Files
mod-ale/WorldObjectMethods.h

964 lines
33 KiB
C++

/*
* Copyright (C) 2010 - 2016 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 WORLDOBJECTMETHODS_H
#define WORLDOBJECTMETHODS_H
/***
* Inherits all methods from: [Object]
*/
namespace LuaWorldObject
{
/**
* Returns the name of the [WorldObject]
*
* @return string name
*/
int GetName(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetName());
return 1;
}
/**
* Returns the current [Map] object of the [WorldObject]
*
* @return [Map] mapObject
*/
int GetMap(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetMap());
return 1;
}
#if (!defined(TBC) && !defined(CLASSIC))
/**
* Returns the current phase of the [WorldObject]
*
* @return uint32 phase
*/
int GetPhaseMask(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPhaseMask());
return 1;
}
/**
* Sets the [WorldObject]'s phase mask.
*
* @param uint32 phaseMask
* @param bool update = true : update visibility to nearby objects
*/
int SetPhaseMask(lua_State* L, WorldObject* obj)
{
uint32 phaseMask = Eluna::CHECKVAL<uint32>(L, 2);
bool update = Eluna::CHECKVAL<bool>(L, 3, true);
obj->SetPhaseMask(phaseMask, update);
return 0;
}
#endif
/**
* Returns the current instance ID of the [WorldObject]
*
* @return uint32 instanceId
*/
int GetInstanceId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetInstanceId());
return 1;
}
/**
* Returns the current area ID of the [WorldObject]
*
* @return uint32 areaId
*/
int GetAreaId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetAreaId());
return 1;
}
/**
* Returns the current zone ID of the [WorldObject]
*
* @return uint32 zoneId
*/
int GetZoneId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetZoneId());
return 1;
}
/**
* Returns the current map ID of the [WorldObject]
*
* @return uint32 mapId
*/
int GetMapId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetMapId());
return 1;
}
/**
* Returns the current X coordinate of the [WorldObject]
*
* @return float x
*/
int GetX(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionX());
return 1;
}
/**
* Returns the current Y coordinate of the [WorldObject]
*
* @return float y
*/
int GetY(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionY());
return 1;
}
/**
* Returns the current Z coordinate of the [WorldObject]
*
* @return float z
*/
int GetZ(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionZ());
return 1;
}
/**
* Returns the current orientation of the [WorldObject]
*
* @return float orientation / facing
*/
int GetO(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetOrientation());
return 1;
}
/**
* Returns the coordinates and orientation of the [WorldObject]
*
* @return float x : x coordinate of the [WorldObject]
* @return float y : y coordinate of the [WorldObject]
* @return float z : z coordinate (height) of the [WorldObject]
* @return float o : facing / orientation of the [WorldObject]
*/
int GetLocation(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionX());
Eluna::Push(L, obj->GetPositionY());
Eluna::Push(L, obj->GetPositionZ());
Eluna::Push(L, obj->GetOrientation());
return 4;
}
/**
* Returns the nearest [Player] object in sight of the [WorldObject] or within the given range
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 hostile = 0 : 0 both, 1 hostile, 2 friendly
* @param uint32 dead = 1 : 0 both, 1 alive, 2 dead
*
* @return [Player] nearestPlayer
*/
int GetNearestPlayer(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 hostile = Eluna::CHECKVAL<uint32>(L, 3, 0);
uint32 dead = Eluna::CHECKVAL<uint32>(L, 4, 1);
Unit* target = NULL;
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_PLAYER, 0, hostile, dead);
#ifndef TRINITY
MaNGOS::UnitLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitWorldObjects(obj, searcher, range);
#else
Trinity::UnitLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
Cell::VisitAllObjects(obj, searcher, range);
#endif
Eluna::Push(L, target);
return 1;
}
/**
* Returns the nearest [GameObject] object in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of game object to find
* @param uint32 hostile = 0 : 0 both, 1 hostile, 2 friendly
*
* @return [GameObject] nearestGameObject
*/
int GetNearestGameObject(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
uint32 hostile = Eluna::CHECKVAL<uint32>(L, 4, 0);
GameObject* target = NULL;
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_GAMEOBJECT, entry, hostile);
#ifndef TRINITY
MaNGOS::GameObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::GameObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
Cell::VisitAllObjects(obj, searcher, range);
#endif
Eluna::Push(L, target);
return 1;
}
/**
* Returns the nearest [Creature] object in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of creature to find
* @param uint32 hostile = 0 : 0 both, 1 hostile, 2 friendly
* @param uint32 dead = 1 : 0 both, 1 alive, 2 dead
*
* @return [Creature] nearestCreature
*/
int GetNearestCreature(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
