Getter added & Extra Code Cleanup

This commit is contained in:
xIvan0ff
2021-05-23 00:17:50 +03:00
parent 564b6b8b17
commit fa6fc881e6
2 changed files with 160 additions and 140 deletions

View File

@@ -14,6 +14,24 @@
*/
namespace LuaCreature
{
/**
* Returns `true` if the [Creature] can regenerate health,
* and returns `false` otherwise.
*
* @return bool isRegenerating
*/
int IsRegeneratingHealth(lua_State* L, Creature* creature)
{
#if defined(AZEROTHCORE)
Eluna::Push(L, creature->isRegeneratingHealth());
#elif defined(TRINITY)
Eluna::Push(L, creature->CanRegenerateHealth());
#else
Eluna::Push(L, creature->IsRegeneratingHealth());
#endif
return 1;
}
/**
* Sets whether the [Creature] can regenerate health or not.
*
@@ -37,7 +55,7 @@ namespace LuaCreature
*
* @return bool reputationDisabled
*/
int IsReputationGainDisabled(lua_State *L, Creature *creature)
int IsReputationGainDisabled(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsReputationGainDisabled());
return 1;
@@ -50,7 +68,7 @@ namespace LuaCreature
* @param uint32 questID : the ID of a [Quest]
* @return bool completesQuest
*/
int CanCompleteQuest(lua_State *L, Creature *creature)
int CanCompleteQuest(lua_State* L, Creature* creature)
{
uint32 quest_id = Eluna::CHECKVAL<uint32>(L, 2);
@@ -69,7 +87,7 @@ namespace LuaCreature
* @param bool mustBeDead = false : if `true`, only returns `true` if the [Creature] is also dead. Otherwise, it must be alive.
* @return bool targetable
*/
int IsTargetableForAttack(lua_State *L, Creature *creature)
int IsTargetableForAttack(lua_State* L, Creature* creature)
{
bool mustBeDead = Eluna::CHECKVAL<bool>(L, 2, false);
@@ -90,10 +108,10 @@ namespace LuaCreature
* @param bool checkFaction = true : if `true`, the [Creature] must be the same faction as `friend` to assist
* @return bool canAssist
*/
int CanAssistTo(lua_State *L, Creature *creature)
int CanAssistTo(lua_State* L, Creature* creature)
{
Unit *u = Eluna::CHECKOBJ<Unit>(L, 2);
Unit *enemy = Eluna::CHECKOBJ<Unit>(L, 3);
Unit* u = Eluna::CHECKOBJ<Unit>(L, 2);
Unit* enemy = Eluna::CHECKOBJ<Unit>(L, 3);
bool checkfaction = Eluna::CHECKVAL<bool>(L, 4, true);
Eluna::Push(L, creature->CanAssistTo(u, enemy, checkfaction));
@@ -106,7 +124,7 @@ namespace LuaCreature
*
* @return bool searchedForAssistance
*/
int HasSearchedAssistance(lua_State *L, Creature *creature)
int HasSearchedAssistance(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->HasSearchedAssistance());
return 1;
@@ -118,9 +136,9 @@ namespace LuaCreature
*
* @return bool tapped
*/
int IsTappedBy(lua_State *L, Creature *creature)
int IsTappedBy(lua_State* L, Creature* creature)
{
Player *player = Eluna::CHECKOBJ<Player>(L, 2);
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
#if defined(TRINITY) || defined(AZEROTHCORE)
Eluna::Push(L, creature->isTappedBy(player));
@@ -136,7 +154,7 @@ namespace LuaCreature
*
* @return bool hasLootRecipient
*/
int HasLootRecipient(lua_State *L, Creature *creature)
int HasLootRecipient(lua_State* L, Creature* creature)
{
#if defined(TRINITY) || defined(AZEROTHCORE)
Eluna::Push(L, creature->hasLootRecipient());
@@ -152,7 +170,7 @@ namespace LuaCreature
*
* @return bool canAggro
*/
int CanAggro(lua_State *L, Creature *creature)
int CanAggro(lua_State* L, Creature* creature)
{
#if defined(TRINITY) || defined(AZEROTHCORE)
Eluna::Push(L, !creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC));
@@ -169,7 +187,7 @@ namespace LuaCreature
*
* @return bool canSwim
*/
