = entry.y;
nodeEntry->z = entry.z;
sTaxiNodesStore.SetEntry(nodeId, nodeEntry);
entry.index = nodeId++;
sTaxiPathNodesByPath[pathId].set(index++, TaxiPathNodePtr(new TaxiPathNodeEntry(entry)));
}
if (startNode >= nodeId)
return 0;
sTaxiPathSetBySource[startNode][nodeId - 1] = TaxiPathBySourceAndDestination(pathId, price);
return pathId;
}

689
LuaEngine.h Normal file
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/*
* Copyright (C) 2010 - 2014 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__H
#define __ELUNA__H
extern "C"
{
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
};
#include "Includes.h"
#include "HookMgr.h"
// Required
#include "AccountMgr.h"
#include "ArenaTeam.h"
#include "AuctionHouseMgr.h"
#include "Cell.h"
#include "CellImpl.h"
#include "Chat.h"
#include "Channel.h"
#include "DBCStores.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 "MapManager.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Player.h"
#include "Pet.h"
#include "ReputationMgr.h"
#include "revision.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "SpellAuras.h"
#include "SpellMgr.h"
#include "TemporarySummon.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#ifdef MANGOS
#include "ReactorAI.h"
#include "revision_nr.h"
#else
#include "ScriptedCreature.h"
#include "SpellInfo.h"
#include "WeatherMgr.h"
#endif
#ifndef TBC
#include "Vehicle.h"
#endif
typedef std::set<std::string> LoadedScripts;
#define ELUNA_GUARD() \
ACE_Guard< ACE_Thread_Mutex > ELUNA_GUARD_OBJECT (sEluna->lock);
#ifdef MANGOS
#undef sWorld
#undef sMapMgr
#undef sGuildMgr
#undef sObjectMgr
#undef sAccountMgr
#undef sObjectAccessor
#define sWorld (&MaNGOS::Singleton<World>::Instance())
#define sMapMgr (&MapManager::Instance())
#define sGuildMgr (&MaNGOS::Singleton<GuildMgr>::Instance())
#define sObjectMgr (&MaNGOS::Singleton<ObjectMgr>::Instance())
#define sAccountMgr (&MaNGOS::Singleton<AccountMgr>::Instance())
#define sObjectAccessor (&ObjectAccessor::Instance())
#define MAKE_NEW_GUID(l, e, h) ObjectGuid(h, e, l)
#define GUID_TYPE ObjectGuid
#define GET_GUID GetObjectGuid
#define GetGameObjectTemplate GetGameObjectInfo
#define GetItemTemplate GetItemPrototype
#define TC_LOG_INFO(L, ...) sLog.outString(__VA_ARGS__);
#define TC_LOG_ERROR(L, ...) sLog.outErrorEluna(__VA_ARGS__);
#define TC_LOG_DEBUG(L, ...) sLog.outDebug(__VA_ARGS__);
#define CORE_VERSION REVISION_NR
#define CORE_NAME "MaNGOS"
#define SERVER_MSG_STRING SERVER_MSG_CUSTOM
#define MAX_LOCALES MAX_LOCALE
#define OVERRIDE override
#define DIALOG_STATUS_SCRIPTED_NO_STATUS DIALOG_STATUS_UNDEFINED
#define TempSummon TemporarySummon
#define PLAYER_FIELD_LIFETIME_HONORABLE_KILLS PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
#define MAX_TALENT_SPECS MAX_TALENT_SPEC_COUNT
#define Vehicle VehicleInfo
#define GUID_ENPART(guid) ObjectGuid(guid).GetEntry()
#define GUID_LOPART(guid) ObjectGuid(guid).GetCounter()
#define GUID_HIPART(guid) ObjectGuid(guid).GetHigh()
enum SelectAggroTarget
{
SELECT_TARGET_RANDOM = 0, // Just selects a random target
SELECT_TARGET_TOPAGGRO, // Selects targes from top aggro to bottom
SELECT_TARGET_BOTTOMAGGRO, // Selects targets from bottom aggro to top
SELECT_TARGET_NEAREST,
SELECT_TARGET_FARTHEST
};
#ifdef TBC
#define SPELL_AURA_MOD_KILL_XP_PCT SPELL_AURA_MOD_XP_PCT
#endif
#else
#define GUID_TYPE uint64
#define GET_GUID GetGUID
#define CORE_VERSION _DATE
#define CORE_NAME "TrinityCore"
#define REGEN_TIME_FULL
#define ThreatList ThreatContainer::StorageType
#ifdef CATA
#define NUM_MSG_TYPES NUM_OPCODE_HANDLERS
#endif
#endif
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;
static int type(lua_State* L)
{
lua_pushstring(L, tname);
return 1;
}
static int gcT(lua_State* L)
{
if (!manageMemory)
return 0;
T* obj = check(L, 1);
delete obj; // Deleting NULL should be safe
return 1;
}
// 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(lua_State* L, const char* name, bool gc = false)
{
tname = name;
manageMemory = gc;
lua_settop(L, 0); // clean stack
lua_newtable(L);
int methods = lua_gettop(L);
luaL_newmetatable(L, tname);
int metatable = lua_gettop(L);
// store method table in globals so that
// scripts can add functions in Lua
lua_pushvalue(L, methods);
lua_setglobal(L, tname);
// hide metatable
lua_pushvalue(L, methods);
lua_setfield(L, metatable, "__metatable");
lua_pushvalue(L, methods);
lua_setfield(L, metatable, "__index");
lua_pushcfunction(L, tostringT);
lua_setfield(L, metatable, "__tostring");
lua_pushcfunction(L, gcT);
lua_setfield(L, metatable, "__gc");
lua_newtable(L);
lua_setmetatable(L, methods);
}
template<typename C>
static void SetMethods(lua_State* L, ElunaRegister<C>* methodTable)
{
if (!methodTable)
return;
if (!lua_istable(L, 1))
return;
lua_pushstring(L, "GetObjectType");
lua_pushcclosure(L, type, 0);
lua_settable(L, 1);
for (; methodTable->name; ++methodTable)
{
lua_pushstring(L, methodTable->name);
lua_pushlightuserdata(L, (void*)methodTable);
lua_pushcclosure(L, thunk, 1);
lua_settable(L, 1);
}
}
static int push(lua_State* L, T const* obj)
{
if (!obj)
{
lua_pushnil(L);
return lua_gettop(L);
}
luaL_getmetatable(L, tname);
if (lua_isnoneornil(L, -1))
return luaL_error(L, "%s missing metatable", tname);
T const** ptrHold = (T const**)lua_newuserdata(L, sizeof(T**));
if (ptrHold)
{
*ptrHold = obj;
lua_pushvalue(L, -2);
lua_setmetatable(L, -2);
}
lua_replace(L, -2);
return lua_gettop(L);
}
static T* check(lua_State* L, int narg, bool error = true)
{
T** ptrHold = static_cast<T**>(lua_touserdata(L, narg));
if (!ptrHold)
{
if (error)
{
std::string errmsg(ElunaTemplate<Unit>::tname);
errmsg += " expected";
luaL_argerror(L, narg, errmsg.c_str());
}
return NULL;
}
return *ptrHold;
}
static int thunk(lua_State* L)
{
T* obj = check(L, 1); // get self
ElunaRegister<T>* l = static_cast<ElunaRegister<T>*>(lua_touserdata(L, lua_upvalueindex(1)));
if (!obj)
return 0;
return l->mfunc(L, obj);
}
static int tostringT(lua_State* L)
{
char buff[32];
T** ptrHold = (T**)lua_touserdata(L, 1);
sprintf(buff, "%p", *ptrHold);
