Files
mod-ale/CreatureMethods.h
2014-06-29 21:27:59 +02:00

680 lines
17 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 CREATUREMETHODS_H
#define CREATUREMETHODS_H
namespace LuaCreature
{
/* BOOLEAN */
int IsReputationGainDisabled(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsReputationGainDisabled());
return 1;
}
int IsRegeneratingHealth(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->IsRegeneratingHealth());
#else
sEluna->Push(L, creature->isRegeneratingHealth());
#endif
return 1;
}
int HasInvolvedQuest(lua_State* L, Creature* creature)
{
uint32 quest_id = sEluna->CHECKVAL<uint32>(L, 2);
#ifdef MANGOS
sEluna->Push(L, creature->HasInvolvedQuest(quest_id));
#else
sEluna->Push(L, creature->hasInvolvedQuest(quest_id));
#endif
return 1;
}
int IsTargetAcceptable(lua_State* L, Creature* creature)
{
Unit* target = sEluna->CHECKOBJ<Unit>(L, 2);
sEluna->Push(L, creature->isTargetableForAttack(target));
return 1;
}
int CanAssistTo(lua_State* L, Creature* creature)
{
Unit* u = sEluna->CHECKOBJ<Unit>(L, 2);
Unit* enemy = sEluna->CHECKOBJ<Unit>(L, 3);
bool checkfaction = sEluna->CHECKVAL<bool>(L, 4, true);
sEluna->Push(L, creature->CanAssistTo(u, enemy, checkfaction));
return 1;
}
int HasSearchedAssistance(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->HasSearchedAssistance());
return 1;
}
int IsTappedBy(lua_State* L, Creature* creature)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
sEluna->Push(L, creature->isTappedBy(player));
return 1;
}
int HasLootRecipient(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->HasLootRecipient());
#else
sEluna->Push(L, creature->hasLootRecipient());
#endif
return 1;
}
int HasReactState(lua_State* L, Creature* creature)
{
int32 state = sEluna->CHECKVAL<int32>(L, 2);
#ifdef MANGOS
sEluna->Push(L, creature->GetCharmInfo()->HasReactState((ReactStates)state));
#else
sEluna->Push(L, creature->HasReactState((ReactStates)state));
#endif
return 1;
}
int CanSwim(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->CanSwim());
return 1;
}
int CanWalk(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->CanWalk());
return 1;
}
int IsInEvadeMode(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsInEvadeMode());
return 1;
}
int IsElite(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->IsElite());
#else
sEluna->Push(L, creature->isElite());
#endif
return 1;
}
int IsGuard(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsGuard());
return 1;
}
int IsCivilian(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsCivilian());
return 1;
}
int IsRacialLeader(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsRacialLeader());
return 1;
}
int IsWorldBoss(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->IsWorldBoss());
#else
sEluna->Push(L, creature->isWorldBoss());
#endif
return 1;
}
int HasCategoryCooldown(lua_State* L, Creature* creature)
{
uint32 spell = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, creature->HasCategoryCooldown(spell));
return 1;
}
int HasSpell(lua_State* L, Creature* creature)
{
uint32 id = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, creature->HasSpell(id));
return 1;
}
int HasQuest(lua_State* L, Creature* creature)
{
uint32 questId = sEluna->CHECKVAL<uint32>(L, 2);
#ifdef MANGOS
sEluna->Push(L, creature->HasQuest(questId));
#else
sEluna->Push(L, creature->hasQuest(questId));
#endif
return 1;
}
int HasSpellCooldown(lua_State* L, Creature* creature)
{
uint32 spellId = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, creature->HasSpellCooldown(spellId));
return 1;
}
int CanFly(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->CanFly());
return 1;
}
/*int IsTrigger(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsTrigger());
return 1;
}*/
/*int IsDamageEnoughForLootingAndReward(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->IsDamageEnoughForLootingAndReward());
return 1;
}*/
/*int CanStartAttack(lua_State* L, Creature* creature) // TODO: Implement core side
{
Unit* target = sEluna->CHECKOBJ<Unit>(L, 2);
bool force = sEluna->CHECKVAL<bool>(L, 3, true);
sEluna->Push(L, creature->CanStartAttack(target, force));
return 1;
}*/
/*int HasLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = sEluna->CHECKVAL<uint16>(L, 2);
sEluna->Push(L, creature->HasLootMode(lootMode));
return 1;
}*/
/* GETTERS */
int GetRespawnDelay(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetRespawnDelay());
return 1;
}
int GetRespawnRadius(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetRespawnRadius());
return 1;
}
int GetDefaultMovementType(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetDefaultMovementType());
return 1;
}
int GetAggroRange(lua_State* L, Creature* creature)
{
Unit* target = sEluna->CHECKOBJ<Unit>(L, 2);
