/* * Copyright (C) 2010 - 2014 Eluna Lua Engine * This program is free software licensed under GPL version 3 * Please see the included DOCS/LICENSE.md for more information */ #ifndef AURAMETHODS_H #define AURAMETHODS_H /*** * The persistent effect of a &Spell that remains on a &Unit after the spell * has been cast. * * 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. * * Auras on your player are displayed in-game as a series of icons to the left * of the mini-map. */ namespace LuaAura { /** * Returns the &Unit that casted the &Spell that caused this &Aura to be applied. * * @return &Unit caster */ int GetCaster(lua_State* L, Aura* aura) { Eluna::Push(L, aura->GetCaster()); return 1; } /** * 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 */ int GetCasterGUID(lua_State* L, Aura* aura) { #ifndef TRINITY Eluna::Push(L, aura->GetCasterGuid()); #else Eluna::Push(L, aura->GetCasterGUID()); #endif return 1; } /** * Returns the level of the &Unit that casted the &Spell that caused this &Aura to be applied. * * @return uint32 caster_level */ int GetCasterLevel(lua_State* L, Aura* aura) { Eluna::Push(L, aura->GetCaster()->getLevel()); return 1; } /** * Returns the amount of time left until the &Aura expires. * * @return int32 duration : amount of time left in milliseconds */ int GetDuration(lua_State* L, Aura* aura) { #ifndef TRINITY Eluna::Push(L, aura->GetAuraDuration()); #else Eluna::Push(L, aura->GetDuration()); #endif return 1; } /** * Returns the ID of the &Spell that caused this &Aura to be applied. * * @return uint32 aura_id */ int GetAuraId(lua_State* L, Aura* aura) { Eluna::Push(L, aura->GetId()); return 1; } /** * Returns the amount of time this &Aura lasts when 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. * * @return int32 max_duration : the maximum duration of the Aura, in milliseconds */ int GetMaxDuration(lua_State* L, Aura* aura) { #ifndef TRINITY Eluna::Push(L, aura->GetAuraMaxDuration()); #else Eluna::Push(L, aura->GetMaxDuration()); #endif return 1; } /** * Returns the number of times the &Aura has "stacked". * * This is the same as the number displayed on the &Aura's icon in-game. * * @return uint32 stack_amount */ int GetStackAmount(lua_State* L, Aura* aura) { Eluna::Push(L, aura->GetStackAmount()); return 1; } /** * Returns the &Unit that the &Aura has been applied to. * * @return &Unit owner */ int GetOwner(lua_State* L, Aura* aura) { #ifndef TRINITY Eluna::Push(L, aura->GetTarget()); #else Eluna::Push(L, aura->GetOwner()); #endif return 1; } /** * Change the amount of time before the &Aura expires. * * @param int32 duration : the new duration of the Aura, in milliseconds */ int SetDuration(lua_State* L, Aura* aura) { int32 duration = Eluna::CHECKVAL(L, 2); #ifndef TRINITY aura->GetHolder()->SetAuraDuration(duration); #else aura->SetDuration(duration); #endif return 0; } /** * Change the maximum amount of time before the &Aura expires. * * 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`. * * @param int32 duration : the new maximum duration of the Aura, in milliseconds */ int SetMaxDuration(lua_State* L, Aura* aura) { int32 duration = Eluna::CHECKVAL(L, 2); #ifndef TRINITY aura->GetHolder()->SetAuraMaxDuration(duration); #else aura->SetMaxDuration(duration); #endif return 0; } /** * 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, * then the &Aura has its duration reset to the maximum duration. * * @param uint32 amount */ int SetStackAmount(lua_State* L, Aura* aura) { uint8 amount = Eluna::CHECKVAL(L, 2); #ifndef TRINITY aura->GetHolder()->SetStackAmount(amount); #else aura->SetStackAmount(amount); #endif return 0; } /** * Remove this &Aura from the &Unit it is applied to. */ int Remove(lua_State* /*L*/, Aura* aura) { #ifndef TRINITY aura->GetHolder()->RemoveAura(aura->GetEffIndex()); #else aura->Remove(); #endif return 0; } }; #endif