lua_pushfstring(L, "%s (%s)", tname, buff);
return 1;
}
};
struct EventMgr
{
struct LuaEvent;
typedef std::set<LuaEvent*> EventSet;
typedef std::map<EventProcessor*, EventSet> EventMap;
// typedef UNORDERED_MAP<uint64, EventProcessor> ProcessorMap;
EventMap LuaEvents; // LuaEvents[processor] = {LuaEvent, LuaEvent...}
// ProcessorMap Processors; // Processors[guid] = processor
EventProcessor GlobalEvents;
struct LuaEvent : public BasicEvent
{
LuaEvent(EventProcessor* _events, int _funcRef, uint32 _delay, uint32 _calls, Object* _obj);
~LuaEvent();
// Should never execute on dead events
bool Execute(uint64 time, uint32 diff);
EventProcessor* events; // Pointer to events (holds the timed event)
int funcRef; // Lua function reference ID, also used as event ID
uint32 delay; // Delay between event calls
uint32 calls; // Amount of calls to make, 0 for infinite
Object* obj; // Object to push
};
// Should be run on world tick
void Update(uint32 diff)
{
GlobalEvents.Update(diff);
}
// Updates processor stored for guid || remove from Update()
// Should be run on gameobject tick
/*void Update(uint64 guid, uint32 diff)
{
if (Processors.find(guid) == Processors.end())
return;
Processors[guid].Update(diff);
}*/
// Aborts all lua events
void KillAllEvents(EventProcessor* events)
{
if (!events)
return;
if (LuaEvents.empty())
return;
EventMap::const_iterator it = LuaEvents.find(events); // Get event set
if (it == LuaEvents.end())
return;
if (it->second.empty())
return;
for (EventSet::const_iterator itr = it->second.begin(); itr != it->second.end();) // Loop events
(*(itr++))->to_Abort = true; // Abort event
}
// Remove all timed events
void RemoveEvents()
{
if (!LuaEvents.empty())
for (EventMap::const_iterator it = LuaEvents.begin(); it != LuaEvents.end();) // loop processors
KillAllEvents((it++)->first);
LuaEvents.clear(); // remove pointers
// This is handled automatically on delete
// for (ProcessorMap::iterator it = Processors.begin(); it != Processors.end();)
// (it++)->second.KillAllEvents(true);
// Processors.clear(); // remove guid saved processors
GlobalEvents.KillAllEvents(true);
}
// Remove timed events from processor
void RemoveEvents(EventProcessor* events)
{
if (!events)
return;
KillAllEvents(events);
LuaEvents.erase(events); // remove pointer set
}
// Remove timed events from guid
// void RemoveEvents(uint64 guid)
//{
// if (Processors.empty())
// return;
// if (Processors.find(guid) != Processors.end())
// LuaEvents.erase(&Processors[guid]);
// // Processors[guid].KillAllEvents(true); // remove events
// Processors.erase(guid); // remove processor
//}
// Adds a new event to the processor and returns the eventID or 0 (Never negative)
int AddEvent(EventProcessor* events, int funcRef, uint32 delay, uint32 calls, Object* obj = NULL)
{
if (!events || funcRef <= 0) // If funcRef <= 0, function reference failed
return 0; // on fail always return 0. funcRef can be negative.
events->AddEvent(new LuaEvent(events, funcRef, delay, calls, obj), events->CalculateTime(delay));
return funcRef; // return the event ID
}
// Creates a processor for the guid if needed and adds the event to it
// int AddEvent(uint64 guid, int funcRef, uint32 delay, uint32 calls, Object* obj = NULL)
//{
// if (!guid) // 0 should be unused
// return 0;
// return AddEvent(&Processors[guid], funcRef, delay, calls, obj);
//}
// Finds the event that has the ID from events
LuaEvent* GetEvent(EventProcessor* events, int eventId)
{
if (!events || !eventId)
return NULL;
if (LuaEvents.empty())
return NULL;
EventMap::const_iterator it = LuaEvents.find(events); // Get event set
if (it == LuaEvents.end())
return NULL;
if (it->second.empty())
return NULL;
for (EventSet::const_iterator itr = it->second.begin(); itr != it->second.end(); ++itr) // Loop events
if ((*itr) && (*itr)->funcRef == eventId) // Check if the event has our ID
return *itr; // Return the event if found
return NULL;
}
// Remove the event with the eventId from processor
// Returns true if event is removed
bool RemoveEvent(EventProcessor* events, int eventId) // eventId = funcRef
{
if (!events || !eventId)
return false;
LuaEvent* luaEvent = GetEvent(events, eventId);
if (!luaEvent)
return false;
luaEvent->to_Abort = true; // Set to remove on next call
LuaEvents[events].erase(luaEvent); // Remove pointer
return true;
}
// Remove event by ID from processor stored for guid
/*bool RemoveEvent(uint64 guid, int eventId)
{
if (Processors.empty())
return false;
if (!guid || Processors.find(guid) == Processors.end())
return false;
return RemoveEvent(&Processors[guid], eventId);
}*/
// Removes the eventId from all events
void RemoveEvent(int eventId)
{
if (!eventId)
return;
if (LuaEvents.empty())
return;
for (EventMap::const_iterator it = LuaEvents.begin(); it != LuaEvents.end();) // loop processors
if (RemoveEvent((it++)->first, eventId))
break; // succesfully remove the event, stop loop.
}
~EventMgr()
{
RemoveEvents();
}
};
class Eluna
{
public:
friend class ScriptMgr;
lua_State* L;
EventMgr m_EventMgr;
ACE_Thread_Mutex lock;
Eluna()
{
L = NULL;
}
~Eluna()
{
}
struct EventBind
{
typedef std::vector<int> ElunaBindingMap;
typedef std::map<int, ElunaBindingMap> ElunaEntryMap;
~EventBind()
{
Clear();
}
void Clear(); // unregisters all registered functions and clears all registered events from the bind std::maps (reset)
void Insert(int eventId, int funcRef); // Inserts a new registered event
// Gets the binding std::map containing all registered events with the function refs for the entry
ElunaBindingMap* GetBindMap(int eventId)
{
if (Bindings.empty())
return NULL;
ElunaEntryMap::iterator itr = Bindings.find(eventId);
if (itr == Bindings.end())
return NULL;
return &itr->second;
}
// Checks if there are events for ID, if so, cleans stack and pushes eventId
bool BeginCall(int eventId) const;
// Loops through all registered events for the eventId at stack index 1
// Copies the whole stack as arguments for the called function. Before Executing, push all params to stack!
