Files
mod-ale/PlayerMethods.h
Rochet2 66a624d5db Fix item not working with gossip
Thanks @ak47sigh
2014-12-22 22:58:17 +02:00

3160 lines
84 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 PLAYERMETHODS_H
#define PLAYERMETHODS_H
namespace LuaPlayer
{
/* BOOLEAN */
#if (!defined(TBC) && !defined(CLASSIC))
/**
* Returns 'true' if the [Player] can Titan Grip, 'false' otherwise
*
* @return bool canTitanGrip
*/
int CanTitanGrip(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->CanTitanGrip());
return 1;
}
/**
* Returns 'true' if the [Player] has a talent by ID in specified talent tree, 'false' otherwise
*
* @param uint32 talentId : talent ID to check
* @param uint8 spec : specified talent tree
* @return bool hasTalent
*/
int HasTalent(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 talentId = Eluna::CHECKVAL<uint32>(L, 2);
uint8 spec = Eluna::CHECKVAL<uint8>(L, 3);
if (spec < MAX_TALENT_SPECS)
return 1;
Eluna::Push(L, player->HasTalent(talentId, spec));
return 1;
}
/**
* Returns 'true' if the [Player] has completed the specified achievement, 'false' otherwise
*
* @param uint32 achievementId
* @return bool hasAchieved
*/
int HasAchieved(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 achievementId = Eluna::CHECKVAL<uint32>(L, 2);
#ifndef TRINITY
Eluna::Push(L, player->GetAchievementMgr().HasAchievement(achievementId));
#else
Eluna::Push(L, player->HasAchieved(achievementId));
#endif
return 1;
}
#endif
/**
* Returns 'true' if the [Player] has an active [Quest] by specific ID, 'false' otherwise
*
* @param uint32 questId
* @return bool hasQuest
*/
int HasQuest(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 quest = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->IsActiveQuest(quest));
return 1;
}
/**
* Returns 'true' if the [Player] has a skill by specific ID, 'false' otherwise
*
* @param uint32 skill
* @return bool hasSkill
*/
int HasSkill(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->HasSkill(skill));
return 1;
}
/**
* Returns 'true' if the [Player] has a [Spell] by specific ID, 'false' otherwise
*
* @param uint32 spellId
* @return bool hasSpell
*/
int HasSpell(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 id = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->HasSpell(id));
return 1;
}
int HasAtLoginFlag(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 flag = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->HasAtLoginFlag((AtLoginFlags)flag));
return 1;
}
int HasQuestForGO(Eluna* /*E*/, lua_State* L, Player* player)
{
int32 entry = Eluna::CHECKVAL<int32>(L, 2);
Eluna::Push(L, player->HasQuestForGO(entry));
return 1;
}
#ifndef CLASSIC
/**
* Returns 'true' if the [Player] has a title by specific ID, 'false' otherwise
*
* @param uint32 titleId
* @return bool hasTitle
*/
int HasTitle(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 id = Eluna::CHECKVAL<uint32>(L, 2);
CharTitlesEntry const* titleInfo = sCharTitlesStore.LookupEntry(id);
if (titleInfo)
Eluna::Push(L, player->HasTitle(titleInfo));
return 1;
}
#endif
int HasItem(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 itemId = Eluna::CHECKVAL<uint32>(L, 2);
uint32 count = Eluna::CHECKVAL<uint32>(L, 3, 1);
bool check_bank = Eluna::CHECKVAL<bool>(L, 4, false);
Eluna::Push(L, player->HasItemCount(itemId, count, check_bank));
return 1;
}
int HasQuestForItem(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->HasQuestForItem(entry));
return 1;
}
int CanUseItem(Eluna* /*E*/, lua_State* L, Player* player)
{
Item* item = Eluna::CHECKOBJ<Item>(L, 2, false);
if (item)
Eluna::Push(L, player->CanUseItem(item));
else
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
const ItemTemplate* temp = eObjectMgr->GetItemTemplate(entry);
if (temp)
Eluna::Push(L, player->CanUseItem(temp));
else
Eluna::Push(L, EQUIP_ERR_ITEM_NOT_FOUND);
}
return 1;
}
/**
* Returns 'true' if the [Spell] specified by ID is currently on cooldown for the [Player], 'false' otherwise
*
* @param uint32 spellId
* @return bool hasSpellCooldown
*/
int HasSpellCooldown(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->HasSpellCooldown(spellId));
return 1;
}
/**
* Returns 'true' if the [Player] can share [Quest] specified by ID, 'false' otherwise
*
* @param uint32 entryId
* @return bool hasSpellCooldown
*/
int CanShareQuest(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->CanShareQuest(entry));
return 1;
}
/**
* Returns 'true' if the [Player] can currently communicate through chat, 'false' otherwise
*
* @return bool canSpeak
*/
int CanSpeak(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->CanSpeak());
return 1;
}
/**
* Returns 'true' if the [Player] has permission to uninvite others from the current group, 'false' otherwise
*
* @return bool canUninviteFromGroup
*/
int CanUninviteFromGroup(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->CanUninviteFromGroup() == ERR_PARTY_RESULT_OK);
return 1;
}
#ifndef CLASSIC
/**
* Returns 'true' if the [Player] can fly, 'false' otherwise
*
* @return bool canFly
*/
int CanFly(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->CanFly());
return 1;
}
#endif
#ifdef CLASSIC
int GetHonorStoredKills(Eluna* /*E*/, lua_State* L, Player* player)
{
bool honorable = Eluna::CHECKVAL<bool>(L, 2, true);
Eluna::Push(L, player->GetHonorStoredKills(honorable));
return 0;
}
int GetRankPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetRankPoints());
return 1;
}
int GetHonorLastWeekStandingPos(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetHonorLastWeekStandingPos());
return 1;
}
#endif
/**
* Returns 'true' if the [Player] is currently in water, 'false' otherwise
*
* @return bool isInWater
*/
int IsInWater(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->IsInWater());
return 1;
}
/**
* Returns 'true' if the [Player] is currently moving, 'false' otherwise
*
* @return bool isMoving
*/
int IsMoving(Eluna* /*E*/, lua_State* L, Player* player) // enable for unit when mangos support it
{
Eluna::Push(L, player->isMoving());
return 1;
}
#ifdef CLASSIC
/**
* Updates the [Player]s weekly honor status
*/
int UpdateHonor(Eluna* /*E*/, lua_State* L, Player* player)
{
player->UpdateHonor();
return 0;
}
/**
* Resets the [Player]s weekly honor status
*/
int ResetHonor(Eluna* /*E*/, lua_State* L, Player* player)
{
player->ResetHonor();
return 0;
}
/**
* Clears all of [Player]s weekly honor status
*/
int ClearHonorInfo(Eluna* /*E*/, lua_State* L, Player* player)
{
player->ClearHonorInfo();
return 0;
}
#endif
#ifndef CLASSIC
/**
* Returns 'true' if the [Player] is currently flying, 'false' otherwise
*
* @return bool isFlying
*/
int IsFlying(Eluna* /*E*/, lua_State* L, Player* player) // enable for unit when mangos support it
{
Eluna::Push(L, player->IsFlying());
return 1;
}
#endif
/**
* Returns 'true' if the [Player] is in a [Group], 'false' otherwise
*
* @return bool isInGroup
*/
int IsInGroup(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, (player->GetGroup() != NULL));
return 1;
}
/**
* Returns 'true' if the [Player] is in a [Guild], 'false' otherwise
*
* @return bool isInGuild
*/
int IsInGuild(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, (player->GetGuildId() != 0));
return 1;
}
/**
* Returns 'true' if the [Player] is a Game Master, 'false' otherwise
*
* Note: This is only true when GM tag is activated! For alternative see [Player:GetGMRank]
*
* @return bool isGM
*/
int IsGM(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifndef TRINITY
Eluna::Push(L, player->isGameMaster());
#else
Eluna::Push(L, player->IsGameMaster());
#endif
return 1;
}
#ifndef CLASSIC
/**
* Returns 'true' if the [Player] is in an arena team specified by type, 'false' otherwise
*
* @param uint32 type
* @return bool isInArenaTeam
*/
int IsInArenaTeam(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 type = Eluna::CHECKVAL<uint32>(L, 2);
if (type < MAX_ARENA_SLOT && player->GetArenaTeamId(type))
Eluna::Push(L, true);
else
Eluna::Push(L, false);
return 1;
}
#endif
/**
* Returns 'true' if the [Player] is a part of the Horde faction, 'false' otherwise
*
* @return bool isHorde
*/
int IsHorde(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, (player->GetTeam() == HORDE));
return 1;
}
/**
* Returns 'true' if the [Player] is a part of the Alliance faction, 'false' otherwise
*
* @return bool isHorde
*/
int IsAlliance(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, (player->GetTeam() == ALLIANCE));
return 1;
}
/**
