Eluna Implement [] to parser, change all & to [] in documentation and fix a bug with CastCustomSpell

This commit is contained in:
Rochet2
2014-08-13 17:01:51 +03:00
parent b16879e622
commit ce2637e322
13 changed files with 337 additions and 337 deletions

View File

@@ -10,10 +10,10 @@
namespace LuaWorldObject
{
/**
* Returns the name of the &WorldObject
*
* @return string name
*/
* Returns the name of the [WorldObject]
*
* @return string name
*/
int GetName(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetName());
@@ -21,10 +21,10 @@ namespace LuaWorldObject
}
/**
* Returns the current &Map object of the &WorldObject
*
* @return &Map mapObject
*/
* Returns the current [Map] object of the [WorldObject]
*
* @return [Map] mapObject
*/
int GetMap(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetMap());
@@ -33,10 +33,10 @@ namespace LuaWorldObject
#if (!defined(TBC) && !defined(CLASSIC))
/**
* Returns the current phase of the &WorldObject
*
* @return uint32 phase
*/
* Returns the current phase of the [WorldObject]
*
* @return uint32 phase
*/
int GetPhaseMask(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPhaseMask());
@@ -45,10 +45,10 @@ namespace LuaWorldObject
#endif
/**
* Returns the current instance ID of the &WorldObject
*
* @return uint32 instanceId
*/
* Returns the current instance ID of the [WorldObject]
*
* @return uint32 instanceId
*/
int GetInstanceId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetInstanceId());
@@ -56,10 +56,10 @@ namespace LuaWorldObject
}
/**
* Returns the current area ID of the &WorldObject
*
* @return uint32 areaId
*/
* Returns the current area ID of the [WorldObject]
*
* @return uint32 areaId
*/
int GetAreaId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetAreaId());
@@ -67,10 +67,10 @@ namespace LuaWorldObject
}
/**
* Returns the current zone ID of the &WorldObject
*
* @return uint32 zoneId
*/
* Returns the current zone ID of the [WorldObject]
*
* @return uint32 zoneId
*/
int GetZoneId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetZoneId());
@@ -78,10 +78,10 @@ namespace LuaWorldObject
}
/**
* Returns the current map ID of the &WorldObject
*
* @return uint32 mapId
*/
* Returns the current map ID of the [WorldObject]
*
* @return uint32 mapId
*/
int GetMapId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetMapId());
@@ -89,10 +89,10 @@ namespace LuaWorldObject
}
/**
* Returns the current X coordinate of the &WorldObject
*
* @return float x
*/
* Returns the current X coordinate of the [WorldObject]
*
* @return float x
*/
int GetX(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionX());
@@ -100,10 +100,10 @@ namespace LuaWorldObject
}
/**
* Returns the current Y coordinate of the &WorldObject
*
* @return float y
*/
* Returns the current Y coordinate of the [WorldObject]
*
* @return float y
*/
int GetY(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionY());
@@ -111,10 +111,10 @@ namespace LuaWorldObject
}
/**
* Returns the current Z coordinate of the &WorldObject
*
* @return float z
*/
* Returns the current Z coordinate of the [WorldObject]
*
* @return float z
*/
int GetZ(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionZ());
@@ -122,10 +122,10 @@ namespace LuaWorldObject
}
/**
* Returns the current orientation of the &WorldObject
*
* @return float orientation / facing
*/
* Returns the current orientation of the [WorldObject]
*
* @return float orientation / facing
*/
int GetO(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetOrientation());
@@ -133,13 +133,13 @@ namespace LuaWorldObject
}
/**
* Returns the coordinates and orientation of the &WorldObject
*
* @return float x : x coordinate of the &WorldObject
* @return float y : y coordinate of the &WorldObject
* @return float z : z coordinate (height) of the &WorldObject
* @return float o : facing / orientation of the &WorldObject
*/
* Returns the coordinates and orientation of the [WorldObject]
*
* @return float x : x coordinate of the [WorldObject]
* @return float y : y coordinate of the [WorldObject]
* @return float z : z coordinate (height) of the [WorldObject]
* @return float o : facing / orientation of the [WorldObject]
*/
int GetLocation(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionX());
@@ -150,12 +150,12 @@ namespace LuaWorldObject
}
/**
* Returns the nearest &Player object in sight of the &WorldObject or within the given range
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
*
* @return &Player nearestPlayer
*/
* Returns the nearest [Player] object in sight of the [WorldObject] or within the given range
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
*
* @return [Player] nearestPlayer
*/
int GetNearestPlayer(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
@@ -175,13 +175,13 @@ namespace LuaWorldObject
}
/**
* Returns the nearest &GameObject object in sight of the &WorldObject or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of game object to find
*
* @return &GameObject nearestGameObject
*/
* Returns the nearest [GameObject] object in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of game object to find
*
* @return [GameObject] nearestGameObject
*/
