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

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@@ -8,21 +8,21 @@
#define AURAMETHODS_H #define AURAMETHODS_H
/*** /***
* The persistent effect of a &Spell that remains on a &Unit after the spell * The persistent effect of a [Spell] that remains on a [Unit] after the [Spell]
* has been cast. * has been cast.
* *
* As an example, if you cast a damage-over-time spell on a target, an Aura is * As an example, if you cast a damage-over-time spell on a target, an [Aura] is
* put on the target that deals damage continuously. * put on the target that deals damage continuously.
* *
* Auras on your player are displayed in-game as a series of icons to the left * [Aura]s on your player are displayed in-game as a series of icons to the left
* of the mini-map. * of the mini-map.
*/ */
namespace LuaAura namespace LuaAura
{ {
/** /**
* Returns the &Unit that casted the &Spell that caused this &Aura to be applied. * Returns the [Unit] that casted the [Spell] that caused this [Aura] to be applied.
* *
* @return &Unit caster * @return [Unit] caster
*/ */
int GetCaster(lua_State* L, Aura* aura) int GetCaster(lua_State* L, Aura* aura)
{ {
@@ -31,7 +31,7 @@ namespace LuaAura
} }
/** /**
* Returns the GUID of the &Unit that casted the &Spell that caused this &Aura to be applied. * Returns the GUID of the [Unit] that casted the [Spell] that caused this [Aura] to be applied.
* *
* @return string caster_guid : the GUID of the Unit as a decimal string * @return string caster_guid : the GUID of the Unit as a decimal string
*/ */
@@ -46,7 +46,7 @@ namespace LuaAura
} }
/** /**
* Returns the level of the &Unit that casted the &Spell that caused this &Aura to be applied. * Returns the level of the [Unit] that casted the [Spell] that caused this [Aura] to be applied.
* *
* @return uint32 caster_level * @return uint32 caster_level
*/ */
@@ -57,7 +57,7 @@ namespace LuaAura
} }
/** /**
* Returns the amount of time left until the &Aura expires. * Returns the amount of time left until the [Aura] expires.
* *
* @return int32 duration : amount of time left in milliseconds * @return int32 duration : amount of time left in milliseconds
*/ */
@@ -72,7 +72,7 @@ namespace LuaAura
} }
/** /**
* Returns the ID of the &Spell that caused this &Aura to be applied. * Returns the ID of the [Spell] that caused this [Aura] to be applied.
* *
* @return uint32 aura_id * @return uint32 aura_id
*/ */
@@ -83,10 +83,10 @@ namespace LuaAura
} }
/** /**
* Returns the amount of time this &Aura lasts when applied. * Returns the amount of time this [Aura] lasts when applied.
* *
* To determine how much time has passed since this Aura was applied, * To determine how much time has passed since this Aura was applied,
* subtract the result of &Aura:GetDuration from the result of this method. * subtract the result of [Aura]:GetDuration from the result of this method.
* *
* @return int32 max_duration : the maximum duration of the Aura, in milliseconds * @return int32 max_duration : the maximum duration of the Aura, in milliseconds
*/ */
@@ -101,9 +101,9 @@ namespace LuaAura
} }
/** /**
* Returns the number of times the &Aura has "stacked". * Returns the number of times the [Aura] has "stacked".
* *
* This is the same as the number displayed on the &Aura's icon in-game. * This is the same as the number displayed on the [Aura]'s icon in-game.
* *
* @return uint32 stack_amount * @return uint32 stack_amount
*/ */
@@ -114,9 +114,9 @@ namespace LuaAura
} }
/** /**
* Returns the &Unit that the &Aura has been applied to. * Returns the [Unit] that the [Aura] has been applied to.
* *
* @return &Unit owner * @return [Unit] owner
*/ */
int GetOwner(lua_State* L, Aura* aura) int GetOwner(lua_State* L, Aura* aura)
{ {
@@ -129,7 +129,7 @@ namespace LuaAura
} }
/** /**
* Change the amount of time before the &Aura expires. * Change the amount of time before the [Aura] expires.
* *
* @param int32 duration : the new duration of the Aura, in milliseconds * @param int32 duration : the new duration of the Aura, in milliseconds
*/ */
@@ -145,9 +145,9 @@ namespace LuaAura
} }
/** /**
* Change the maximum amount of time before the &Aura expires. * Change the maximum amount of time before the [Aura] expires.
* *
* This does not affect the current duration of the &Aura, but if the &Aura * This does not affect the current duration of the [Aura], but if the [Aura]
* is reset to the maximum duration, it will instead change to `duration`. * is reset to the maximum duration, it will instead change to `duration`.
* *
* @param int32 duration : the new maximum duration of the Aura, in milliseconds * @param int32 duration : the new maximum duration of the Aura, in milliseconds
@@ -164,10 +164,10 @@ namespace LuaAura
} }
/** /**
* Change the amount of times the &Aura has "stacked" on the &Unit. * Change the amount of times the [Aura] has "stacked" on the [Unit].
* *
* If `amount` is greater than or equal to the current number of stacks, * If `amount` is greater than or equal to the current number of stacks,
* then the &Aura has its duration reset to the maximum duration. * then the [Aura] has its duration reset to the maximum duration.
* *
* @param uint32 amount * @param uint32 amount
*/ */
@@ -183,7 +183,7 @@ namespace LuaAura
} }
/** /**
* Remove this &Aura from the &Unit it is applied to. * Remove this [Aura] from the [Unit] it is applied to.
*/ */
int Remove(lua_State* /*L*/, Aura* aura) int Remove(lua_State* /*L*/, Aura* aura)
{ {

