Files
mod-ale/GlobalMethods.h
2014-06-29 21:28:26 +02:00

1178 lines
35 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 GLOBALMETHODS_H
#define GLOBALMETHODS_H
extern bool StartEluna();
namespace LuaGlobalFunctions
{
/* GETTERS */
int GetLuaEngine(lua_State* L)
{
sEluna->Push(L, "ElunaEngine");
return 1;
}
int GetCoreName(lua_State* L)
{
sEluna->Push(L, CORE_NAME);
return 1;
}
int GetCoreVersion(lua_State* L)
{
sEluna->Push(L, CORE_VERSION);
return 1;
}
int GetQuest(lua_State* L)
{
uint32 questId = sEluna->CHECKVAL<uint32>(L, 1);
sEluna->Push(L, sObjectMgr->GetQuestTemplate(questId));
return 1;
}
int GetPlayerByGUID(lua_State* L)
{
uint64 guid = sEluna->CHECKVAL<uint64>(L, 1);
sEluna->Push(L, sObjectAccessor->FindPlayer(GUID_TYPE(guid)));
return 1;
}
int GetPlayerByName(lua_State* L)
{
const char* message = sEluna->CHECKVAL<const char*>(L, 1);
sEluna->Push(L, sObjectAccessor->FindPlayerByName(message));
return 1;
}
int GetGameTime(lua_State* L)
{
time_t time = sWorld->GetGameTime();
if (time < 0)
sEluna->Push(L, int32(time));
else
sEluna->Push(L, uint32(time));
return 1;
}
int GetPlayersInWorld(lua_State* L)
{
uint32 team = sEluna->CHECKVAL<uint32>(L, 1, TEAM_NEUTRAL);
bool onlyGM = sEluna->CHECKVAL<bool>(L, 2, false);
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
SessionMap const& sessions = sWorld->GetAllSessions();
for (SessionMap::const_iterator it = sessions.begin(); it != sessions.end(); ++it)
{
if (Player* player = it->second->GetPlayer())
{
#ifdef MANGOS
if (player->GetSession() && ((team >= TEAM_NEUTRAL || player->GetTeamId() == team) && (!onlyGM || player->isGameMaster())))
#else
if (player->GetSession() && ((team >= TEAM_NEUTRAL || player->GetTeamId() == team) && (!onlyGM || player->IsGameMaster())))
#endif
{
++i;
sEluna->Push(L, i);
sEluna->Push(L, player);
lua_settable(L, tbl);
}
}
}
lua_settop(L, tbl); // push table to top of stack
return 1;
}
int GetPlayersInMap(lua_State* L)
{
uint32 mapID = sEluna->CHECKVAL<uint32>(L, 1);
uint32 instanceID = sEluna->CHECKVAL<uint32>(L, 2, 0);
uint32 team = sEluna->CHECKVAL<uint32>(L, 3, TEAM_NEUTRAL);
Map* map = sMapMgr->FindMap(mapID, instanceID);
if (!map)
return 0;
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
Map::PlayerList const& players = map->GetPlayers();
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
{
#ifdef MANGOS
Player* player = itr->getSource();
#else
Player* player = itr->GetSource();
#endif
if (!player)
continue;
if (player->GetSession() && (team >= TEAM_NEUTRAL || player->GetTeamId() == team))
{
++i;
sEluna->Push(L, i);
sEluna->Push(L, player);
lua_settable(L, tbl);
}
}
lua_settop(L, tbl);
return 1;
}
int GetGuildByName(lua_State* L)
{
const char* name = sEluna->CHECKVAL<const char*>(L, 1);
sEluna->Push(L, sGuildMgr->GetGuildByName(name));
return 1;
}
int GetMapById(lua_State* L)
{
uint32 mapid = sEluna->CHECKVAL<uint32>(L, 1);
uint32 instance = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, sMapMgr->FindMap(mapid, instance));
return 1;
}
int GetGuildByLeaderGUID(lua_State* L)
{
uint64 guid = sEluna->CHECKVAL<uint64>(L, 1);
sEluna->Push(L, sGuildMgr->GetGuildByLeader(GUID_TYPE(guid)));
return 1;
}
int GetPlayerCount(lua_State* L)
{
sEluna->Push(L, sWorld->GetActiveSessionCount());
return 1;
}
int GetPlayerGUID(lua_State* L)
{
uint32 lowguid = sEluna->CHECKVAL<uint32>(L, 1);
sEluna->Push(L, MAKE_NEW_GUID(lowguid, 0, HIGHGUID_PLAYER));