// Leaves return values from all functions in order to the stack.
void ExecuteCall();
void EndCall() const;
ElunaEntryMap Bindings; // Binding store Bindings[eventId] = {funcRef};
};
struct EntryBind
{
typedef std::map<int, int> ElunaBindingMap;
typedef std::map<uint32, ElunaBindingMap> ElunaEntryMap;
~EntryBind()
{
Clear();
}
void Clear(); // unregisters all registered functions and clears all registered events from the bind std::maps (reset)
void Insert(uint32 entryId, int eventId, int funcRef); // Inserts a new registered event
// Gets the function ref of an entry for an event
int GetBind(uint32 entryId, int eventId) const
{
if (Bindings.empty())
return 0;
ElunaEntryMap::const_iterator itr = Bindings.find(entryId);
if (itr == Bindings.end() || itr->second.empty())
return 0;
ElunaBindingMap::const_iterator itr2 = itr->second.find(eventId);
if (itr2 == itr->second.end())
return 0;
return itr2->second;
}
// Gets the binding std::map containing all registered events with the function refs for the entry
const ElunaBindingMap* GetBindMap(uint32 entryId) const
{
if (Bindings.empty())
return NULL;
ElunaEntryMap::const_iterator itr = Bindings.find(entryId);
if (itr == Bindings.end())
return NULL;
return &itr->second;
}
// Returns true if the entry has registered binds
bool HasBinds(uint32 entryId) const
{
if (Bindings.empty())
return false;
return Bindings.find(entryId) != Bindings.end();
}
ElunaEntryMap Bindings; // Binding store Bindings[entryId][eventId] = funcRef;
};
// Use templates for EventBind
EventBind PacketEventBindings;
EventBind ServerEventBindings;
EventBind PlayerEventBindings;
EventBind GuildEventBindings;
EventBind GroupEventBindings;
EventBind VehicleEventBindings;
EntryBind CreatureEventBindings;
EntryBind CreatureGossipBindings;
EntryBind GameObjectEventBindings;
EntryBind GameObjectGossipBindings;
EntryBind ItemEventBindings;
EntryBind ItemGossipBindings;
EntryBind playerGossipBindings;
static void report(lua_State*);
void Register(uint8 reg, uint32 id, uint32 evt, int func);
void BeginCall(int fReference);
bool ExecuteCall(int params, int res);
void EndCall(int res);
void LoadDirectory(char* directory, LoadedScripts* scr);
// Pushes
void Push(lua_State*); // nil
void Push(lua_State*, const uint64);
void Push(lua_State*, const int64);
void Push(lua_State*, const uint32);
void Push(lua_State*, const int32);
void Push(lua_State*, const bool);
void Push(lua_State*, const float);
void Push(lua_State*, const double);
void Push(lua_State*, const char*);
void Push(lua_State*, const std::string);
template<typename T> void Push(lua_State* L, T const* ptr)
{
ElunaTemplate<T>::push(L, ptr);
}
void Push(lua_State* L, Object const* obj);
void Push(lua_State* L, WorldObject const* obj);
void Push(lua_State* L, Unit const* unit);
void Push(lua_State* L, Pet const* pet);
void Push(lua_State* L, TempSummon const* summon);
// Checks
template<typename T> T CHECKVAL(lua_State* L, int narg);
template<typename T> T CHECKVAL(lua_State* L, int narg, T def);
template<typename T> T* CHECKOBJ(lua_State* L, int narg, bool error = true)
{
return ElunaTemplate<T>::check(L, narg, error);
}
struct ObjectGUIDCheck
{
ObjectGUIDCheck(GUID_TYPE guid) : _guid(guid) { }
bool operator()(WorldObject* object)
{
return object->GET_GUID() == _guid;
}
GUID_TYPE _guid;
};
// Binary predicate to sort WorldObjects based on the distance to a reference WorldObject
struct ObjectDistanceOrderPred
{
ObjectDistanceOrderPred(WorldObject const* pRefObj, bool ascending = true) : m_refObj(pRefObj), m_ascending(ascending) { }
bool operator()(WorldObject const* pLeft, WorldObject const* pRight) const
{
return m_ascending ? m_refObj->GetDistanceOrder(pLeft, pRight) : !m_refObj->GetDistanceOrder(pLeft, pRight);
}
WorldObject const* m_refObj;
const bool m_ascending;
};
// Doesn't get self
struct WorldObjectInRangeCheck
{
WorldObjectInRangeCheck(bool nearest, WorldObject const* obj, float range,
uint16 typeMask = 0, uint32 entry = 0, uint32 hostile = 0) : i_nearest(nearest),
i_obj(obj), i_range(range), i_typeMask(typeMask), i_entry(entry), i_hostile(hostile) {}
WorldObject const& GetFocusObject() const { return *i_obj; }
bool 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;
if (Unit* unit = u->ToUnit())
{
#ifdef MANGOS
if (!unit->isAlive())
return false;
#else
if (!unit->IsAlive())
return false;
#endif
if (i_hostile)
{
if (const Unit* obj = i_obj->ToUnit())
{
if ((i_hostile == 1) != obj->IsHostileTo(unit))
return false;
}
}
}
if (i_nearest)
i_range = i_obj->GetDistance(u);
return true;
}
WorldObject const* i_obj;
float i_range;
uint16 i_typeMask;
uint32 i_entry;
bool i_nearest;
uint32 i_hostile;
WorldObjectInRangeCheck(WorldObjectInRangeCheck const&);
};
};
template<> Unit* Eluna::CHECKOBJ<Unit>(lua_State* L, int narg, bool error);
template<> Player* Eluna::CHECKOBJ<Player>(lua_State* L, int narg, bool error);
template<> Creature* Eluna::CHECKOBJ<Creature>(lua_State* L, int narg, bool error);
template<> GameObject* Eluna::CHECKOBJ<GameObject>(lua_State* L, int narg, bool error);
template<> Corpse* Eluna::CHECKOBJ<Corpse>(lua_State* L, int narg, bool error);
#ifdef MANGOS
#define sEluna (&MaNGOS::Singleton<Eluna>::Instance())
#else
#define sEluna ACE_Singleton<Eluna, ACE_Null_Mutex>::instance()
#endif
class LuaTaxiMgr
{
private:
static uint32 nodeId;
public:
static void StartTaxi(Player* player, uint32 pathid);
static uint32 AddPath(std::list<TaxiPathNodeEntry> nodes, uint32 mountA, uint32 mountH, uint32 price = 0, uint32 pathId = 0);
};
#endif

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MapMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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
namespace LuaMap
{
/* BOOLEAN */
int IsArena(lua_State* L, Map* map)
{
sEluna->Push(L, map->IsBattleArena());
return 1;
}
int IsBattleground(lua_State* L, Map* map)
{
#ifdef MANGOS
sEluna->Push(L, map->IsBattleGround());
#else
sEluna->Push(L, map->IsBattleground());
#endif
return 1;
}
int IsDungeon(lua_State* L, Map* map)
{
sEluna->Push(L, map->IsDungeon());
return 1;
}
int IsEmpty(lua_State* L, Map* map)
{
sEluna->Push(L, map->isEmpty());
return 1;
}
int IsHeroic(lua_State* L, Map* map)
{
sEluna->Push(L, map->IsHeroic());
return 1;
}
int IsRaid(lua_State* L, Map* map)
{
sEluna->Push(L, map->IsRaid());
return 1;
}
/* GETTERS */
int GetName(lua_State* L, Map* map)
{
sEluna->Push(L, map->GetMapName());
return 1;
}
int GetHeight(lua_State* L, Map* map)
{
float x = sEluna->CHECKVAL<float>(L, 2);
float y = sEluna->CHECKVAL<float>(L, 3);
#ifdef TBC
float z = map->GetHeight(x, y, MAX_HEIGHT);
#else
uint32 phasemask = sEluna->CHECKVAL<uint32>(L, 4, 1);
float z = map->GetHeight(phasemask, x, y, MAX_HEIGHT);
#endif
if (z == INVALID_HEIGHT)
return 0;
sEluna->Push(L, z);
return 1;
}
int GetDifficulty(lua_State* L, Map* map)
{
sEluna->Push(L, map->GetDifficulty());
