Files
mod-ale/SpellMethods.h
2014-08-11 11:48:18 +03:00

187 lines
4.7 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
{
/**
* Returns 'true' if the &Spell is automatically repeating, false otherwise.
*
* @return bool isAutoRepeating
*/
int IsAutoRepeat(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->IsAutoRepeat());
return 1;
}
/**
* Returns the &Unit that casted the &Spell.
*
* @return &Unit caster
*/
int GetCaster(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetCaster());
return 1;
}
/**
* Returns the cast time of the &Spell.
*
* @return int32 castTime
*/
int GetCastTime(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetCastTime());
return 1;
}
/**
* Returns the entry ID of the &Spell.
*
* @return uint32 entryId
*/
int GetEntry(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->m_spellInfo->Id);
return 1;
}
/**
* Returns the power cost of the &Spell.
*
* @return uint32 powerCost
*/
int GetPowerCost(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetPowerCost());
return 1;
}
/**
* Returns the spell duration of the &Spell.
*
* @return int32 duration
*/
int GetDuration(lua_State* L, Spell* spell)
{
#ifndef TRINITY
Eluna::Push(L, GetSpellDuration(spell->m_spellInfo));
#else
Eluna::Push(L, spell->GetSpellInfo()->GetDuration());
#endif
return 1;
}
/**
* Returns the target destination coordinates of the &Spell.
*
* @return float x : x coordinate of the &Spell
* @return float y : y coordinate of the &Spell
* @return float z : z coordinate of the &Spell
*/
int GetTargetDest(lua_State* L, Spell* spell)
{
#ifndef TRINITY
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;
}
/**
* Returns the target &Object of the &Spell.
* Target can be any of the following &Object types: &Player, &Creature, &GameObject, &Item, &Corpse
*
* @return &Object target
*/
int GetTarget(lua_State* L, Spell* spell)
{
#ifndef TRINITY
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;
}
/**
* Sets the &Spell to automatically repeat:
*
* @param bool repeat : set variable to 'true' for spell to automatically repeat
*/
int SetAutoRepeat(lua_State* L, Spell* spell)
{
bool repeat = Eluna::CHECKVAL<bool>(L, 2);
spell->SetAutoRepeat(repeat);
return 0;
}
/**
* Casts the &Spell.
*
* May need further documentation.
*/
int Cast(lua_State* L, Spell* spell)
{
bool skipCheck = Eluna::CHECKVAL<bool>(L, 2);
spell->cast(skipCheck);
return 0;
}
/**
* Cancels the &Spell.
*
* May need further documentation.
*/
int Cancel(lua_State* /*L*/, Spell* spell)
{
spell->cancel();
return 0;
}
/**
* Finishes the &Spell.
*
* May need further documentation.
*/
int Finish(lua_State* /*L*/, Spell* spell)
{
spell->finish();
return 0;
}
};
#endif