diff --git a/WorldObjectMethods.h b/WorldObjectMethods.h index 0670e11..936716d 100644 --- a/WorldObjectMethods.h +++ b/WorldObjectMethods.h @@ -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(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(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(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 [Player]s - */ + * 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(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 [Creature]s - */ + * 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(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 [GameObject]s - */ + * 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(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(L, 2, SIZE_OF_GRIDS); @@ -376,16 +376,16 @@ namespace LuaWorldObject } /** - * 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 - * - * @return table worldObjectList : table of [WorldObject]s - */ + * 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 + * + * @return table worldObjectList : table of [WorldObject]s + */ int GetNearObjects(lua_State* L, WorldObject* obj) { float range = Eluna::CHECKVAL(L, 2, SIZE_OF_GRIDS); @@ -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(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(L, 2, false); @@ -489,17 +489,17 @@ 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] - * - * @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 - * @return float z - */ + * 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 + * + * @return float x + * @return float y + * @return float z + */ int GetRelativePoint(lua_State* L, WorldObject* obj) { float dist = Eluna::CHECKVAL(L, 2); @@ -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(L, 2, false); @@ -543,10 +543,10 @@ namespace LuaWorldObject } /** - * Sends a [WorldPacket] to [Player]s 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(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(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(L, 2);