* Returns 'true' if the [Player] is 'Do Not Disturb' flagged, 'false' otherwise
*
* @return bool isDND
*/
int IsDND(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->isDND());
return 1;
}
/**
* Returns 'true' if the [Player] is 'Away From Keyboard' flagged, 'false' otherwise
*
* @return bool isAFK
*/
int IsAFK(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->isAFK());
return 1;
}
/**
* Returns 'true' if the [Player] is currently falling, 'false' otherwise
*
* @return bool isFalling
*/
int IsFalling(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->IsFalling());
return 1;
}
int IsGroupVisibleFor(Eluna* /*E*/, lua_State* L, Player* player)
{
Player* target = Eluna::CHECKOBJ<Player>(L, 2);
Eluna::Push(L, player->IsGroupVisibleFor(target));
return 1;
}
/**
* Returns 'true' if the [Player] is currently in the same raid as another [Player] by object, 'false' otherwise
*
* @param [Player] player
* @return bool isInSameRaidWith
*/
int IsInSameRaidWith(Eluna* /*E*/, lua_State* L, Player* player)
{
Player* target = Eluna::CHECKOBJ<Player>(L, 2);
Eluna::Push(L, player->IsInSameRaidWith(target));
return 1;
}
/**
* Returns 'true' if the [Player] is currently in the same [Group] as another [Player] by object, 'false' otherwise
*
* @param [Player] player
* @return bool isInSameGroupWith
*/
int IsInSameGroupWith(Eluna* /*E*/, lua_State* L, Player* player)
{
Player* target = Eluna::CHECKOBJ<Player>(L, 2);
Eluna::Push(L, player->IsInSameGroupWith(target));
return 1;
}
/**
* Returns 'true' if the [Player] is eligible for Honor or XP gain by [Unit] specified, 'false' otherwise
*
* @param [Unit] unit
* @return bool isHonorOrXPTarget
*/
int IsHonorOrXPTarget(Eluna* /*E*/, lua_State* L, Player* player)
{
Unit* victim = Eluna::CHECKOBJ<Unit>(L, 2);
Eluna::Push(L, player->isHonorOrXPTarget(victim));
return 1;
}
/**
* Returns 'true' if the [Player] can see anoter [Player] specified by object, 'false' otherwise
*
* @param [Player] player
* @return bool isVisibleForPlayer
*/
int IsVisibleForPlayer(Eluna* /*E*/, lua_State* L, Player* player)
{
Player* target = Eluna::CHECKOBJ<Player>(L, 2);
Eluna::Push(L, player->IsVisibleGloballyFor(target));
return 1;
}
int IsGMVisible(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->isGMVisible());
return 1;
}
/**
* Returns 'true' if the [Player] has taxi cheat activated, 'false' otherwise
*
* @return bool isTaxiCheater
*/
int IsTaxiCheater(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifdef MANGOS
Eluna::Push(L, player->IsTaxiCheater());
#else
Eluna::Push(L, player->isTaxiCheater());
#endif
return 1;
}
int IsGMChat(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->isGMChat());
return 1;
}
/**
* Returns 'true' if the [Player] is accepting whispers, 'false' otherwise
*
* @return bool isAcceptingWhispers
*/
int IsAcceptingWhispers(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->isAcceptWhispers());
return 1;
}
/**
* Returns 'true' if the [Player] is currently rested, 'false' otherwise
*
* @return bool isRested
*/
int IsRested(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->isRested());
return 1;
}
/**
* Returns 'true' if the [Player] is currently in a [BattleGround] queue, 'false' otherwise
*
* @return bool inBattlegroundQueue
*/
int InBattlegroundQueue(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifndef TRINITY
Eluna::Push(L, player->InBattleGroundQueue());
#else
Eluna::Push(L, player->InBattlegroundQueue());
#endif
return 1;
}
#ifndef CLASSIC
/**
* Returns 'true' if the [Player] is currently in an arena, 'false' otherwise
*
* @return bool inArena
*/
int InArena(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->InArena());
return 1;
}
#endif
/**
* Returns 'true' if the [Player] is currently in a [BattleGround], 'false' otherwise
*
* @return bool inBattleGround
*/
int InBattleground(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifndef TRINITY
Eluna::Push(L, player->InBattleGround());
#else
Eluna::Push(L, player->InBattleground());
#endif
return 1;
}
/**
* Returns 'true' if the [Player] can block incomming attacks, 'false' otherwise
*
* @return bool canBlock
*/
int CanBlock(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->CanBlock());
return 1;
}
/**
* Returns 'true' if the [Player] can parry incomming attacks, 'false' otherwise
*
* @return bool canParry
*/
int CanParry(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->CanParry());
return 1;
}
/*int HasReceivedQuestReward(Eluna* E, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->IsQuestRewarded(entry));
return 1;
}*/
/*int IsOutdoorPvPActive(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->IsOutdoorPvPActive());
return 1;
}*/
/*int IsImmuneToEnvironmentalDamage(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->IsImmuneToEnvironmentalDamage());
return 1;
}*/
/*int InRandomLfgDungeon(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->inRandomLfgDungeon());
return 1;
}*/
/*int IsUsingLfg(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->isUsingLfg());
return 1;
}*/
/*int IsNeverVisible(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->IsNeverVisible());
return 1;
}*/
/*int CanFlyInZone(Eluna* E, lua_State* L, Player* player)
{
uint32 mapid = Eluna::CHECKVAL<uint32>(L, 2);
uint32 zone = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->IsKnowHowFlyIn(mapid, zone));
return 1;
}*/
/*int HasPendingBind(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->PendingHasPendingBind());
return 1;
}*/
/*int IsARecruiter(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSession()->IsARecruiter() || (player->GetSession()->GetRecruiterId() != 0));
return 1;
}*/
/* GETTERS */
#if (!defined(TBC) && !defined(CLASSIC))
/**
* Returns the amount of available specs the [Player] currently has
*
* @return uint8 specCount
*/
int GetSpecsCount(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSpecsCount());
return 1;
}
/**
* Returns the [Player]s active spec ID
*
* @return uint32 specId
*/
int GetActiveSpec(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetActiveSpec());
return 1;
}
#endif
#ifdef WOTLK
int GetPhaseMaskForSpawn(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetPhaseMaskForSpawn());
return 1;
}
#endif
#ifndef CATA
#ifndef CLASSIC
/**
* Returns the [Player]s current amount of Arena Points
*
* @return uint32 arenaPoints
*/
int GetArenaPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetArenaPoints());
return 1;
}
/**
* Returns the [Player]s current amount of Honor Points
*
* @return uint32 honorPoints
*/
int GetHonorPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetHonorPoints());
return 1;
}
#endif
/**
* Returns the [Player]s current shield block value
*
* @return uint32 blockValue
*/
int GetShieldBlockValue(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetShieldBlockValue());
return 1;
}
#endif
/**
* Returns the [Player]s cooldown delay by specified [Spell] ID
*
* @param uint32 spellId
* @return uint32 spellCooldownDelay
*/
int GetSpellCooldownDelay(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, uint32(player->GetSpellCooldownDelay(spellId)));
return 1;
}
/**
* Returns the [Player]s current latency in MS
*
* @return uint32 latency
*/
int GetLatency(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSession()->GetLatency());
return 1;
}
#ifdef TRINITY
/**
* Returns the faction ID the [Player] is currently flagged as champion for
*
* @return uint32 championingFaction
*/
int GetChampioningFaction(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetChampioningFaction());
return 1;
}
#endif
/**
* Returns [Player]s original sub group
*
* @return uint8 subGroup
*/
int GetOriginalSubGroup(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetOriginalSubGroup());
return 1;
}
/**
* Returns [Player]s original [Group] object
*
* @return [Group] group
*/
int GetOriginalGroup(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetOriginalGroup());
return 1;
}
/**
* Returns a random Raid Member [Player] object within radius specified of [Player]
*
* @param float radius
* @return [Player] player
*/
int GetNextRandomRaidMember(Eluna* /*E*/, lua_State* L, Player* player)
{
float radius = Eluna::CHECKVAL<float>(L, 2);
Eluna::Push(L, player->GetNextRandomRaidMember(radius));
return 1;
}
/**
* Returns [Player]s current sub group
*
* @return uint8 subGroup
*/
int GetSubGroup(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSubGroup());
return 1;
}