sEluna->Push(L, creature->GetAttackDistance(target));
return 1;
}
int GetAttackDistance(lua_State* L, Creature* creature)
{
Unit* target = sEluna->CHECKOBJ<Unit>(L, 2);
sEluna->Push(L, creature->GetAttackDistance(target));
return 1;
}
int GetLootRecipientGroup(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->GetGroupLootRecipient());
#else
sEluna->Push(L, creature->GetLootRecipientGroup());
#endif
return 1;
}
int GetLootRecipient(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetLootRecipient());
return 1;
}
int GetReactState(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->GetCharmInfo()->GetReactState());
#else
sEluna->Push(L, creature->GetReactState());
#endif
return 1;
}
int GetScriptName(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetScriptName());
return 1;
}
int GetAIName(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetAIName());
return 1;
}
int GetScriptId(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetScriptId());
return 1;
}
int GetCreatureSpellCooldownDelay(lua_State* L, Creature* creature)
{
uint32 spell = sEluna->CHECKVAL<uint32>(L, 2);
sEluna->Push(L, creature->GetCreatureSpellCooldownDelay(spell));
return 1;
}
int GetCorpseDelay(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetCorpseDelay());
return 1;
}
int GetHomePosition(lua_State* L, Creature* creature)
{
float x, y, z, o;
#ifdef MANGOS
creature->GetRespawnCoord(x, y, z, &o);
#else
creature->GetHomePosition(x, y, z, o);
#endif
sEluna->Push(L, x);
sEluna->Push(L, y);
sEluna->Push(L, z);
sEluna->Push(L, o);
return 4;
}
int GetAITarget(lua_State* L, Creature* creature)
{
uint32 targetType = sEluna->CHECKVAL<uint32>(L, 2);
bool playerOnly = sEluna->CHECKVAL<bool>(L, 3, false);
uint32 position = sEluna->CHECKVAL<uint32>(L, 4, 0);
float dist = sEluna->CHECKVAL<float>(L, 5, 0.0f);
int32 aura = sEluna->CHECKVAL<int32>(L, 6, 0);
ThreatList const& threatlist = creature->getThreatManager().getThreatList();
if (position >= threatlist.size())
{
sEluna->Push(L);
return 1;
}
std::list<Unit*> targetList;
for (ThreatList::const_iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
Unit* target = (*itr)->getTarget();
if (!target)
continue;
if (playerOnly && target->GetTypeId() != TYPEID_PLAYER)
continue;
if (aura > 0 && !target->HasAura(aura))
continue;
else if (aura < 0 && target->HasAura(-aura))
continue;
if (dist > 0.0f && !creature->IsWithinDist(target, dist))
continue;
targetList.push_back(target);
}
if (position >= targetList.size())
{
sEluna->Push(L);
return 1;
}
if (targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
targetList.sort(Eluna::ObjectDistanceOrderPred(creature));
switch (targetType)
{
case SELECT_TARGET_NEAREST:
case SELECT_TARGET_TOPAGGRO:
{
std::list<Unit*>::const_iterator itr = targetList.begin();
std::advance(itr, position);
sEluna->Push(L, *itr);
return 1;
}
case SELECT_TARGET_FARTHEST:
case SELECT_TARGET_BOTTOMAGGRO:
{
std::list<Unit*>::reverse_iterator ritr = targetList.rbegin();
std::advance(ritr, position);
sEluna->Push(L, *ritr);
return 1;
}
case SELECT_TARGET_RANDOM:
{
std::list<Unit*>::const_iterator itr = targetList.begin();
std::advance(itr, urand(position, targetList.size() - 1));
sEluna->Push(L, *itr);
return 1;
}
default:
luaL_argerror(L, 2, "SelectAggroTarget expected");
}
sEluna->Push(L);
return 1;
}
int GetAITargets(lua_State* L, Creature* creature)
{
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
ThreatList const& threatList = creature->getThreatManager().getThreatList();
ThreatList::const_iterator itr;
for (itr = threatList.begin(); itr != threatList.end(); ++itr)
{
Unit* target = (*itr)->getTarget();
if (!target)
continue;
++i;
sEluna->Push(L, i);
sEluna->Push(L, target);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
int GetAITargetsCount(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->getThreatManager().getThreatList().size());
return 1;
}
int GetNPCFlags(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetUInt32Value(UNIT_NPC_FLAGS));
return 1;
}
#ifndef CATA
int GetShieldBlockValue(lua_State* L, Creature* creature)
{
sEluna->Push(L, creature->GetShieldBlockValue());
return 1;
}
#endif
/*int GetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
sEluna->Push(L, creature->GetLootMode());
return 1;
}*/
/* SETTERS */
int SetNPCFlags(lua_State* L, Creature* creature)
{
uint32 flags = sEluna->CHECKVAL<uint32>(L, 2);
creature->SetUInt32Value(UNIT_NPC_FLAGS, flags);
return 0;
}
int SetDeathState(lua_State* L, Creature* creature)
{
int32 state = sEluna->CHECKVAL<int32>(L, 2);
#ifdef MANGOS
creature->SetDeathState((DeathState)state);
#else
creature->setDeathState((DeathState)state);
#endif
return 0;
}
int SetWalk(lua_State* L, Creature* creature) // TODO: Move same to Player ?