uint32 hostile = Eluna::CHECKVAL<uint32>(L, 4, 0);
uint32 dead = Eluna::CHECKVAL<uint32>(L, 5, 1);
Creature* target = NULL;
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_UNIT, entry, hostile, dead);
#ifndef TRINITY
MaNGOS::CreatureLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::CreatureLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
Cell::VisitAllObjects(obj, searcher, range);
#endif
Eluna::Push(L, target);
return 1;
}
/**
* Returns a table of [Player] objects in sight of the [WorldObject] or within the given range
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 hostile = 0 : 0 both, 1 hostile, 2 friendly
* @param uint32 dead = 1 : 0 both, 1 alive, 2 dead
*
* @return table playersInRange : table of [Player]s
*/
int GetPlayersInRange(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 hostile = Eluna::CHECKVAL<uint32>(L, 3, 0);
uint32 dead = Eluna::CHECKVAL<uint32>(L, 4, 1);
std::list<Player*> list;
ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_PLAYER, 0, hostile, dead);
#ifndef TRINITY
MaNGOS::PlayerListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitWorldObjects(obj, searcher, range);
#else
Trinity::PlayerListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, list, checker);
Cell::VisitAllObjects(obj, searcher, range);
#endif
lua_createtable(L, list.size(), 0);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<Player*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
Eluna::Push(L, *it);
lua_rawseti(L, tbl, ++i);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns a table of [Creature] objects in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of creatures to find
* @param uint32 hostile = 0 : 0 both, 1 hostile, 2 friendly
* @param uint32 dead = 1 : 0 both, 1 alive, 2 dead
*
* @return table creaturesInRange : table of [Creature]s
*/
int GetCreaturesInRange(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
uint32 hostile = Eluna::CHECKVAL<uint32>(L, 4, 0);
uint32 dead = Eluna::CHECKVAL<uint32>(L, 5, 1);
std::list<Creature*> list;
ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_UNIT, entry, hostile, dead);
#ifndef TRINITY
MaNGOS::CreatureListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::CreatureListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, list, checker);
Cell::VisitAllObjects(obj, searcher, range);
#endif
lua_createtable(L, list.size(), 0);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<Creature*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
Eluna::Push(L, *it);
lua_rawseti(L, tbl, ++i);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns a table of [GameObject] objects in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of game objects to find
* @param uint32 hostile = 0 : 0 both, 1 hostile, 2 friendly
*
* @return table gameObjectsInRange : table of [GameObject]s
*/
int GetGameObjectsInRange(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
uint32 hostile = Eluna::CHECKVAL<uint32>(L, 4, 0);
std::list<GameObject*> list;
ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_GAMEOBJECT, entry, hostile);
#ifndef TRINITY
MaNGOS::GameObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::GameObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, list, checker);
Cell::VisitAllObjects(obj, searcher, range);
#endif
lua_createtable(L, list.size(), 0);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<GameObject*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
Eluna::Push(L, *it);
lua_rawseti(L, tbl, ++i);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns nearest [WorldObject] in sight of the [WorldObject].
* The distance, type, entry and hostility requirements the [WorldObject] must match can be passed.
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param [TypeMask] type = 0 : the [TypeMask] that the [WorldObject] must be. This can contain multiple types. 0 will be ingored
* @param uint32 entry = 0 : the entry of the [WorldObject], 0 will be ingored
* @param uint32 hostile = 0 : specifies whether the [WorldObject] needs to be 1 hostile, 2 friendly or 0 either
* @param uint32 dead = 1 : 0 both, 1 alive, 2 dead
*
* @return [WorldObject] worldObject
*/
int GetNearObject(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint16 type = Eluna::CHECKVAL<uint16>(L, 3, 0); // TypeMask
uint32 entry = Eluna::CHECKVAL<uint32>(L, 4, 0);
uint32 hostile = Eluna::CHECKVAL<uint32>(L, 5, 0); // 0 none, 1 hostile, 2 friendly
uint32 dead = Eluna::CHECKVAL<uint32>(L, 6, 1); // 0 both, 1 alive, 2 dead
float x, y, z;
obj->GetPosition(x, y, z);
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, type, entry, hostile, dead);
WorldObject* target = NULL;
#ifndef TRINITY
MaNGOS::WorldObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitAllObjects(obj, searcher, range);
#else
Trinity::WorldObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
Cell::VisitAllObjects(obj, searcher, range);
#endif
Eluna::Push(L, target);
return 1;
}
/**
* Returns a table of [WorldObject]s in sight of the [WorldObject].