int GetGroupInvite(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetGroupInvite());
return 1;
}
/**
* Returns the [Player]s current accumulated rest time
*
* @return uint32 restTime
*/
int GetRestTime(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetRestTime());
return 1;
}
int GetXPRestBonus(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 xp = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetXPRestBonus(xp));
return 1;
}
/**
* Returns the [Player]s current [BattleGround] type ID
*
* @return BattleGroundTypeId typeId
*/
int GetBattlegroundTypeId(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifndef TRINITY
Eluna::Push(L, player->GetBattleGroundTypeId());
#else
Eluna::Push(L, player->GetBattlegroundTypeId());
#endif
return 1;
}
/**
* Returns the [Player]s current [BattleGround] ID
*
* @return uint32 battleGroundId
*/
int GetBattlegroundId(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifndef TRINITY
Eluna::Push(L, player->GetBattleGroundId());
#else
Eluna::Push(L, player->GetBattlegroundId());
#endif
return 1;
}
/**
* Returns the [Player]s reputation rank of faction specified
*
* @param uint32 faction
* @return ReputationRank rank
*/
int GetReputationRank(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 faction = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetReputationRank(faction));
return 1;
}
/**
* Returns the [Player]s current level of intoxication
*
* @return uint16 drunkValue
*/
int GetDrunkValue(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetDrunkValue());
return 1;
}
int GetSpellCooldowns(Eluna* /*E*/, lua_State* L, Player* player)
{
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (SpellCooldowns::const_iterator it = player->GetSpellCooldownMap().begin(); it != player->GetSpellCooldownMap().end(); ++it)
{
++i;
Eluna::Push(L, it->first);
Eluna::Push(L, uint32(it->second.end));
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
int GetSkillTempBonusValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetSkillTempBonusValue(skill));
return 1;
}
int GetSkillPermBonusValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetSkillPermBonusValue(skill));
return 1;
}
int GetPureSkillValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetPureSkillValue(skill));
return 1;
}
int GetBaseSkillValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetBaseSkillValue(skill));
return 1;
}
int GetSkillValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetSkillValue(skill));
return 1;
}
int GetPureMaxSkillValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetPureMaxSkillValue(skill));
return 1;
}
int GetMaxSkillValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 skill = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetMaxSkillValue(skill));
return 1;
}
int GetManaBonusFromIntellect(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetManaBonusFromIntellect());
return 1;
}
int GetHealthBonusFromStamina(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetHealthBonusFromStamina());
return 1;
}
int GetDifficulty(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifdef TBC
Eluna::Push(L, player->GetDifficulty());
#elif defined(CLASSIC)
Eluna::Push(L, (Difficulty)0);
#else
bool isRaid = Eluna::CHECKVAL<bool>(L, 2, true);
Eluna::Push(L, player->GetDifficulty(isRaid));
#endif
return 1;
}
/**
* Returns the [Player]s current guild rank
*
* @return uint32 guildRank
*/
int GetGuildRank(Eluna* /*E*/, lua_State* L, Player* player) // TODO: Move to Guild Methods
{
Eluna::Push(L, player->GetRank());
return 1;
}
/**
* Returns the [Player]s free talent point amount
*
* @return uint32 freeTalentPointAmt
*/
int GetFreeTalentPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetFreeTalentPoints());
return 1;
}
/**
* Returns the name of the [Player]s current [Guild]
*
* @return string guildName
*/
int GetGuildName(Eluna* /*E*/, lua_State* L, Player* player)
{
if (!player->GetGuildId())
return 1;
Eluna::Push(L, eGuildMgr->GetGuildNameById(player->GetGuildId()));
return 1;
}
/**
* Returns the amount of reputation the [Player] has with the faction specified
*
* @param uint32 faction
* @return int32 reputationAmt
*/
int GetReputation(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 faction = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetReputationMgr().GetReputation(faction));
return 1;
}
int GetComboTarget(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifndef TRINITY
Eluna::Push(L, player->GetMap()->GetUnit(player->GetComboTargetGuid()));
#else
Eluna::Push(L, ObjectAccessor::GetUnit(*player, player->GetComboTarget()));
#endif
return 1;
}
int GetComboPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetComboPoints());
return 1;
}
/**
* Returns the amount of time the [Player] has spent ingame
*
* @return uint32 inGameTime
*/
int GetInGameTime(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetInGameTime());
return 1;
}
/**
* Returns the status of the [Player]s [Quest] specified by entry ID
*
* @param uint32 questId
* @return QuestStatus questStatus
*/
int GetQuestStatus(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetQuestStatus(entry));
return 1;
}
/**
* Returns 'true' if the [Player]s [Quest] specified by entry ID has been rewarded, 'false' otherwise
*
* @param uint32 questId
* @return bool questRewardStatus
*/
int GetQuestRewardStatus(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetQuestRewardStatus(questId));
return 1;
}
int GetReqKillOrCastCurrentCount(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
int32 entry = Eluna::CHECKVAL<int32>(L, 3);
Eluna::Push(L, player->GetReqKillOrCastCurrentCount(questId, entry));
return 1;
}
/**
* Returns the quest level of the [Player]s [Quest] specified by object
*
* @param uint32 questId
* @return QuestStatus questRewardStatus
*/
int GetQuestLevel(Eluna* /*E*/, lua_State* L, Player* player)
{
Quest* quest = Eluna::CHECKOBJ<Quest>(L, 2);
#ifndef TRINITY
Eluna::Push(L, player->GetQuestLevelForPlayer(quest));
#else
Eluna::Push(L, player->GetQuestLevel(quest));
#endif
return 1;
}
/**
* Returns a [Player]s [Item] object by entry ID specified
*
* @param uint32 entryId
* @return [Item] item
*/
int GetItemByEntry(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, player->GetItemByEntry(entry));
return 1;
}
/**
* Returns a [Player]s [Item] object by gear slot specified
*
* @param uint8 slot
* @return [Item] item
*/
int GetEquippedItemBySlot(Eluna* /*E*/, lua_State* L, Player* player)
{
uint8 slot = Eluna::CHECKVAL<uint8>(L, 2);
if (slot >= EQUIPMENT_SLOT_END)
return 1;
Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
Eluna::Push(L, item);
return 1;
}
/**
* Returns the [Player]s resting type
*
* @return RestType restType
*/
int GetRestType(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetRestType());
return 1;
}
/**
* Returns the [Player]s current resting bonus
*
* @return float restBonus
*/
int GetRestBonus(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetRestBonus());
return 1;
}
/**
* Give the amount of levels specified to the [Player]
*
* @param uint8 levelAmt
*/
int GiveLevel(Eluna* /*E*/, lua_State* L, Player* player)
{
uint8 level = Eluna::CHECKVAL<uint8>(L, 2);
player->GiveLevel(level);
return 0;
}
int GetChatTag(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetChatTag());
return 1;
}
/**
* Returns an item in given bag on given slot.
*
* <pre>
* Possible and most commonly used combinations:
*
* bag = 255
* slots 0-18 equipment
* slots 19-22 equipped bag slots
* slots 23-38 backpack
* slots 39-66 bank main slots
* slots 67-74 bank bag slots
* slots 86-117 keyring
*
* bag = 19-22
* slots 0-35 for equipped bags
*
* bag = 67-74
* slots 0-35 for bank bags
* </pre>
*
* @param uint8 bag : the bag the [Item] is in, you can get this with [Item:GetBagSlot]
* @param uint8 slot : the slot the [Item] is in within the bag, you can get this with [Item:GetSlot]
* @return [Item] item : [Item] or nil
*/
int GetItemByPos(Eluna* /*E*/, lua_State* L, Player* player)
{
uint8 bag = Eluna::CHECKVAL<uint8>(L, 2);
uint8 slot = Eluna::CHECKVAL<uint8>(L, 3);
Eluna::Push(L, player->GetItemByPos(bag, slot));
return 1;
}
int GetGossipTextId(Eluna* /*E*/, lua_State* L, Player* player)
{
WorldObject* obj = Eluna::CHECKOBJ<WorldObject>(L, 2);
Eluna::Push(L, player->GetGossipTextId(obj));
return 1;
}
/**
* Returns the [Player]s currently selected [Unit] object
*
* @return [Unit] unit
*/