int GetNearestGameObject(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
@@ -202,13 +202,13 @@ namespace LuaWorldObject
}
/**
* Returns the nearest &Creature object in sight of the &WorldObject or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of creature to find
*
* @return &Creature nearestCreature
*/
* Returns the nearest [Creature] object in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of creature to find
*
* @return [Creature] nearestCreature
*/
int GetNearestCreature(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
@@ -229,12 +229,12 @@ namespace LuaWorldObject
}
/**
* Returns a table of &Player objects in sight of the &WorldObject or within the given range
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
*
* @return table playersInRange : table of &Players
*/
* Returns a table of [Player] objects in sight of the [WorldObject] or within the given range
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
*
* @return table playersInRange : table of [Player]s
*/
int GetPlayersInRange(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
@@ -265,13 +265,13 @@ namespace LuaWorldObject
}
/**
* Returns a table of &Creature objects in sight of the &WorldObject or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of creatures to find
*
* @return table creaturesInRange : table of &Creatures
*/
* Returns a table of [Creature] objects in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of creatures to find
*
* @return table creaturesInRange : table of [Creature]s
*/
int GetCreaturesInRange(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
@@ -303,13 +303,13 @@ namespace LuaWorldObject
}
/**
* Returns a table of &GameObject objects in sight of the &WorldObject or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of game objects to find
*
* @return table gameObjectsInRange : table of &GameObjects
*/
* Returns a table of [GameObject] objects in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of game objects to find
*
* @return table gameObjectsInRange : table of [GameObject]s
*/
int GetGameObjectsInRange(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
@@ -341,16 +341,16 @@ namespace LuaWorldObject
}
/**
* Returns nearest &WorldObject in sight of the &WorldObject.
* The distance, type, entry and hostility requirements the &WorldObject must match can be passed.
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param &TypeMask type = 0 : the &TypeMask that the &WorldObject must be. This can contain multiple types. 0 will be ingored
* @param uint32 entry = 0 : the entry of the &WorldObject, 0 will be ingored
* @param uint32 hostile = 0 : specifies whether the &WorldObject needs to be 1 hostile, 2 friendly or 0 either
*
* @return &WorldObject worldObject
*/
* Returns nearest [WorldObject] in sight of the [WorldObject].
* The distance, type, entry and hostility requirements the [WorldObject] must match can be passed.
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param [TypeMask] type = 0 : the [TypeMask] that the [WorldObject] must be. This can contain multiple types. 0 will be ingored
* @param uint32 entry = 0 : the entry of the [WorldObject], 0 will be ingored
* @param uint32 hostile = 0 : specifies whether the [WorldObject] needs to be 1 hostile, 2 friendly or 0 either
*
* @return [WorldObject] worldObject
*/
int GetNearObject(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
@@ -376,15 +376,15 @@ namespace LuaWorldObject
}
/**
* Returns a table of &WorldObjects in sight of the &WorldObject.
* The distance, type, entry and hostility requirements the &WorldObject must match can be passed.
* Returns a table of [WorldObject]s in sight of the [WorldObject].
* The distance, type, entry and hostility requirements the [WorldObject] must match can be passed.
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param &TypeMask type = 0 : the &TypeMask that the &WorldObject must be. This can contain multiple types. 0 will be ingored
* @param uint32 entry = 0 : the entry of the &WorldObject, 0 will be ingored
* @param uint32 hostile = 0 : specifies whether the &WorldObject needs to be 1 hostile, 2 friendly or 0 either
* @param [TypeMask] type = 0 : the [TypeMask] that the [WorldObject] must be. This can contain multiple types. 0 will be ingored
* @param uint32 entry = 0 : the entry of the [WorldObject], 0 will be ingored
* @param uint32 hostile = 0 : specifies whether the [WorldObject] needs to be 1 hostile, 2 friendly or 0 either
*
* @return table worldObjectList : table of &WorldObjects
* @return table worldObjectList : table of [WorldObject]s
*/
int GetNearObjects(lua_State* L, WorldObject* obj)
{
@@ -422,12 +422,12 @@ namespace LuaWorldObject
}
/**
* Returns a &WorldObject based on it's guid if it is spawned
*
* @param uint64 guid
*
* @return &WorldObject worldObject
*/
* Returns a [WorldObject] based on it's guid if it is spawned
*
* @param uint64 guid
*
* @return [WorldObject] worldObject
*/
int GetWorldObject(lua_State* L, WorldObject* obj)
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
@@ -461,18 +461,18 @@ namespace LuaWorldObject
}
/**
* Returns the distance from this &WorldObject to another &WorldObject, or from this &WorldObject to a point.