return 1;
}
int GetInstanceId(lua_State* L, Map* map)
{
sEluna->Push(L, map->GetInstanceId());
return 1;
}
int GetPlayerCount(lua_State* L, Map* map)
{
sEluna->Push(L, map->GetPlayersCountExceptGMs());
return 1;
}
int GetMapId(lua_State* L, Map* map)
{
sEluna->Push(L, map->GetId());
return 1;
}
int GetAreaId(lua_State* L, Map* map)
{
float x = sEluna->CHECKVAL<float>(L, 2);
float y = sEluna->CHECKVAL<float>(L, 3);
float z = sEluna->CHECKVAL<float>(L, 4);
#ifdef MANGOS
sEluna->Push(L, map->GetTerrain()->GetAreaId(x, y, z));
#else
sEluna->Push(L, map->GetAreaId(x, y, z));
#endif
return 1;
}
};
#endif

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/*
* Copyright (C) 2010 - 2014 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
namespace LuaObject
{
/* BOOLEAN */
int HasFlag(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
uint32 flag = sEluna->CHECKVAL<uint32>(L, 3);
sEluna->Push(L, obj->HasFlag(index, flag));
return 1;
}
static int IsInWorld(lua_State* L, Object* obj)
{
sEluna->Push(L, obj->IsInWorld());
return 1;
}
/* GETTERS */
int GetInt32Value(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
sEluna->Push(L, obj->GetInt32Value(index));
return 1;
}
int GetUInt32Value(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
sEluna->Push(L, obj->GetUInt32Value(index));
return 1;
}
int GetFloatValue(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
sEluna->Push(L, obj->GetFloatValue(index));
return 1;
}
int GetByteValue(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
uint8 offset = sEluna->CHECKVAL<uint8>(L, 3);
sEluna->Push(L, obj->GetByteValue(index, offset));
return 1;
}
int GetUInt16Value(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
uint8 offset = sEluna->CHECKVAL<uint8>(L, 3);
sEluna->Push(L, obj->GetUInt16Value(index, offset));
return 1;
}
static int GetScale(lua_State* L, Object* obj)
{
sEluna->Push(L, obj->GetObjectScale());
return 1;
}
static int GetEntry(lua_State* L, Object* obj)
{
sEluna->Push(L, obj->GetEntry());
return 1;
}
static int GetGUID(lua_State* L, Object* obj)
{
sEluna->Push(L, obj->GET_GUID());
return 1;
}
static int GetGUIDLow(lua_State* L, Object* obj)
{
sEluna->Push(L, obj->GetGUIDLow());
return 1;
}
static int GetTypeId(lua_State* L, Object* obj)
{
sEluna->Push(L, obj->GetTypeId());
return 1;
}
/* SETTERS */
int SetFlag(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
uint32 flag = sEluna->CHECKVAL<uint32>(L, 3);
obj->SetFlag(index, flag);
return 0;
}
int SetInt32Value(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
int32 value = sEluna->CHECKVAL<int32>(L, 3);
obj->SetInt32Value(index, value);
return 0;
}
int SetUInt32Value(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
uint32 value = sEluna->CHECKVAL<uint32>(L, 3);
obj->SetUInt32Value(index, value);
return 0;
}
int SetFloatValue(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
float value = sEluna->CHECKVAL<float>(L, 3);
obj->SetFloatValue(index, value);
return 0;
}
int SetByteValue(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
uint8 offset = sEluna->CHECKVAL<uint8>(L, 3);
uint8 value = sEluna->CHECKVAL<uint8>(L, 4);
obj->SetByteValue(index, offset, value);
return 0;
}
int SetUInt16Value(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
uint8 offset = sEluna->CHECKVAL<uint8>(L, 3);
uint16 value = sEluna->CHECKVAL<uint16>(L, 4);
obj->SetUInt16Value(index, offset, value);
return 0;
}
int SetInt16Value(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
uint8 offset = sEluna->CHECKVAL<uint8>(L, 3);
int16 value = sEluna->CHECKVAL<int16>(L, 4);
obj->SetInt16Value(index, offset, value);
return 0;
}
int SetScale(lua_State* L, Object* obj)
{
float size = sEluna->CHECKVAL<float>(L, 2);
obj->SetObjectScale(size);
return 0;
}
/* OTHER */
int RemoveFlag(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
uint32 flag = sEluna->CHECKVAL<uint32>(L, 3);
obj->RemoveFlag(index, flag);
return 0;
}
int UpdateUInt32Value(lua_State* L, Object* obj)
{
uint16 index = sEluna->CHECKVAL<uint16>(L, 2);
uint32 value = sEluna->CHECKVAL<uint32>(L, 3);
obj->UpdateUInt32Value(index, value);
return 0;
}
static int ToCorpse(lua_State* L, Object* obj)
{
sEluna->Push(L, obj->ToCorpse());
return 1;
}
static int ToGameObject(lua_State* L, Object* obj)
{
sEluna->Push(L, obj->ToGameObject());
return 1;
}
static int ToUnit(lua_State* L, Object* obj)
{
sEluna->Push(L, obj->ToUnit());
return 1;
}
static int ToCreature(lua_State* L, Object* obj)
{
sEluna->Push(L, obj->ToCreature());
return 1;
}
static int ToPlayer(lua_State* L, Object* obj)
{
sEluna->Push(L, obj->ToPlayer());
return 1;
}
};
#endif

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QueryMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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
#ifdef MANGOS
#define RESULT result
#else
#define RESULT (*result)
#endif
namespace LuaQuery
{
/* BOOLEAN */
int IsNull(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, true);
else
#ifdef MANGOS
sEluna->Push(L, RESULT->Fetch()[col].IsNULL());
#else
sEluna->Push(L, RESULT->Fetch()[col].IsNull());
#endif
return 1;
}
/* GETTERS */
int GetColumnCount(lua_State* L, QueryResult* result)
{
if (!result)
sEluna->Push(L, 0);
else
sEluna->Push(L, RESULT->GetFieldCount());
return 1;
}
int GetRowCount(lua_State* L, QueryResult* result)
{
if (!result)
sEluna->Push(L, 0);
else
{
if (RESULT->GetRowCount() > (uint32)-1)
sEluna->Push(L, (uint32)-1);
else
sEluna->Push(L, RESULT->GetRowCount());
}
return 1;
}
int GetBool(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, false);
else
sEluna->Push(L, RESULT->Fetch()[col].GetBool());
return 1;
}
int GetUInt8(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, 0);
else
sEluna->Push(L, RESULT->Fetch()[col].GetUInt8());
return 1;
}
int GetUInt16(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, 0);
else
sEluna->Push(L, RESULT->Fetch()[col].GetUInt16());
return 1;
}
int GetUInt32(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, 0);
else
sEluna->Push(L, RESULT->Fetch()[col].GetUInt32());
return 1;
}
int GetUInt64(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, 0);
else
sEluna->Push(L, RESULT->Fetch()[col].GetUInt64());
return 1;
}
int GetInt8(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, 0);
else
sEluna->Push(L, RESULT->Fetch()[col].GetInt8());
return 1;
}
int GetInt16(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, 0);
else
sEluna->Push(L, RESULT->Fetch()[col].GetInt16());
return 1;
}
int GetInt32(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, 0);
else
sEluna->Push(L, RESULT->Fetch()[col].GetInt32());
return 1;
}
int GetInt64(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, 0);
else
sEluna->Push(L, RESULT->Fetch()[col].GetInt64());
return 1;
}
int GetFloat(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, 0.0f);
else