int CanSwim(lua_State *L, Creature *creature)
int CanSwim(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->CanSwim());
return 1;
@@ -181,7 +199,7 @@ namespace LuaCreature
*
* @return bool canWalk
*/
int CanWalk(lua_State *L, Creature *creature)
int CanWalk(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->CanWalk());
return 1;
@@ -193,7 +211,7 @@ namespace LuaCreature
*
* @return bool inEvadeMode
*/
int IsInEvadeMode(lua_State *L, Creature *creature)
int IsInEvadeMode(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsInEvadeMode());
return 1;
@@ -205,7 +223,7 @@ namespace LuaCreature
*
* @return bool isElite
*/
int IsElite(lua_State *L, Creature *creature)
int IsElite(lua_State* L, Creature* creature)
{
#if defined(TRINITY) || defined(AZEROTHCORE)
Eluna::Push(L, creature->isElite());
@@ -221,7 +239,7 @@ namespace LuaCreature
*
* @return bool isGuard
*/
int IsGuard(lua_State *L, Creature *creature)
int IsGuard(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsGuard());
return 1;
@@ -233,7 +251,7 @@ namespace LuaCreature
*
* @return bool isCivilian
*/
int IsCivilian(lua_State *L, Creature *creature)
int IsCivilian(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsCivilian());
return 1;
@@ -245,7 +263,7 @@ namespace LuaCreature
*
* @return bool isLeader
*/
int IsRacialLeader(lua_State *L, Creature *creature)
int IsRacialLeader(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsRacialLeader());
return 1;
@@ -258,7 +276,7 @@ namespace LuaCreature
* @return bool isDungeonBoss
*/
#if defined(TRINITY) || defined(AZEROTHCORE)
int IsDungeonBoss(lua_State *L, Creature *creature)
int IsDungeonBoss(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsDungeonBoss());
return 1;
@@ -271,7 +289,7 @@ namespace LuaCreature
*
* @return bool isWorldBoss
*/
int IsWorldBoss(lua_State *L, Creature *creature)
int IsWorldBoss(lua_State* L, Creature* creature)
{
#if defined(TRINITY) || defined(AZEROTHCORE)
Eluna::Push(L, creature->isWorldBoss());
@@ -288,17 +306,17 @@ namespace LuaCreature
* @param uint32 spellId : the ID of a [Spell]
* @return bool hasCooldown
*/
int HasCategoryCooldown(lua_State *L, Creature *creature)
int HasCategoryCooldown(lua_State* L, Creature* creature)
{
uint32 spell = Eluna::CHECKVAL<uint32>(L, 2);
#if defined(TRINITY)
if (const SpellInfo *info = sSpellMgr->GetSpellInfo(spell))
if (const SpellInfo* info = sSpellMgr->GetSpellInfo(spell))
Eluna::Push(L, info->GetCategory() && creature->GetSpellHistory()->HasCooldown(spell));
else
Eluna::Push(L, false);
#elif defined(AZEROTHCORE)
if (const SpellInfo *info = sSpellMgr->GetSpellInfo(spell))
if (const SpellInfo* info = sSpellMgr->GetSpellInfo(spell))
Eluna::Push(L, info->GetCategory() && creature->HasSpellCooldown(spell));
else
Eluna::Push(L, false);
@@ -315,7 +333,7 @@ namespace LuaCreature
* @param uint32 spellId : the ID of a [Spell]
* @return bool hasSpell
*/
int HasSpell(lua_State *L, Creature *creature)
int HasSpell(lua_State* L, Creature* creature)
{
uint32 id = Eluna::CHECKVAL<uint32>(L, 2);
@@ -330,7 +348,7 @@ namespace LuaCreature
* @param uint32 questId : the ID of a [Quest]
* @return bool hasQuest
*/
int HasQuest(lua_State *L, Creature *creature)
int HasQuest(lua_State* L, Creature* creature)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
@@ -349,7 +367,7 @@ namespace LuaCreature
* @param uint32 spellId : the ID of a [Spell]
* @return bool hasCooldown
*/
int HasSpellCooldown(lua_State *L, Creature *creature)
