Files
mod-ale/WorldObjectMethods.h

431 lines
13 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 WORLDOBJECTMETHODS_H
#define WORLDOBJECTMETHODS_H
namespace LuaWorldObject
{
/* GETTERS */
int GetName(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetName());
return 1;
}
int GetMap(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetMap());
return 1;
}
#if (!defined(TBC) && !defined(CLASSIC))
int GetPhaseMask(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetPhaseMask());
return 1;
}
#endif
int GetInstanceId(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetInstanceId());
return 1;
}
int GetAreaId(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetAreaId());
return 1;
}
int GetZoneId(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetZoneId());
return 1;
}
int GetMapId(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetMapId());
return 1;
}
int GetX(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetPositionX());
return 1;
}
int GetY(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetPositionY());
return 1;
}
int GetZ(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetPositionZ());
return 1;
}
int GetO(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetOrientation());
return 1;
}
int GetLocation(lua_State* L, WorldObject* obj)
{
sEluna->Push(L, obj->GetPositionX());
sEluna->Push(L, obj->GetPositionY());
sEluna->Push(L, obj->GetPositionZ());
sEluna->Push(L, obj->GetOrientation());
return 4;
}
int GetNearestPlayer(lua_State* L, WorldObject* obj)
{
float range = sEluna->CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
Unit* target = NULL;
Eluna::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_PLAYER);
#ifdef MANGOS
MaNGOS::UnitLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitWorldObjects(obj, searcher, range);
#else
Trinity::UnitLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
sEluna->Push(L, target);
return 1;
}
int GetNearestGameObject(lua_State* L, WorldObject* obj)
{
float range = sEluna->CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 3, 0);
GameObject* target = NULL;
Eluna::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_GAMEOBJECT, entry);
#ifdef MANGOS
MaNGOS::GameObjectLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::GameObjectLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
sEluna->Push(L, target);
return 1;
}
int GetNearestCreature(lua_State* L, WorldObject* obj)
{
float range = sEluna->CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 3, 0);
Creature* target = NULL;
Eluna::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_UNIT, entry);
#ifdef MANGOS
MaNGOS::CreatureLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::CreatureLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
sEluna->Push(L, target);
return 1;
}
int GetPlayersInRange(lua_State* L, WorldObject* obj)
{
float range = sEluna->CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
std::list<Player*> list;
Eluna::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_PLAYER);
#ifdef MANGOS
MaNGOS::PlayerListSearcher<Eluna::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitWorldObjects(obj, searcher, range);
#else
Trinity::PlayerListSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, list, checker);
obj->VisitNearbyObject(range, searcher);
#endif
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<Player*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
sEluna->Push(L, ++i);
sEluna->Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
int GetCreaturesInRange(lua_State* L, WorldObject* obj)
{
float range = sEluna->CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 3, 0);
std::list<Creature*> list;
Eluna::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_UNIT, entry);
#ifdef MANGOS
MaNGOS::CreatureListSearcher<Eluna::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::CreatureListSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, list, checker);
obj->VisitNearbyObject(range, searcher);
#endif
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<Creature*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
sEluna->Push(L, ++i);
sEluna->Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
int GetGameObjectsInRange(lua_State* L, WorldObject* obj)
{
float range = sEluna->CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = sEluna->CHECKVAL<uint32>(L, 3, 0);
std::list<GameObject*> list;
Eluna::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_GAMEOBJECT, entry);
#ifdef MANGOS
MaNGOS::GameObjectListSearcher<Eluna::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::GameObjectListSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, list, checker);
obj->VisitNearbyObject(range, searcher);
#endif
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<GameObject*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