int GetSelection(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifndef TRINITY
Eluna::Push(L, player->GetMap()->GetUnit(player->GetSelectionGuid()));
#else
Eluna::Push(L, player->GetSelectedUnit());
#endif
return 1;
}
/**
* Returns the [Player]s GM Rank
*
* @return AccountTypes gmRank
*/
int GetGMRank(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSession()->GetSecurity());
return 1;
}
/**
* Returns the [Player]s amount of money in copper
*
* @return uint32 coinage
*/
int GetCoinage(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetMoney());
return 1;
}
/**
* Returns the [Player]s current [Guild] ID
*
* @return uint32 guildId
*/
int GetGuildId(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetGuildId());
return 1;
}
/**
* Returns the [Player]s current team ID
*
* @return PvpTeamIndex teamId
*/
int GetTeam(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetTeamId());
return 1;
}
int GetItemCount(Eluna* /*E*/, lua_State* L, Player* player)
{
int id = Eluna::CHECKVAL<int>(L, 2);
bool checkinBank = Eluna::CHECKVAL<bool>(L, 3, false);
Eluna::Push(L, player->GetItemCount(id, checkinBank));
return 1;
}
/**
* Returns the [Player]s lifetime Honorable Kills
*
* @return uint32 lifeTimeKils
*/
int GetLifetimeKills(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS));
return 1;
}
/**
* Returns the [Player]s IP address
*
* @return string ip
*/
int GetPlayerIP(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSession()->GetRemoteAddress());
return 1;
}
/**
* Returns the [Player]s time played at current level
*
* @return uint32 currLevelPlayTime
*/
int GetLevelPlayedTime(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetLevelPlayedTime());
return 1;
}
/**
* Returns the [Player]s total time played
*
* @return uint32 totalPlayTime
*/
int GetTotalPlayedTime(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetTotalPlayedTime());
return 1;
}
/**
* Returns the [Player]s [Guild] object
*
* @return [Guild] guild
*/
int GetGuild(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, eGuildMgr->GetGuildById(player->GetGuildId()));
return 1;
}
/**
* Returns the [Player]s [Group] object
*
* @return [Group] group
*/
int GetGroup(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetGroup());
return 1;
}
/**
* Returns the [Player]s account ID
*
* @return uint32 accountId
*/
int GetAccountId(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSession()->GetAccountId());
return 1;
}
/**
* Returns the [Player]s account name
*
* @return string accountName
*/
int GetAccountName(Eluna* /*E*/, lua_State* L, Player* player)
{
std::string accName;
if (eAccountMgr->GetName(player->GetSession()->GetAccountId(), accName))
Eluna::Push(L, accName);
return 1;
}
/**
* Returns the [Player]s [Corpse] object
*
* @return [Corpse] corpse
*/
int GetCorpse(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetCorpse());
return 1;
}
/**
* Returns the [Player]s database locale index
*
* @return int localeIndex
*/
int GetDbLocaleIndex(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSession()->GetSessionDbLocaleIndex());
return 1;
}
/**
* Returns the [Player]s game client locale
*
* @return LocaleConstant locale
*/
int GetDbcLocale(Eluna* /*E*/, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSession()->GetSessionDbcLocale());
return 1;
}
/*int GetRecruiterId(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSession()->GetRecruiterId());
return 1;
}*/
/*int GetSelectedPlayer(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSelectedPlayer());
return 1;
}*/
/*int GetSelectedUnit(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, player->GetSelectedUnit());
return 1;
}*/
/*int GetNearbyGameObject(Eluna* E, lua_State* L, Player* player)
{
Eluna::Push(L, ChatHandler(player->GetSession()).GetNearbyGameObject());
return 1;
}*/
/* SETTERS */
int SetPlayerLock(Eluna* /*E*/, lua_State* L, Player* player)
{
bool apply = Eluna::CHECKVAL<bool>(L, 2, true);
if (apply)
{
player->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED | UNIT_FLAG_SILENCED);
player->SetClientControl(player, 0);
}
else
{
player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED | UNIT_FLAG_SILENCED);
player->SetClientControl(player, 1);
}
return 0;
}
/**
* Sets the [Player]s login flag to the flag specified
*
* @param uint32 flag
*/
int SetAtLoginFlag(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 flag = Eluna::CHECKVAL<uint32>(L, 2);
player->SetAtLoginFlag((AtLoginFlags)flag);
return 0;
}
/**
* Sets the [Player]s sheathe state to the state specified
*
* @param uint32 sheatheState
*/
int SetSheath(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 sheathed = Eluna::CHECKVAL<uint32>(L, 2);
if (sheathed >= MAX_SHEATH_STATE)
return 0;
player->SetSheath((SheathState)sheathed);
return 0;
}
/**
* Sets the [Player]s rested time to the time specified
*
* @param uint32 restTime
*/
int SetRestTime(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 value = Eluna::CHECKVAL<uint32>(L, 2);
player->SetRestTime(value);
return 0;
}
/**
* Sets the [Player]s intoxication level to the level specified
*
* @param uint8 drunkValue
*/
int SetDrunkValue(Eluna* /*E*/, lua_State* L, Player* player)
{
uint8 newDrunkValue = Eluna::CHECKVAL<uint8>(L, 2);
player->SetDrunkValue(newDrunkValue);
return 0;
}
/**
* Sets the [Player]s faction standing to that of the race specified
*
* @param uint8 raceId
*/
int SetFactionForRace(Eluna* /*E*/, lua_State* L, Player* player)
{
uint8 race = Eluna::CHECKVAL<uint8>(L, 2);
player->setFactionForRace(race);
return 0;
}
int SetSkill(Eluna* /*E*/, lua_State* L, Player* player)
{
uint16 id = Eluna::CHECKVAL<uint16>(L, 2);
uint16 step = Eluna::CHECKVAL<uint16>(L, 3);
uint16 currVal = Eluna::CHECKVAL<uint16>(L, 4);
uint16 maxVal = Eluna::CHECKVAL<uint16>(L, 5);
player->SetSkill(id, step, currVal, maxVal);
return 0;
}
/**
* Sets the [Player]s guild rank to the rank specified
*
* @param uint8 rank
*/
int SetGuildRank(Eluna* /*E*/, lua_State* L, Player* player) // TODO: Move to Guild Methods
{
uint8 rank = Eluna::CHECKVAL<uint8>(L, 2);
if (!player->GetGuildId())
return 0;
player->SetRank(rank);
return 0;
}
/**
* Sets the [Player]s free talent points to the amount specified for the current spec
*
* @param uint32 talentPointAmt
*/
int SetFreeTalentPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 points = Eluna::CHECKVAL<uint32>(L, 2);
player->SetFreeTalentPoints(points);
#if (!defined(TBC) && !defined(CLASSIC))
player->SendTalentsInfoData(false);
#endif
return 0;
}
/**
* Sets the [Player]s reputation amount for the faction specified
*
* @param uint32 factionId
* @param int32 reputationValue
*/
int SetReputation(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 faction = Eluna::CHECKVAL<uint32>(L, 2);
int32 value = Eluna::CHECKVAL<int32>(L, 3);
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
player->GetReputationMgr().SetReputation(factionEntry, value);
return 0;
}
int SetQuestStatus(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
uint32 status = Eluna::CHECKVAL<uint32>(L, 3);
if (status >= MAX_QUEST_STATUS)
return 0;
player->SetQuestStatus(entry, (QuestStatus)status);
return 0;
}
/**
* Sets the [Player]s rest type to the type specified
*
* @param int restType
*/
int SetRestType(Eluna* /*E*/, lua_State* L, Player* player)
{
int type = Eluna::CHECKVAL<int>(L, 2);
player->SetRestType((RestType)type);
return 0;
}
/**
* Sets the [Player]s rest bonus to the amount specified
*
* @param float restBonus
*/
int SetRestBonus(Eluna* /*E*/, lua_State* L, Player* player)
{
float bonus = Eluna::CHECKVAL<float>(L, 2);
player->SetRestBonus(bonus);
return 0;
}
/**
* Toggles whether the [Player] accepts whispers or not
*
* @param bool acceptWhispers = true
*/
int SetAcceptWhispers(Eluna* /*E*/, lua_State* L, Player* player)
{
bool on = Eluna::CHECKVAL<bool>(L, 2, true);
player->SetAcceptWhispers(on);
return 0;
}
int SetPvPDeath(Eluna* /*E*/, lua_State* L, Player* player)
{
bool on = Eluna::CHECKVAL<bool>(L, 2, true);
player->SetPvPDeath(on);
return 0;
}
/**
* Toggles whether the [Player] has GM visibility on or off
*
* @param bool gmVisible = true
*/
int SetGMVisible(Eluna* /*E*/, lua_State* L, Player* player)
{
bool on = Eluna::CHECKVAL<bool>(L, 2, true);
player->SetGMVisible(on);
return 0;
}
/**
* Toggles whether the [Player] has taxi cheat enabled or not
*
* @param bool taxiCheat = true
*/
int SetTaxiCheat(Eluna* /*E*/, lua_State* L, Player* player)
{
bool on = Eluna::CHECKVAL<bool>(L, 2, true);