int HasSpellCooldown(lua_State* L, Creature* creature)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
@@ -367,7 +385,7 @@ namespace LuaCreature
*
* @return bool canFly
*/
int CanFly(lua_State *L, Creature *creature)
int CanFly(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->CanFly());
return 1;
@@ -380,7 +398,7 @@ namespace LuaCreature
*
* @return bool canFly
*/
int IsTrigger(lua_State *L, Creature *creature)
int IsTrigger(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsTrigger());
return 1;
@@ -391,7 +409,7 @@ namespace LuaCreature
*
* @return bool isDamagedEnough
*/
int IsDamageEnoughForLootingAndReward(lua_State *L, Creature *creature)
int IsDamageEnoughForLootingAndReward(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->IsDamageEnoughForLootingAndReward());
return 1;
@@ -405,9 +423,9 @@ namespace LuaCreature
* @param [Unit] target
* @param bool force = true : force [Creature] to attack
*/
int CanStartAttack(lua_State *L, Creature *creature) // TODO: Implement core side
int CanStartAttack(lua_State* L, Creature* creature) // TODO: Implement core side
{
Unit *target = Eluna::CHECKOBJ<Unit>(L, 2);
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
#ifndef AZEROTHCORE
bool force = Eluna::CHECKVAL<bool>(L, 3, true);
Eluna::Push(L, creature->CanStartAttack(target, force));
@@ -423,7 +441,7 @@ namespace LuaCreature
* @param uint16 lootMode
* @return bool hasLootMode
*/
int HasLootMode(lua_State *L, Creature *creature) // TODO: Implement LootMode features
int HasLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
@@ -440,7 +458,7 @@ namespace LuaCreature
*
* @return uint32 respawnDelay : the respawn delay, in seconds
*/
int GetRespawnDelay(lua_State *L, Creature *creature)
int GetRespawnDelay(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetRespawnDelay());
return 1;
@@ -452,7 +470,7 @@ namespace LuaCreature
*
* @return float wanderRadius
*/
int GetWanderRadius(lua_State *L, Creature *creature)
int GetWanderRadius(lua_State* L, Creature* creature)
{
#if defined(TRINITY) || defined(AZEROTHCORE)
Eluna::Push(L, creature->GetWanderDistance());
@@ -468,7 +486,7 @@ namespace LuaCreature
*
* @return uint32 pathId
*/
int GetWaypointPath(lua_State *L, Creature *creature)
int GetWaypointPath(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetWaypointPath());
return 1;
@@ -480,7 +498,7 @@ namespace LuaCreature
*
* @return uint32 wpId
*/
int GetCurrentWaypointId(lua_State *L, Creature *creature)
int GetCurrentWaypointId(lua_State* L, Creature* creature)
{
#if defined(TRINITY)
Eluna::Push(L, creature->GetCurrentWaypointInfo().first);
@@ -497,7 +515,7 @@ namespace LuaCreature
*
* @return [MovementGeneratorType] defaultMovementType
*/
int GetDefaultMovementType(lua_State *L, Creature *creature)
int GetDefaultMovementType(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetDefaultMovementType());
return 1;
@@ -509,9 +527,9 @@ namespace LuaCreature
* @param [Unit] target
* @return float aggroRange
*/
int GetAggroRange(lua_State *L, Creature *creature)
int GetAggroRange(lua_State* L, Creature* creature)
{
Unit *target = Eluna::CHECKOBJ<Unit>(L, 2);
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
#if defined(TRINITY) || defined(AZEROTHCORE)
Eluna::Push(L, creature->GetAggroRange(target));
@@ -533,9 +551,9 @@ namespace LuaCreature
* @param [Unit] target
* @return float attackDistance
*/
int GetAttackDistance(lua_State *L, Creature *creature)
int GetAttackDistance(lua_State* L, Creature* creature)
{
Unit *target = Eluna::CHECKOBJ<Unit>(L, 2);