return 1;
}
int GetItemGUID(lua_State* L)
{
uint32 lowguid = sEluna->CHECKVAL<uint32>(L, 1);
sEluna->Push(L, MAKE_NEW_GUID(lowguid, 0, HIGHGUID_ITEM));
return 1;
}
int GetObjectGUID(lua_State* L)
{
uint32 lowguid = sEluna->CHECKVAL<uint32>(L, 1);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, MAKE_NEW_GUID(lowguid, entry, HIGHGUID_GAMEOBJECT));
return 1;
}
int GetUnitGUID(lua_State* L)
{
uint32 lowguid = sEluna->CHECKVAL<uint32>(L, 1);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, MAKE_NEW_GUID(lowguid, entry, HIGHGUID_UNIT));
return 1;
}
int GetGUIDLow(lua_State* L)
{
uint64 guid = sEluna->CHECKVAL<uint64>(L, 1);
sEluna->Push(L, GUID_LOPART(guid));
return 1;
}
int GetItemLink(lua_State* L)
{
/*
LOCALE_enUS = 0,
LOCALE_koKR = 1,
LOCALE_frFR = 2,
LOCALE_deDE = 3,
LOCALE_zhCN = 4,
LOCALE_zhTW = 5,
LOCALE_esES = 6,
LOCALE_esMX = 7,
LOCALE_ruRU = 8
*/
uint32 entry = sEluna->CHECKVAL<uint32>(L, 1);
int loc_idx = sEluna->CHECKVAL<int>(L, 2, DEFAULT_LOCALE);
if (loc_idx < 0 || loc_idx >= MAX_LOCALES)
return luaL_argerror(L, 2, "valid LocaleConstant expected");
const ItemTemplate* temp = sObjectMgr->GetItemTemplate(entry);
if (!temp)
return luaL_argerror(L, 1, "valid ItemEntry expected");
std::string name = temp->Name1;
if (ItemLocale const* il = sObjectMgr->GetItemLocale(entry))
ObjectMgr::GetLocaleString(il->Name, loc_idx, name);
std::ostringstream oss;
oss << "|c" << std::hex << ItemQualityColors[temp->Quality] << std::dec <<
"|Hitem:" << entry << ":0:" <<
#ifndef CLASSIC
"0:0:0:0:" <<
#endif
"0:0:0:0|h[" << name << "]|h|r";
sEluna->Push(L, oss.str());
return 1;
}
int GetGUIDType(lua_State* L)
{
uint64 guid = sEluna->CHECKVAL<uint64>(L, 1);
sEluna->Push(L, GUID_HIPART(guid));
return 1;
}
int GetGUIDEntry(lua_State* L)
{
uint64 guid = sEluna->CHECKVAL<uint64>(L, 1);
sEluna->Push(L, GUID_ENPART(guid));
return 1;
}
/* OTHER */
int RegisterPacketEvent(lua_State* L)
{
lua_settop(L, 2);
uint32 ev = sEluna->CHECKVAL<uint32>(L, 1);
luaL_checktype(L, lua_gettop(L), LUA_TFUNCTION);
int functionRef = lua_ref(L, true);
if (functionRef > 0)
sEluna->Register(REGTYPE_PACKET, 0, ev, functionRef);
return 0;
}
int RegisterServerEvent(lua_State* L)
{
lua_settop(L, 2);
uint32 ev = sEluna->CHECKVAL<uint32>(L, 1);
luaL_checktype(L, lua_gettop(L), LUA_TFUNCTION);
int functionRef = lua_ref(L, true);
if (functionRef > 0)
sEluna->Register(REGTYPE_SERVER, 0, ev, functionRef);
return 0;
}
int RegisterPlayerEvent(lua_State* L)
{
lua_settop(L, 2);
uint32 ev = sEluna->CHECKVAL<uint32>(L, 1);
luaL_checktype(L, lua_gettop(L), LUA_TFUNCTION);
int functionRef = lua_ref(L, true);
if (functionRef > 0)
sEluna->Register(REGTYPE_PLAYER, 0, ev, functionRef);
return 0;
}
int RegisterGuildEvent(lua_State* L)
{
lua_settop(L, 2);
uint32 ev = sEluna->CHECKVAL<uint32>(L, 1);
luaL_checktype(L, lua_gettop(L), LUA_TFUNCTION);
int functionRef = lua_ref(L, true);
if (functionRef > 0)
sEluna->Register(REGTYPE_GUILD, 0, ev, functionRef);
return 0;
}
int RegisterGroupEvent(lua_State* L)
{
lua_settop(L, 2);
uint32 ev = sEluna->CHECKVAL<uint32>(L, 1);
luaL_checktype(L, lua_gettop(L), LUA_TFUNCTION);
int functionRef = lua_ref(L, true);
if (functionRef > 0)
sEluna->Register(REGTYPE_GROUP, 0, ev, functionRef);
return 0;
}
int RegisterCreatureGossipEvent(lua_State* L)
{
lua_settop(L, 3);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 1);
