Files
mod-ale/ObjectMethods.h
ayase 9b5499db9c AZEROTHCORE compatibility (#271)
* Done Compatible AZEROTHCORE.

* Fix TC build

* Try fix whitespace (trailing and tabs2spaces)

* Remove undefs and TC_LOG defines

* Revert indentation change

* Indentation and style change

* Add more possible SQL types to query

* change bg hooks OnBGEnd parameter type.
2018-06-06 18:42:46 +03:00

465 lines
13 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 OBJECTMETHODS_H
#define OBJECTMETHODS_H
/***
* A basic game object (either an [Item] or a [WorldObject]).
*
* Objects in MaNGOS/Trinity are stored an a giant block of "values".
* Subclasses of Object, like [WorldObject], extend the block with more data specific to that subclass.
* Further subclasses, like [Player], extend it even further.
*
* A detailed map of all the fields in this data block can be found in the UpdateFields.h file of your emulator
* (it varies depending on the expansion supported).
*
* The GetValue methods in this class (e.g. [Object:GetInt32Value]) provide low-level access to the data block.
* Other methods, like [Object:HasFlag] and [Object:GetScale], merely wrap the GetValue methods and provide a simpler interface.
*
* Inherits all methods from: none
*/
namespace LuaObject
{
/**
* Returns `true` if the specified flag is set, otherwise `false`.
*
* @param uint16 index : the index of the flags data in the [Object]
* @param uint32 flag : the flag to check for in the flags data
* @return bool hasFlag
*/
int HasFlag(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 flag = Eluna::CHECKVAL<uint32>(L, 3);
Eluna::Push(L, obj->HasFlag(index, flag));
return 1;
}
/**
* Returns `true` if the [Object] has been added to its [Map], otherwise `false`.
*
* @return bool inWorld
*/
int IsInWorld(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->IsInWorld());
return 1;
}
/**
* Returns the data at the specified index, casted to a signed 32-bit integer.
*
* @param uint16 index
* @return int32 value
*/
int GetInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
Eluna::Push(L, obj->GetInt32Value(index));
return 1;
}
/**
* Returns the data at the specified index, casted to a unsigned 32-bit integer.
*
* @param uint16 index
* @return uint32 value
*/
int GetUInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
Eluna::Push(L, obj->GetUInt32Value(index));
return 1;
}
/**
* Returns the data at the specified index, casted to a single-precision floating point value.
*
* @param uint16 index
* @return float value
*/
int GetFloatValue(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
Eluna::Push(L, obj->GetFloatValue(index));
return 1;
}
/**
* Returns the data at the specified index and offset, casted to an unsigned 8-bit integer.
*
* E.g. if you want the second byte at index 10, you would pass in 1 as the offset.
*
* @param uint16 index
* @param uint8 offset : should be 0, 1, 2, or 3
* @return uint8 value
*/
int GetByteValue(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
Eluna::Push(L, obj->GetByteValue(index, offset));
return 1;
}
/**
* Returns the data at the specified index and offset, casted to a signed 16-bit integer.
*
* E.g. if you want the second half-word at index 10, you would pass in 1 as the offset.
*
* @param uint16 index
* @param uint8 offset : should be 0 or 1
* @return uint16 value
*/
int GetUInt16Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
Eluna::Push(L, obj->GetUInt16Value(index, offset));
return 1;
}
/**
* Returns the scale/size of the [Object].
*
* This affects the size of a [WorldObject] in-game, but [Item]s don't have a "scale".
*
* @return float scale
*/
int GetScale(lua_State* L, Object* obj)
{
#ifndef AZEROTHCORE
Eluna::Push(L, obj->GetObjectScale());
#else
Eluna::Push(L, obj->GetFloatValue(OBJECT_FIELD_SCALE_X));
#endif
return 1;
}
/**
* Returns the entry of the [Object].
*
* [Player]s do not have an "entry".
*
* @return uint32 entry
*/
int GetEntry(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->GetEntry());
return 1;
}
/**
* Returns the GUID of the [Object].
*
* GUID is an unique identifier for the object.
*
* However on MaNGOS and cMangos creatures and gameobjects inside different maps can share
* the same GUID but not on the same map.
*
* On TrinityCore this value is unique across all maps
*
* @return uint64 guid
*/
int GetGUID(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->GET_GUID());
return 1;
}
/**
* Returns the low-part of the [Object]'s GUID.
*
* On TrinityCore all low GUIDs are different for all objects of the same type.
* For example creatures in instances are assigned new GUIDs when the Map is created.
*
* On MaNGOS and cMaNGOS low GUIDs are unique only on the same map.
* For example creatures in instances use the same low GUID assigned for that spawn in the database.
* This is why to identify a creature you have to know the instanceId and low GUID. See [Map:GetIntstanceId]
*
* @return uint32 guidLow
*/
int GetGUIDLow(lua_State* L, Object* obj)
{
#ifdef TRINITY
Eluna::Push(L, obj->GetGUID().GetCounter());
#else
Eluna::Push(L, obj->GetGUIDLow());
#endif
return 1;
}
/**
* Returns the TypeId of the [Object].
*
* enum TypeID
* {
* TYPEID_OBJECT = 0,
* TYPEID_ITEM = 1,