{
bool enable = sEluna->CHECKVAL<bool>(L, 2, true);
creature->SetWalk(enable);
return 0;
}
int SetReactState(lua_State* L, Creature* creature)
{
int32 state = sEluna->CHECKVAL<int32>(L, 2);
#ifdef MANGOS
creature->GetCharmInfo()->SetReactState((ReactStates)state);
#else
creature->SetReactState((ReactStates)state);
#endif
return 0;
}
int SetDisableReputationGain(lua_State* L, Creature* creature)
{
bool disable = sEluna->CHECKVAL<bool>(L, 2, true);
creature->SetDisableReputationGain(disable);
return 0;
}
int SetInCombatWithZone(lua_State* L, Creature* creature)
{
creature->SetInCombatWithZone();
return 0;
}
int SetRespawnRadius(lua_State* L, Creature* creature)
{
float dist = sEluna->CHECKVAL<float>(L, 2);
creature->SetRespawnRadius(dist);
return 0;
}
int SetRespawnDelay(lua_State* L, Creature* creature)
{
uint32 delay = sEluna->CHECKVAL<uint32>(L, 2);
creature->SetRespawnDelay(delay);
return 0;
}
int SetDefaultMovementType(lua_State* L, Creature* creature)
{
int32 type = sEluna->CHECKVAL<int32>(L, 2);
creature->SetDefaultMovementType((MovementGeneratorType)type);
return 0;
}
int SetNoSearchAssistance(lua_State* L, Creature* creature)
{
bool val = sEluna->CHECKVAL<bool>(L, 2, true);
creature->SetNoSearchAssistance(val);
return 0;
}
int SetNoCallAssistance(lua_State* L, Creature* creature)
{
bool val = sEluna->CHECKVAL<bool>(L, 2, true);
creature->SetNoCallAssistance(val);
return 0;
}
int SetHover(lua_State* L, Creature* creature)
{
bool enable = sEluna->CHECKVAL<bool>(L, 2, true);
#ifdef MANGOS
creature->SetLevitate(enable);
#else
creature->SetHover(enable);
#endif
return 0;
}
/*int SetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = sEluna->CHECKVAL<uint16>(L, 2);
creature->SetLootMode(lootMode);
return 0;
}*/
/*int SetDisableGravity(lua_State* L, Creature* creature)
{
bool disable = sEluna->CHECKVAL<bool>(L, 2, true);
bool packetOnly = sEluna->CHECKVAL<bool>(L, 3, false);
sEluna->Push(L, creature->SetDisableGravity(disable, packetOnly));
return 1;
}*/
/* OTHER */
int DespawnOrUnsummon(lua_State* L, Creature* creature)
{
uint32 msTimeToDespawn = sEluna->CHECKVAL<uint32>(L, 2, 0);
#ifdef MANGOS
creature->ForcedDespawn(msTimeToDespawn);
#else
creature->DespawnOrUnsummon(msTimeToDespawn);
#endif
return 0;
}
int Respawn(lua_State* L, Creature* creature)
{
creature->Respawn();
return 0;
}
int RemoveCorpse(lua_State* L, Creature* creature)
{
creature->RemoveCorpse();
return 0;
}
int MoveWaypoint(lua_State* L, Creature* creature)
{
#ifdef MANGOS
creature->GetMotionMaster()->MoveWaypoint();
#else
creature->GetMotionMaster()->MovePath(creature->GetWaypointPath(), true);
#endif
return 0;
}
int CallAssistance(lua_State* L, Creature* creature)
{
creature->CallAssistance();
return 0;
}
int CallForHelp(lua_State* L, Creature* creature)
{
float radius = sEluna->CHECKVAL<float>(L, 2);
creature->CallForHelp(radius);
return 0;
}
int FleeToGetAssistance(lua_State* L, Creature* creature)
{
creature->DoFleeToGetAssistance();
return 0;
}
int AttackStart(lua_State* L, Creature* creature)
{
Unit* target = sEluna->CHECKOBJ<Unit>(L, 2);
creature->AI()->AttackStart(target);
return 0;
}
int SaveToDB(lua_State* L, Creature* creature)
{
creature->SaveToDB();
return 0;
}
int SelectVictim(lua_State* L, Creature* creature)
{
#ifdef MANGOS
sEluna->Push(L, creature->SelectHostileTarget());
#else
sEluna->Push(L, creature->SelectVictim());
#endif
return 1;
}
/*int ResetLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
creature->ResetLootMode();
return 0;
}*/
/*int RemoveLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = sEluna->CHECKVAL<uint16>(L, 2);
creature->RemoveLootMode(lootMode);
return 0;
}*/
/*int AddLootMode(lua_State* L, Creature* creature) // TODO: Implement LootMode features
{
uint16 lootMode = sEluna->CHECKVAL<uint16>(L, 2);
creature->AddLootMode(lootMode);
return 0;
}*/
};
#endif