uint32 ev = sEluna->CHECKVAL<uint32>(L, 2);
luaL_checktype(L, lua_gettop(L), LUA_TFUNCTION);
int functionRef = lua_ref(L, true);
if (functionRef > 0)
sEluna->Register(REGTYPE_CREATURE_GOSSIP, entry, ev, functionRef);
return 0;
}
int RegisterGameObjectGossipEvent(lua_State* L)
{
lua_settop(L, 3);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 1);
uint32 ev = sEluna->CHECKVAL<uint32>(L, 2);
luaL_checktype(L, lua_gettop(L), LUA_TFUNCTION);
int functionRef = lua_ref(L, true);
if (functionRef > 0)
sEluna->Register(REGTYPE_GAMEOBJECT_GOSSIP, entry, ev, functionRef);
return 0;
}
int RegisterItemEvent(lua_State* L)
{
lua_settop(L, 3);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 1);
uint32 ev = sEluna->CHECKVAL<uint32>(L, 2);
luaL_checktype(L, lua_gettop(L), LUA_TFUNCTION);
int functionRef = lua_ref(L, true);
if (functionRef > 0)
sEluna->Register(REGTYPE_ITEM, entry, ev, functionRef);
return 0;
}
int RegisterItemGossipEvent(lua_State* L)
{
lua_settop(L, 3);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 1);
uint32 ev = sEluna->CHECKVAL<uint32>(L, 2);
luaL_checktype(L, lua_gettop(L), LUA_TFUNCTION);
int functionRef = lua_ref(L, true);
if (functionRef > 0)
sEluna->Register(REGTYPE_ITEM_GOSSIP, entry, ev, functionRef);
return 0;
}
int RegisterPlayerGossipEvent(lua_State* L)
{
lua_settop(L, 3);
uint32 menu_id = sEluna->CHECKVAL<uint32>(L, 1);
uint32 ev = sEluna->CHECKVAL<uint32>(L, 2);
luaL_checktype(L, lua_gettop(L), LUA_TFUNCTION);
int functionRef = lua_ref(L, true);
if (functionRef > 0)
sEluna->Register(REGTYPE_PLAYER_GOSSIP, menu_id, ev, functionRef);
return 0;
}
int RegisterCreatureEvent(lua_State* L)
{
lua_settop(L, 3);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 1);
uint32 ev = sEluna->CHECKVAL<uint32>(L, 2);
luaL_checktype(L, lua_gettop(L), LUA_TFUNCTION);
int functionRef = lua_ref(L, true);
if (functionRef > 0)
sEluna->Register(REGTYPE_CREATURE, entry, ev, functionRef);
return 0;
}
int RegisterGameObjectEvent(lua_State* L)
{
lua_settop(L, 3);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 1);
uint32 ev = sEluna->CHECKVAL<uint32>(L, 2);
luaL_checktype(L, lua_gettop(L), LUA_TFUNCTION);
int functionRef = lua_ref(L, true);
if (functionRef > 0)
sEluna->Register(REGTYPE_GAMEOBJECT, entry, ev, functionRef);
return 0;
}
int ReloadEluna(lua_State* L)
{
sEluna->Push(L, StartEluna());
return 1;
}
int SendWorldMessage(lua_State* L)
{
const char* message = sEluna->CHECKVAL<const char*>(L, 1);
sWorld->SendServerMessage(SERVER_MSG_STRING, message);
return 0;
}
int WorldDBQuery(lua_State* L)
{
const char* query = sEluna->CHECKVAL<const char*>(L, 1);
if (!query)
return 0;
QueryResult* result = NULL;
#ifdef MANGOS
result = WorldDatabase.Query(query);
#else
QueryResult res = WorldDatabase.Query(query);
if (res)
result = new QueryResult(res);
#endif
if (!result)
return 0;
sEluna->Push(L, result);
return 1;
}
int WorldDBExecute(lua_State* L)
{
const char* query = sEluna->CHECKVAL<const char*>(L, 1);
WorldDatabase.Execute(query);
return 0;
}
int CharDBQuery(lua_State* L)
{
const char* query = sEluna->CHECKVAL<const char*>(L, 1);
QueryResult* result = NULL;
#ifdef MANGOS
result = CharacterDatabase.Query(query);
#else
QueryResult res = CharacterDatabase.Query(query);
if (res)
result = new QueryResult(res);
#endif
if (!result)
return 0;
sEluna->Push(L, result);
return 1;
}
int CharDBExecute(lua_State* L)
{