player->SetTaxiCheater(on);
return 0;
}
int SetGMChat(Eluna* /*E*/, lua_State* L, Player* player)
{
bool on = Eluna::CHECKVAL<bool>(L, 2, true);
player->SetGMChat(on);
return 0;
}
/**
* Toggles the [Player]s GM mode on or off
*
* @param bool setGmMode = true
*/
int SetGameMaster(Eluna* /*E*/, lua_State* L, Player* player)
{
bool on = Eluna::CHECKVAL<bool>(L, 2, true);
player->SetGameMaster(on);
return 0;
}
/**
* Sets the [Player]s gender to gender specified
*
* - GENDER_MALE = 0
* - GENDER_FEMALE = 1
*
* @param uint32 gender
*/
int SetGender(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 _gender = Eluna::CHECKVAL<uint32>(L, 2);
Gender gender;
switch (_gender)
{
case 0:
gender = GENDER_MALE;
break;
case 1:
gender = GENDER_FEMALE;
break;
default:
return luaL_argerror(L, 2, "valid Gender expected");
}
player->SetByteValue(UNIT_FIELD_BYTES_0, 2, gender);
player->SetByteValue(PLAYER_BYTES_3, 0, gender);
player->InitDisplayIds();
return 0;
}
#ifndef CATA
#ifndef CLASSIC
/**
* Sets the [Player]s Arena Points to the amount specified
*
* @param uint32 arenaPoints
*/
int SetArenaPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 arenaP = Eluna::CHECKVAL<uint32>(L, 2);
player->SetArenaPoints(arenaP);
return 0;
}
/**
* Sets the [Player]s Honor Points to the amount specified
*
* @param uint32 honorPoints
*/
int SetHonorPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 honorP = Eluna::CHECKVAL<uint32>(L, 2);
player->SetHonorPoints(honorP);
return 0;
}
#endif
#endif
#ifdef CLASSIC
int SetHonorStoredKills(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 kills = Eluna::CHECKVAL<uint32>(L, 2);
bool honorable = Eluna::CHECKVAL<bool>(L, 3, true);
player->SetHonorStoredKills(kills, honorable);
return 0;
}
int SetRankPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
float rankPoints = Eluna::CHECKVAL<float>(L, 2);
player->SetRankPoints(rankPoints);
return 0;
}
int SetHonorLastWeekStandingPos(Eluna* /*E*/, lua_State* L, Player* player)
{
int32 standingPos = Eluna::CHECKVAL<int32>(L, 2);
player->SetHonorLastWeekStandingPos(standingPos);
return 0;
}
#endif
/**
* Sets the [Player]s amount of Lifetime Honorable Kills to the value specified
*
* @param uint32 honorableKills
*/
int SetLifetimeKills(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 val = Eluna::CHECKVAL<uint32>(L, 2);
player->SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, val);
return 0;
}
/**
* Sets the [Player]s amount of money to copper specified
*
* @param uint32 copperAmt
*/
int SetCoinage(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 amt = Eluna::CHECKVAL<uint32>(L, 2);
player->SetMoney(amt);
return 0;
}
/**
* Sets the [Player]s home location to the location specified
*
* @param float x : X Coordinate
* @param float y : Y Coordinate
* @param float z : Z Coordinate
* @param uint32 mapId : Map ID
* @param uint32 areaId : Area ID
*/
int SetBindPoint(Eluna* /*E*/, lua_State* L, Player* player)
{
float x = Eluna::CHECKVAL<float>(L, 2);
float y = Eluna::CHECKVAL<float>(L, 3);
float z = Eluna::CHECKVAL<float>(L, 4);
uint32 mapId = Eluna::CHECKVAL<uint32>(L, 5);
uint32 areaId = Eluna::CHECKVAL<uint32>(L, 6);
WorldLocation loc(mapId, x, y, z);
#ifndef TRINITY
player->SetHomebindToLocation(loc, areaId);
#else
player->SetHomebind(loc, areaId);
#endif
return 0;
}
#ifndef CLASSIC
/**
* Adds the specified title to the [Player]s list of known titles
*
* @param uint32 titleId
*/
int SetKnownTitle(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 id = Eluna::CHECKVAL<uint32>(L, 2);
CharTitlesEntry const* t = sCharTitlesStore.LookupEntry(id);
if (t)
player->SetTitle(t, false);
return 0;
}
#endif
#ifndef TRINITY
/**
* Toggle the [Player]s FFA flag
*
* @param bool applyFFA = true
*/
int SetFFA(Eluna* /*E*/, lua_State* L, Player* player)
{
bool apply = Eluna::CHECKVAL<bool>(L, 2, true);
player->SetFFAPvP(apply);
return 0;
}
#endif
/*int SetMovement(Eluna* E, lua_State* L, Player* player)
{
int32 pType = Eluna::CHECKVAL<int32>(L, 2);
player->SetMovement((PlayerMovementType)pType);
return 0;
}*/
/* OTHER */
#if (!defined(TBC) && !defined(CLASSIC))
/**
* Resets the [Player]s pets talent points
*/
int ResetPetTalents(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
#ifndef TRINITY
Pet* pet = player->GetPet();
Pet::resetTalentsForAllPetsOf(player, pet);
if (pet)
player->SendTalentsInfoData(true);
#else
player->ResetPetTalents();
player->SendTalentsInfoData(true);
#endif
return 0;
}
/**
* Reset the [Player]s completed achievements
*/
int ResetAchievements(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
#ifndef TRINITY
player->GetAchievementMgr().Reset();
#else
player->ResetAchievements();
#endif
return 0;
}
#endif
int SendShowMailBox(Eluna* /*E*/, lua_State* L, Player* player)
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 2, player->GET_GUID());
#if (defined(CLASSIC) || defined(TBC))
WorldPacket data(CMSG_GET_MAIL_LIST, 8);
data << uint64(guid);
player->GetSession()->HandleGetMailList(data);
#else
player->GetSession()->SendShowMailBox(ObjectGuid(guid));
#endif
return 0;
}
#ifndef CATA
#ifndef CLASSIC
/**
* Adds or detracts from the [Player]s current Arena Points
*
* @param int32 amount
*/
int ModifyArenaPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
int32 amount = Eluna::CHECKVAL<int32>(L, 2);
player->ModifyArenaPoints(amount);
return 0;
}
/**
* Adds or detracts from the [Player]s current Honor Points
*
* @param int32 amount
*/
int ModifyHonorPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
int32 amount = Eluna::CHECKVAL<int32>(L, 2);
player->ModifyHonorPoints(amount);
return 0;
}
#endif
#endif
/**
* Saves the [Player] to the database
*/
int SaveToDB(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->SaveToDB();
return 0;
}
int SummonPlayer(Eluna* /*E*/, lua_State* L, Player* player)
{
Player* target = Eluna::CHECKOBJ<Player>(L, 2);
uint32 map = Eluna::CHECKVAL<uint32>(L, 3);
float x = Eluna::CHECKVAL<float>(L, 4);
float y = Eluna::CHECKVAL<float>(L, 5);
float z = Eluna::CHECKVAL<float>(L, 6);
float zoneId = Eluna::CHECKVAL<float>(L, 7);
uint32 delay = Eluna::CHECKVAL<uint32>(L, 8, 0);
if (!MapManager::IsValidMapCoord(map, x, y, z))
return 0;
target->SetSummonPoint(map, x, y, z);
WorldPacket data(SMSG_SUMMON_REQUEST, 8 + 4 + 4);
data << uint64(player->GetGUIDLow());
data << uint32(zoneId);
data << uint32(delay ? delay* IN_MILLISECONDS : MAX_PLAYER_SUMMON_DELAY * IN_MILLISECONDS);
target->GetSession()->SendPacket(&data);
return 0;
}
/**
* Mutes the [Player] for the amount of seconds specified
*
* @param uint32 muteTime
*/
int Mute(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 muteseconds = Eluna::CHECKVAL<uint32>(L, 2);
/*const char* reason = luaL_checkstring(E, 2);*/ // Mangos does not have a reason field in database.
uint64 muteTime = time(NULL) + muteseconds;
player->GetSession()->m_muteTime = muteTime;
LoginDatabase.PExecute("UPDATE account SET mutetime = " UI64FMTD " WHERE id = '%u'", muteTime, player->GetSession()->GetAccountId());
return 0;
}
int CreateCorpse(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->CreateCorpse();
return 0;
}
int RewardQuest(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
Quest const* quest = eObjectMgr->GetQuestTemplate(entry);
if (quest)
player->RewardQuest(quest, 0, player);
return 0;
}
/**
* Sends an auction house window to the [Player] from the [Unit] specified
*
* @param [Unit] sender
*/
int SendAuctionMenu(Eluna* /*E*/, lua_State* L, Player* player)
{
Unit* unit = Eluna::CHECKOBJ<Unit>(L, 2);
#ifndef TRINITY
AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit);
#else
AuctionHouseEntry const* ahEntry = AuctionHouseMgr::GetAuctionHouseEntry(unit->getFaction());
#endif
if (!ahEntry)
return 0;
WorldPacket data(MSG_AUCTION_HELLO, 12);
data << uint64(unit->GetGUIDLow());
data << uint32(ahEntry->houseId);
data << uint8(1);
player->GetSession()->SendPacket(&data);
return 0;
}
/**
* Sends a flightmaster window to the [Player] from the [Creature] specified
*
* @param [Creature] sender
*/
int SendTaxiMenu(Eluna* /*E*/, lua_State* L, Player* player)
{
Creature* creature = Eluna::CHECKOBJ<Creature>(L, 2);
player->GetSession()->SendTaxiMenu(creature);
return 0;
}
/**
* Sends a spirit resurrection request to the [Player]
*/
int SendSpiritResurrect(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->GetSession()->SendSpiritResurrect();
return 0;
}
/**
