Files
mod-ale/SpellMethods.h
Rochet2 b1f85bfc21 Eluna
Improved pushing so that a single userdata is used per object pushed.
Made everything use the singleton less, allowing more free code and easier to implement multithreading later.
Made macros for hookmgr and fixed the issue with hooks called inside hooks.
2014-06-29 21:28:49 +02:00

128 lines
3.2 KiB
C++

/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef SPELLMETHODS_H
#define SPELLMETHODS_H
namespace LuaSpell
{
/* BOOLEAN */
int IsAutoRepeat(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->IsAutoRepeat());
return 1;
}
/* GETTERS */
int GetCaster(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetCaster());
return 1;
}
int GetCastTime(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetCastTime());
return 1;
}
int GetId(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->m_spellInfo->Id);
return 1;
}
int GetPowerCost(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetPowerCost());
return 1;
}
int GetDuration(lua_State* L, Spell* spell)
{
#ifdef MANGOS
Eluna::Push(L, GetSpellDuration(spell->m_spellInfo));
#else
Eluna::Push(L, spell->GetSpellInfo()->GetDuration());
#endif
return 1;
}
int GetTargetDest(lua_State* L, Spell* spell)
{
#ifdef MANGOS
if (!(spell->m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION))
return 3;
float x, y, z;
spell->m_targets.getDestination(x, y, z);
#else
if (!spell->m_targets.HasDst())
return 3;
float x, y, z;
spell->m_targets.GetDstPos()->GetPosition(x, y, z);
#endif
Eluna::Push(L, x);
Eluna::Push(L, y);
Eluna::Push(L, z);
return 3;
}
int GetTarget(lua_State* L, Spell* spell)
{
#ifdef MANGOS
if (GameObject* target = spell->m_targets.getGOTarget())
Eluna::Push(L, target);
else if (Item* target = spell->m_targets.getItemTarget())
Eluna::Push(L, target);
else if (Corpse* target = spell->GetCaster()->GetMap()->GetCorpse(spell->m_targets.getCorpseTargetGuid()))
Eluna::Push(L, target);
else if (Unit* target = spell->m_targets.getUnitTarget())
Eluna::Push(L, target);
#else
if (GameObject* target = spell->m_targets.GetGOTarget())
Eluna::Push(L, target);
else if (Item* target = spell->m_targets.GetItemTarget())
Eluna::Push(L, target);
else if (Corpse* target = spell->m_targets.GetCorpseTarget())
Eluna::Push(L, target);
else if (Unit* target = spell->m_targets.GetUnitTarget())
Eluna::Push(L, target);
else if (WorldObject* target = spell->m_targets.GetObjectTarget())
Eluna::Push(L, target);
#endif
return 1;
}
/* SETTERS */
int SetAutoRepeat(lua_State* L, Spell* spell)
{
bool repeat = Eluna::CHECKVAL<bool>(L, 2);
spell->SetAutoRepeat(repeat);
return 0;
}
/* OTHER */
int Cast(lua_State* L, Spell* spell)
{
bool skipCheck = Eluna::CHECKVAL<bool>(L, 2);
spell->cast(skipCheck);
return 0;
}
int cancel(lua_State* L, Spell* spell)
{
spell->cancel();
return 0;
}
int Finish(lua_State* L, Spell* spell)
{
spell->finish();
return 0;
}
};
#endif