const char* query = sEluna->CHECKVAL<const char*>(L, 1);
CharacterDatabase.Execute(query);
return 0;
}
int AuthDBQuery(lua_State* L)
{
const char* query = sEluna->CHECKVAL<const char*>(L, 1);
QueryResult* result = NULL;
#ifdef MANGOS
result = LoginDatabase.Query(query);
#else
QueryResult res = LoginDatabase.Query(query);
if (res)
result = new QueryResult(res);
#endif
if (!result)
return 0;
sEluna->Push(L, result);
return 1;
}
int AuthDBExecute(lua_State* L)
{
const char* query = sEluna->CHECKVAL<const char*>(L, 1);
LoginDatabase.Execute(query);
return 0;
}
int CreateLuaEvent(lua_State* L)
{
luaL_checktype(L, 1, LUA_TFUNCTION);
uint32 delay = sEluna->CHECKVAL<uint32>(L, 2);
uint32 repeats = sEluna->CHECKVAL<uint32>(L, 3);
lua_settop(L, 1);
int functionRef = lua_ref(L, true);
functionRef = sEluna->m_EventMgr.AddEvent(&sEluna->m_EventMgr.GlobalEvents, functionRef, delay, repeats);
if (functionRef)
sEluna->Push(L, functionRef);
else
sEluna->Push(L);
return 1;
}
int RemoveEventById(lua_State* L)
{
int eventId = sEluna->CHECKVAL<int>(L, 1);
bool all_Events = sEluna->CHECKVAL<bool>(L, 1, false);
if (all_Events)
sEluna->m_EventMgr.RemoveEvent(eventId);
else
sEluna->m_EventMgr.RemoveEvent(&sEluna->m_EventMgr.GlobalEvents, eventId);
return 0;
}
int RemoveEvents(lua_State* L)
{
bool all_Events = sEluna->CHECKVAL<bool>(L, 1, false);
if (all_Events)
sEluna->m_EventMgr.RemoveEvents();
else
sEluna->m_EventMgr.GlobalEvents.KillAllEvents(true);
return 0;
}
int PerformIngameSpawn(lua_State* L)
{
int spawntype = sEluna->CHECKVAL<int>(L, 1);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 2);
uint32 mapID = sEluna->CHECKVAL<uint32>(L, 3);
uint32 instanceID = sEluna->CHECKVAL<uint32>(L, 4);
float x = sEluna->CHECKVAL<float>(L, 5);
float y = sEluna->CHECKVAL<float>(L, 6);
float z = sEluna->CHECKVAL<float>(L, 7);
float o = sEluna->CHECKVAL<float>(L, 8);
bool save = sEluna->CHECKVAL<bool>(L, 9, false);
uint32 durorresptime = sEluna->CHECKVAL<uint32>(L, 10, 0);
#if (!defined(TBC) && !defined(CLASSIC))
uint32 phase = sEluna->CHECKVAL<uint32>(L, 11, PHASEMASK_NORMAL);
if (!phase)
return 0;
#endif
#ifdef MANGOS
Map* map = sMapMgr->FindMap(mapID, instanceID);
if (!map)
return 0;
if (spawntype == 1) // spawn creature
{
if (save)
{
CreatureInfo const* cinfo = ObjectMgr::GetCreatureTemplate(entry);
if (!cinfo)
return 0;
#if (defined(TBC) || defined(CLASSIC))
CreatureCreatePos pos(map, x, y, z, o);
#else
CreatureCreatePos pos(map, x, y, z, o, phase);
#endif
Creature* pCreature = new Creature;
// used guids from specially reserved range (can be 0 if no free values)
uint32 lowguid = sObjectMgr->GenerateStaticCreatureLowGuid();
if (!lowguid)
return 0;
if (!pCreature->Create(lowguid, pos, cinfo))
{
delete pCreature;
return 0;
}
#ifdef TBC
pCreature->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()));
#elif defined(CLASSIC)
pCreature->SaveToDB(map->GetId());
#else
pCreature->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), phase);
#endif
uint32 db_guid = pCreature->GetGUIDLow();
// To call _LoadGoods(); _LoadQuests(); CreateTrainerSpells();
pCreature->LoadFromDB(db_guid, map);
map->Add(pCreature);
sObjectMgr->AddCreatureToGrid(db_guid, sObjectMgr->GetCreatureData(db_guid));
if (durorresptime)
pCreature->ForcedDespawn(durorresptime);
sEluna->Push(L, pCreature);
}
else
{
CreatureInfo const* cinfo = ObjectMgr::GetCreatureTemplate(entry);
if (!cinfo)
return 0;