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
Eluna::Push(L, creature->GetAttackDistance(target));
return 1;
@@ -547,7 +565,7 @@ namespace LuaCreature
*
* @return [Group] lootRecipientGroup : the group or `nil`
*/
int GetLootRecipientGroup(lua_State *L, Creature *creature)
int GetLootRecipientGroup(lua_State* L, Creature* creature)
{
#if defined(TRINITY) || defined(AZEROTHCORE)
Eluna::Push(L, creature->GetLootRecipientGroup());
@@ -562,7 +580,7 @@ namespace LuaCreature
*
* @return [Player] lootRecipient : the player or `nil`
*/
int GetLootRecipient(lua_State *L, Creature *creature)
int GetLootRecipient(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetLootRecipient());
return 1;
@@ -577,7 +595,7 @@ namespace LuaCreature
*
* @return string scriptName
*/
int GetScriptName(lua_State *L, Creature *creature)
int GetScriptName(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetScriptName());
return 1;
@@ -592,7 +610,7 @@ namespace LuaCreature
*
* @return string AIName
*/
int GetAIName(lua_State *L, Creature *creature)
int GetAIName(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetAIName());
return 1;
@@ -606,7 +624,7 @@ namespace LuaCreature
*
* @return uint32 scriptID
*/
int GetScriptId(lua_State *L, Creature *creature)
int GetScriptId(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetScriptId());
return 1;
@@ -618,12 +636,12 @@ namespace LuaCreature
* @param uint32 spellID
* @return uint32 cooldown : the cooldown, in milliseconds
*/
int GetCreatureSpellCooldownDelay(lua_State *L, Creature *creature)
int GetCreatureSpellCooldownDelay(lua_State* L, Creature* creature)
{
uint32 spell = Eluna::CHECKVAL<uint32>(L, 2);
#if defined(TRINITY)
if (SpellInfo const *spellInfo = sSpellMgr->GetSpellInfo(spell))
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell))
Eluna::Push(L, creature->GetSpellHistory()->GetRemainingCooldown(spellInfo));
else
Eluna::Push(L, 0);
@@ -643,7 +661,7 @@ namespace LuaCreature
*
* @return uint32 corpseDelay : the delay, in seconds
*/
int GetCorpseDelay(lua_State *L, Creature *creature)
int GetCorpseDelay(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetCorpseDelay());
return 1;
@@ -658,7 +676,7 @@ namespace LuaCreature
* @return float z
* @return float o
*/
int GetHomePosition(lua_State *L, Creature *creature)
int GetHomePosition(lua_State* L, Creature* creature)
{
float x, y, z, o;
#if defined(TRINITY) || defined(AZEROTHCORE)
@@ -683,7 +701,7 @@ namespace LuaCreature
* @param float z
* @param float o
*/
int SetHomePosition(lua_State *L, Creature *creature)
int SetHomePosition(lua_State* L, Creature* creature)
{
float x = Eluna::CHECKVAL<float>(L, 2);
float y = Eluna::CHECKVAL<float>(L, 3);
@@ -701,9 +719,9 @@ namespace LuaCreature
enum SelectAggroTarget
{
SELECT_TARGET_RANDOM = 0, // Just selects a random target
SELECT_TARGET_TOPAGGRO, // Selects targes from top aggro to bottom
SELECT_TARGET_BOTTOMAGGRO, // Selects targets from bottom aggro to top
SELECT_TARGET_RANDOM = 0, // Just selects a random target
SELECT_TARGET_TOPAGGRO, // Selects targes from top aggro to bottom
SELECT_TARGET_BOTTOMAGGRO, // Selects targets from bottom aggro to top
SELECT_TARGET_NEAREST,
SELECT_TARGET_FARTHEST
};
@@ -734,7 +752,7 @@ namespace LuaCreature
* @param int32 aura = 0 : if positive, the target must have this [Aura]. If negative, the the target must not have this Aura
* @return [Unit] target : the target, or `nil`
*/
int GetAITarget(lua_State *L, Creature *creature)