sEluna->Push(L, RESULT->Fetch()[col].GetFloat());
return 1;
}
int GetDouble(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, 0.0);
else
sEluna->Push(L, RESULT->Fetch()[col].GetDouble());
return 1;
}
int GetString(lua_State* L, QueryResult* result)
{
uint32 col = sEluna->CHECKVAL<uint32>(L, 2);
if (!result || col >= RESULT->GetFieldCount())
sEluna->Push(L, "");
else
sEluna->Push(L, RESULT->Fetch()[col].GetString());
return 1;
}
/* OTHER */
int NextRow(lua_State* L, QueryResult* result)
{
if (!result)
sEluna->Push(L, false);
else
sEluna->Push(L, RESULT->NextRow());
return 1;
}
};
#undef RESULT
#endif

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/*
* Copyright (C) 2010 - 2014 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
namespace LuaQuest
{
/* BOOLEAN */
int HasFlag(lua_State* L, Quest* quest)
{
uint32 flag = sEluna->CHECKVAL<uint32>(L, 2);
#ifdef MANGOS
sEluna->Push(L, quest->HasQuestFlag((QuestFlags)flag));
#else
sEluna->Push(L, quest->HasFlag(flag));
#endif
return 1;
}
int IsDaily(lua_State* L, Quest* quest)
{
sEluna->Push(L, quest->IsDaily());
return 1;
}
int IsRepeatable(lua_State* L, Quest* quest)
{
sEluna->Push(L, quest->IsRepeatable());
return 1;
}
/* GETTERS */
int GetId(lua_State* L, Quest* quest)
{
sEluna->Push(L, quest->GetQuestId());
return 1;
}
int GetLevel(lua_State* L, Quest* quest)
{
sEluna->Push(L, quest->GetQuestLevel());
return 1;
}
int GetMinLevel(lua_State* L, Quest* quest)
{
sEluna->Push(L, quest->GetMinLevel());
return 1;
}
int GetNextQuestId(lua_State* L, Quest* quest)
{
sEluna->Push(L, quest->GetNextQuestId());
return 1;
}
int GetPrevQuestId(lua_State* L, Quest* quest)
{
sEluna->Push(L, quest->GetPrevQuestId());
return 1;
}
int GetNextQuestInChain(lua_State* L, Quest* quest)
{
sEluna->Push(L, quest->GetNextQuestInChain());
return 1;
}
int GetFlags(lua_State* L, Quest* quest)
{
#ifdef MANGOS
sEluna->Push(L, quest->GetQuestFlags());
#else
sEluna->Push(L, quest->GetFlags());
#endif
return 1;
}
int GetType(lua_State* L, Quest* quest)
{
sEluna->Push(L, quest->GetType());
return 1;
}
/*int GetMaxLevel(lua_State* L, Quest* quest)
{
sEluna->Push(L, quest->GetMaxLevel());
return 1;
}*/
/* SETTERS */
int SetFlag(lua_State* L, Quest* quest)
{
uint32 flag = sEluna->CHECKVAL<uint32>(L, 2);
quest->SetSpecialFlag((QuestSpecialFlags)flag);
return 0;
}
};
#endif

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README.md Normal file
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![logo](https://dl.dropbox.com/u/98478761/eluna-DBCA-Designs.png)
## About
Eluna is a Lua Engine for World of Warcraft emulators. Eluna is supporting MaNGOS and TrinityCore.
We want to be the major Lua source for World of Warcraft emulation.<br />
Follow us on our [Twitter](https://twitter.com/EmuDevs) page to view the latest news about EmuDevs and what's going on with Eluna.
If you're having trouble, post in Eluna's support here: [Eluna Support Forum](http://emudevs.com/forumdisplay.php/84-Support)<br />
If you need help regarding methods, hooks and other wiki related documentation, go to [Eluna's Wiki](http://wiki.emudevs.com/doku.php?id=eluna).
## Source
[![Build Status](https://travis-ci.org/ElunaLuaEngine/Eluna-TC-Wotlk.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/Eluna-TC-Wotlk) [Eluna TrinityCore WOTLK](https://github.com/ElunaLuaEngine/Eluna-TC-Wotlk)<br />
[![Build Status](https://travis-ci.org/ElunaLuaEngine/Eluna-TC-Cata.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/Eluna-TC-Cata) [Eluna TrinityCore Cataclysm](https://github.com/ElunaLuaEngine/Eluna-TC-Cata)
[![Build Status](https://travis-ci.org/eluna-dev-mangos/ElunaCoreClassic.png?branch=master)](https://travis-ci.org/eluna-dev-mangos/ElunaCoreClassic) [Eluna cMaNGOS Classic](https://github.com/eluna-dev-mangos/ElunaCoreClassic)<br />
[![Build Status](https://travis-ci.org/eluna-dev-mangos/ElunaCoreTbc.png?branch=master)](https://travis-ci.org/eluna-dev-mangos/ElunaCoreTbc) [Eluna cMaNGOS TBC](https://github.com/eluna-dev-mangos/ElunaCoreTbc)<br />
[![Build Status](https://travis-ci.org/eluna-dev-mangos/ElunaCoreWotlk.png?branch=master)](https://travis-ci.org/eluna-dev-mangos/ElunaCoreWotlk) [Eluna cMaNGOS WotLK](https://github.com/eluna-dev-mangos/ElunaCoreWotlk)
## Links
* [Installation & Updating](/docs/INSTALL.md)
* [Eluna Wiki](http://wiki.emudevs.com/doku.php?id=eluna)
* [Eluna Scripts](https://github.com/ElunaLuaEngine/Scripts)
* [Eluna Support Forum](http://emudevs.com)
* [cMaNGOS](http://cmangos.net/)
* [TrinityCore](http://www.trinitycore.org/)
* [License](/docs/LICENSE.md)
## Team
* Tommy (Easelm)
* Foereaper
* Rochet2
* Salja

131
SpellMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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
namespace LuaSpell
{
/* BOOLEAN */
int IsAutoRepeat(lua_State* L, Spell* spell)
{
sEluna->Push(L, spell->IsAutoRepeat());
return 1;
}
/* GETTERS */
int GetCaster(lua_State* L, Spell* spell)
{
sEluna->Push(L, spell->GetCaster());
return 1;
}
int GetCastTime(lua_State* L, Spell* spell)
{
sEluna->Push(L, spell->GetCastTime());
return 1;
}
int GetId(lua_State* L, Spell* spell)
{
sEluna->Push(L, spell->m_spellInfo->Id);
return 1;
}
int GetPowerCost(lua_State* L, Spell* spell)
{
sEluna->Push(L, spell->GetPowerCost());
return 1;
}
int GetDuration(lua_State* L, Spell* spell)
{
#ifdef MANGOS
sEluna->Push(L, GetSpellDuration(spell->m_spellInfo));
#else
sEluna->Push(L, spell->GetSpellInfo()->GetDuration());
#endif
return 1;
}
int GetTargetDest(lua_State* L, Spell* spell)
{
#ifdef MANGOS
if (!(spell->m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION))
return 0;
float x, y, z;
spell->m_targets.getDestination(x, y, z);
#else
if (!spell->m_targets.HasDst())
return 0;
float x, y, z;
spell->m_targets.GetDstPos()->GetPosition(x, y, z);
#endif
sEluna->Push(L, x);
sEluna->Push(L, y);
sEluna->Push(L, z);
return 3;
}
int GetTarget(lua_State* L, Spell* spell)
{
#ifdef MANGOS
if (GameObject* target = spell->m_targets.getGOTarget())
sEluna->Push(sEluna->L, target);
else if (Item* target = spell->m_targets.getItemTarget())
sEluna->Push(sEluna->L, target);
else if (Corpse* target = spell->GetCaster()->GetMap()->GetCorpse(spell->m_targets.getCorpseTargetGuid()))
sEluna->Push(sEluna->L, target);
else if (Unit* target = spell->m_targets.getUnitTarget())
sEluna->Push(sEluna->L, target);
else
sEluna->Push(sEluna->L);
#else
if (GameObject* target = spell->m_targets.GetGOTarget())
sEluna->Push(L, target);
else if (Item* target = spell->m_targets.GetItemTarget())
sEluna->Push(L, target);
else if (Corpse* target = spell->m_targets.GetCorpseTarget())
sEluna->Push(L, target);
else if (Unit* target = spell->m_targets.GetUnitTarget())
sEluna->Push(L, target);
else if (WorldObject* target = spell->m_targets.GetObjectTarget())
sEluna->Push(L, target);
else
sEluna->Push(L);
#endif
return 1;
}