* The distance, type, entry and hostility requirements the [WorldObject] must match can be passed.
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param [TypeMask] type = 0 : the [TypeMask] that the [WorldObject] must be. This can contain multiple types. 0 will be ingored
* @param uint32 entry = 0 : the entry of the [WorldObject], 0 will be ingored
* @param uint32 hostile = 0 : specifies whether the [WorldObject] needs to be 1 hostile, 2 friendly or 0 either
* @param uint32 dead = 1 : 0 both, 1 alive, 2 dead
*
* @return table worldObjectList : table of [WorldObject]s
*/
int GetNearObjects(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint16 type = Eluna::CHECKVAL<uint16>(L, 3, 0); // TypeMask
uint32 entry = Eluna::CHECKVAL<uint32>(L, 4, 0);
uint32 hostile = Eluna::CHECKVAL<uint32>(L, 5, 0); // 0 none, 1 hostile, 2 friendly
uint32 dead = Eluna::CHECKVAL<uint32>(L, 6, 1); // 0 both, 1 alive, 2 dead
float x, y, z;
obj->GetPosition(x, y, z);
ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, type, entry, hostile, dead);
std::list<WorldObject*> list;
#ifndef TRINITY
MaNGOS::WorldObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitAllObjects(obj, searcher, range);
#else
Trinity::WorldObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, list, checker);
Cell::VisitAllObjects(obj, searcher, range);
#endif
lua_createtable(L, list.size(), 0);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<WorldObject*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
Eluna::Push(L, *it);
lua_rawseti(L, tbl, ++i);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns the distance from this [WorldObject] to another [WorldObject], or from this [WorldObject] to a point in 3d space.
*
* The function takes into account the given object sizes. See also [WorldObject:GetExactDistance], [WorldObject:GetDistance2d]
*
* @proto dist = (obj)
* @proto dist = (x, y, z)
*
* @param [WorldObject] obj
* @param float x : the X-coordinate of the point
* @param float y : the Y-coordinate of the point
* @param float z : the Z-coordinate of the point
*
* @return float dist : the distance in yards
*/
int GetDistance(lua_State* L, WorldObject* obj)
{
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
if (target && target->IsInWorld())
Eluna::Push(L, obj->GetDistance(target));
else
{
float X = Eluna::CHECKVAL<float>(L, 2);
float Y = Eluna::CHECKVAL<float>(L, 3);
float Z = Eluna::CHECKVAL<float>(L, 4);
Eluna::Push(L, obj->GetDistance(X, Y, Z));
}
return 1;
}
/**
* Returns the distance from this [WorldObject] to another [WorldObject], or from this [WorldObject] to a point in 3d space.
*
* The function does not take into account the given object sizes, which means only the object coordinates are compared. See also [WorldObject:GetDistance], [WorldObject:GetDistance2d]
*
* @proto dist = (obj)
* @proto dist = (x, y, z)
*
* @param [WorldObject] obj
* @param float x : the X-coordinate of the point
* @param float y : the Y-coordinate of the point
* @param float z : the Z-coordinate of the point
*
* @return float dist : the distance in yards
*/
int GetExactDistance(lua_State* L, WorldObject* obj)
{
float x, y, z;
obj->GetPosition(x, y, z);
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
if (target && target->IsInWorld())
{
float x2, y2, z2;
target->GetPosition(x2, y2, z2);
x -= x2;
y -= y2;
z -= z2;
}
else
{
x -= Eluna::CHECKVAL<float>(L, 2);
y -= Eluna::CHECKVAL<float>(L, 3);
z -= Eluna::CHECKVAL<float>(L, 4);
}
Eluna::Push(L, std::sqrt(x*x + y*y + z*z));
return 1;
}
/**
* Returns the distance from this [WorldObject] to another [WorldObject], or from this [WorldObject] to a point in 2d space.