TemporarySummon* pCreature = new TemporarySummon(GUID_TYPE(uint64(0)));
#if (defined(TBC) || defined(CLASSIC))
CreatureCreatePos pos(map, x, y, z, o);
#else
CreatureCreatePos pos(map, x, y, z, o, phase);
#endif
if (!pCreature->Create(map->GenerateLocalLowGuid(cinfo->GetHighGuid()), pos, cinfo, TEAM_NONE))
{
delete pCreature;
return NULL;
}
pCreature->SetRespawnCoord(pos);
// Active state set before added to map
pCreature->SetActiveObjectState(false);
// Also initializes the AI and MMGen
pCreature->Summon(durorresptime ? TEMPSUMMON_TIMED_OR_DEAD_DESPAWN : TEMPSUMMON_MANUAL_DESPAWN, durorresptime);
// Creature Linking, Initial load is handled like respawn
if (pCreature->IsLinkingEventTrigger())
map->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_RESPAWN, pCreature);
sEluna->Push(L, pCreature);
}
return 1;
}
if (spawntype == 2) // Spawn object
{
if (save)
{
const GameObjectInfo* gInfo = ObjectMgr::GetGameObjectInfo(entry);
if (!gInfo)
return 0;
// used guids from specially reserved range (can be 0 if no free values)
uint32 db_lowGUID = sObjectMgr->GenerateStaticGameObjectLowGuid();
if (!db_lowGUID)
return 0;
GameObject* pGameObj = new GameObject;
#if (defined(TBC) || defined(CLASSIC))
if (!pGameObj->Create(db_lowGUID, gInfo->id, map, x, y, z, o))
#else
if (!pGameObj->Create(db_lowGUID, gInfo->id, map, phase, x, y, z, o))
#endif
{
delete pGameObj;
return 0;
}
if (durorresptime)
pGameObj->SetRespawnTime(durorresptime);
// fill the gameobject data and save to the db
#ifdef TBC
pGameObj->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()));
#elif defined(CLASSIC)
pGameObj->SaveToDB(map->GetId());
#else
pGameObj->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), phase);
#endif
// this will generate a new guid if the object is in an instance
if (!pGameObj->LoadFromDB(db_lowGUID, map))
{
delete pGameObj;
return false;
}
// DEBUG_LOG(GetMangosString(LANG_GAMEOBJECT_CURRENT), gInfo->name, db_lowGUID, x, y, z, o);
map->Add(pGameObj);
sObjectMgr->AddGameobjectToGrid(db_lowGUID, sObjectMgr->GetGOData(db_lowGUID));
sEluna->Push(L, pGameObj);
}
else
{
GameObject* pGameObj = new GameObject;
#if (defined(TBC) || defined(CLASSIC))
if (!pGameObj->Create(map->GenerateLocalLowGuid(HIGHGUID_GAMEOBJECT), entry, map, x, y, z, o))
#else
if (!pGameObj->Create(map->GenerateLocalLowGuid(HIGHGUID_GAMEOBJECT), entry, map, phase, x, y, z, o))
#endif
{
delete pGameObj;
return NULL;
}
pGameObj->SetRespawnTime(durorresptime / IN_MILLISECONDS);
map->Add(pGameObj);
sEluna->Push(L, pGameObj);
}
return 1;
}
#else
Map* map = sMapMgr->FindMap(mapID, instanceID);
if (!map)
return 0;
Position pos = { x, y, z, o };
if (spawntype == 1) // spawn creature
{
if (save)
{
Creature* creature = new Creature();
if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, phase, entry, 0, 0, x, y, z, o))
{
delete creature;
return 0;
}
creature->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), phase);
uint32 db_lowguid = creature->GetDBTableGUIDLow();
if (!creature->LoadCreatureFromDB(db_lowguid, map))
{
delete creature;
return 0;
}
sObjectMgr->AddCreatureToGrid(db_lowguid, sObjectMgr->GetCreatureData(db_lowguid));
sEluna->Push(L, creature);
}
else
{
TempSummon* creature = map->SummonCreature(entry, pos, NULL, durorresptime);
if (!creature)
return 0;
if (durorresptime)
creature->SetTempSummonType(TEMPSUMMON_TIMED_OR_DEAD_DESPAWN);
else