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@@ -10,7 +10,7 @@
namespace LuaCorpse namespace LuaCorpse
{ {
/** /**
* Returns the &Corpse Owner GUID. * Returns the [Corpse] Owner GUID.
* *
* @return uint64 ownerGUID * @return uint64 ownerGUID
*/ */
@@ -25,7 +25,7 @@ namespace LuaCorpse
} }
/** /**
* Returns the ghost time of a &Corpse. * Returns the ghost time of a [Corpse].
* *
* @return uint32 ghostTime * @return uint32 ghostTime
*/ */
@@ -36,7 +36,7 @@ namespace LuaCorpse
} }
/** /**
* Returns the CorpseType of a &Corpse. * Returns the [CorpseType] of a [Corpse].
* *
* <pre> * <pre>
* enum CorpseType * enum CorpseType
@@ -47,7 +47,7 @@ namespace LuaCorpse
* }; * };
* </pre> * </pre>
* *
* @return uint8 corpseType * @return [CorpseType] corpseType
*/ */
int GetType(lua_State* L, Corpse* corpse) int GetType(lua_State* L, Corpse* corpse)
{ {
@@ -56,7 +56,7 @@ namespace LuaCorpse
} }
/** /**
* Resets the &Corpse ghost time. * Resets the [Corpse] ghost time.
* *
*/ */
int ResetGhostTime(lua_State* /*L*/, Corpse* corpse) int ResetGhostTime(lua_State* /*L*/, Corpse* corpse)
@@ -66,7 +66,7 @@ namespace LuaCorpse
} }
/** /**
* Saves the &Corpse to the database. * Saves the [Corpse] to the database.
* *
*/ */
int SaveToDB(lua_State* /*L*/, Corpse* corpse) int SaveToDB(lua_State* /*L*/, Corpse* corpse)
@@ -76,7 +76,7 @@ namespace LuaCorpse
} }
/** /**
* Deletes the &Corpse from the world. * Deletes the [Corpse] from the world.
* *
*/ */
int DeleteBonesFromWorld(lua_State* /*L*/, Corpse* corpse) int DeleteBonesFromWorld(lua_State* /*L*/, Corpse* corpse)

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@@ -10,7 +10,7 @@
namespace LuaGameObject namespace LuaGameObject
{ {
/** /**
* Returns 'true' if the &GameObject can give the specified &Quest * Returns 'true' if the [GameObject] can give the specified [Quest]
* *
* @param uint32 questId : quest entry Id to check * @param uint32 questId : quest entry Id to check
* @return bool hasQuest * @return bool hasQuest
@@ -28,7 +28,7 @@ namespace LuaGameObject
} }
/** /**
* Returns 'true' if the &GameObject is spawned * Returns 'true' if the [GameObject] is spawned
* *
* @return bool isSpawned * @return bool isSpawned
*/ */
@@ -39,7 +39,7 @@ namespace LuaGameObject
} }
/** /**
* Returns 'true' if the &GameObject is a transport * Returns 'true' if the [GameObject] is a transport
* *
* @return bool isTransport * @return bool isTransport
*/ */
@@ -50,7 +50,7 @@ namespace LuaGameObject
} }
/** /**
* Returns 'true' if the &GameObject is active * Returns 'true' if the [GameObject] is active
* *
* @return bool isActive * @return bool isActive
*/ */
@@ -67,7 +67,7 @@ namespace LuaGameObject
}*/ }*/
/** /**
* Returns display ID of the &GameObject * Returns display ID of the [GameObject]
* *
* @return uint32 displayId * @return uint32 displayId
*/ */
@@ -78,8 +78,8 @@ namespace LuaGameObject
} }
/** /**
* Returns the state of a &GameObject * Returns the state of a [GameObject]
* Below are client side GOStates off of 3.3.5a * Below are client side [GOState]s off of 3.3.5a
* *
* <pre> * <pre>
* enum GOState * enum GOState
@@ -90,7 +90,7 @@ namespace LuaGameObject
* }; * };
* </pre> * </pre>
* *
* @return uint32 goState * @return [GOState] goState
*/ */
int GetGoState(lua_State* L, GameObject* go) int GetGoState(lua_State* L, GameObject* go)
{ {
@@ -99,8 +99,8 @@ namespace LuaGameObject
} }
/** /**
* Returns the loot state of a &GameObject * Returns the [LootState] of a [GameObject]
* Below are Loot States off of 3.3.5a * Below are [LootState]s off of 3.3.5a
* *
* <pre> * <pre>
* enum LootState * enum LootState
@@ -112,7 +112,7 @@ namespace LuaGameObject
* }; * };
* </pre> * </pre>
* *
* @return uint32 lootState * @return [LootState] lootState
*/ */
int GetLootState(lua_State* L, GameObject* go) int GetLootState(lua_State* L, GameObject* go)
{ {
@@ -121,7 +121,7 @@ namespace LuaGameObject
} }
/** /**
* Sets the state of a &GameObject * Sets the state of a [GameObject]
* *
* <pre> * <pre>
* enum GOState * enum GOState
@@ -132,7 +132,7 @@ namespace LuaGameObject
* }; * };
* </pre> * </pre>
* *
* @param uint32 state : all available go states can be seen above * @param [GOState] state : all available go states can be seen above
*/ */
int SetGoState(lua_State* L, GameObject* go) int SetGoState(lua_State* L, GameObject* go)
{ {
@@ -149,8 +149,8 @@ namespace LuaGameObject
} }
/** /**
* Sets the loot state of a &GameObject * Sets the [LootState] of a [GameObject]
* Below are Loot States off of 3.3.5a * Below are [LootState]s off of 3.3.5a
* *
* <pre> * <pre>
* enum LootState * enum LootState
@@ -162,7 +162,7 @@ namespace LuaGameObject
* }; * };
* </pre> * </pre>
* *
* @param uint32 state : all available loot states can be seen above * @param [LootState] state : all available loot states can be seen above
*/ */
int SetLootState(lua_State* L, GameObject* go) int SetLootState(lua_State* L, GameObject* go)
{ {
@@ -181,7 +181,7 @@ namespace LuaGameObject
} }
/** /**
* Saves &GameObject to the database * Saves [GameObject] to the database
* *
*/ */
int SaveToDB(lua_State* /*L*/, GameObject* go) int SaveToDB(lua_State* /*L*/, GameObject* go)
@@ -191,9 +191,9 @@ namespace LuaGameObject
} }
/** /**
* Removes &GameObject from the world * Removes [GameObject] from the world
* *
* @param bool deleteFromDB : if true, it will delete the &GameObject from the database * @param bool deleteFromDB : if true, it will delete the [GameObject] from the database
*/ */
int RemoveFromWorld(lua_State* L, GameObject* go) int RemoveFromWorld(lua_State* L, GameObject* go)
{ {
@@ -205,7 +205,7 @@ namespace LuaGameObject
} }
/** /**
* Registers a timed event to the &GameObject * Registers a timed event to the [GameObject]
* *
* @param function function : function to trigger when the time has passed * @param function function : function to trigger when the time has passed
* @param uint32 delay : set time in milliseconds for the event to trigger * @param uint32 delay : set time in milliseconds for the event to trigger
@@ -227,7 +227,7 @@ namespace LuaGameObject
} }
/** /**
* Removes the timed event from a &GameObject by the specified event ID * Removes the timed event from a [GameObject] by the specified event ID
* *
* @param int32 eventId : event Id to remove * @param int32 eventId : event Id to remove
*/ */
@@ -239,7 +239,7 @@ namespace LuaGameObject
} }
/** /**
* Removes all timed events from a &GameObject * Removes all timed events from a [GameObject]
* *
*/ */
int RemoveEvents(lua_State* /*L*/, GameObject* go) int RemoveEvents(lua_State* /*L*/, GameObject* go)
@@ -249,9 +249,9 @@ namespace LuaGameObject
} }
/** /**
* Changes uses a door or a button type &GameObject * Changes uses a door or a button type [GameObject]
* *
* @param uint32 delay : cooldown time in seconds to restore the &GameObject back to normal * @param uint32 delay : cooldown time in seconds to restore the [GameObject] back to normal
*/ */
int UseDoorOrButton(lua_State* L, GameObject* go) int UseDoorOrButton(lua_State* L, GameObject* go)
{ {
@@ -262,7 +262,7 @@ namespace LuaGameObject
} }
/** /**
* Despawns a &GameObject * Despawns a [GameObject]
* *
* @param uint32 delay : time in seconds to despawn * @param uint32 delay : time in seconds to despawn
*/ */
@@ -278,7 +278,7 @@ namespace LuaGameObject
} }
/** /**
* Respawns a &GameObject * Respawns a [GameObject]
* *
* @param uint32 delay : time of respawn in seconds * @param uint32 delay : time of respawn in seconds
*/ */