*
* The function takes into account the given object sizes. See also [WorldObject:GetDistance], [WorldObject:GetExactDistance2d]
*
* @proto dist = (obj)
* @proto dist = (x, y)
*
* @param [WorldObject] obj
* @param float x : the X-coordinate of the point
* @param float y : the Y-coordinate of the point
*
* @return float dist : the distance in yards
*/
int GetDistance2d(lua_State* L, WorldObject* obj)
{
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
if (target && target->IsInWorld())
Eluna::Push(L, obj->GetDistance2d(target));
else
{
float X = Eluna::CHECKVAL<float>(L, 2);
float Y = Eluna::CHECKVAL<float>(L, 3);
Eluna::Push(L, obj->GetDistance2d(X, Y));
}
return 1;
}
/**
* Returns the distance from this [WorldObject] to another [WorldObject], or from this [WorldObject] to a point in 2d space.
*
* The function does not take into account the given object sizes, which means only the object coordinates are compared. See also [WorldObject:GetDistance], [WorldObject:GetDistance2d]
*
* @proto dist = (obj)
* @proto dist = (x, y)
*
* @param [WorldObject] obj
* @param float x : the X-coordinate of the point
* @param float y : the Y-coordinate of the point
*
* @return float dist : the distance in yards
*/
int GetExactDistance2d(lua_State* L, WorldObject* obj)
{
float x, y, z;
obj->GetPosition(x, y, z);
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
if (target && target->IsInWorld())
{
float x2, y2, z2;
target->GetPosition(x2, y2, z2);
x -= x2;
y -= y2;
}
else
{
x -= Eluna::CHECKVAL<float>(L, 2);
y -= Eluna::CHECKVAL<float>(L, 3);
}
Eluna::Push(L, std::sqrt(x*x + y*y));
return 1;
}
/**
* Returns the x, y and z of a point dist away from the [WorldObject].
*
* @param float distance : specifies the distance of the point from the [WorldObject] in yards
* @param float angle : specifies the angle of the point relative to the orientation / facing of the [WorldObject] in radians
*
* @return float x
* @return float y
* @return float z
*/
int GetRelativePoint(lua_State* L, WorldObject* obj)
{
float dist = Eluna::CHECKVAL<float>(L, 2);
float rad = Eluna::CHECKVAL<float>(L, 3);
float x, y, z;
obj->GetClosePoint(x, y, z, 0.0f, dist, rad);
Eluna::Push(L, x);
Eluna::Push(L, y);
Eluna::Push(L, z);
return 3;
}
/**
* Returns the angle between this [WorldObject] and another [WorldObject] or a point.
*
* The angle is the angle between two points and orientation will be ignored.
*
* @proto dist = (obj)
* @proto dist = (x, y)
*
* @param [WorldObject] object
* @param float x
* @param float y
*
* @return float angle : angle in radians in range 0..2*pi
*/
int GetAngle(lua_State* L, WorldObject* obj)
{
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
if (target && target->IsInWorld())
Eluna::Push(L, obj->GetAngle(target));
else
{
float x = Eluna::CHECKVAL<float>(L, 2);
float y = Eluna::CHECKVAL<float>(L, 3);
Eluna::Push(L, obj->GetAngle(x, y));
}
return 1;
}
/**
* Sends a [WorldPacket] to [Player]s in sight of the [WorldObject].
*
* @param [WorldPacket] packet
*/
int SendPacket(lua_State* L, WorldObject* obj)
{
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
#ifdef CMANGOS
obj->SendMessageToSet(*data, true);
#else
obj->SendMessageToSet(data, true);
#endif
return 0;
}
/**
* Spawns a [GameObject] at specified location.
*
* @param uint32 entry : [GameObject] entry ID
* @param float x
* @param float y
* @param float z
* @param float o
* @param uint32 respawnDelay = 30 : respawn time in seconds
* @return [GameObject] gameObject
*/
int SummonGameObject(lua_State* L, WorldObject* obj)
{
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 respawnDelay = Eluna::CHECKVAL<uint32>(L, 7, 30);
#ifndef TRINITY
Eluna::Push(L, obj->SummonGameObject(entry, x, y, z, o, respawnDelay));
#else
QuaternionData rot = QuaternionData::fromEulerAnglesZYX(o, 0.f, 0.f);
Eluna::Push(L, obj->SummonGameObject(entry, Position(x, y, z, o), rot, respawnDelay));
#endif
return 1;
}
/**
* Spawns the creature at specified location.
