mirror of
https://github.com/azerothcore/mod-ale
synced 2025-11-29 15:38:17 +08:00
692 lines
23 KiB
C++
692 lines
23 KiB
C++
/*
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* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
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* This program is free software licensed under GPL version 3
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* Please see the included DOCS/LICENSE.md for more information
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*/
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#ifndef WORLDOBJECTMETHODS_H
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#define WORLDOBJECTMETHODS_H
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namespace LuaWorldObject
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{
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/**
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* Returns the name of the [WorldObject]
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*
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* @return string name
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*/
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int GetName(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetName());
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return 1;
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}
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/**
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* Returns the current [Map] object of the [WorldObject]
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*
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* @return [Map] mapObject
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*/
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int GetMap(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetMap());
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return 1;
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}
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#if (!defined(TBC) && !defined(CLASSIC))
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/**
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* Returns the current phase of the [WorldObject]
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*
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* @return uint32 phase
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*/
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int GetPhaseMask(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetPhaseMask());
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return 1;
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}
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#endif
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/**
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* Returns the current instance ID of the [WorldObject]
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*
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* @return uint32 instanceId
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*/
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int GetInstanceId(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetInstanceId());
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return 1;
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}
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/**
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* Returns the current area ID of the [WorldObject]
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*
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* @return uint32 areaId
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*/
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int GetAreaId(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetAreaId());
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return 1;
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}
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/**
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* Returns the current zone ID of the [WorldObject]
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*
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* @return uint32 zoneId
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*/
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int GetZoneId(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetZoneId());
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return 1;
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}
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/**
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* Returns the current map ID of the [WorldObject]
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*
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* @return uint32 mapId
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*/
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int GetMapId(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetMapId());
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return 1;
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}
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/**
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* Returns the current X coordinate of the [WorldObject]
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*
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* @return float x
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*/
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int GetX(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetPositionX());
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return 1;
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}
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/**
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* Returns the current Y coordinate of the [WorldObject]
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*
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* @return float y
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*/
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int GetY(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetPositionY());
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return 1;
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}
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/**
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* Returns the current Z coordinate of the [WorldObject]
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*
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* @return float z
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*/
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int GetZ(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetPositionZ());
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return 1;
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}
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/**
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* Returns the current orientation of the [WorldObject]
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*
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* @return float orientation / facing
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*/
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int GetO(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetOrientation());
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return 1;
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}
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/**
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* Returns the coordinates and orientation of the [WorldObject]
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*
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* @return float x : x coordinate of the [WorldObject]
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* @return float y : y coordinate of the [WorldObject]
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* @return float z : z coordinate (height) of the [WorldObject]
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* @return float o : facing / orientation of the [WorldObject]
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*/
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int GetLocation(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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Eluna::Push(L, obj->GetPositionX());
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Eluna::Push(L, obj->GetPositionY());
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Eluna::Push(L, obj->GetPositionZ());
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Eluna::Push(L, obj->GetOrientation());
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return 4;
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}
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/**
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* Returns the nearest [Player] object in sight of the [WorldObject] or within the given range
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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*
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* @return [Player] nearestPlayer
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*/
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int GetNearestPlayer(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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Unit* target = NULL;
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ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_PLAYER);
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#ifndef TRINITY
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MaNGOS::UnitLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
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Cell::VisitWorldObjects(obj, searcher, range);
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#else
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Trinity::UnitLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
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obj->VisitNearbyObject(range, searcher);
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#endif
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Eluna::Push(L, target);
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return 1;
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}
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/**
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* Returns the nearest [GameObject] object in sight of the [WorldObject] or within the given range and/or with a specific entry ID
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param uint32 entryId = 0 : optionally set entry ID of game object to find
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*
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* @return [GameObject] nearestGameObject
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*/
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int GetNearestGameObject(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
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GameObject* target = NULL;
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ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_GAMEOBJECT, entry);
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#ifndef TRINITY
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MaNGOS::GameObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
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Cell::VisitGridObjects(obj, searcher, range);
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#else
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Trinity::GameObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
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obj->VisitNearbyObject(range, searcher);
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#endif
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Eluna::Push(L, target);
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return 1;
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}
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/**
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* Returns the nearest [Creature] object in sight of the [WorldObject] or within the given range and/or with a specific entry ID
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param uint32 entryId = 0 : optionally set entry ID of creature to find
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*
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* @return [Creature] nearestCreature
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*/
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int GetNearestCreature(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
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Creature* target = NULL;
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ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_UNIT, entry);
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#ifndef TRINITY
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MaNGOS::CreatureLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
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Cell::VisitGridObjects(obj, searcher, range);
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#else
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Trinity::CreatureLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
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obj->VisitNearbyObject(range, searcher);
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#endif
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Eluna::Push(L, target);
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return 1;
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}
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/**
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* Returns a table of [Player] objects in sight of the [WorldObject] or within the given range
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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*
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* @return table playersInRange : table of [Player]s
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*/