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@@ -343,7 +343,7 @@ ElunaRegister<Unit> UnitMethods[] =
{ "SendUnitSay", &LuaUnit::SendUnitSay }, // :SendUnitSay(msg, language) - Sends a "Say" message with the specified language (all languages: 0) { "SendUnitSay", &LuaUnit::SendUnitSay }, // :SendUnitSay(msg, language) - Sends a "Say" message with the specified language (all languages: 0)
{ "SendUnitYell", &LuaUnit::SendUnitYell }, // :SendUnitYell(msg, language) - Sends a "Yell" message with the specified language (all languages: 0) { "SendUnitYell", &LuaUnit::SendUnitYell }, // :SendUnitYell(msg, language) - Sends a "Yell" message with the specified language (all languages: 0)
{ "CastSpell", &LuaUnit::CastSpell }, // :CastSpell(target, spellID[, triggered]) - Casts spell on target (player/npc/creature), if triggered is true then instant cast { "CastSpell", &LuaUnit::CastSpell }, // :CastSpell(target, spellID[, triggered]) - Casts spell on target (player/npc/creature), if triggered is true then instant cast
{ "CastCustomSpell", &LuaUnit::CastCustomSpell }, // :CastCustomSpell(&Unit target, uint32 spell, bool triggered = false, int32 bp0 = nil, int32 bp1 = nil, int32 bp2 = nil, &Item castItem = nil, uint64 originalCaster = 0) - Casts spell on target (player/npc/creature), if triggered is true then instant cast. pb0, 1 and 2 are modifiers for the base points of the spell. { "CastCustomSpell", &LuaUnit::CastCustomSpell }, // :CastCustomSpell([Unit] target, uint32 spell, bool triggered = false, int32 bp0 = nil, int32 bp1 = nil, int32 bp2 = nil, [Item] castItem = nil, uint64 originalCaster = 0) - Casts spell on target (player/npc/creature), if triggered is true then instant cast. pb0, 1 and 2 are modifiers for the base points of the spell.
{ "CastSpellAoF", &LuaUnit::CastSpellAoF }, // :CastSpellAoF(x, y, z, spellID[, triggered]) - Casts the spell on coordinates, if triggered is false has mana cost and cast time { "CastSpellAoF", &LuaUnit::CastSpellAoF }, // :CastSpellAoF(x, y, z, spellID[, triggered]) - Casts the spell on coordinates, if triggered is false has mana cost and cast time
{ "PlayDirectSound", &LuaUnit::PlayDirectSound }, // :PlayDirectSound(soundId[, player]) - Unit plays soundID to player, or everyone around if no player { "PlayDirectSound", &LuaUnit::PlayDirectSound }, // :PlayDirectSound(soundId[, player]) - Unit plays soundID to player, or everyone around if no player
{ "PlayDistanceSound", &LuaUnit::PlayDistanceSound }, // :PlayDistanceSound(soundId[, player]) - Unit plays soundID to player, or everyone around if no player. The sound fades the further you are { "PlayDistanceSound", &LuaUnit::PlayDistanceSound }, // :PlayDistanceSound(soundId[, player]) - Unit plays soundID to player, or everyone around if no player. The sound fades the further you are