* TYPEID_CONTAINER = 2,
* TYPEID_UNIT = 3,
* TYPEID_PLAYER = 4,
* TYPEID_GAMEOBJECT = 5,
* TYPEID_DYNAMICOBJECT = 6,
* TYPEID_CORPSE = 7
* };
*
* @return uint8 typeID
*/
int GetTypeId(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->GetTypeId());
return 1;
}
/**
* Returns the data at the specified index, casted to an unsigned 64-bit integer.
*
* @param uint16 index
* @return uint64 value
*/
int GetUInt64Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
obj->GetUInt64Value(index);
return 0;
}
/**
* Sets the specified flag in the data value at the specified index.
*
* If the flag was already set, it remains set.
*
* To remove a flag, use [Object:RemoveFlag].
*
* @param uint16 index
* @param uint32 value
*/
int SetFlag(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 flag = Eluna::CHECKVAL<uint32>(L, 3);
obj->SetFlag(index, flag);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to a signed 32-bit integer.
*
* @param uint16 index
* @param int32 value
*/
int SetInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
int32 value = Eluna::CHECKVAL<int32>(L, 3);
obj->SetInt32Value(index, value);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to an unsigned 32-bit integer.
*
* @param uint16 index
* @param uint32 value
*/
int SetUInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 value = Eluna::CHECKVAL<uint32>(L, 3);
obj->SetUInt32Value(index, value);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to an unsigned 32-bit integer.
*
* @param uint16 index
* @param uint32 value
*/
int UpdateUInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 value = Eluna::CHECKVAL<uint32>(L, 3);
obj->UpdateUInt32Value(index, value);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to a single-precision floating point value.
*
* @param uint16 index
* @param float value
*/
int SetFloatValue(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
float value = Eluna::CHECKVAL<float>(L, 3);
obj->SetFloatValue(index, value);
return 0;
}
/**
* Sets the data at the specified index and offset to the given value, converted to an unsigned 8-bit integer.
*
* @param uint16 index
* @param uint8 offset : should be 0, 1, 2, or 3
* @param uint8 value
*/
int SetByteValue(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
uint8 value = Eluna::CHECKVAL<uint8>(L, 4);
obj->SetByteValue(index, offset, value);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to an unsigned 16-bit integer.
*
* @param uint16 index
* @param uint8 offset : should be 0 or 1
* @param uint16 value
*/
int SetUInt16Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
uint16 value = Eluna::CHECKVAL<uint16>(L, 4);
obj->SetUInt16Value(index, offset, value);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to a signed 16-bit integer.
*
* @param uint16 index
* @param uint8 offset : should be 0 or 1
* @param int16 value
*/
int SetInt16Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
int16 value = Eluna::CHECKVAL<int16>(L, 4);
obj->SetInt16Value(index, offset, value);
return 0;
}
/**
* Sets the [Object]'s scale/size to the given value.
*
* @param float scale
*/
int SetScale(lua_State* L, Object* obj)
{
float size = Eluna::CHECKVAL<float>(L, 2);
obj->SetObjectScale(size);
return 0;
}
/**
* Sets the data at the specified index to the given value, converted to an unsigned 64-bit integer.
*
* @param uint16 index
* @param uint64 value
*/
int SetUInt64Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint64 value = Eluna::CHECKVAL<uint64>(L, 3);
obj->SetUInt64Value(index, value);
return 0;
}
/**
* Removes a flag from the value at the specified index.
*
* @param uint16 index
* @param uint32 flag
*/
int RemoveFlag(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 flag = Eluna::CHECKVAL<uint32>(L, 3);
obj->RemoveFlag(index, flag);
return 0;
}
/**
* Attempts to convert the [Object] to a [Corpse].
*
* If the [Object] is not a [Corpse], returns `nil`.
*
* @return [Corpse] corpse : the [Object] as a [Corpse], or `nil`
*/
int ToCorpse(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToCorpse());
return 1;
}
/**
* Attempts to convert the [Object] to a [GameObject].
*
* If the [Object] is not a [GameObject], returns `nil`.
*
* @return [GameObject] gameObject : the [Object] as a [GameObject], or `nil`
*/
int ToGameObject(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToGameObject());
return 1;
}
/**
* Attempts to convert the [Object] to a [Unit].
*
* If the [Object] is not a [Unit], returns `nil`.
*
* @return [Unit] unit : the [Object] as a [Unit], or `nil`
*/
int ToUnit(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToUnit());
return 1;
}
/**
* Attempts to convert the [Object] to a [Creature].
*
* If the [Object] is not a [Creature], returns `nil`.
*
* @return [Creature] creature : the [Object] as a [Creature], or `nil`
*/
int ToCreature(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToCreature());
return 1;
}
/**
* Attempts to convert the [Object] to a [Player].
*
* If the [Object] is not a [Player], returns `nil`.
*
* @return [Player] player : the [Object] as a [Player], or `nil`
*/
int ToPlayer(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToPlayer());
return 1;
}
};
#endif