mirror of
https://github.com/azerothcore/mod-ale
synced 2025-11-29 15:38:17 +08:00
Improved pushing so that a single userdata is used per object pushed. Made everything use the singleton less, allowing more free code and easier to implement multithreading later. Made macros for hookmgr and fixed the issue with hooks called inside hooks.
122 lines
2.5 KiB
C++
122 lines
2.5 KiB
C++
/*
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* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
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* This program is free software licensed under GPL version 3
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* Please see the included DOCS/LICENSE.md for more information
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*/
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#ifndef MAPMETHODS_H
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#define MAPMETHODS_H
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namespace LuaMap
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{
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/* BOOLEAN */
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#ifndef CLASSIC
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int IsArena(lua_State* L, Map* map)
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{
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Eluna::Push(L, map->IsBattleArena());
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return 1;
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}
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#endif
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int IsBattleground(lua_State* L, Map* map)
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{
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#ifdef MANGOS
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Eluna::Push(L, map->IsBattleGround());
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#else
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Eluna::Push(L, map->IsBattleground());
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#endif
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return 1;
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}
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int IsDungeon(lua_State* L, Map* map)
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{
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Eluna::Push(L, map->IsDungeon());
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return 1;
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}
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int IsEmpty(lua_State* L, Map* map)
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{
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Eluna::Push(L, map->isEmpty());
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return 1;
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}
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#ifndef CLASSIC
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int IsHeroic(lua_State* L, Map* map)
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{
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Eluna::Push(L, map->IsHeroic());
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return 1;
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}
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#endif
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int IsRaid(lua_State* L, Map* map)
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{
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Eluna::Push(L, map->IsRaid());
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return 1;
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}
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/* GETTERS */
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int GetName(lua_State* L, Map* map)
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{
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Eluna::Push(L, map->GetMapName());
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return 1;
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}
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int GetHeight(lua_State* L, Map* map)
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{
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float x = Eluna::CHECKVAL<float>(L, 2);
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float y = Eluna::CHECKVAL<float>(L, 3);
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#if (defined(TBC) || defined(CLASSIC))
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float z = map->GetHeight(x, y, MAX_HEIGHT);
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#else
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uint32 phasemask = Eluna::CHECKVAL<uint32>(L, 4, 1);
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float z = map->GetHeight(phasemask, x, y, MAX_HEIGHT);
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#endif
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if (z != INVALID_HEIGHT)
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Eluna::Push(L, z);
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return 1;
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}
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int GetDifficulty(lua_State* L, Map* map)
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{
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#ifndef CLASSIC
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Eluna::Push(L, map->GetDifficulty());
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#else
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Eluna::Push(L, (Difficulty)0);
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#endif
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return 1;
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}
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int GetInstanceId(lua_State* L, Map* map)
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{
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Eluna::Push(L, map->GetInstanceId());
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return 1;
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}
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int GetPlayerCount(lua_State* L, Map* map)
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{
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Eluna::Push(L, map->GetPlayersCountExceptGMs());
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return 1;
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}
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int GetMapId(lua_State* L, Map* map)
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{
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Eluna::Push(L, map->GetId());
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return 1;
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}
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int GetAreaId(lua_State* L, Map* map)
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{
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float x = Eluna::CHECKVAL<float>(L, 2);
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float y = Eluna::CHECKVAL<float>(L, 3);
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float z = Eluna::CHECKVAL<float>(L, 4);
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#ifdef MANGOS
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Eluna::Push(L, map->GetTerrain()->GetAreaId(x, y, z));
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#else
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Eluna::Push(L, map->GetAreaId(x, y, z));
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#endif
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return 1;
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}
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};
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#endif
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