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@@ -12,7 +12,7 @@ namespace LuaMap
#ifndef CLASSIC #ifndef CLASSIC
/** /**
* Returns 'true' if the &Map is an arena, false otherwise * Returns 'true' if the [Map] is an arena, false otherwise
* *
* @return bool isArena * @return bool isArena
*/ */
@@ -24,7 +24,7 @@ namespace LuaMap
#endif #endif
/** /**
* Returns 'true' if the &Map is a battleground, false otherwise * Returns 'true' if the [Map] is a battleground, false otherwise
* *
* @return bool isBattleGround * @return bool isBattleGround
*/ */
@@ -39,7 +39,7 @@ namespace LuaMap
} }
/** /**
* Returns 'true' if the &Map is a dungeon, false otherwise * Returns 'true' if the [Map] is a dungeon, false otherwise
* *
* @return bool isDungeon * @return bool isDungeon
*/ */
@@ -50,7 +50,7 @@ namespace LuaMap
} }
/** /**
* Returns 'true' if the &Map is empty, false otherwise * Returns 'true' if the [Map] is empty, false otherwise
* *
* @return bool isEmpty * @return bool isEmpty
*/ */
@@ -62,7 +62,7 @@ namespace LuaMap
#ifndef CLASSIC #ifndef CLASSIC
/** /**
* Returns 'true' if the &Map is a heroic, false otherwise * Returns 'true' if the [Map] is a heroic, false otherwise
* *
* @return bool isHeroic * @return bool isHeroic
*/ */
@@ -74,7 +74,7 @@ namespace LuaMap
#endif #endif
/** /**
* Returns 'true' if the &Map is a raid, false otherwise * Returns 'true' if the [Map] is a raid, false otherwise
* *
* @return bool isRaid * @return bool isRaid
*/ */
@@ -85,7 +85,7 @@ namespace LuaMap
} }
/** /**
* Returns the name of the &Map * Returns the name of the [Map]
* *
* @return string mapName * @return string mapName
*/ */
@@ -96,7 +96,7 @@ namespace LuaMap
} }
/** /**
* Returns the height of the &Map at the given X and Y coordinates * Returns the height of the [Map] at the given X and Y coordinates
* *
* @param float x * @param float x
* @param float y * @param float y
@@ -118,7 +118,7 @@ namespace LuaMap
} }
/** /**
* Returns the difficulty of the &Map * Returns the difficulty of the [Map]
* *
* @return int32 difficulty * @return int32 difficulty
*/ */
@@ -133,7 +133,7 @@ namespace LuaMap
} }
/** /**
* Returns the instance ID of the &Map * Returns the instance ID of the [Map]
* *
* @return uint32 instanceId * @return uint32 instanceId
*/ */
@@ -144,7 +144,7 @@ namespace LuaMap
} }
/** /**
* Returns the player count currently on the &Map * Returns the player count currently on the [Map]
* Does not include gamemasters * Does not include gamemasters
* *
* @return uint32 playerCount * @return uint32 playerCount
@@ -156,7 +156,7 @@ namespace LuaMap
} }
/** /**
* Returns the ID of the &Map * Returns the ID of the [Map]
* *
* @return uint32 mapId * @return uint32 mapId
*/ */
@@ -167,7 +167,7 @@ namespace LuaMap
} }
/** /**
* Returns the area ID of the &Map at the specified X, Y and Z coordinates * Returns the area ID of the [Map] at the specified X, Y and Z coordinates
* *
* @param float x * @param float x
* @param float y * @param float y
@@ -189,7 +189,7 @@ namespace LuaMap
} }
/** /**
* Returns a &WorldObject by it's guid from the map if it is spawned * Returns a [WorldObject] by it's guid from the map if it is spawned
* *
* @param uint64 guid * @param uint64 guid
*/ */

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@@ -10,7 +10,7 @@
namespace LuaQuest namespace LuaQuest
{ {
/** /**
* Returns 'true' if the &Quest has the specified flag, false otherwise. * Returns 'true' if the [Quest] has the specified flag, false otherwise.
* Below flags are based off of 3.3.5a. Subject to change. * Below flags are based off of 3.3.5a. Subject to change.
* *
* <pre> * <pre>
@@ -59,7 +59,7 @@ namespace LuaQuest
#ifndef CLASSIC #ifndef CLASSIC
/** /**
* Returns 'true' if the &Quest is a daily quest, false otherwise. * Returns 'true' if the [Quest] is a daily quest, false otherwise.
* *
* @return bool isDaily * @return bool isDaily
*/ */
@@ -71,7 +71,7 @@ namespace LuaQuest
#endif #endif
/** /**
* Returns 'true' if the &Quest is repeatable, false otherwise. * Returns 'true' if the [Quest] is repeatable, false otherwise.
* *
* @return bool isRepeatable * @return bool isRepeatable
*/ */
@@ -82,7 +82,7 @@ namespace LuaQuest
} }
/** /**
* Returns entry ID of the &Quest. * Returns entry ID of the [Quest].
* *
* @return uint32 entryId * @return uint32 entryId
*/ */
@@ -93,7 +93,7 @@ namespace LuaQuest
} }
/** /**
* Returns the &Quest's level. * Returns the [Quest]'s level.
* *
* @return uint32 level * @return uint32 level
*/ */
@@ -104,7 +104,7 @@ namespace LuaQuest
} }
/** /**
* Returns the minimum level required to pick up the &Quest. * Returns the minimum level required to pick up the [Quest].
* *
* @return uint32 minLevel * @return uint32 minLevel
*/ */
@@ -115,7 +115,7 @@ namespace LuaQuest
} }
/** /**
* Returns the next &Quest entry ID. * Returns the next [Quest] entry ID.
* *
* @return int32 entryId * @return int32 entryId
*/ */
@@ -126,7 +126,7 @@ namespace LuaQuest
} }
/** /**
* Returns the previous &Quest entry ID. * Returns the previous [Quest] entry ID.
* *
* @return int32 entryId * @return int32 entryId
*/ */
@@ -137,7 +137,7 @@ namespace LuaQuest
} }
/** /**
* Returns the next &Quest entry ID in the specific &Quest chain. * Returns the next [Quest] entry ID in the specific [Quest] chain.
* *
* @return int32 entryId * @return int32 entryId
*/ */
@@ -148,7 +148,7 @@ namespace LuaQuest
} }
/** /**
* Returns the &Quest's flags. * Returns the [Quest]'s flags.
* *
* @return uint32 flags * @return uint32 flags
*/ */
@@ -163,7 +163,7 @@ namespace LuaQuest
} }
/** /**
* Returns the &Quest's type. * Returns the [Quest]'s type.
* *
* TODO: Document types available. * TODO: Document types available.
* *