/* SETTERS */
int SetAutoRepeat(lua_State* L, Spell* spell)
{
bool repeat = sEluna->CHECKVAL<bool>(L, 2);
spell->SetAutoRepeat(repeat);
return 0;
}
/* OTHER */
int Cast(lua_State* L, Spell* spell)
{
bool skipCheck = sEluna->CHECKVAL<bool>(L, 2);
spell->cast(skipCheck);
return 0;
}
int cancel(lua_State* L, Spell* spell)
{
spell->cancel();
return 0;
}
int Finish(lua_State* L, Spell* spell)
{
spell->finish();
return 0;
}
};
#endif

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UnitMethods.h Normal file

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80
VehicleMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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 TBC
#ifndef VEHICLEMETHODS_H
#define VEHICLEMETHODS_H
namespace LuaVehicle
{
/* BOOLEAN */
int IsOnBoard(lua_State* L, Vehicle* vehicle)
{
Unit* passenger = sEluna->CHECKOBJ<Unit>(L, 2);
#ifdef MANGOS
sEluna->Push(L, vehicle->HasOnBoard(passenger));
#else
sEluna->Push(L, passenger->IsOnVehicle(vehicle->GetBase()));
#endif
return 1;
}
/* GETTERS */
int GetOwner(lua_State* L, Vehicle* vehicle)
{
#ifdef MANGOS
sEluna->Push(L, vehicle->GetOwner());
#else
sEluna->Push(L, vehicle->GetBase());
#endif
return 1;
}
int GetEntry(lua_State* L, Vehicle* vehicle)
{
#ifdef MANGOS
sEluna->Push(L, vehicle->GetVehicleEntry()->m_ID);
#else
sEluna->Push(L, vehicle->GetVehicleInfo()->m_ID);
#endif
return 1;
}
int GetPassenger(lua_State* L, Vehicle* vehicle)
{
int8 seatId = sEluna->CHECKVAL<int8>(L, 2);
sEluna->Push(L, vehicle->GetPassenger(seatId));
return 1;
}
/* OTHER */
int AddPassenger(lua_State* L, Vehicle* vehicle)
{
Unit* passenger = sEluna->CHECKOBJ<Unit>(L, 2);
int8 seatId = sEluna->CHECKVAL<int8>(L, 3);
#ifdef MANGOS
if (vehicle->CanBoard(passenger))
vehicle->Board(passenger, seatId);
#else
vehicle->AddPassenger(passenger, seatId);
#endif
return 0;
}
int RemovePassenger(lua_State* L, Vehicle* vehicle)
{
Unit* passenger = sEluna->CHECKOBJ<Unit>(L, 2);
#ifdef MANGOS
vehicle->UnBoard(passenger, false);
#else
vehicle->RemovePassenger(passenger);
#endif
return 0;
}
}
#endif
#endif

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WeatherMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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 WEATHERMETHODS_H
#define WEATHERMETHODS_H
namespace LuaWeather
{
/* GETTERS */
int GetZoneId(lua_State* L, Weather* weather)
{
sEluna->Push(L, weather->GetZone());
return 1;
}
/* SETTERS */
int SetWeather(lua_State* L, Weather* weather)
{
uint32 weatherType = sEluna->CHECKVAL<uint32>(L, 2);
float grade = sEluna->CHECKVAL<float>(L, 3);
weather->SetWeather((WeatherType)weatherType, grade);
return 0;
}
int SendWeatherUpdateToPlayer(lua_State* L, Weather* weather)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
weather->SendWeatherUpdateToPlayer(player);
return 0;
}
/* OTHER */
int Regenerate(lua_State* L, Weather* weather)
{
sEluna->Push(L, weather->ReGenerate());
return 1;
}
int UpdateWeather(lua_State* L, Weather* weather)
{
sEluna->Push(L, weather->UpdateWeather());
return 1;
}
};
#endif

432
WorldObjectMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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 WORLDOBJECTMETHODS_H
#define WORLDOBJECTMETHODS_H
namespace LuaWorldObject
{
/* GETTERS */
int GetName(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetName());
return 1;
}
int GetMap(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetMap());
return 1;
}
#ifndef TBC
int GetPhaseMask(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetPhaseMask());
return 1;
}
#endif
int GetInstanceId(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetInstanceId());
return 1;
}
int GetAreaId(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetAreaId());
return 1;
}
int GetZoneId(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetZoneId());
return 1;
}
int GetMapId(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetMapId());
return 1;
}
int GetX(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetPositionX());
return 1;
}
int GetY(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetPositionY());
return 1;
}
int GetZ(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetPositionZ());
return 1;
}
int GetO(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetOrientation());
return 1;
}
int GetLocation(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetPositionX());
sEluna->Push(L, obj->GetPositionY());
sEluna->Push(L, obj->GetPositionZ());
sEluna->Push(L, obj->GetOrientation());
return 4;
}
int GetNearestPlayer(lua_State* L, WorldObject* obj)
{
float range = sEluna->CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
Unit* target = NULL;
Eluna::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_PLAYER);
#ifdef MANGOS
MaNGOS::UnitLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitWorldObjects(obj, searcher, range);
#else
Trinity::UnitLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
sEluna->Push(L, target);
return 1;
}
int GetNearestGameObject(lua_State* L, WorldObject* obj)
{
float range = sEluna->CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 3, 0);
GameObject* target = NULL;
Eluna::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_GAMEOBJECT, entry);
#ifdef MANGOS
MaNGOS::GameObjectLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::GameObjectLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
sEluna->Push(L, target);
return 1;
}
int GetNearestCreature(lua_State* L, WorldObject* obj)
{
float range = sEluna->CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 3, 0);
Creature* target = NULL;
Eluna::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_UNIT, entry);
#ifdef MANGOS
MaNGOS::CreatureLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::CreatureLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
sEluna->Push(L, target);
return 1;
}
int GetPlayersInRange(lua_State* L, WorldObject* obj)
{
float range = sEluna->CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
std::list<Player*> list;
Eluna::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_PLAYER);
#ifdef MANGOS
MaNGOS::PlayerListSearcher<Eluna::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitWorldObjects(obj, searcher, range);
#else
Trinity::PlayerListSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, list, checker);
obj->VisitNearbyObject(range, searcher);
#endif
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<Player*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
sEluna->Push(L, ++i);
sEluna->Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
int GetCreaturesInRange(lua_State* L, WorldObject* obj)
{
float range = sEluna->CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 3, 0);
std::list<Creature*> list;
Eluna::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_UNIT, entry);
#ifdef MANGOS