int GetAITarget(lua_State* L, Creature* creature)
{
uint32 targetType = Eluna::CHECKVAL<uint32>(L, 2);
bool playerOnly = Eluna::CHECKVAL<bool>(L, 3, false);
@@ -743,13 +761,13 @@ namespace LuaCreature
int32 aura = Eluna::CHECKVAL<int32>(L, 6, 0);
#if defined(CMANGOS)
ThreatList const &threatlist = creature->getThreatManager().getThreatList();
ThreatList const& threatlist = creature->getThreatManager().getThreatList();
#elif defined(MANGOS)
ThreatList const &threatlist = creature->GetThreatManager().getThreatList();
ThreatList const& threatlist = creature->GetThreatManager().getThreatList();
#elif defined(TRINITY)
auto const &threatlist = creature->GetThreatManager().GetSortedThreatList();
auto const& threatlist = creature->GetThreatManager().GetSortedThreatList();
#elif defined(AZEROTHCORE)
auto const &threatlist = creature->getThreatManager().getThreatList();
auto const& threatlist = creature->getThreatManager().getThreatList();
#endif
#ifndef TRINITY
if (threatlist.empty())
@@ -757,17 +775,17 @@ namespace LuaCreature
if (position >= threatlist.size())
return 1;
#endif
std::list<Unit *> targetList;
std::list<Unit*> targetList;
#if defined(TRINITY)
for (ThreatReference const *itr : threatlist)
for (ThreatReference const* itr : threatlist)
#else
for (auto itr = threatlist.begin(); itr != threatlist.end(); ++itr)
#endif
{
{
#if defined(TRINITY)
Unit *target = itr->GetVictim();
Unit* target = itr->GetVictim();
#else
Unit *target = (*itr)->getTarget();
Unit* target = (*itr)->getTarget();
#endif
if (!target)
continue;
@@ -794,37 +812,37 @@ namespace LuaCreature
switch (targetType)
{
case SELECT_TARGET_NEAREST:
case SELECT_TARGET_TOPAGGRO:
{
std::list<Unit *>::const_iterator itr = targetList.begin();
if (position)
std::advance(itr, position);
Eluna::Push(L, *itr);
}
break;
case SELECT_TARGET_FARTHEST:
case SELECT_TARGET_BOTTOMAGGRO:
{
std::list<Unit *>::reverse_iterator ritr = targetList.rbegin();
if (position)
std::advance(ritr, position);
Eluna::Push(L, *ritr);
}
break;
case SELECT_TARGET_RANDOM:
{
std::list<Unit *>::const_iterator itr = targetList.begin();
if (position)
std::advance(itr, urand(0, position));
else
std::advance(itr, urand(0, targetList.size() - 1));
Eluna::Push(L, *itr);
}
break;
default:
luaL_argerror(L, 2, "SelectAggroTarget expected");
break;
case SELECT_TARGET_NEAREST:
case SELECT_TARGET_TOPAGGRO:
{
std::list<Unit*>::const_iterator itr = targetList.begin();
if (position)
std::advance(itr, position);
Eluna::Push(L, *itr);
}
break;
case SELECT_TARGET_FARTHEST:
case SELECT_TARGET_BOTTOMAGGRO:
{
std::list<Unit*>::reverse_iterator ritr = targetList.rbegin();
if (position)
std::advance(ritr, position);
Eluna::Push(L, *ritr);
}
break;
case SELECT_TARGET_RANDOM:
{
std::list<Unit*>::const_iterator itr = targetList.begin();
if (position)
std::advance(itr, urand(0, position));
else
std::advance(itr, urand(0, targetList.size() - 1));
Eluna::Push(L, *itr);
}
break;
default:
luaL_argerror(L, 2, "SelectAggroTarget expected");
break;
}
return 1;
@@ -835,14 +853,14 @@ namespace LuaCreature
*
* @return table targets
*/
int GetAITargets(lua_State *L, Creature *creature)
int GetAITargets(lua_State* L, Creature* creature)
{
#if defined(TRINITY)
auto const &threatlist = creature->GetThreatManager().GetThreatenedByMeList();
auto const& threatlist = creature->GetThreatManager().GetThreatenedByMeList();
#elif defined(AZEROTHCORE)
auto const &threatlist = creature->getThreatManager().getThreatList();
auto const& threatlist = creature->getThreatManager().getThreatList();