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@@ -10,7 +10,7 @@
namespace LuaSpell namespace LuaSpell
{ {
/** /**
* Returns 'true' if the &Spell is automatically repeating, false otherwise. * Returns 'true' if the [Spell] is automatically repeating, false otherwise.
* *
* @return bool isAutoRepeating * @return bool isAutoRepeating
*/ */
@@ -21,9 +21,9 @@ namespace LuaSpell
} }
/** /**
* Returns the &Unit that casted the &Spell. * Returns the [Unit] that casted the [Spell].
* *
* @return &Unit caster * @return [Unit] caster
*/ */
int GetCaster(lua_State* L, Spell* spell) int GetCaster(lua_State* L, Spell* spell)
{ {
@@ -32,7 +32,7 @@ namespace LuaSpell
} }
/** /**
* Returns the cast time of the &Spell. * Returns the cast time of the [Spell].
* *
* @return int32 castTime * @return int32 castTime
*/ */
@@ -43,7 +43,7 @@ namespace LuaSpell
} }
/** /**
* Returns the entry ID of the &Spell. * Returns the entry ID of the [Spell].
* *
* @return uint32 entryId * @return uint32 entryId
*/ */
@@ -54,7 +54,7 @@ namespace LuaSpell
} }
/** /**
* Returns the power cost of the &Spell. * Returns the power cost of the [Spell].
* *
* @return uint32 powerCost * @return uint32 powerCost
*/ */
@@ -65,7 +65,7 @@ namespace LuaSpell
} }
/** /**
* Returns the spell duration of the &Spell. * Returns the spell duration of the [Spell].
* *
* @return int32 duration * @return int32 duration
*/ */
@@ -80,11 +80,11 @@ namespace LuaSpell
} }
/** /**
* Returns the target destination coordinates of the &Spell. * Returns the target destination coordinates of the [Spell].
* *
* @return float x : x coordinate of the &Spell * @return float x : x coordinate of the [Spell]
* @return float y : y coordinate of the &Spell * @return float y : y coordinate of the [Spell]
* @return float z : z coordinate of the &Spell * @return float z : z coordinate of the [Spell]
*/ */
int GetTargetDest(lua_State* L, Spell* spell) int GetTargetDest(lua_State* L, Spell* spell)
{ {
@@ -106,10 +106,10 @@ namespace LuaSpell
} }
/** /**
* Returns the target &Object of the &Spell. * Returns the target [Object] of the [Spell].
* Target can be any of the following &Object types: &Player, &Creature, &GameObject, &Item, &Corpse * Target can be any of the following [Object] types: [Player], [Creature], [GameObject], [Item], [Corpse]
* *
* @return &Object target * @return [Object] target
*/ */
int GetTarget(lua_State* L, Spell* spell) int GetTarget(lua_State* L, Spell* spell)
{ {
@@ -138,7 +138,7 @@ namespace LuaSpell
} }
/** /**
* Sets the &Spell to automatically repeat. * Sets the [Spell] to automatically repeat.
* *
* @param bool repeat : set variable to 'true' for spell to automatically repeat * @param bool repeat : set variable to 'true' for spell to automatically repeat
*/ */
@@ -150,7 +150,7 @@ namespace LuaSpell
} }
/** /**
* Casts the &Spell. * Casts the [Spell].
* *
* May need further documentation. * May need further documentation.
*/ */
@@ -162,7 +162,7 @@ namespace LuaSpell
} }
/** /**
* Cancels the &Spell. * Cancels the [Spell].
* *
* May need further documentation. * May need further documentation.
*/ */
@@ -173,7 +173,7 @@ namespace LuaSpell
} }
/** /**
* Finishes the &Spell. * Finishes the [Spell].
* *
* May need further documentation. * May need further documentation.
*/ */