*
* enum TempSummonType
* {
* TEMPSUMMON_TIMED_OR_DEAD_DESPAWN = 1, // despawns after a specified time OR when the creature disappears
* TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN = 2, // despawns after a specified time OR when the creature dies
* TEMPSUMMON_TIMED_DESPAWN = 3, // despawns after a specified time
* TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT = 4, // despawns after a specified time after the creature is out of combat
* TEMPSUMMON_CORPSE_DESPAWN = 5, // despawns instantly after death
* TEMPSUMMON_CORPSE_TIMED_DESPAWN = 6, // despawns after a specified time after death
* TEMPSUMMON_DEAD_DESPAWN = 7, // despawns when the creature disappears
* TEMPSUMMON_MANUAL_DESPAWN = 8, // despawns when UnSummon() is called
* TEMPSUMMON_TIMED_OOC_OR_CORPSE_DESPAWN = 9, // despawns after a specified time (OOC) OR when the creature dies
* TEMPSUMMON_TIMED_OOC_OR_DEAD_DESPAWN = 10 // despawns after a specified time (OOC) OR when the creature disappears
* };
*
* @param uint32 entry : [Creature]'s entry ID
* @param float x
* @param float y
* @param float z
* @param float o
* @param [TempSummonType] spawnType = MANUAL_DESPAWN : defines how and when the creature despawns
* @param uint32 despawnTimer = 0 : despawn time in milliseconds
* @return [Creature] spawnedCreature
*/
int SpawnCreature(lua_State* L, WorldObject* obj)
{
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 spawnType = Eluna::CHECKVAL<uint32>(L, 7, 8);
uint32 despawnTimer = Eluna::CHECKVAL<uint32>(L, 8, 0);
TempSummonType type;
switch (spawnType)
{
case 1:
type = TEMPSUMMON_TIMED_OR_DEAD_DESPAWN;
break;
case 2:
type = TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN;
break;
case 3:
type = TEMPSUMMON_TIMED_DESPAWN;
break;
case 4:
#ifdef TRINITY
type = TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT;
#else
type = TEMPSUMMON_TIMED_OOC_DESPAWN;
#endif
break;
case 5:
type = TEMPSUMMON_CORPSE_DESPAWN;
break;
case 6:
type = TEMPSUMMON_CORPSE_TIMED_DESPAWN;
break;
case 7:
type = TEMPSUMMON_DEAD_DESPAWN;
break;
case 8:
type = TEMPSUMMON_MANUAL_DESPAWN;
break;
#ifndef TRINITY
case 9:
type = TEMPSUMMON_TIMED_OOC_OR_CORPSE_DESPAWN;
break;
case 10:
type = TEMPSUMMON_TIMED_OOC_OR_DEAD_DESPAWN;
break;
#endif
default:
return luaL_argerror(L, 7, "valid SpawnType expected");
}
Eluna::Push(L, obj->SummonCreature(entry, x, y, z, o, type, despawnTimer));
return 1;
}
/**
* Registers a timed event to the [WorldObject]
* When the passed function is called, the parameters `(eventId, delay, repeats, worldobject)` are passed to it.
* Repeats will decrease on each call if the event does not repeat indefinitely
*
* Note that for [Creature] and [GameObject] the timed event timer ticks only if the creature is in sight of someone
* For all [WorldObject]s the timed events are removed when the object is destoryed. This means that for example a [Player]'s events are removed on logout.
*
* local function Timed(eventid, delay, repeats, worldobject)
* print(worldobject:GetName())
* end
* worldobject:RegisterEvent(Timed, 1000, 5) -- do it after 1 second 5 times
* worldobject:RegisterEvent(Timed, {1000, 10000}, 0) -- do it after 1 to 10 seconds forever
*
* @proto eventId = (function, delay)
* @proto eventId = (function, delaytable)
* @proto eventId = (function, delay, repeats)
* @proto eventId = (function, delaytable, repeats)
*
* @param function function : function to trigger when the time has passed
* @param uint32 delay : set time in milliseconds for the event to trigger
* @param table delaytable : a table `{min, max}` containing the minimum and maximum delay time
* @param uint32 repeats = 1 : how many times for the event to repeat, 0 is infinite
* @return int eventId : unique ID for the timed event used to cancel it or nil
*/
int RegisterEvent(lua_State* L, WorldObject* obj)
{
luaL_checktype(L, 2, LUA_TFUNCTION);
uint32 min, max;