*
* @proto dist = (obj)
* @proto dist = (x, y, z)
*
* @param &WorldObject obj
* @param float x : the X-coordinate of the point
* @param float y : the Y-coordinate of the point
* @param float z : the Z-coordinate of the point
*
* @return float dist : the distance in yards
*/
* Returns the distance from this [WorldObject] to another [WorldObject], or from this [WorldObject] to a point.
*
* @proto dist = (obj)
* @proto dist = (x, y, z)
*
* @param [WorldObject] obj
* @param float x : the X-coordinate of the point
* @param float y : the Y-coordinate of the point
* @param float z : the Z-coordinate of the point
*
* @return float dist : the distance in yards
*/
int GetDistance(lua_State* L, WorldObject* obj)
{
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
@@ -489,12 +489,12 @@ namespace LuaWorldObject
}
/**
* Returns a point relative to the &WorldObject.
* With distance set to 1 and angle set to 0, this will return a point 1 yard in front of the &WorldObject
* Returns a point relative to the [WorldObject].
* With distance set to 1 and angle set to 0, this will return a point 1 yard in front of the [WorldObject]
*
* @param &WorldObject object
* @param float distance : specifies the distance of the point from the &WorldObject in yards
* @param float angle : specifies the angle of the point relative to the orientation / facing of the &WorldObject in radians
* @param [WorldObject] object
* @param float distance : specifies the distance of the point from the [WorldObject] in yards
* @param float angle : specifies the angle of the point relative to the orientation / facing of the [WorldObject] in radians
*
* @return float x
* @return float y
@@ -515,18 +515,18 @@ namespace LuaWorldObject
}
/**
* Returns the angle between this &WorldObject and another &WorldObject or a point.
* The angle is the angle between two points and orientation will be ignored.
*
* @proto dist = (obj)
* @proto dist = (x, y)
*
* @param &WorldObject object
* @param float x
* @param float y
*
* @return float angle : angle in radians in range 0..2*pi
*/
* Returns the angle between this [WorldObject] and another [WorldObject] or a point.
* The angle is the angle between two points and orientation will be ignored.
*
* @proto dist = (obj)
* @proto dist = (x, y)
*
* @param [WorldObject] object
* @param float x
* @param float y
*
* @return float angle : angle in radians in range 0..2*pi
*/
int GetAngle(lua_State* L, WorldObject* obj)
{
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
@@ -543,10 +543,10 @@ namespace LuaWorldObject
}
/**
* Sends a &WorldPacket to &Players in sight of the &WorldObject.
*
* @param &WorldPacket packet
*/
* Sends a [WorldPacket] to [Player]s in sight of the [WorldObject].
*
* @param [WorldPacket] packet
*/
int SendPacket(lua_State* L, WorldObject* obj)
{
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
@@ -555,16 +555,16 @@ namespace LuaWorldObject
}
/**
* Spawns a &GameObject at specified location.
*
* @param uint32 entry : &GameObject entry ID
* @param float x
* @param float y
* @param float z
* @param float o
* @param uint32 respawnDelay = 30 : respawn time in seconds
* @return &GameObject gameObject
*/
* Spawns a [GameObject] at specified location.
*
* @param uint32 entry : [GameObject] entry ID
* @param float x
* @param float y
* @param float z
* @param float o
* @param uint32 respawnDelay = 30 : respawn time in seconds
* @return [GameObject] gameObject
*/
int SummonGameObject(lua_State* L, WorldObject* obj)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
@@ -582,17 +582,17 @@ namespace LuaWorldObject
}
/**
* Spawns the creature at specified location.
*
* @param uint32 entry : &Creature's entry ID
* @param float x
* @param float y
* @param float z
* @param float o
* @param TempSummonType spawnType : defines how and when the creature despawns
* @param uint32 despawnTimer : despawn time in seconds
* @return &Creature spawnedCreature
*/
* Spawns the creature at specified location.
*
* @param uint32 entry : [Creature]'s entry ID
* @param float x
* @param float y
* @param float z
* @param float o
* @param TempSummonType spawnType : defines how and when the creature despawns
* @param uint32 despawnTimer : despawn time in seconds
* @return [Creature] spawnedCreature
*/
int SpawnCreature(lua_State* L, WorldObject* obj)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);