View File

@@ -1362,16 +1362,16 @@ namespace LuaUnit
} }
/** /**
* Casts the spell at target with modified basepoints or casters. * Casts the [Spell] at target [Unit] with modified basepoints or casters.
* See also &Unit:CastSpell * See also [Unit:CastSpell].
* *
* @param &Unit target * @param [Unit] target
* @param uint32 spell * @param uint32 spell
* @param bool triggered = false * @param bool triggered = false
* @param int32 bp0 = nil : modifier for the base points of the spell. If left as nil, no change is made * @param int32 bp0 = nil : modifier for the base points of the [Spell]. If left as nil, no change is made
* @param int32 bp1 = nil : modifier for the base points of the spell. If left as nil, no change is made * @param int32 bp1 = nil : modifier for the base points of the [Spell]. If left as nil, no change is made
* @param int32 bp2 = nil : modifier for the base points of the spell. If left as nil, no change is made * @param int32 bp2 = nil : modifier for the base points of the [Spell]. If left as nil, no change is made
* @param &Item castItem = nil * @param [Item] castItem = nil
* @param uint64 originalCaster = 0 * @param uint64 originalCaster = 0
*/ */
int CastCustomSpell(lua_State* L, Unit* unit) int CastCustomSpell(lua_State* L, Unit* unit)
@@ -1379,11 +1379,11 @@ namespace LuaUnit
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2); Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
uint32 spell = Eluna::CHECKVAL<uint32>(L, 3); uint32 spell = Eluna::CHECKVAL<uint32>(L, 3);
bool triggered = Eluna::CHECKVAL<bool>(L, 4, false); bool triggered = Eluna::CHECKVAL<bool>(L, 4, false);
bool has_bp0 = lua_isnoneornil(L, 5); bool has_bp0 = !lua_isnoneornil(L, 5);
int32 bp0 = Eluna::CHECKVAL<int32>(L, 5, 0); int32 bp0 = Eluna::CHECKVAL<int32>(L, 5, 0);
bool has_bp1 = lua_isnoneornil(L, 6); bool has_bp1 = !lua_isnoneornil(L, 6);
int32 bp1 = Eluna::CHECKVAL<int32>(L, 6, 0); int32 bp1 = Eluna::CHECKVAL<int32>(L, 6, 0);
bool has_bp2 = lua_isnoneornil(L, 7); bool has_bp2 = !lua_isnoneornil(L, 7);
int32 bp2 = Eluna::CHECKVAL<int32>(L, 7, 0); int32 bp2 = Eluna::CHECKVAL<int32>(L, 7, 0);
Item* castItem = Eluna::CHECKOBJ<Item>(L, 8, false); Item* castItem = Eluna::CHECKOBJ<Item>(L, 8, false);
uint64 originalCaster = Eluna::CHECKVAL<uint64>(L, 9, 0); uint64 originalCaster = Eluna::CHECKVAL<uint64>(L, 9, 0);
@@ -1620,7 +1620,7 @@ namespace LuaUnit
} }
/** /**
* Adds threat to the &Unit from the victim. * Adds threat to the [Unit] from the victim.
* *
* <pre> * <pre>
* enum SpellSchoolMask * enum SpellSchoolMask
@@ -1636,9 +1636,9 @@ namespace LuaUnit
* } * }
* </pre> * </pre>
* *
* @param &Unit victim : &Unit that caused the threat * @param [Unit] victim : [Unit] that caused the threat
* @param float threat : threat amount * @param float threat : threat amount
* @param SpellSchoolMask schoolMask = 0 : spell school mask of the threat causer * @param [SpellSchoolMask] schoolMask = 0 : [SpellSchoolMask] of the threat causer
* @param uint32 spell = 0 : spell entry used for threat * @param uint32 spell = 0 : spell entry used for threat
*/ */
int AddThreat(lua_State* L, Unit* unit) int AddThreat(lua_State* L, Unit* unit)

View File

@@ -10,7 +10,7 @@
namespace LuaWeather namespace LuaWeather
{ {
/** /**
* Returns the zone id of the &Weather * Returns the zone id of the [Weather]
* *
* @return uint32 zoneId * @return uint32 zoneId
*/ */
@@ -21,7 +21,7 @@ namespace LuaWeather
} }
/** /**
* Sets the &Weather type based on &WeatherType and grade supplied. * Sets the [Weather] type based on [WeatherType] and grade supplied.
* *
* <pre> * <pre>
* enum WeatherType * enum WeatherType
@@ -35,8 +35,8 @@ namespace LuaWeather
* }; * };
* </pre> * </pre>
* *
* @param WeatherType type : the &WeatherType, see above available weather types * @param WeatherType type : the [WeatherType], see above available weather types
* @param float grade : the intensity/grade of the &Weather, ranges from 0 to 1 * @param float grade : the intensity/grade of the [Weather], ranges from 0 to 1
*/ */
int SetWeather(lua_State* L, Weather* weather) int SetWeather(lua_State* L, Weather* weather)
{ {
@@ -48,9 +48,9 @@ namespace LuaWeather
} }
/** /**
* Sends a &Weather update to the &Player supplied. * Sends a [Weather] update to the [Player] supplied.
* *
* @param &Player player * @param [Player] player
*/ */
int SendWeatherUpdateToPlayer(lua_State* L, Weather* weather) int SendWeatherUpdateToPlayer(lua_State* L, Weather* weather)
{ {
@@ -61,14 +61,14 @@ namespace LuaWeather
} }
/** /**
* Regenerates the &Weather, causing it to change based on the below statistics. * Regenerates the [Weather], causing it to change based on the below statistics.
* *
* * 30% chance of no change * * 30% chance of no change
* * 30% chance of &Weather getting better (if not fine) or changing &Weather type * * 30% chance of [Weather] getting better (if not fine) or changing [Weather] type
* * 30% chance of &Weather getting worse (if not fine) * * 30% chance of [Weather] getting worse (if not fine)
* * 10% chance of radical change (if not fine) * * 10% chance of radical change (if not fine)
* *
* @return bool changed : returns 'true' if &Weather changed * @return bool changed : returns 'true' if [Weather] changed
*/ */
int Regenerate(lua_State* L, Weather* weather) int Regenerate(lua_State* L, Weather* weather)
{ {
@@ -77,9 +77,9 @@ namespace LuaWeather
} }
/** /**
* Sends a &Weather update to the all &Player in the zone. * Sends a [Weather] update to the all [Player] in the zone.
* *
* @param bool changed : returns 'true' if weather changed for any &Player in the zone, 'false' if no &Player is within the zone * @param bool changed : returns 'true' if weather changed for any [Player] in the zone, 'false' if no [Player] is within the zone
*/ */
int UpdateWeather(lua_State* L, Weather* weather) int UpdateWeather(lua_State* L, Weather* weather)
{ {