sEluna->Push(L, ++i);
sEluna->Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
int GetNearObject(lua_State* L, WorldObject* obj)
{
bool nearest = sEluna->CHECKVAL<bool>(L, 2, true);
float range = sEluna->CHECKVAL<float>(L, 3, SIZE_OF_GRIDS);
uint16 type = sEluna->CHECKVAL<uint16>(L, 4, 0); // TypeMask
uint32 entry = sEluna->CHECKVAL<uint32>(L, 5, 0);
uint32 hostile = sEluna->CHECKVAL<uint32>(L, 6, 0); // 0 none, 1 hostile, 2 friendly
float x, y, z;
obj->GetPosition(x, y, z);
Eluna::WorldObjectInRangeCheck checker(nearest, obj, range, type, entry, hostile);
if (nearest)
{
WorldObject* target = NULL;
#ifdef MANGOS
MaNGOS::WorldObjectLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitAllObjects(obj, searcher, range);
#else
Trinity::WorldObjectLastSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
sEluna->Push(L, target);
return 1;
}
else
{
std::list<WorldObject*> list;
#ifdef MANGOS
MaNGOS::WorldObjectListSearcher<Eluna::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitAllObjects(obj, searcher, range);
#else
Trinity::WorldObjectListSearcher<Eluna::WorldObjectInRangeCheck> searcher(obj, list, checker);
obj->VisitNearbyObject(range, searcher);
#endif
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<WorldObject*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
sEluna->Push(L, ++i);
sEluna->Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
return 1;
}
int GetWorldObject(lua_State* L, WorldObject* obj)
{
uint64 guid = sEluna->CHECKVAL<uint64>(L, 2);
#ifdef MANGOS
switch (GUID_HIPART(guid))
{
case HIGHGUID_PLAYER: sEluna->Push(L, obj->GetMap()->GetPlayer(ObjectGuid(guid))); break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT: sEluna->Push(L, obj->GetMap()->GetGameObject(ObjectGuid(guid))); break;
#if (!defined(TBC) && !defined(CLASSIC))
case HIGHGUID_VEHICLE:
#endif
case HIGHGUID_UNIT:
case HIGHGUID_PET: sEluna->Push(L, obj->GetMap()->GetAnyTypeCreature(ObjectGuid(guid))); break;
}
#else
switch (GUID_HIPART(guid))
{
case HIGHGUID_PLAYER: sEluna->Push(L, sObjectAccessor->GetPlayer(*obj, ObjectGuid(guid))); break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT: sEluna->Push(L, sObjectAccessor->GetGameObject(*obj, ObjectGuid(guid))); break;
case HIGHGUID_VEHICLE:
case HIGHGUID_UNIT: sEluna->Push(L, sObjectAccessor->GetCreature(*obj, ObjectGuid(guid))); break;
case HIGHGUID_PET: sEluna->Push(L, sObjectAccessor->GetPet(*obj, ObjectGuid(guid))); break;
}
#endif
return 1;
}
int GetDistance(lua_State* L, WorldObject* obj)
{
WorldObject* target = sEluna->CHECKOBJ<WorldObject>(L, 2, false);
if (target && target->IsInWorld())
sEluna->Push(L, obj->GetDistance(target));
else
{
float X = sEluna->CHECKVAL<float>(L, 2);
float Y = sEluna->CHECKVAL<float>(L, 3);
float Z = sEluna->CHECKVAL<float>(L, 4);
sEluna->Push(L, obj->GetDistance(X, Y, Z));
}
return 1;
}
int GetRelativePoint(lua_State* L, WorldObject* obj)
{
float dist = sEluna->CHECKVAL<float>(L, 2);
float rad = sEluna->CHECKVAL<float>(L, 3);
float x, y, z;
obj->GetClosePoint(x, y, z, 0.0f, dist, rad);
sEluna->Push(L, x);
sEluna->Push(L, y);
sEluna->Push(L, z);
return 3;
}
int GetAngle(lua_State* L, WorldObject* obj)
{
WorldObject* target = sEluna->CHECKOBJ<WorldObject>(L, 2, false);
if (target && target->IsInWorld())
sEluna->Push(L, obj->GetAngle(target));
else
{
float x = sEluna->CHECKVAL<float>(L, 2);
float y = sEluna->CHECKVAL<float>(L, 3);
sEluna->Push(L, obj->GetAngle(x, y));
}
return 1;
}
/* OTHER */
int SendPacket(lua_State* L, WorldObject* obj)
{
WorldPacket* data = sEluna->CHECKOBJ<WorldPacket>(L, 2);
obj->SendMessageToSet(data, true);
return 0;
}
int SummonGameObject(lua_State* L, WorldObject* obj)
{
uint32 entry = sEluna->CHECKVAL<uint32>(L, 2);
float x = sEluna->CHECKVAL<float>(L, 3);
float y = sEluna->CHECKVAL<float>(L, 4);
float z = sEluna->CHECKVAL<float>(L, 5);
float o = sEluna->CHECKVAL<float>(L, 6);
uint32 respawnDelay = sEluna->CHECKVAL<uint32>(L, 7, 30);
#ifdef MANGOS
sEluna->Push(L, obj->SummonGameObject(entry, x, y, z, o, respawnDelay));
#else
sEluna->Push(L, obj->SummonGameObject(entry, x, y, z, o, 0, 0, 0, 0, respawnDelay));
#endif
return 1;
}
int SpawnCreature(lua_State* L, WorldObject* obj)
{
uint32 entry = sEluna->CHECKVAL<uint32>(L, 2);
float x = sEluna->CHECKVAL<float>(L, 3);
float y = sEluna->CHECKVAL<float>(L, 4);
float z = sEluna->CHECKVAL<float>(L, 5);
float o = sEluna->CHECKVAL<float>(L, 6);
uint32 spawnType = sEluna->CHECKVAL<uint32>(L, 7, 8);
uint32 despawnTimer = sEluna->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 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;
default:
return luaL_argerror(L, 7, "valid SpawnType expected");
}
sEluna->Push(L, obj->SummonCreature(entry, x, y, z, o, type, despawnTimer));
return 1;
}
};
#endif