MaNGOS::CreatureListSearcher<Eluna::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::CreatureListSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, list, checker);
obj->VisitNearbyObject(range, searcher);
#endif
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<Creature*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
sEluna->Push(L, ++i);
sEluna->Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
int GetGameObjectsInRange(lua_State* L, WorldObject* obj)
{
float range = sEluna->CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 3, 0);
std::list<GameObject*> list;
Eluna::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_GAMEOBJECT, entry);
#ifdef MANGOS
MaNGOS::GameObjectListSearcher<Eluna::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::GameObjectListSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, list, checker);
obj->VisitNearbyObject(range, searcher);
#endif
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<GameObject*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
sEluna->Push(L, ++i);
sEluna->Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
int GetNearObject(lua_State* L, WorldObject* obj)
{
bool nearest = sEluna->CHECKVAL<bool>(L, 2, true);
float range = sEluna->CHECKVAL<float>(L, 3, SIZE_OF_GRIDS);
uint16 type = sEluna->CHECKVAL<uint16>(L, 4, 0); // TypeMask
uint32 entry = sEluna->CHECKVAL<uint32>(L, 5, 0);
uint32 hostile = sEluna->CHECKVAL<uint32>(L, 6, 0); // 0 none, 1 hostile, 2 friendly
float x, y, z;
obj->GetPosition(x, y, z);
Eluna::WorldObjectInRangeCheck checker(nearest, obj, range, type, entry, hostile);
if (nearest)
{
WorldObject* target = NULL;
#ifdef MANGOS
MaNGOS::WorldObjectLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitAllObjects(obj, searcher, range);
#else
Trinity::WorldObjectLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
sEluna->Push(L, target);
return 1;
}
else
{
std::list<WorldObject*> list;
#ifdef MANGOS
MaNGOS::WorldObjectListSearcher<Eluna::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitAllObjects(obj, searcher, range);
#else
Trinity::WorldObjectListSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, list, checker);
obj->VisitNearbyObject(range, searcher);
#endif
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<WorldObject*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
sEluna->Push(L, ++i);
sEluna->Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
return 0;
}
int GetWorldObject(lua_State* L, WorldObject* obj)
{
uint64 guid = sEluna->CHECKVAL<uint64>(L, 2);
#ifdef MANGOS
switch (GUID_HIPART(guid))
{
case HIGHGUID_PLAYER: sEluna->Push(L, obj->GetMap()->GetPlayer(GUID_TYPE(guid))); break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT: sEluna->Push(L, obj->GetMap()->GetGameObject(GUID_TYPE(guid))); break;
#ifndef TBC
case HIGHGUID_VEHICLE:
#endif
case HIGHGUID_UNIT:
case HIGHGUID_PET: sEluna->Push(L, obj->GetMap()->GetAnyTypeCreature(GUID_TYPE(guid))); break;
default: return 0;
}
#else
switch (GUID_HIPART(guid))
{
case HIGHGUID_PLAYER: sEluna->Push(L, sObjectAccessor->GetPlayer(*obj, GUID_TYPE(guid))); break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT: sEluna->Push(L, sObjectAccessor->GetGameObject(*obj, GUID_TYPE(guid))); break;
case HIGHGUID_VEHICLE:
case HIGHGUID_UNIT: sEluna->Push(L, sObjectAccessor->GetCreature(*obj, GUID_TYPE(guid))); break;
case HIGHGUID_PET: sEluna->Push(L, sObjectAccessor->GetPet(*obj, GUID_TYPE(guid))); break;
default: return 0;
}
#endif
return 1;
}
int GetDistance(lua_State* L, WorldObject* obj)
{
WorldObject* target = sEluna->CHECKOBJ<WorldObject>(L, 2, false);
if (target && target->IsInWorld())
sEluna->Push(L, obj->GetDistance(target));
else
{
float X = sEluna->CHECKVAL<float>(L, 2);
float Y = sEluna->CHECKVAL<float>(L, 3);
float Z = sEluna->CHECKVAL<float>(L, 4);
sEluna->Push(L, obj->GetDistance(X, Y, Z));
}
return 1;
}
int GetRelativePoint(lua_State* L, WorldObject* obj)
{
float dist = sEluna->CHECKVAL<float>(L, 2);
float rad = sEluna->CHECKVAL<float>(L, 3);
float x, y, z;
obj->GetClosePoint(x, y, z, 0.0f, dist, rad);
sEluna->Push(L, x);
sEluna->Push(L, y);
sEluna->Push(L, z);
return 3;
}
int GetAngle(lua_State* L, WorldObject* obj)
{
WorldObject* target = sEluna->CHECKOBJ<WorldObject>(L, 2, false);
if (target && target->IsInWorld())
sEluna->Push(L, obj->GetAngle(target));
else
{
float x = sEluna->CHECKVAL<float>(L, 2);
float y = sEluna->CHECKVAL<float>(L, 3);
sEluna->Push(L, obj->GetAngle(x, y));
}
return 1;
}
/* OTHER */
int SendPacket(lua_State* L, WorldObject* obj)
{
WorldPacket* data = sEluna->CHECKOBJ<WorldPacket>(L, 2);
obj->SendMessageToSet(data, true);
return 0;
}
int SummonGameObject(lua_State* L, WorldObject* obj)
{
uint32 entry = sEluna->CHECKVAL<uint32>(L, 2);
float x = sEluna->CHECKVAL<float>(L, 3);
float y = sEluna->CHECKVAL<float>(L, 4);
float z = sEluna->CHECKVAL<float>(L, 5);
float o = sEluna->CHECKVAL<float>(L, 6);
uint32 respawnDelay = sEluna->CHECKVAL<uint32>(L, 7, 30);
#ifdef MANGOS
sEluna->Push(L, obj->SummonGameObject(entry, x, y, z, o, respawnDelay));
#else
sEluna->Push(L, obj->SummonGameObject(entry, x, y, z, o, 0, 0, 0, 0, respawnDelay));
#endif
return 1;
}
int SpawnCreature(lua_State* L, WorldObject* obj)
{
uint32 entry = sEluna->CHECKVAL<uint32>(L, 2);
float x = sEluna->CHECKVAL<float>(L, 3);
float y = sEluna->CHECKVAL<float>(L, 4);
float z = sEluna->CHECKVAL<float>(L, 5);
float o = sEluna->CHECKVAL<float>(L, 6);
uint32 spawnType = sEluna->CHECKVAL<uint32>(L, 7, 8);
uint32 despawnTimer = sEluna->CHECKVAL<uint32>(L, 8, 0);
TempSummonType type;
switch (spawnType)
{
case 1:
type = TEMPSUMMON_TIMED_OR_DEAD_DESPAWN;
break;
case 2:
type = TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN;
break;
case 3:
type = TEMPSUMMON_TIMED_DESPAWN;
break;
case 5:
type = TEMPSUMMON_CORPSE_DESPAWN;
break;
case 6:
type = TEMPSUMMON_CORPSE_TIMED_DESPAWN;
break;
case 7:
type = TEMPSUMMON_DEAD_DESPAWN;
break;
case 8:
type = TEMPSUMMON_MANUAL_DESPAWN;
break;
default:
return luaL_argerror(L, 7, "valid SpawnType expected");
}
sEluna->Push(L, obj->SummonCreature(entry, x, y, z, o, type, despawnTimer));
return 1;
}
};
#endif

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WorldPacketMethods.h Normal file
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/*
* Copyright (C) 2010 - 2014 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
namespace LuaPacket
{
// GetOpcode()
int GetOpcode(lua_State* L, WorldPacket* packet)
{
sEluna->Push(L, packet->GetOpcode());
return 1;
}
// GetSize()
int GetSize(lua_State* L, WorldPacket* packet)
{
sEluna->Push(L, packet->size());
return 1;
}
// SetOpcode(opcode)
int SetOpcode(lua_State* L, WorldPacket* packet)
{
uint32 opcode = sEluna->CHECKVAL<uint32>(L, 2);
if (opcode >= NUM_MSG_TYPES)
return luaL_argerror(L, 2, "valid opcode expected");
packet->SetOpcode((Opcodes)opcode);
return 0;
}
// ReadByte()