if (lua_istable(L, 3))
{
Eluna::Push(L, 1);
lua_gettable(L, 3);
min = Eluna::CHECKVAL<uint32>(L, -1);
Eluna::Push(L, 2);
lua_gettable(L, 3);
max = Eluna::CHECKVAL<uint32>(L, -1);
lua_pop(L, 2);
}
else
min = max = Eluna::CHECKVAL<uint32>(L, 3);
uint32 repeats = Eluna::CHECKVAL<uint32>(L, 4, 1);
if (min > max)
return luaL_argerror(L, 3, "min is bigger than max delay");
lua_pushvalue(L, 2);
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef != LUA_REFNIL && functionRef != LUA_NOREF)
{
obj->elunaEvents->AddEvent(functionRef, min, max, repeats);
Eluna::Push(L, functionRef);
}
return 1;
}
/**
* Removes the timed event from a [WorldObject] by the specified event ID
*
* @param int eventId : event Id to remove
*/
int RemoveEventById(lua_State* L, WorldObject* obj)
{
int eventId = Eluna::CHECKVAL<int>(L, 2);
obj->elunaEvents->SetState(eventId, LUAEVENT_STATE_ABORT);
return 0;
}
/**
* Removes all timed events from a [WorldObject]
*
*/
int RemoveEvents(lua_State* /*L*/, WorldObject* obj)
{
obj->elunaEvents->SetStates(LUAEVENT_STATE_ABORT);
return 0;
}
/**
* Returns true if the given [WorldObject] or coordinates are in the [WorldObject]'s line of sight
*
* @proto isInLoS = (worldobject)
* @proto isInLoS = (x, y, z)
*
* @param [WorldObject] worldobject
* @param float x
* @param float y
* @param float z
* @return bool isInLoS
*/
int IsWithinLoS(lua_State* L, WorldObject* obj)
{
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
if (target)
Eluna::Push(L, obj->IsWithinLOSInMap(target));
else
{
float x = Eluna::CHECKVAL<float>(L, 2);
float y = Eluna::CHECKVAL<float>(L, 3);
float z = Eluna::CHECKVAL<float>(L, 4);
Eluna::Push(L, obj->IsWithinLOS(x, y, z));
}
return 1;
}
/**
* The [WorldObject] plays music to a [Player]
*
* If no [Player] provided it will play the music to everyone near.
* This method does not interrupt previously played music.
*
* See also [WorldObject:PlayDistanceSound], [WorldObject:PlayDirectSound]
*
* @param uint32 music : entry of a music
* @param [Player] player = nil : [Player] to play the music to
*/
int PlayMusic(lua_State* L, WorldObject* obj)
{
uint32 musicid = Eluna::CHECKVAL<uint32>(L, 2);
Player* player = Eluna::CHECKOBJ<Player>(L, 3, false);
WorldPacket data(SMSG_PLAY_MUSIC, 4);
data << uint32(musicid);
#ifdef CMANGOS
if (player)
player->SendDirectMessage(data);
else
obj->SendMessageToSet(data, true);
#else
if (player)
player->SendDirectMessage(&data);
else
obj->SendMessageToSet(&data, true);
#endif
return 0;
}
/**
* The [WorldObject] plays a sound to a [Player]
*
* If no [Player] provided it will play the sound to everyone near.
* This method will play sound and does not interrupt prvious sound.
*
* See also [WorldObject:PlayDistanceSound], [WorldObject:PlayMusic]
*
* @param uint32 sound : entry of a sound
* @param [Player] player = nil : [Player] to play the sound to
*/
int PlayDirectSound(lua_State* L, WorldObject* obj)
{
uint32 soundId = Eluna::CHECKVAL<uint32>(L, 2);
Player* player = Eluna::CHECKOBJ<Player>(L, 3, false);
if (!sSoundEntriesStore.LookupEntry(soundId))
return 0;
if (player)
obj->PlayDirectSound(soundId, player);
else
obj->PlayDirectSound(soundId);
return 0;
}
/**
* The [WorldObject] plays a sound to a [Player]
*
* If no [Player] it will play the sound to everyone near.
* Sound will fade the further you are from the [WorldObject].
* This method interrupts previously playing sound.
*
* See also [WorldObject:PlayDirectSound], [WorldObject:PlayMusic]
*
* @param uint32 sound : entry of a sound
* @param [Player] player = nil : [Player] to play the sound to
*/
int PlayDistanceSound(lua_State* L, WorldObject* obj)
{
uint32 soundId = Eluna::CHECKVAL<uint32>(L, 2);
Player* player = Eluna::CHECKOBJ<Player>(L, 3, false);
if (!sSoundEntriesStore.LookupEntry(soundId))
return 0;
if (player)
obj->PlayDistanceSound(soundId, player);
else
obj->PlayDistanceSound(soundId);
return 0;
}
};
#endif