#else
ThreatList const &threatlist = creature->GetThreatManager().getThreatList();
ThreatList const& threatlist = creature->GetThreatManager().getThreatList();
#endif
lua_createtable(L, threatlist.size(), 0);
int tbl = lua_gettop(L);
@@ -850,9 +868,9 @@ namespace LuaCreature
for (auto itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
#if defined(TRINITY)
Unit *target = itr->second->GetOwner();
Unit* target = itr->second->GetOwner();
#else
Unit *target = (*itr)->getTarget();
Unit* target = (*itr)->getTarget();
#endif
if (!target)
continue;
@@ -869,7 +887,7 @@ namespace LuaCreature
*
* @return int targetsCount
*/
int GetAITargetsCount(lua_State *L, Creature *creature)
int GetAITargetsCount(lua_State* L, Creature* creature)
{
#if defined(TRINITY)
Eluna::Push(L, creature->GetThreatManager().GetThreatenedByMeList().size());
@@ -889,7 +907,7 @@ namespace LuaCreature
*
* @return [NPCFlags] npcFlags
*/
int GetNPCFlags(lua_State *L, Creature *creature)
int GetNPCFlags(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetUInt32Value(UNIT_NPC_FLAGS));
return 1;
@@ -903,7 +921,7 @@ namespace LuaCreature
*
* @return [ExtraFlags] extraFlags
*/
int GetExtraFlags(lua_State *L, Creature *creature)
int GetExtraFlags(lua_State* L, Creature* creature)
{
#if defined(TRINITY) || defined(AZEROTHCORE)
Eluna::Push(L, creature->GetCreatureTemplate()->flags_extra);
@@ -919,7 +937,7 @@ namespace LuaCreature
*
* @return uint32 shieldBlockValue
*/
int GetShieldBlockValue(lua_State *L, Creature *creature)
int GetShieldBlockValue(lua_State* L, Creature* creature)
{
Eluna::Push(L, creature->GetShieldBlockValue());
return 1;
@@ -927,7 +945,7 @@ namespace LuaCreature
#endif
#if defined(TRINITY) || defined(AZEROTHCORE)
int GetLootMode(lua_State *L, Creature *creature) // TODO: Implement LootMode features
int GetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
Eluna::Push(L, creature->GetLootMode());
return 1;
@@ -939,7 +957,7 @@ namespace LuaCreature
*
* @return uint32 dbguid
*/
int GetDBTableGUIDLow(lua_State *L, Creature *creature)
int GetDBTableGUIDLow(lua_State* L, Creature* creature)
{
#if defined(TRINITY) || defined(AZEROTHCORE)
Eluna::Push(L, creature->GetSpawnId());
@@ -955,7 +973,7 @@ namespace LuaCreature
*
* @param [NPCFlags] flags
*/
int SetNPCFlags(lua_State *L, Creature *creature)
int SetNPCFlags(lua_State* L, Creature* creature)
{
uint32 flags = Eluna::CHECKVAL<uint32>(L, 2);
@@ -963,12 +981,13 @@ namespace LuaCreature
return 0;
}
/**
* Makes the [Creature] able to fly if enabled.
*
* @param bool disable
*/
int SetDisableGravity(lua_State *L, Creature *creature)
int SetDisableGravity(lua_State* L, Creature* creature)
{
bool disable = Eluna::CHECKVAL<bool>(L, 2);
@@ -981,7 +1000,7 @@ namespace LuaCreature
}
#if defined(TRINITY) || defined(AZEROTHCORE)
int SetLootMode(lua_State *L, Creature *creature) // TODO: Implement LootMode features
int SetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
@@ -995,7 +1014,7 @@ namespace LuaCreature
*
* @param [DeathState] deathState
*/
int SetDeathState(lua_State *L, Creature *creature)
int SetDeathState(lua_State* L, Creature* creature)
{
int32 state = Eluna::CHECKVAL<int32>(L, 2);
@@ -1012,7 +1031,7 @@ namespace LuaCreature
*
* @param bool enable = true : `true` to enable walking, `false` for running
*/
int SetWalk(lua_State *L, Creature *creature) // TODO: Move same to Player ?
int SetWalk(lua_State* L, Creature* creature) // TODO: Move same to Player ?