creature->SetTempSummonType(TEMPSUMMON_MANUAL_DESPAWN);
sEluna->Push(L, creature);
}
return 1;
}
if (spawntype == 2) // Spawn object
{
const GameObjectTemplate* objectInfo = sObjectMgr->GetGameObjectTemplate(entry);
if (!objectInfo)
return 0;
if (objectInfo->displayId && !sGameObjectDisplayInfoStore.LookupEntry(objectInfo->displayId))
return 0;
GameObject* object = new GameObject;
uint32 lowguid = sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT);
if (!object->Create(lowguid, objectInfo->entry, map, phase, x, y, z, o, 0.0f, 0.0f, 0.0f, 0.0f, 0, GO_STATE_READY))
{
delete object;
return 0;
}
if (durorresptime)
object->SetRespawnTime(durorresptime);
if (save)
{
// fill the gameobject data and save to the db
object->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), phase);
// this will generate a new lowguid if the object is in an instance
if (!object->LoadGameObjectFromDB(lowguid, map))
{
delete object;
return false;
}
sObjectMgr->AddGameobjectToGrid(lowguid, sObjectMgr->GetGOData(lowguid));
}
else
map->AddToMap(object);
sEluna->Push(L, object);
return 1;
}
#endif
return 0;
}
// CreatePacket(opcode, size)
int CreatePacket(lua_State* L)
{
uint32 opcode = sEluna->CHECKVAL<uint32>(L, 1);
uint32 size = sEluna->CHECKVAL<uint32>(L, 2);
if (opcode >= NUM_MSG_TYPES)
return luaL_argerror(L, 1, "valid opcode expected");
sEluna->Push(L, new WorldPacket((Opcodes)opcode, size));
return 1;
}
int AddVendorItem(lua_State* L)
{
uint32 entry = sEluna->CHECKVAL<uint32>(L, 1);
uint32 item = sEluna->CHECKVAL<uint32>(L, 2);
int maxcount = sEluna->CHECKVAL<int>(L, 3);
uint32 incrtime = sEluna->CHECKVAL<uint32>(L, 4);
uint32 extendedcost = sEluna->CHECKVAL<uint32>(L, 5);
#ifdef MANGOS
if (!sObjectMgr->IsVendorItemValid(false, "npc_vendor", entry, item, maxcount, incrtime, extendedcost, 0))
return 0;
#ifndef CLASSIC
sObjectMgr->AddVendorItem(entry, item, maxcount, incrtime, extendedcost);
#else
sObjectMgr->AddVendorItem(entry, item, maxcount, incrtime);
#endif
#else
#ifdef CATA
if (!sObjectMgr->IsVendorItemValid(entry, item, maxcount, incrtime, extendedcost, 1))
return 0;
sObjectMgr->AddVendorItem(entry, item, maxcount, incrtime, extendedcost, 1);
#else
if (!sObjectMgr->IsVendorItemValid(entry, item, maxcount, incrtime, extendedcost))
return 0;
sObjectMgr->AddVendorItem(entry, item, maxcount, incrtime, extendedcost);
#endif
#endif
return 0;
}
int VendorRemoveItem(lua_State* L)
{
uint32 entry = sEluna->CHECKVAL<uint32>(L, 1);
uint32 item = sEluna->CHECKVAL<uint32>(L, 2);
if (!sObjectMgr->GetCreatureTemplate(entry))
return luaL_argerror(L, 1, "valid CreatureEntry expected");
#ifdef CATA
sObjectMgr->RemoveVendorItem(entry, item, 1);
#else
sObjectMgr->RemoveVendorItem(entry, item);
#endif
return 0;
}
int VendorRemoveAllItems(lua_State* L)
{
uint32 entry = sEluna->CHECKVAL<uint32>(L, 1);
VendorItemData const* items = sObjectMgr->GetNpcVendorItemList(entry);
if (!items || items->Empty())
return 0;
VendorItemList const itemlist = items->m_items;
for (VendorItemList::const_iterator itr = itemlist.begin(); itr != itemlist.end(); ++itr)
#ifdef CATA
sObjectMgr->RemoveVendorItem(entry, (*itr)->item, 1);
#else
sObjectMgr->RemoveVendorItem(entry, (*itr)->item);
#endif
return 0;
}
int Kick(lua_State* L)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 1);
player->GetSession()->KickPlayer();
return 0;
}
int Ban(lua_State* L)
{
int banMode = sEluna->CHECKVAL<int>(L, 1);
