Files
mod-ale/GuildMethods.h
Rochet2 b1f85bfc21 Eluna
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.
2014-06-29 21:28:49 +02:00

210 lines
5.1 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 GUILDMETHODS_H
#define GUILDMETHODS_H
namespace LuaGuild
{
/* GETTERS */
int GetMembers(lua_State* L, Guild* guild)
{
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
SessionMap const& sessions = sWorld->GetAllSessions();
for (SessionMap::const_iterator it = sessions.begin(); it != sessions.end(); ++it)
{
if (Player* player = it->second->GetPlayer())
{
if (player->GetSession() && (player->GetGuildId() == guild->GetId()))
{
++i;
Eluna::Push(L, i);
Eluna::Push(L, player);
lua_settable(L, tbl);
}
}
}
lua_settop(L, tbl); // push table to top of stack
return 1;
}
int GetMemberCount(lua_State* L, Guild* guild)
{
Eluna::Push(L, guild->GetMemberSize());
return 1;
}
int GetLeader(lua_State* L, Guild* guild)
{
#ifdef MANGOS
Eluna::Push(L, sObjectAccessor->FindPlayer(guild->GetLeaderGuid()));
#else
Eluna::Push(L, sObjectAccessor->FindPlayer(guild->GetLeaderGUID()));
#endif
return 1;
}
int GetLeaderGUID(lua_State* L, Guild* guild)
{
#ifdef MANGOS
Eluna::Push(L, guild->GetLeaderGuid());
#else
Eluna::Push(L, guild->GetLeaderGUID());
#endif
return 1;
}
int GetId(lua_State* L, Guild* guild)
{
Eluna::Push(L, guild->GetId());
return 1;
}
int GetName(lua_State* L, Guild* guild)
{
Eluna::Push(L, guild->GetName());
return 1;
}
int GetMOTD(lua_State* L, Guild* guild)
{
Eluna::Push(L, guild->GetMOTD());
return 1;
}
int GetInfo(lua_State* L, Guild* guild)
{
#ifdef MANGOS
Eluna::Push(L, guild->GetGINFO());
#else
Eluna::Push(L, guild->GetInfo());
#endif
return 1;
}
/* SETTERS */
#ifndef CATA
int SetLeader(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
#ifdef MANGOS
guild->SetLeader(player->GET_GUID());
#else
guild->HandleSetLeader(player->GetSession(), player->GetName());
#endif
return 0;
}
#endif
#ifndef CLASSIC
int SetBankTabText(lua_State* L, Guild* guild)
{
uint8 tabId = Eluna::CHECKVAL<uint8>(L, 2);
const char* text = Eluna::CHECKVAL<const char*>(L, 3);
#ifdef MANGOS
guild->SetGuildBankTabText(tabId, text);
#else
guild->SetBankTabText(tabId, text);
#endif
return 0;
}
#endif
/* OTHER */
// SendPacketToGuild(packet)
int SendPacket(lua_State* L, Guild* guild)
{
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
guild->BroadcastPacket(data);
return 0;
}
// SendPacketToRankedInGuild(packet, rankId)
int SendPacketToRanked(lua_State* L, Guild* guild)
{
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
uint8 ranked = Eluna::CHECKVAL<uint8>(L, 3);
guild->BroadcastPacketToRank(data, ranked);
return 0;
}
int Disband(lua_State* L, Guild* guild)
{
guild->Disband();
return 0;
}
int AddMember(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
uint8 rankId = Eluna::CHECKVAL<uint8>(L, 3, GUILD_RANK_NONE);
guild->AddMember(player->GET_GUID(), rankId);
return 0;
}
int DeleteMember(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
bool isDisbanding = Eluna::CHECKVAL<bool>(L, 3, false);
#ifdef MANGOS
guild->DelMember(player->GET_GUID(), isDisbanding);
#else
guild->DeleteMember(player->GET_GUID(), isDisbanding);
#endif
return 0;
}
int ChangeMemberRank(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
uint8 newRank = Eluna::CHECKVAL<uint8>(L, 3);
guild->ChangeMemberRank(player->GET_GUID(), newRank);
return 0;
}
#ifndef CLASSIC
// Move to Player methods
int WithdrawBankMoney(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
uint32 money = Eluna::CHECKVAL<uint32>(L, 3);
#ifdef MANGOS
if (guild->GetGuildBankMoney() < money)
return 0;
guild->SetBankMoney(guild->GetGuildBankMoney() - money);
#else
guild->HandleMemberWithdrawMoney(player->GetSession(), money);
#endif
return 0;
}
// Move to Player methods
int DepositBankMoney(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
uint32 money = Eluna::CHECKVAL<uint32>(L, 3);
#ifdef MANGOS
guild->SetBankMoney(guild->GetGuildBankMoney() + money);
#else
guild->HandleMemberDepositMoney(player->GetSession(), money);
#endif
return 0;
}
#endif
};
#endif