{
bool enable = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -1027,7 +1046,7 @@ namespace LuaCreature
* @param uint32 off_hand : off hand [Item]'s entry
* @param uint32 ranged : ranged [Item]'s entry
*/
int SetEquipmentSlots(lua_State *L, Creature *creature)
int SetEquipmentSlots(lua_State* L, Creature* creature)
{
uint32 main_hand = Eluna::CHECKVAL<uint32>(L, 2);
uint32 off_hand = Eluna::CHECKVAL<uint32>(L, 3);
@@ -1050,7 +1069,7 @@ namespace LuaCreature
*
* @param bool allow = true : `true` to allow aggro, `false` to disable aggro
*/
int SetAggroEnabled(lua_State *L, Creature *creature)
int SetAggroEnabled(lua_State* L, Creature* creature)
{
bool allow = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -1074,7 +1093,7 @@ namespace LuaCreature
*
* @param bool disable = true : `true` to disable reputation, `false` to enable
*/
int SetDisableReputationGain(lua_State *L, Creature *creature)
int SetDisableReputationGain(lua_State* L, Creature* creature)
{
bool disable = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -1088,7 +1107,7 @@ namespace LuaCreature
* This is used by raid bosses to prevent Players from using out-of-combat
* actions once the encounter has begun.
*/
int SetInCombatWithZone(lua_State * /*L*/, Creature *creature)
int SetInCombatWithZone(lua_State* /*L*/, Creature* creature)
{
#if defined(AZEROTHCORE)
if (creature->IsAIEnabled)
@@ -1107,7 +1126,7 @@ namespace LuaCreature
*
* @param float distance
*/
int SetWanderRadius(lua_State *L, Creature *creature)
int SetWanderRadius(lua_State* L, Creature* creature)
{
float dist = Eluna::CHECKVAL<float>(L, 2);
@@ -1124,7 +1143,7 @@ namespace LuaCreature
*
* @param uint32 delay : the delay, in seconds
*/
int SetRespawnDelay(lua_State *L, Creature *creature)
int SetRespawnDelay(lua_State* L, Creature* creature)
{
uint32 delay = Eluna::CHECKVAL<uint32>(L, 2);
@@ -1137,7 +1156,7 @@ namespace LuaCreature
*
* @param [MovementGeneratorType] type
*/
int SetDefaultMovementType(lua_State *L, Creature *creature)
int SetDefaultMovementType(lua_State* L, Creature* creature)
{
int32 type = Eluna::CHECKVAL<int32>(L, 2);
@@ -1150,7 +1169,7 @@ namespace LuaCreature
*
* @param bool enable = true : `true` to disable searching, `false` to allow
*/
int SetNoSearchAssistance(lua_State *L, Creature *creature)
int SetNoSearchAssistance(lua_State* L, Creature* creature)
{
bool val = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -1163,7 +1182,7 @@ namespace LuaCreature
*
* @param bool enable = true : `true` to disable calling for help, `false` to enable
*/
int SetNoCallAssistance(lua_State *L, Creature *creature)
int SetNoCallAssistance(lua_State* L, Creature* creature)
{
bool val = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -1176,7 +1195,7 @@ namespace LuaCreature
*
* @param bool enable = true : `true` to enable hovering, `false` to disable
*/
int SetHover(lua_State *L, Creature *creature)
int SetHover(lua_State* L, Creature* creature)
{
bool enable = Eluna::CHECKVAL<bool>(L, 2, true);
@@ -1206,7 +1225,7 @@ namespace LuaCreature
*
* @param uint32 delay = 0 : dely to despawn in milliseconds
*/
int DespawnOrUnsummon(lua_State *L, Creature *creature)
int DespawnOrUnsummon(lua_State* L, Creature* creature)
{
uint32 msTimeToDespawn = Eluna::CHECKVAL<uint32>(L, 2, 0);
@@ -1223,7 +1242,7 @@ namespace LuaCreature
/**
* Respawn this [Creature].
*/
int Respawn(lua_State * /*L*/, Creature *creature)
int Respawn(lua_State* /*L*/, Creature* creature)
{
creature->Respawn();
return 0;
@@ -1232,7 +1251,7 @@ namespace LuaCreature
/**
* Remove this [Creature]'s corpse.
*/
int RemoveCorpse(lua_State * /*L*/, Creature *creature)
int RemoveCorpse(lua_State* /*L*/, Creature* creature)
{
creature->RemoveCorpse();
return 0;
@@ -1241,7 +1260,7 @@ namespace LuaCreature
/**
* Make the [Creature] start following its waypoint path.
*/
int MoveWaypoint(lua_State * /*L*/, Creature *creature)
int MoveWaypoint(lua_State* /*L*/, Creature* creature)
{
#if defined(TRINITY) || defined(AZEROTHCORE)
creature->GetMotionMaster()->MovePath(creature->GetWaypointPath(), true);
@@ -1254,7 +1273,7 @@ namespace LuaCreature
/**
* Make the [Creature] call for assistance in combat from other nearby [Creature]s.