const char* nameOrIP_cstr = sEluna->CHECKVAL<const char*>(L, 2);
uint32 duration = sEluna->CHECKVAL<uint32>(L, 3);
const char* reason = sEluna->CHECKVAL<const char*>(L, 4);
Player* whoBanned = sEluna->CHECKOBJ<Player>(L, 5);
std::string nameOrIP(nameOrIP_cstr);
switch (banMode)
{
case BAN_ACCOUNT:
if (!AccountMgr::normalizeString(nameOrIP))
return 0;
break;
case BAN_CHARACTER:
if (!normalizePlayerName(nameOrIP))
return 0;
break;
case BAN_IP:
if (!IsIPAddress(nameOrIP.c_str()))
return 0;
break;
default:
return 0;
}
switch (sWorld->BanAccount((BanMode)banMode, nameOrIP, duration, reason, whoBanned->GetSession() ? whoBanned->GetName() : ""))
{
case BAN_SUCCESS:
if (duration > 0)
ChatHandler(whoBanned->GetSession()).PSendSysMessage(LANG_BAN_YOUBANNED, nameOrIP.c_str(), secsToTimeString(duration, true).c_str(), reason);
else
ChatHandler(whoBanned->GetSession()).PSendSysMessage(LANG_BAN_YOUPERMBANNED, nameOrIP.c_str(), reason);
break;
case BAN_SYNTAX_ERROR:
return 0;
case BAN_NOTFOUND:
return 0;
}
return 0;
}
int SaveAllPlayers(lua_State* L)
{
sObjectAccessor->SaveAllPlayers();
return 0;
}
int SendMail(lua_State* L)
{
int i = 0;
std::string subject = luaL_checkstring(L, ++i);
std::string text = luaL_checkstring(L, ++i);
uint32 receiverGUIDLow = luaL_checkunsigned(L, ++i);
Player* senderPlayer = sEluna->CHECKOBJ<Player>(L, ++i);
uint32 stationary = luaL_optunsigned(L, ++i, MAIL_STATIONERY_DEFAULT);
uint32 delay = luaL_optunsigned(L, ++i, 0);
int32 argAmount = lua_gettop(L);
MailSender sender(MAIL_NORMAL, senderPlayer ? senderPlayer->GetGUIDLow() : 0, (MailStationery)stationary);
MailDraft draft(subject, text);
#ifndef MANGOS
SQLTransaction trans = CharacterDatabase.BeginTransaction();
#endif
uint8 addedItems = 0;
while (addedItems <= MAX_MAIL_ITEMS && i + 2 <= argAmount)
{
uint32 entry = luaL_checkunsigned(L, ++i);
uint32 amount = luaL_checkunsigned(L, ++i);
#ifdef MANGOS
ItemTemplate const* item_proto = ObjectMgr::GetItemPrototype(entry);
#else
ItemTemplate const* item_proto = sObjectMgr->GetItemTemplate(entry);
#endif
if (!item_proto)
{
luaL_error(L, "Item entry %d does not exist", entry);
continue;
}
if (amount < 1 || (item_proto->MaxCount > 0 && amount > uint32(item_proto->MaxCount)))
{
luaL_error(L, "Item entry %d has invalid amount %d", entry, amount);
continue;
}
if (Item* item = Item::CreateItem(entry, amount, senderPlayer ? senderPlayer : 0))
{
#ifdef MANGOS
item->SaveToDB();
#else
item->SaveToDB(trans);
SQLTransaction trans = CharacterDatabase.BeginTransaction();
#endif
draft.AddItem(item);
++addedItems;
}
}
#ifdef MANGOS
draft.SendMailTo(MailReceiver(MAKE_NEW_GUID(receiverGUIDLow, 0, HIGHGUID_PLAYER)), sender);
#else
draft.SendMailTo(trans, MailReceiver(receiverGUIDLow), sender, MAIL_CHECK_MASK_NONE, delay);
CharacterDatabase.CommitTransaction(trans);
#endif
return 0;
}
// bit_and(a, b)
int bit_and(lua_State* L)
{
uint32 a = sEluna->CHECKVAL<uint32>(L, 1);
uint32 b = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, a & b);
return 1;
}
// bit_or(a, b)
int bit_or(lua_State* L)
{
uint32 a = sEluna->CHECKVAL<uint32>(L, 1);
uint32 b = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, a | b);
return 1;
}
// bit_lshift(a, b)
int bit_lshift(lua_State* L)
{
uint32 a = sEluna->CHECKVAL<uint32>(L, 1);
uint32 b = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, a << b);
return 1;
}
// bit_rshift(a, b)