* Sends a tabard vendor window to the [Player] from the [WorldObject] specified
*
* @param [WorldObject] sender
*/
int SendTabardVendorActivate(Eluna* /*E*/, lua_State* L, Player* player)
{
WorldObject* obj = Eluna::CHECKOBJ<WorldObject>(L, 2);
player->GetSession()->SendTabardVendorActivate(obj->GET_GUID());
return 0;
}
/**
* Sends a bank window to the [Player] from the [WorldObject] specified
*
* @param [WorldObject] sender
*/
int SendShowBank(Eluna* /*E*/, lua_State* L, Player* player)
{
WorldObject* obj = Eluna::CHECKOBJ<WorldObject>(L, 2);
player->GetSession()->SendShowBank(obj->GET_GUID());
return 0;
}
int SendListInventory(Eluna* /*E*/, lua_State* L, Player* player)
{
WorldObject* obj = Eluna::CHECKOBJ<WorldObject>(L, 2);
player->GetSession()->SendListInventory(obj->GET_GUID());
return 0;
}
/**
* Sends a trainer window to the [Player] from the [WorldObject] specified
*
* @param [WorldObject] sender
*/
int SendTrainerList(Eluna* /*E*/, lua_State* L, Player* player)
{
WorldObject* obj = Eluna::CHECKOBJ<WorldObject>(L, 2);
player->GetSession()->SendTrainerList(obj->GET_GUID());
return 0;
}
/**
* Sends a guild invitation from the [Player]s [Guild] to the [Player] object specified
*
* @param [Player] invitee
*/
int SendGuildInvite(Eluna* /*E*/, lua_State* L, Player* player)
{
Player* plr = Eluna::CHECKOBJ<Player>(L, 2);
#ifndef TRINITY
player->GetSession()->SendGuildInvite(plr);
#else
if (Guild* guild = player->GetGuild())
guild->HandleInviteMember(player->GetSession(), plr->GetName());
#endif
return 0;
}
/**
* Forces the [Player] to log out
*
* @param bool saveToDb = true
*/
int LogoutPlayer(Eluna* /*E*/, lua_State* L, Player* player)
{
bool save = Eluna::CHECKVAL<bool>(L, 2, true);
player->GetSession()->LogoutPlayer(save);
return 0;
}
/**
* Forcefully removes the [Player] from a [BattleGround] raid group
*/
int RemoveFromBattlegroundRaid(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
#ifndef TRINITY
player->RemoveFromBattleGroundRaid();
#else
player->RemoveFromBattlegroundOrBattlefieldRaid();
#endif
return 0;
}
int UnbindInstance(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 map = Eluna::CHECKVAL<uint32>(L, 2);
#ifndef CLASSIC
uint32 difficulty = Eluna::CHECKVAL<uint32>(L, 3);
if (difficulty < MAX_DIFFICULTY)
player->UnbindInstance(map, (Difficulty)difficulty);
#else
player->UnbindInstance(map);
#endif
return 0;
}
/**
* Forces the [Player] to leave a [BattleGround]
*
* @param bool teleToEntry = true
*/
int LeaveBattleground(Eluna* /*E*/, lua_State* L, Player* player)
{
bool teleToEntryPoint = Eluna::CHECKVAL<bool>(L, 2, true);
player->LeaveBattleground(teleToEntryPoint);
return 0;
}
int DurabilityRepair(Eluna* /*E*/, lua_State* L, Player* player)
{
uint16 position = Eluna::CHECKVAL<uint16>(L, 2);
bool cost = Eluna::CHECKVAL<bool>(L, 3, true);
float discountMod = Eluna::CHECKVAL<float>(L, 4);
bool guildBank = Eluna::CHECKVAL<bool>(L, 5, false);
#ifdef CLASSIC
Eluna::Push(L, player->DurabilityRepair(position, cost, discountMod));
#else
Eluna::Push(L, player->DurabilityRepair(position, cost, discountMod, guildBank));
#endif
return 1;
}
int DurabilityRepairAll(Eluna* /*E*/, lua_State* L, Player* player)
{
bool cost = Eluna::CHECKVAL<bool>(L, 2, true);
float discountMod = Eluna::CHECKVAL<float>(L, 3, 1.0f);
bool guildBank = Eluna::CHECKVAL<bool>(L, 4, false);
#ifdef CLASSIC
Eluna::Push(L, player->DurabilityRepairAll(cost, discountMod));
#else
Eluna::Push(L, player->DurabilityRepairAll(cost, discountMod, guildBank));
#endif
return 1;
}
int DurabilityPointLossForEquipSlot(Eluna* /*E*/, lua_State* L, Player* player)
{
int32 slot = Eluna::CHECKVAL<int32>(L, 2);
if (slot >= EQUIPMENT_SLOT_START && slot < EQUIPMENT_SLOT_END)
player->DurabilityPointLossForEquipSlot((EquipmentSlots)slot);
return 0;
}
int DurabilityPointsLossAll(Eluna* /*E*/, lua_State* L, Player* player)
{
int32 points = Eluna::CHECKVAL<int32>(L, 2);
bool inventory = Eluna::CHECKVAL<bool>(L, 3, true);
player->DurabilityPointsLossAll(points, inventory);
return 0;
}
int DurabilityPointsLoss(Eluna* /*E*/, lua_State* L, Player* player)
{
Item* item = Eluna::CHECKOBJ<Item>(L, 2);
int32 points = Eluna::CHECKVAL<int32>(L, 3);
player->DurabilityPointsLoss(item, points);
return 0;
}
int DurabilityLoss(Eluna* /*E*/, lua_State* L, Player* player)
{
Item* item = Eluna::CHECKOBJ<Item>(L, 2);
double percent = Eluna::CHECKVAL<double>(L, 3);
player->DurabilityLoss(item, percent);
return 0;
}
int DurabilityLossAll(Eluna* /*E*/, lua_State* L, Player* player)
{
double percent = Eluna::CHECKVAL<double>(L, 2);
bool inventory = Eluna::CHECKVAL<bool>(L, 3, true);
player->DurabilityLossAll(percent, inventory);
return 0;
}
/**
* Kills the [Player]
*/
int KillPlayer(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->KillPlayer();
return 0;
}
/**
* Forces the [Player] to leave a [Group]
*/
int RemoveFromGroup(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
if (!player->GetGroup())
return 0;
player->RemoveFromGroup();
return 0;
}
/**
* Returns the [Player]s accumulated talent reset cost
*
* @return uint32 resetCost
*/
int ResetTalentsCost(Eluna* /*E*/, lua_State* L, Player* player)
{
#ifdef CATA
Eluna::Push(L, player->GetNextResetTalentsCost());
#else
#ifdef TRINITY
Eluna::Push(L, player->ResetTalentsCost());
#else
Eluna::Push(L, player->resetTalentsCost());
#endif
#endif
return 1;
}
/**
* Resets the [Player]s talents
*
* @param bool noCost = true
*/
int ResetTalents(Eluna* /*E*/, lua_State* L, Player* player)
{
bool no_cost = Eluna::CHECKVAL<bool>(L, 2, true);
#ifdef CATA
player->ResetTalents(no_cost);
#else
#ifdef TRINITY
player->ResetTalents(no_cost);
#else
player->resetTalents(no_cost);
#endif
#endif
#if (!defined(TBC) && !defined(CLASSIC))
player->SendTalentsInfoData(false);
#endif
return 0;
}
int RemoveSpell(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
bool disabled = Eluna::CHECKVAL<bool>(L, 3, false);
bool learn_low_rank = Eluna::CHECKVAL<bool>(L, 4, true);
#ifdef TRINITY
player->RemoveSpell(entry, disabled, learn_low_rank);
#else
player->removeSpell(entry, disabled, learn_low_rank);
#endif
return 0;
}
/**
* Clears the [Player]s combo points
*/
int ClearComboPoints(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->ClearComboPoints();
return 0;
}
int AddComboPoints(Eluna* /*E*/, lua_State* L, Player* player)
{
Unit* target = Eluna::CHECKOBJ<Unit>(L, 2);
int8 count = Eluna::CHECKVAL<int8>(L, 3);
player->AddComboPoints(target, count);
return 0;
}
int TalkedToCreature(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
Creature* creature = Eluna::CHECKOBJ<Creature>(L, 3);
player->TalkedToCreature(entry, creature->GET_GUID());
return 0;
}
int KilledMonsterCredit(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
player->KilledMonsterCredit(entry, player->GET_GUID());
return 0;
}
int GroupEventHappens(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
WorldObject* obj = Eluna::CHECKOBJ<WorldObject>(L, 3);
player->GroupEventHappens(questId, obj);
return 0;
}
int AreaExploredOrEventHappens(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
player->AreaExploredOrEventHappens(questId);
return 0;
}
/**
* Forces a [Player]s [Quest] by entry ID to fail
*
* @param uint32 entryId
*/
int FailQuest(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
player->FailQuest(entry);
return 0;
}
/**
* Flags a [Player]s [Quest] by entry ID as incomplete
*
* @param uint32 entryId
*/
int IncompleteQuest(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
player->IncompleteQuest(entry);
return 0;
}
/**
* Completes a [Player]s [Quest] by entry ID
*
* @param uint32 entryId
*/
int CompleteQuest(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
player->CompleteQuest(entry);
return 0;
}
int Whisper(Eluna* /*E*/, lua_State* L, Player* player)
{
std::string text = Eluna::CHECKVAL<std::string>(L, 2);
uint32 lang = Eluna::CHECKVAL<uint32>(L, 3);
#ifdef TRINITY
Player* receiver = Eluna::CHECKOBJ<Player>(L, 4);
#else
uint64 guid = Eluna::CHECKVAL<uint64>(L, 4);
#endif
#ifdef TRINITY
player->Whisper(text, (Language)lang, receiver);
#else
player->Whisper(text, lang, ObjectGuid(guid));
#endif
return 0;
}
/**
* Sends a text emote from the [Player]
*
* @param string emoteText
*/
int TextEmote(Eluna* /*E*/, lua_State* L, Player* player)
{
std::string text = Eluna::CHECKVAL<std::string>(L, 2);
player->TextEmote(text);
return 0;
}
int Yell(Eluna* /*E*/, lua_State* L, Player* player)
{