*/
int CallAssistance(lua_State * /*L*/, Creature *creature)
int CallAssistance(lua_State* /*L*/, Creature* creature)
{
creature->CallAssistance();
return 0;
@@ -1265,7 +1284,7 @@ namespace LuaCreature
*
* @param float radius
*/
int CallForHelp(lua_State *L, Creature *creature)
int CallForHelp(lua_State* L, Creature* creature)
{
float radius = Eluna::CHECKVAL<float>(L, 2);
@@ -1276,7 +1295,7 @@ namespace LuaCreature
/**
* Make the [Creature] flee combat to get assistance from a nearby friendly [Creature].
*/
int FleeToGetAssistance(lua_State * /*L*/, Creature *creature)
int FleeToGetAssistance(lua_State* /*L*/, Creature* creature)
{
creature->DoFleeToGetAssistance();
return 0;
@@ -1287,9 +1306,9 @@ namespace LuaCreature
*
* @param [Unit] target
*/
int AttackStart(lua_State *L, Creature *creature)
int AttackStart(lua_State* L, Creature* creature)
{
Unit *target = Eluna::CHECKOBJ<Unit>(L, 2);
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
creature->AI()->AttackStart(target);
return 0;
@@ -1298,7 +1317,7 @@ namespace LuaCreature
/**
* Save the [Creature] in the database.
*/
int SaveToDB(lua_State * /*L*/, Creature *creature)
int SaveToDB(lua_State* /*L*/, Creature* creature)
{
creature->SaveToDB();
return 0;
@@ -1309,7 +1328,7 @@ namespace LuaCreature
*
* This should be called every update cycle for the Creature's AI.
*/
int SelectVictim(lua_State *L, Creature *creature)
int SelectVictim(lua_State* L, Creature* creature)
{
#if defined(TRINITY) || defined(AZEROTHCORE)
Eluna::Push(L, creature->SelectVictim());
@@ -1325,7 +1344,7 @@ namespace LuaCreature
* @param uint32 entry : the Creature ID to transform into
* @param uint32 dataGUIDLow = 0 : use this Creature's model and equipment instead of the defaults
*/
int UpdateEntry(lua_State *L, Creature *creature)
int UpdateEntry(lua_State* L, Creature* creature)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
uint32 dataGuidLow = Eluna::CHECKVAL<uint32>(L, 3, 0);
@@ -1342,7 +1361,7 @@ namespace LuaCreature
/**
* Resets [Creature]'s loot mode to default
*/
int ResetLootMode(lua_State * /*L*/, Creature *creature) // TODO: Implement LootMode features
int ResetLootMode(lua_State* /*L*/, Creature* creature) // TODO: Implement LootMode features
{
creature->ResetLootMode();
return 0;
@@ -1353,7 +1372,7 @@ namespace LuaCreature
*
* @param uint16 lootMode
*/
int RemoveLootMode(lua_State *L, Creature *creature) // TODO: Implement LootMode features
int RemoveLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
@@ -1366,7 +1385,7 @@ namespace LuaCreature
*
* @param uint16 lootMode
*/
int AddLootMode(lua_State *L, Creature *creature) // TODO: Implement LootMode features
int AddLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = Eluna::CHECKVAL<uint16>(L, 2);
@@ -1429,16 +1448,16 @@ namespace LuaCreature
*
* @return [CreatureFamily] creatureFamily
*/
int GetCreatureFamily(lua_State *L, Creature *creature)
int GetCreatureFamily(lua_State* L, Creature* creature)
{
uint32 entry = creature->GetEntry();
#if defined(TRINITY) || defined(AZEROTHCORE)
CreatureTemplate const *cInfo = sObjectMgr->GetCreatureTemplate(entry);
CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(entry);
if (cInfo)
Eluna::Push(L, cInfo->family);
#else
CreatureInfo const *cInfo = ObjectMgr::GetCreatureTemplate(entry);
CreatureInfo const* cInfo = ObjectMgr::GetCreatureTemplate(entry);
if (cInfo)
Eluna::Push(L, cInfo->Family);
#endif