View File

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

View File

@@ -10,7 +10,7 @@
namespace LuaPacket namespace LuaPacket
{ {
/** /**
* Returns the opcode of the &WorldPacket. * Returns the opcode of the [WorldPacket].
* *
* @return uint16 opcode * @return uint16 opcode
*/ */
@@ -21,9 +21,9 @@ namespace LuaPacket
} }
/** /**
* Returns the size of the &WorldPacket. * Returns the size of the [WorldPacket].
* *
* @return uint32 size : size of &WorldPacket * @return uint32 size : size of [WorldPacket]
*/ */
int GetSize(lua_State* L, WorldPacket* packet) int GetSize(lua_State* L, WorldPacket* packet)
{ {
@@ -32,9 +32,9 @@ namespace LuaPacket
} }
/** /**
* Sets the opcode of the &WorldPacket by specifying an opcode. * Sets the opcode of the [WorldPacket] by specifying an opcode.
* *
* @param uint32 opcode : the opcode specified to be set for the &WorldPacket * @param uint32 opcode : the opcode specified to be set for the [WorldPacket]
*/ */
int SetOpcode(lua_State* L, WorldPacket* packet) int SetOpcode(lua_State* L, WorldPacket* packet)
{ {
@@ -46,7 +46,7 @@ namespace LuaPacket
} }
/** /**
* Reads and returns an int8 value from the &WorldPacket. * Reads and returns an int8 value from the [WorldPacket].
* *
* @return int8 value * @return int8 value
*/ */
@@ -59,7 +59,7 @@ namespace LuaPacket
} }
/** /**
* Reads and returns a uint8 value from the &WorldPacket. * Reads and returns a uint8 value from the [WorldPacket].
* *
* @return uint8 value * @return uint8 value
*/ */
@@ -72,7 +72,7 @@ namespace LuaPacket
} }
/** /**
* Reads and returns an int16 value from the &WorldPacket. * Reads and returns an int16 value from the [WorldPacket].
* *
* @return int16 value * @return int16 value
*/ */
@@ -85,7 +85,7 @@ namespace LuaPacket
} }
/** /**
* Reads and returns a uint16 value from the &WorldPacket. * Reads and returns a uint16 value from the [WorldPacket].
* *
* @return uint16 value * @return uint16 value
*/ */
@@ -98,7 +98,7 @@ namespace LuaPacket
} }
/** /**
* Reads and returns an int32 value from the &WorldPacket. * Reads and returns an int32 value from the [WorldPacket].
* *
* @return int32 value * @return int32 value
*/ */
@@ -111,7 +111,7 @@ namespace LuaPacket
} }
/** /**
* Reads and returns a uint32 value from the &WorldPacket. * Reads and returns a uint32 value from the [WorldPacket].
* *
* @return uint32 value * @return uint32 value
*/ */
@@ -124,7 +124,7 @@ namespace LuaPacket
} }
/** /**
* Reads and returns a float value from the &WorldPacket. * Reads and returns a float value from the [WorldPacket].
* *
* @return float value * @return float value
*/ */
@@ -137,7 +137,7 @@ namespace LuaPacket
} }
/** /**
* Reads and returns a double value from the &WorldPacket. * Reads and returns a double value from the [WorldPacket].
* *
* @return double value * @return double value
*/ */
@@ -150,7 +150,7 @@ namespace LuaPacket
} }
/** /**
* Reads and returns a uint64 value from the &WorldPacket. * Reads and returns a uint64 value from the [WorldPacket].
* *
* @return uint64 value : value returned as string * @return uint64 value : value returned as string
*/ */
@@ -163,7 +163,7 @@ namespace LuaPacket
} }
/** /**
* Reads and returns a string value from the &WorldPacket. * Reads and returns a string value from the [WorldPacket].
* *
* @return string value * @return string value
*/ */
@@ -176,9 +176,9 @@ namespace LuaPacket
} }
/** /**
* Writes an uint64 value to the &WorldPacket. * Writes an uint64 value to the [WorldPacket].
* *
* @param uint64 value : the value to be written to the &WorldPacket * @param uint64 value : the value to be written to the [WorldPacket]
*/ */
int WriteGUID(lua_State* L, WorldPacket* packet) int WriteGUID(lua_State* L, WorldPacket* packet)
{ {
@@ -188,9 +188,9 @@ namespace LuaPacket
} }
/** /**
* Writes a string to the &WorldPacket. * Writes a string to the [WorldPacket].
* *
* @param string value : the string to be written to the &WorldPacket * @param string value : the string to be written to the [WorldPacket]
*/ */
int WriteString(lua_State* L, WorldPacket* packet) int WriteString(lua_State* L, WorldPacket* packet)
{ {
@@ -200,9 +200,9 @@ namespace LuaPacket
} }
/** /**
* Writes an int8 value to the &WorldPacket. * Writes an int8 value to the [WorldPacket].
* *
* @param int8 value : the int8 value to be written to the &WorldPacket * @param int8 value : the int8 value to be written to the [WorldPacket]
*/ */
int WriteByte(lua_State* L, WorldPacket* packet) int WriteByte(lua_State* L, WorldPacket* packet)
{ {
@@ -212,9 +212,9 @@ namespace LuaPacket
} }
/** /**
* Writes an uint8 value to the &WorldPacket. * Writes an uint8 value to the [WorldPacket].
* *
* @param uint8 value : the uint8 value to be written to the &WorldPacket * @param uint8 value : the uint8 value to be written to the [WorldPacket]
*/ */
int WriteUByte(lua_State* L, WorldPacket* packet) int WriteUByte(lua_State* L, WorldPacket* packet)
{ {
@@ -224,9 +224,9 @@ namespace LuaPacket
} }
/** /**
* Writes an int16 value to the &WorldPacket. * Writes an int16 value to the [WorldPacket].
* *
* @param int16 value : the int16 value to be written to the &WorldPacket * @param int16 value : the int16 value to be written to the [WorldPacket]
*/ */
int WriteShort(lua_State* L, WorldPacket* packet) int WriteShort(lua_State* L, WorldPacket* packet)
{ {
@@ -236,9 +236,9 @@ namespace LuaPacket
} }
/** /**
* Writes an uint16 value to the &WorldPacket. * Writes an uint16 value to the [WorldPacket].
* *
* @param uint16 value : the uint16 value to be written to the &WorldPacket * @param uint16 value : the uint16 value to be written to the [WorldPacket]
*/ */
int WriteUShort(lua_State* L, WorldPacket* packet) int WriteUShort(lua_State* L, WorldPacket* packet)
{ {
@@ -248,9 +248,9 @@ namespace LuaPacket
} }
/** /**
* Writes an int32 value to the &WorldPacket. * Writes an int32 value to the [WorldPacket].
* *
* @param int32 value : the int32 value to be written to the &WorldPacket * @param int32 value : the int32 value to be written to the [WorldPacket]
*/ */
int WriteLong(lua_State* L, WorldPacket* packet) int WriteLong(lua_State* L, WorldPacket* packet)
{ {
@@ -260,9 +260,9 @@ namespace LuaPacket
} }
/** /**
* Writes an uint32 value to the &WorldPacket. * Writes an uint32 value to the [WorldPacket].
* *
* @param uint32 value : the uint32 value to be written to the &WorldPacket * @param uint32 value : the uint32 value to be written to the [WorldPacket]
*/ */
int WriteULong(lua_State* L, WorldPacket* packet) int WriteULong(lua_State* L, WorldPacket* packet)
{ {
@@ -272,9 +272,9 @@ namespace LuaPacket
} }
/** /**
* Writes a float value to the &WorldPacket. * Writes a float value to the [WorldPacket].
* *
* @param float value : the float value to be written to the &WorldPacket * @param float value : the float value to be written to the [WorldPacket]
*/ */
int WriteFloat(lua_State* L, WorldPacket* packet) int WriteFloat(lua_State* L, WorldPacket* packet)
{ {
@@ -284,9 +284,9 @@ namespace LuaPacket
} }
/** /**
* Writes a double value to the &WorldPacket. * Writes a double value to the [WorldPacket].
* *
* @param double value : the double value to be written to the &WorldPacket * @param double value : the double value to be written to the [WorldPacket]
*/ */
int WriteDouble(lua_State* L, WorldPacket* packet) int WriteDouble(lua_State* L, WorldPacket* packet)
{ {