std::string text = Eluna::CHECKVAL<std::string>(L, 2);
uint32 lang = Eluna::CHECKVAL<uint32>(L, 3);
#ifdef TRINITY
player->Yell(text, (Language)lang);
#else
player->Yell(text, lang);
#endif
return 0;
}
int Say(Eluna* /*E*/, lua_State* L, Player* player)
{
std::string text = Eluna::CHECKVAL<std::string>(L, 2);
uint32 lang = Eluna::CHECKVAL<uint32>(L, 3);
#ifdef TRINITY
player->Say(text, (Language)lang);
#else
player->Say(text, lang);
#endif
return 0;
}
int GiveXP(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 xp = Eluna::CHECKVAL<uint32>(L, 2);
Unit* victim = Eluna::CHECKOBJ<Unit>(L, 3, false);
player->GiveXP(xp, victim);
return 0;
}
/**
* Toggle the [Player]s 'Do Not Disturb' flag
*/
int ToggleDND(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->ToggleDND();
return 0;
}
/**
* Toggle the [Player]s 'Away From Keyboard' flag
*/
int ToggleAFK(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->ToggleAFK();
return 0;
}
int EquipItem(Eluna* /*E*/, lua_State* L, Player* player)
{
uint16 dest = 0;
Item* item = Eluna::CHECKOBJ<Item>(L, 2, false);
uint32 slot = Eluna::CHECKVAL<uint32>(L, 3);
if (slot >= INVENTORY_SLOT_BAG_END)
return 1;
if (!item)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
item = Item::CreateItem(entry, 1, player);
if (!item)
return 1;
InventoryResult result = player->CanEquipItem(slot, dest, item, false);
if (result != EQUIP_ERR_OK)
{
delete item;
return 1;
}
player->ItemAddedQuestCheck(entry, 1);
#if (!defined(TBC) && !defined(CLASSIC))
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, entry, 1);
#endif
}
else
{
InventoryResult result = player->CanEquipItem(slot, dest, item, false);
if (result != EQUIP_ERR_OK)
return 1;
player->RemoveItem(item->GetBagSlot(), item->GetSlot(), true);
}
Eluna::Push(L, player->EquipItem(dest, item, true));
return 1;
}
int CanEquipItem(Eluna* /*E*/, lua_State* L, Player* player)
{
Item* item = Eluna::CHECKOBJ<Item>(L, 2, false);
uint32 slot = Eluna::CHECKVAL<uint32>(L, 3);
if (slot >= EQUIPMENT_SLOT_END)
{
Eluna::Push(L, false);
return 1;
}
if (!item)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
uint16 dest;
InventoryResult msg = player->CanEquipNewItem(slot, dest, entry, false);
if (msg != EQUIP_ERR_OK)
{
Eluna::Push(L, false);
return 1;
}
}
else
{
uint16 dest;
InventoryResult msg = player->CanEquipItem(slot, dest, item, false);
if (msg != EQUIP_ERR_OK)
{
Eluna::Push(L, false);
return 1;
}
}
Eluna::Push(L, true);
return 1;
}
#ifndef CLASSIC
/**
* Removes a title by ID from the [Player]s list of known titles
*
* @param uint32 titleId
*/
int UnsetKnownTitle(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 id = Eluna::CHECKVAL<uint32>(L, 2);
CharTitlesEntry const* t = sCharTitlesStore.LookupEntry(id);
if (t)
player->SetTitle(t, true);
return 0;
}
#endif
/**
* Advances all of the [Player]s skills to the maximum amount available
*/
int AdvanceSkillsToMax(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->UpdateSkillsToMaxSkillsForLevel();
return 0;
}
/**
* Advances all of the [Player]s skills to the amount specified
*
* @param uint32 skillStep
*/
int AdvanceAllSkills(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 step = Eluna::CHECKVAL<uint32>(L, 2);
if (!step)
return 0;
static const uint32 skillsArray[] = { SKILL_BOWS, SKILL_CROSSBOWS, SKILL_DAGGERS, SKILL_DEFENSE, SKILL_UNARMED, SKILL_GUNS, SKILL_AXES, SKILL_MACES, SKILL_SWORDS, SKILL_POLEARMS,
SKILL_STAVES, SKILL_2H_AXES, SKILL_2H_MACES, SKILL_2H_SWORDS, SKILL_WANDS, SKILL_SHIELD, SKILL_FISHING, SKILL_MINING, SKILL_ENCHANTING, SKILL_BLACKSMITHING,
SKILL_ALCHEMY, SKILL_HERBALISM, SKILL_ENGINEERING, SKILL_LEATHERWORKING, SKILL_LOCKPICKING, SKILL_SKINNING, SKILL_TAILORING,
#ifndef CLASSIC
SKILL_JEWELCRAFTING,
#endif
#if (!defined(TBC) && !defined(CLASSIC))
SKILL_INSCRIPTION,
#endif
};
static const uint32 skillsSize = sizeof(skillsArray) / sizeof(*skillsArray);
for (uint32 i = 0; i < skillsSize; ++i)
{
if (player->HasSkill(skillsArray[i]))
player->UpdateSkill(skillsArray[i], step);
}
return 0;
}
/**
* Advances a [Player]s specific skill to the amount specified
*
* @param uint32 skillId
* @param uint32 skillStep
*/
int AdvanceSkill(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 _skillId = Eluna::CHECKVAL<uint32>(L, 2);
uint32 _step = Eluna::CHECKVAL<uint32>(L, 3);
if (_skillId && _step)
{
if (player->HasSkill(_skillId))
player->UpdateSkill(_skillId, _step);
}
return 0;
}
/**
* Teleports a [Player] to the location specified
*
* @param uint32 mappId
* @param float xCoord
* @param float yCoord
* @param float zCoord
* @param float orientation
*/
int Teleport(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 mapId = Eluna::CHECKVAL<uint32>(L, 2);
float x = Eluna::CHECKVAL<float>(L, 3);
float y = Eluna::CHECKVAL<float>(L, 4);
float z = Eluna::CHECKVAL<float>(L, 5);
float o = Eluna::CHECKVAL<float>(L, 6);
#ifndef TRINITY
if (player->IsTaxiFlying())
#else
if (player->IsInFlight())
#endif
{
player->GetMotionMaster()->MovementExpired();
player->m_taxi.ClearTaxiDestinations();
}
Eluna::Push(L, player->TeleportTo(mapId, x, y, z, o));
return 1;
}
int AddLifetimeKills(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 val = Eluna::CHECKVAL<uint32>(L, 2);
uint32 currentKills = player->GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS);
player->SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, currentKills + val);
return 0;
}
int AddItem(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 itemId = Eluna::CHECKVAL<uint32>(L, 2);
uint32 itemCount = Eluna::CHECKVAL<uint32>(L, 3);
#ifndef TRINITY
Eluna::Push(L, player->StoreNewItemInInventorySlot(itemId, itemCount));
#else
uint32 noSpaceForCount = 0;
ItemPosCountVec dest;
InventoryResult msg = player->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, itemCount, &noSpaceForCount);
if (msg != EQUIP_ERR_OK)
itemCount -= noSpaceForCount;
if (itemCount == 0 || dest.empty())
return 1;
Item* item = player->StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
if (item)
player->SendNewItem(item, itemCount, true, false);
Eluna::Push(L, item);
#endif
return 1;
}
int RemoveItem(Eluna* /*E*/, lua_State* L, Player* player)
{
Item* item = Eluna::CHECKOBJ<Item>(L, 2, false);
uint32 itemCount = Eluna::CHECKVAL<uint32>(L, 3);
if (!item)
{
uint32 itemId = Eluna::CHECKVAL<uint32>(L, 2);
player->DestroyItemCount(itemId, itemCount, true);
}
else
{
bool all = itemCount >= item->GetCount();
player->DestroyItemCount(item, itemCount, true);
if (all)
Eluna::CHECKOBJ<ElunaObject>(L, 2)->Invalidate();
}
return 0;
}
int RemoveLifetimeKills(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 val = Eluna::CHECKVAL<uint32>(L, 2);
uint32 currentKills = player->GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS);
if (val > currentKills)
val = currentKills;
player->SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, currentKills - val);
return 0;
}
int ResetSpellCooldown(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
bool update = Eluna::CHECKVAL<bool>(L, 3, true);
player->RemoveSpellCooldown(spellId, update);
return 0;
}
int ResetTypeCooldowns(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 category = Eluna::CHECKVAL<uint32>(L, 2);
bool update = Eluna::CHECKVAL<bool>(L, 3, true);
player->RemoveSpellCategoryCooldown(category, update);
return 0;
}
/**
* Resets all of the [Player]s cooldowns
*/
int ResetAllCooldowns(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->RemoveAllSpellCooldown();
return 0;
}
int SendClearCooldowns(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
Unit* target = Eluna::CHECKOBJ<Unit>(L, 3);
player->SendClearCooldown(spellId, target);
return 0;
}
/**
* Sends a Broadcast Message to the [Player]
*
* @param string message
*/
int SendBroadcastMessage(Eluna* /*E*/, lua_State* L, Player* player)
{
const char* message = Eluna::CHECKVAL<const char*>(L, 2);
if (std::string(message).length() > 0)
ChatHandler(player->GetSession()).SendSysMessage(message);
return 0;
}
/**
* Sends an Area Trigger Message to the [Player]
*
* @param string message
*/
int SendAreaTriggerMessage(Eluna* /*E*/, lua_State* L, Player* player)
{
std::string msg = Eluna::CHECKVAL<std::string>(L, 2);
if (msg.length() > 0)
player->GetSession()->SendAreaTriggerMessage("%s", msg.c_str());
return 0;
}
/**
* Sends a Notification to the [Player]
*
* @param string message
*/
int SendNotification(Eluna* /*E*/, lua_State* L, Player* player)
{
std::string msg = Eluna::CHECKVAL<std::string>(L, 2);