int bit_rshift(lua_State* L)
{
uint32 a = sEluna->CHECKVAL<uint32>(L, 1);
uint32 b = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, a >> b);
return 1;
}
// bit_xor(a, b)
int bit_xor(lua_State* L)
{
uint32 a = sEluna->CHECKVAL<uint32>(L, 1);
uint32 b = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, a ^ b);
return 1;
}
// bit_not(a)
int bit_not(lua_State* L)
{
uint32 a = sEluna->CHECKVAL<uint32>(L, 1);
sEluna->Push(L, ~a);
return 1;
}
// AddTaxiPath(pathTable, mountA, mountH[, price, pathId])
int AddTaxiPath(lua_State* L)
{
luaL_checktype(L, 1, LUA_TTABLE);
uint32 mountA = sEluna->CHECKVAL<uint32>(L, 2);
uint32 mountH = sEluna->CHECKVAL<uint32>(L, 3);
uint32 price = sEluna->CHECKVAL<uint32>(L, 4, 0);
uint32 pathId = sEluna->CHECKVAL<uint32>(L, 5, 0);
lua_settop(L, 1);
std::list<TaxiPathNodeEntry> nodes;
int start = lua_gettop(L);
int end = start;
sEluna->Push(L);
while (lua_next(L, -2) != 0)
{
luaL_checktype(L, -1, LUA_TTABLE);
sEluna->Push(L);
while (lua_next(L, -2) != 0)
{
lua_insert(L, end++);
}
if (start == end)
continue;
if (end - start < 4) // no mandatory args, dont add
{
while (end != start)
if (!lua_isnone(L, --end))
lua_remove(L, end);
continue;
}
while (end - start < 8) // fill optional args with 0
{
sEluna->Push(L, 0);
lua_insert(L, end++);
}
TaxiPathNodeEntry* entry = new TaxiPathNodeEntry();
// mandatory
entry->mapid = sEluna->CHECKVAL<uint32>(L, start);
entry->x = sEluna->CHECKVAL<float>(L, start + 1);
entry->y = sEluna->CHECKVAL<float>(L, start + 2);
entry->z = sEluna->CHECKVAL<float>(L, start + 3);
// optional
entry->actionFlag = sEluna->CHECKVAL<uint32>(L, start + 4);
entry->delay = sEluna->CHECKVAL<uint32>(L, start + 5);
nodes.push_back(*entry);
while (end != start) // remove args
if (!lua_isnone(L, --end))
lua_remove(L, end);
lua_pop(L, 1);
}
sEluna->Push(L, LuaTaxiMgr::AddPath(nodes, mountA, mountH, price, pathId));
return 1;
}
int AddCorpse(lua_State* L)
{
Corpse* corpse = sEluna->CHECKOBJ<Corpse>(L, 1);
sObjectAccessor->AddCorpse(corpse);
return 0;
}
int RemoveCorpse(lua_State* L)
{
Corpse* corpse = sEluna->CHECKOBJ<Corpse>(L, 1);
sObjectAccessor->RemoveCorpse(corpse);
return 1;
}
int ConvertCorpseForPlayer(lua_State* L)
{
uint64 guid = sEluna->CHECKVAL<uint64>(L, 1);
bool insignia = sEluna->CHECKVAL<bool>(L, 2, false);
sEluna->Push(L, sObjectAccessor->ConvertCorpseForPlayer(GUID_TYPE(guid), insignia));
return 0;
}
int RemoveOldCorpses(lua_State* L)
{
sObjectAccessor->RemoveOldCorpses();
return 0;
}
int FindWeather(lua_State* L)
{
uint32 zoneId = sEluna->CHECKVAL<uint32>(L, 1);
#ifdef MANGOS
Weather* weather = sWorld->FindWeather(zoneId);
#else
Weather* weather = WeatherMgr::FindWeather(zoneId);
#endif
sEluna->Push(L, weather);
return 1;
}
int AddWeather(lua_State* L)
{
uint32 zoneId = sEluna->CHECKVAL<uint32>(L, 1);
#ifdef MANGOS
Weather* weather = sWorld->AddWeather(zoneId);
#else
Weather* weather = WeatherMgr::AddWeather(zoneId);
#endif
sEluna->Push(L, weather);
return 1;
}
int RemoveWeather(lua_State* L)
{
uint32 zoneId = sEluna->CHECKVAL<uint32>(L, 1);
#ifdef MANGOS
sWorld->RemoveWeather(zoneId);
#else
WeatherMgr::RemoveWeather(zoneId);
#endif
return 0;
}
int SendFineWeatherToPlayer(lua_State* L)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 1);
#ifdef MANGOS
Weather::SendFineWeatherUpdateToPlayer(player);
#else
WeatherMgr::SendFineWeatherUpdateToPlayer(player);
#endif
return 0;
}
}
#endif