View File

@@ -84,17 +84,17 @@ if __name__ == '__main__':
method_names = [] method_names = []
for class_ in classes: for class_ in classes:
class_names.append('&amp;' + class_.name) class_names.append('[' + class_.name + ']')
for method in class_.methods: for method in class_.methods:
method_names.append('&amp;' + class_.name + ':' + method.name) method_names.append('[' + class_.name + ':' + method.name + ']')
def link_parser(content): def link_parser(content):
# Replace all occurrencies of &Class:Function and then &Class with a link to given func or class # Replace all occurrencies of &Class:Function and then &Class with a link to given func or class
for name in method_names: for name in method_names:
# Take the "amp;" off the front of the method's name. # Take the [] off the front of the method's name.
full_name = name[len('&amp;'):] full_name = name[1:-1]
# Split "Class:Method" into "Class" and "Method". # Split "Class:Method" into "Class" and "Method".
class_name, method_name = full_name.split(':') class_name, method_name = full_name.split(':')
url = '{}{}/{}.html'.format(('../' * level), class_name, method_name) url = '{}{}/{}.html'.format(('../' * level), class_name, method_name)
@@ -102,8 +102,8 @@ if __name__ == '__main__':
content = content.replace(name, '<a class="fn" href="{}">{}</a>'.format(url, full_name)) content = content.replace(name, '<a class="fn" href="{}">{}</a>'.format(url, full_name))
for name in class_names: for name in class_names:
# Take the "&amp;" off the front of the class's name. # Take the [] off the front of the class's name.
class_name = name[len('&amp;'):] class_name = name[1:-1]
url = '{}{}/index.html'.format(('../' * level), class_name) url = '{}{}/index.html'.format(('../' * level), class_name)
# Replace occurrencies of &Class:Method with the url created # Replace occurrencies of &Class:Method with the url created
content = content.replace(name, '<a class="mod" href="{}">{}</a>'.format(url, class_name)) content = content.replace(name, '<a class="mod" href="{}">{}</a>'.format(url, class_name))
@@ -128,7 +128,7 @@ if __name__ == '__main__':
# Otherwise try to build a link to the proper page. # Otherwise try to build a link to the proper page.
if content in class_names: if content in class_names:
class_name = content[len('&amp;'):] class_name = content[1:-1]
url = '{}{}/index.html'.format(('../' * level), class_name) url = '{}{}/index.html'.format(('../' * level), class_name)
return '<strong><a class="mod" href="{}">{}</a></strong>'.format(url, class_name) return '<strong><a class="mod" href="{}">{}</a></strong>'.format(url, class_name)

View File

@@ -111,14 +111,14 @@ class ClassParser(object):
body_regex = re.compile(r"\s*\s?\*\s*(.*)") # The "body", i.e. a * and optionally some descriptive text. body_regex = re.compile(r"\s*\s?\*\s*(.*)") # The "body", i.e. a * and optionally some descriptive text.
# An extra optional space (\s?) was thrown in to make it different from `class_body_regex`. # An extra optional space (\s?) was thrown in to make it different from `class_body_regex`.
param_regex = re.compile(r"""\s*\*\s@param\s # The @param tag starts with opt. whitespace followed by "* @param ". param_regex = re.compile(r"""\s*\*\s@param\s # The @param tag starts with opt. whitespace followed by "* @param ".
([&\w]+)\s(\w+) # The data type, a space, and the name of the param. ([\[\]\w]+)\s(\w+) # The data type, a space, and the name of the param.
(?:\s=\s(\w+))? # The default value: a = surrounded by spaces, followed by text. (?:\s=\s(\w+))? # The default value: a = surrounded by spaces, followed by text.
(?:\s:\s(.+))? # The description: a colon surrounded by spaces, followed by text. (?:\s:\s(.+))? # The description: a colon surrounded by spaces, followed by text.
""", re.X) """, re.X)
# This is the same as the @param tag, minus the default value part. # This is the same as the @param tag, minus the default value part.
return_regex = re.compile(r"""\s*\*\s@return\s return_regex = re.compile(r"""\s*\*\s@return\s
([&\w]+)\s(\w+) ([\[\]\w]+)\s(\w+)
(?:\s:\s(.+))? (?:\s:\s(.+))?
""", re.X) """, re.X)
proto_regex = re.compile(r"""\s*\*\s@proto\s proto_regex = re.compile(r"""\s*\*\s@proto\s