int ReadByte(lua_State* L, WorldPacket* packet)
{
int8 byte;
(*packet) >> byte;
sEluna->Push(L, byte);
return 1;
}
// ReadUByte()
int ReadUByte(lua_State* L, WorldPacket* packet)
{
uint8 byte;
(*packet) >> byte;
sEluna->Push(L, byte);
return 1;
}
// ReadShort()
int ReadShort(lua_State* L, WorldPacket* packet)
{
int16 _short;
(*packet) >> _short;
sEluna->Push(L, _short);
return 1;
}
// ReadUShort()
int ReadUShort(lua_State* L, WorldPacket* packet)
{
uint16 _ushort;
(*packet) >> _ushort;
sEluna->Push(L, _ushort);
return 1;
}
// ReadLong()
int ReadLong(lua_State* L, WorldPacket* packet)
{
int32 _long;
(*packet) >> _long;
sEluna->Push(L, _long);
return 1;
}
// ReadULong()
int ReadULong(lua_State* L, WorldPacket* packet)
{
uint32 _ulong;
(*packet) >> _ulong;
sEluna->Push(L, _ulong);
return 1;
}
// ReadFloat()
int ReadFloat(lua_State* L, WorldPacket* packet)
{
float _val;
(*packet) >> _val;
sEluna->Push(L, _val);
return 1;
}
// ReadDouble()
int ReadDouble(lua_State* L, WorldPacket* packet)
{
double _val;
(*packet) >> _val;
sEluna->Push(L, _val);
return 1;
}
// ReadGUID()
int ReadGUID(lua_State* L, WorldPacket* packet)
{
uint64 guid;
(*packet) >> guid;
sEluna->Push(L, guid);
return 1;
}
// ReadString()
int ReadString(lua_State* L, WorldPacket* packet)
{
std::string _val;
(*packet) >> _val;
sEluna->Push(L, _val);
return 1;
}
// WriteGUID(guid)
int WriteGUID(lua_State* L, WorldPacket* packet)
{
uint64 guid = sEluna->CHECKVAL<uint64>(L, 2);
(*packet) << guid;
return 0;
}
// WriteString(string)
int WriteString(lua_State* L, WorldPacket* packet)
{
std::string _val = sEluna->CHECKVAL<std::string>(L, 2);
(*packet) << _val;
return 0;
}
// WriteBye(byte)
int WriteByte(lua_State* L, WorldPacket* packet)
{
int8 byte = sEluna->CHECKVAL<int8>(L, 2);
(*packet) << byte;
return 0;
}
// WriteUByte(byte)
int WriteUByte(lua_State* L, WorldPacket* packet)
{
uint8 byte = sEluna->CHECKVAL<uint8>(L, 2);
(*packet) << byte;
return 0;
}
// WriteUShort(short)
int WriteUShort(lua_State* L, WorldPacket* packet)
{
uint16 _ushort = sEluna->CHECKVAL<uint16>(L, 2);
(*packet) << _ushort;
return 0;
}
// WriteShort(short)
int WriteShort(lua_State* L, WorldPacket* packet)
{
int16 _short = sEluna->CHECKVAL<int16>(L, 2);
(*packet) << _short;
return 0;
}
// WriteLong(long)
int WriteLong(lua_State* L, WorldPacket* packet)
{
int32 _long = sEluna->CHECKVAL<int32>(L, 2);
(*packet) << _long;
return 0;
}
// WriteULong(long)
int WriteULong(lua_State* L, WorldPacket* packet)
{
uint32 _ulong = sEluna->CHECKVAL<uint32>(L, 2);
(*packet) << _ulong;
return 0;
}
// WriteFloat(float)
int WriteFloat(lua_State* L, WorldPacket* packet)
{
float _val = sEluna->CHECKVAL<float>(L, 2);
(*packet) << _val;
return 0;
}
// WriteDouble(double)
int WriteDouble(lua_State* L, WorldPacket* packet)
{
double _val = sEluna->CHECKVAL<double>(L, 2);
(*packet) << _val;
return 0;
}
};
#endif

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#Installation
Get the core:<br/>
[![Build Status](https://travis-ci.org/ElunaLuaEngine/Eluna-TC-Wotlk.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/Eluna-TC-Wotlk) [Eluna TrinityCore WOTLK](https://github.com/ElunaLuaEngine/Eluna-TC-Wotlk)<br />
[![Build Status](https://travis-ci.org/ElunaLuaEngine/Eluna-TC-Cata.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/Eluna-TC-Cata) [Eluna TrinityCore Cataclysm](https://github.com/ElunaLuaEngine/Eluna-TC-Cata)
[![Build Status](https://travis-ci.org/eluna-dev-mangos/ElunaCoreClassic.png?branch=master)](https://travis-ci.org/eluna-dev-mangos/ElunaCoreClassic) [Eluna cMaNGOS Classic](https://github.com/eluna-dev-mangos/ElunaCoreClassic)<br />
[![Build Status](https://travis-ci.org/eluna-dev-mangos/ElunaCoreTbc.png?branch=master)](https://travis-ci.org/eluna-dev-mangos/ElunaCoreTbc) [Eluna cMaNGOS TBC](https://github.com/eluna-dev-mangos/ElunaCoreTbc)<br />
[![Build Status](https://travis-ci.org/eluna-dev-mangos/ElunaCoreWotlk.png?branch=master)](https://travis-ci.org/eluna-dev-mangos/ElunaCoreWotlk) [Eluna cMaNGOS WotLK](https://github.com/eluna-dev-mangos/ElunaCoreWotlk)
On **TrinityCore** navigate to `\src\`<br />
On **MaNGOS** navigate to `\src\game\`<br />
Open `git bash` in `LuaEngine` folder and do
1. `git init`
2. `git remote add origin https://github.com/ElunaLuaEngine/Eluna`
3. `git pull origin master`
Compile the core normally (use cmake on TC)
#Updating
When updating you should take up the `commit hashes` you are on, just in case.
You can get it from git with `git log` for example.
Use this when git is open in the source folder as well as in LuaEngine folder.
You should take note what are the newest SQL updates in `sql/updates/*` folders.
Use `git pull` in core source and in LuaEngine folder to get the newest source changes and Eluna from github.
Try compiling and if you encounter errors, report to [support](https://github.com/ElunaLuaEngine/Eluna#links) or [issues](https://github.com/ElunaLuaEngine/Eluna/issues).
You can revert back to the old sources by using `git reset --hard 000000`, where 000000 is the `commit hash`.
If the compiling was successful, you should update your database if needed.
You can do this by running all **new** SQL files in `sql/updates/*`.
You need to see your notes from before pulling the updates or you can use the old commit hash to see on github what were the last files you ran.
An easy way is to just look at the created/modified date on the files.

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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 software and other kinds of works.
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 any other work released this way by its authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for them if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you these rights or asking you to surrender the rights. Therefore, you have certain responsibilities if you distribute copies of the software, or if you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must pass on to the recipients the same freedoms that you received. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
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Finally, every program is threatened constantly by software patents. States should not allow patents to restrict development and use of software on general-purpose computers, but in those that do, we wish to avoid the special danger that patents applied to a free program could make it effectively proprietary. To prevent this, the GPL assures that patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and modification follow.
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15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
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 parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
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>.