if (msg.length() > 0)
player->GetSession()->SendNotification("%s", msg.c_str());
return 0;
}
/**
* Sends a [WorldPacket] to the [Player]
*
* @param [WorldPacket] packet
* @param bool selfOnly = true
*/
int SendPacket(Eluna* /*E*/, lua_State* L, Player* player)
{
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
bool selfOnly = Eluna::CHECKVAL<bool>(L, 3, true);
if (selfOnly)
player->GetSession()->SendPacket(data);
else
player->SendMessageToSet(data, true);
return 0;
}
int SendAddonMessage(Eluna* /*E*/, lua_State* L, Player* player)
{
std::string prefix = Eluna::CHECKVAL<std::string>(L, 2);
std::string message = Eluna::CHECKVAL<std::string>(L, 3);
uint8 channel = Eluna::CHECKVAL<uint8>(L, 4);
Player* receiver = Eluna::CHECKOBJ<Player>(L, 5);
std::string fullmsg = prefix + "\t" + message;
WorldPacket data(SMSG_MESSAGECHAT, 100);
data << uint8(channel);
data << int32(LANG_ADDON);
data << uint64(player->GET_GUID());
#ifndef CLASSIC
data << uint32(0);
data << uint64(receiver->GET_GUID());
#endif
data << uint32(fullmsg.length() + 1);
data << fullmsg;
data << uint8(0);
receiver->GetSession()->SendPacket(&data);
return 0;
}
int SendVendorWindow(Eluna* /*E*/, lua_State* L, Player* player)
{
Unit* sendTo = Eluna::CHECKOBJ<Unit>(L, 2);
player->GetSession()->SendListInventory(sendTo->GET_GUID());
return 0;
}
/**
* Kicks the [Player] from the server
*/
int KickPlayer(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->GetSession()->KickPlayer();
return 0;
}
/**
* Adds or subtracts from the [Player]s money in copper
*
* @param int32 copperAmt
*/
int ModifyMoney(Eluna* /*E*/, lua_State* L, Player* player)
{
int32 amt = Eluna::CHECKVAL<int32>(L, 2);
player->ModifyMoney(amt);
return 1;
}
/**
* Teaches the [Player] the [Spell] specified by entry ID
*
* @param uint32 spellId
*/
int LearnSpell(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 id = Eluna::CHECKVAL<uint32>(L, 2);
#ifdef TRINITY
player->LearnSpell(id, false);
#else
player->learnSpell(id, false);
#endif
return 0;
}
/**
* Resurrects the [Player]
*
* @param float healthPercent = 100.0f
* @param bool ressSickness = false
*/
int ResurrectPlayer(Eluna* /*E*/, lua_State* L, Player* player)
{
float percent = Eluna::CHECKVAL<float>(L, 2, 100.0f);
bool sickness = Eluna::CHECKVAL<bool>(L, 3, false);
player->ResurrectPlayer(percent, sickness);
player->SpawnCorpseBones();
return 0;
}
int GossipMenuAddItem(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 _icon = Eluna::CHECKVAL<uint32>(L, 2);
const char* msg = Eluna::CHECKVAL<const char*>(L, 3);
uint32 _sender = Eluna::CHECKVAL<uint32>(L, 4);
uint32 _intid = Eluna::CHECKVAL<uint32>(L, 5);
bool _code = Eluna::CHECKVAL<bool>(L, 6, false);
const char* _promptMsg = Eluna::CHECKVAL<const char*>(L, 7, "");
uint32 _money = Eluna::CHECKVAL<uint32>(L, 8, 0);
#ifndef TRINITY
#ifndef CLASSIC
player->PlayerTalkClass->GetGossipMenu().AddMenuItem(_icon, msg, _sender, _intid, _promptMsg, _money, _code);
#else
player->PlayerTalkClass->GetGossipMenu().AddMenuItem(_icon, msg, _sender, _intid, _promptMsg, _code);
#endif
#else
player->PlayerTalkClass->GetGossipMenu().AddMenuItem(-1, _icon, msg, _sender, _intid, _promptMsg, _money, _code);
#endif
return 0;
}
/**
* Closes the [Player]s currently open Gossip Menu
*/
int GossipComplete(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
#ifndef TRINITY
player->PlayerTalkClass->CloseGossip();
#else
player->PlayerTalkClass->SendCloseGossip();
#endif
return 0;
}
int GossipSendMenu(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 _npcText = Eluna::CHECKVAL<uint32>(L, 2);
Object* sender = Eluna::CHECKOBJ<Object>(L, 3);
if (sender->GetTypeId() == TYPEID_PLAYER)
{
uint32 menu_id = Eluna::CHECKVAL<uint32>(L, 4);
player->PlayerTalkClass->GetGossipMenu().SetMenuId(menu_id);
}
player->PlayerTalkClass->SendGossipMenu(_npcText, sender->GET_GUID());
return 0;
}
/**
* Clears the [Player]s currently open Gossip Menu
*
* Note: This is ONLY needed when a [Player] is the sender of a Gossip Menu
*/
int GossipClearMenu(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->PlayerTalkClass->ClearMenus();
return 0;
}
int PlaySoundToPlayer(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 soundId = Eluna::CHECKVAL<uint32>(L, 2);
SoundEntriesEntry const* soundEntry = sSoundEntriesStore.LookupEntry(soundId);
if (!soundEntry)
return 0;
player->PlayDirectSound(soundId, player);
return 0;
}
int StartTaxi(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 pathId = Eluna::CHECKVAL<uint32>(L, 2);
if (pathId >= sTaxiPathNodesByPath.size())
return 0;
TaxiPathNodeList const& path = sTaxiPathNodesByPath[pathId];
if (path.size() < 2)
return 0;
std::vector<uint32> nodes;
nodes.resize(2);
nodes[0] = path[0].index;
nodes[1] = path[path.size() - 1].index;
player->ActivateTaxiPathTo(nodes);
return 0;
}
int GossipSendPOI(Eluna* /*E*/, lua_State* L, Player* player)
{
float x = Eluna::CHECKVAL<float>(L, 2);
float y = Eluna::CHECKVAL<float>(L, 3);
uint32 icon = Eluna::CHECKVAL<uint32>(L, 4);
uint32 flags = Eluna::CHECKVAL<uint32>(L, 5);
uint32 data = Eluna::CHECKVAL<uint32>(L, 6);
std::string iconText = Eluna::CHECKVAL<std::string>(L, 6);
WorldPacket packet(SMSG_GOSSIP_POI, 4 + 4 + 4 + 4 + 4 + 10);
packet << flags;
packet << x;
packet << y;
packet << icon;
packet << data;
packet << iconText;
player->GetSession()->SendPacket(&packet);
return 0;
}
int GossipAddQuests(Eluna* /*E*/, lua_State* L, Player* player)
{
WorldObject* source = Eluna::CHECKOBJ<WorldObject>(L, 2);
if (source->GetTypeId() == TYPEID_UNIT)
{
if (source->GetUInt32Value(UNIT_NPC_FLAGS) & UNIT_NPC_FLAG_QUESTGIVER)
player->PrepareQuestMenu(source->GET_GUID());
}
else if (source->GetTypeId() == TYPEID_GAMEOBJECT)
{
if (source->ToGameObject()->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
player->PrepareQuestMenu(source->GET_GUID());
}
return 0;
}
int SendQuestTemplate(Eluna* /*E*/, lua_State* L, Player* player)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
bool activeAccept = Eluna::CHECKVAL<bool>(L, 3, true);
Quest const* quest = eObjectMgr->GetQuestTemplate(questId);
if (!quest)
return 0;
player->PlayerTalkClass->SendQuestGiverQuestDetails(quest, player->GET_GUID(), activeAccept);
return 0;
}
int SpawnBones(Eluna* /*E*/, lua_State* /*L*/, Player* player)
{
player->SpawnCorpseBones();
return 0;
}
int RemovedInsignia(Eluna* /*E*/, lua_State* L, Player* player)
{
Player* looter = Eluna::CHECKOBJ<Player>(L, 2);
player->RemovedInsignia(looter);
return 0;
}
/*int BindToInstance(Eluna* E, lua_State* L, Player* player)
{
player->BindToInstance();
return 0;
}*/
/*int AddTalent(Eluna* E, lua_State* L, Player* player)
{
uint32 spellId = Eluna::CHECKVAL<uint32>(L, 2);
uint8 spec = Eluna::CHECKVAL<uint8>(L, 3);
bool learning = Eluna::CHECKVAL<bool>(L, 4, true);
if (spec >= MAX_TALENT_SPECS)
Eluna::Push(L, false);
else
Eluna::Push(L, player->AddTalent(spellId, spec, learning));
return 1;
}*/
/*int GainSpellComboPoints(Eluna* E, lua_State* L, Player* player)
{
int8 count = Eluna::CHECKVAL<int8>(L, 2);
player->GainSpellComboPoints(count);
return 0;
}*/
/*int KillGOCredit(Eluna* E, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
uint64 guid = Eluna::CHECKVAL<uint64>(L, 3);
player->KillCreditGO(entry, guid);
return 0;
}*/
/*int KilledPlayerCredit(Eluna* E, lua_State* L, Player* player)
{
player->KilledPlayerCredit();
return 0;
}*/
/*int RemoveRewardedQuest(Eluna* E, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
player->RemoveRewardedQuest(entry);
return 0;
}*/
/*int RemoveActiveQuest(Eluna* E, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
player->RemoveActiveQuest(entry);
return 0;
}*/
/*int SummonPet(Eluna* E, lua_State* L, Player* player)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
float x = Eluna::CHECKVAL<float>(L, 3);
float y = Eluna::CHECKVAL<float>(L, 4);
float z = Eluna::CHECKVAL<float>(L, 5);
float o = Eluna::CHECKVAL<float>(L, 6);
uint32 petType = Eluna::CHECKVAL<uint32>(L, 7);
uint32 despwtime = Eluna::CHECKVAL<uint32>(L, 8);
if (petType >= MAX_PET_TYPE)
return 0;
player->SummonPet(entry, x, y, z, o, (PetType)petType, despwtime);
return 0;
}*/
/*int RemovePet(Eluna* E, lua_State* L, Player* player)
{
int mode = Eluna::CHECKVAL<int>(L, 2, PET_SAVE_AS_DELETED);
bool returnreagent = Eluna::CHECKVAL<bool>(L, 2, false);
if (!player->GetPet())
return 0;
player->RemovePet(player->GetPet(), (PetSaveMode)mode, returnreagent);
return 0;
}*/
};
#endif