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int GetPlayersInRange(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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std::list<Player*> list;
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ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_PLAYER);
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#ifndef TRINITY
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MaNGOS::PlayerListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
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Cell::VisitWorldObjects(obj, searcher, range);
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#else
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Trinity::PlayerListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, list, checker);
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obj->VisitNearbyObject(range, searcher);
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#endif
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lua_newtable(L);
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int tbl = lua_gettop(L);
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uint32 i = 0;
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for (std::list<Player*>::const_iterator it = list.begin(); it != list.end(); ++it)
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{
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Eluna::Push(L, ++i);
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Eluna::Push(L, *it);
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lua_settable(L, tbl);
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}
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lua_settop(L, tbl);
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return 1;
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}
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/**
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* Returns a table of [Creature] objects in sight of the [WorldObject] or within the given range and/or with a specific entry ID
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param uint32 entryId = 0 : optionally set entry ID of creatures to find
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*
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* @return table creaturesInRange : table of [Creature]s
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*/
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int GetCreaturesInRange(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
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std::list<Creature*> list;
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ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_UNIT, entry);
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#ifndef TRINITY
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MaNGOS::CreatureListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
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Cell::VisitGridObjects(obj, searcher, range);
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#else
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Trinity::CreatureListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, list, checker);
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obj->VisitNearbyObject(range, searcher);
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#endif
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lua_newtable(L);
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int tbl = lua_gettop(L);
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uint32 i = 0;
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for (std::list<Creature*>::const_iterator it = list.begin(); it != list.end(); ++it)
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{
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Eluna::Push(L, ++i);
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Eluna::Push(L, *it);
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lua_settable(L, tbl);
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}
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lua_settop(L, tbl);
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return 1;
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}
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/**
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* Returns a table of [GameObject] objects in sight of the [WorldObject] or within the given range and/or with a specific entry ID
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param uint32 entryId = 0 : optionally set entry ID of game objects to find
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*
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* @return table gameObjectsInRange : table of [GameObject]s
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*/
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int GetGameObjectsInRange(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
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std::list<GameObject*> list;
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ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_GAMEOBJECT, entry);
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#ifndef TRINITY
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MaNGOS::GameObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
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Cell::VisitGridObjects(obj, searcher, range);
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#else
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Trinity::GameObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, list, checker);
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obj->VisitNearbyObject(range, searcher);
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#endif
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lua_newtable(L);
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int tbl = lua_gettop(L);
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uint32 i = 0;
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for (std::list<GameObject*>::const_iterator it = list.begin(); it != list.end(); ++it)
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{
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Eluna::Push(L, ++i);
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Eluna::Push(L, *it);
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lua_settable(L, tbl);
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}
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lua_settop(L, tbl);
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return 1;
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}
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/**
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* Returns nearest [WorldObject] in sight of the [WorldObject].
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* The distance, type, entry and hostility requirements the [WorldObject] must match can be passed.
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param [TypeMask] type = 0 : the [TypeMask] that the [WorldObject] must be. This can contain multiple types. 0 will be ingored
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* @param uint32 entry = 0 : the entry of the [WorldObject], 0 will be ingored
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* @param uint32 hostile = 0 : specifies whether the [WorldObject] needs to be 1 hostile, 2 friendly or 0 either
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*
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* @return [WorldObject] worldObject
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*/
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int GetNearObject(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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uint16 type = Eluna::CHECKVAL<uint16>(L, 3, 0); // TypeMask
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uint32 entry = Eluna::CHECKVAL<uint32>(L, 4, 0);
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uint32 hostile = Eluna::CHECKVAL<uint32>(L, 5, 0); // 0 none, 1 hostile, 2 friendly
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float x, y, z;
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obj->GetPosition(x, y, z);
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ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, type, entry, hostile);
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WorldObject* target = NULL;
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#ifndef TRINITY
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MaNGOS::WorldObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
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Cell::VisitAllObjects(obj, searcher, range);
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#else
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Trinity::WorldObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
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obj->VisitNearbyObject(range, searcher);
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#endif
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Eluna::Push(L, target);
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return 1;
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}
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/**
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* Returns a table of [WorldObject]s in sight of the [WorldObject].
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* The distance, type, entry and hostility requirements the [WorldObject] must match can be passed.
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*
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* @param float range = 533.33333 : optionally set range. Default range is grid size
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* @param [TypeMask] type = 0 : the [TypeMask] that the [WorldObject] must be. This can contain multiple types. 0 will be ingored
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* @param uint32 entry = 0 : the entry of the [WorldObject], 0 will be ingored
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* @param uint32 hostile = 0 : specifies whether the [WorldObject] needs to be 1 hostile, 2 friendly or 0 either
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*
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* @return table worldObjectList : table of [WorldObject]s
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*/
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int GetNearObjects(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
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uint16 type = Eluna::CHECKVAL<uint16>(L, 3, 0); // TypeMask
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uint32 entry = Eluna::CHECKVAL<uint32>(L, 4, 0);
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uint32 hostile = Eluna::CHECKVAL<uint32>(L, 5, 0); // 0 none, 1 hostile, 2 friendly
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float x, y, z;
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obj->GetPosition(x, y, z);
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ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, type, entry, hostile);
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std::list<WorldObject*> list;
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#ifndef TRINITY
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MaNGOS::WorldObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
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Cell::VisitAllObjects(obj, searcher, range);
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#else
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Trinity::WorldObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, list, checker);
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obj->VisitNearbyObject(range, searcher);
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#endif
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lua_newtable(L);
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int tbl = lua_gettop(L);
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uint32 i = 0;
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for (std::list<WorldObject*>::const_iterator it = list.begin(); it != list.end(); ++it)
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{
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Eluna::Push(L, ++i);
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Eluna::Push(L, *it);
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lua_settable(L, tbl);
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}
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lua_settop(L, tbl);
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return 1;
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}
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/**
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* Returns the distance from this [WorldObject] to another [WorldObject], or from this [WorldObject] to a point.
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*
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* @proto dist = (obj)
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* @proto dist = (x, y, z)
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*
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* @param [WorldObject] obj
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* @param float x : the X-coordinate of the point
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* @param float y : the Y-coordinate of the point
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* @param float z : the Z-coordinate of the point
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*
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* @return float dist : the distance in yards
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*/
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int GetDistance(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
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if (target && target->IsInWorld())
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Eluna::Push(L, obj->GetDistance(target));
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else
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{
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float X = Eluna::CHECKVAL<float>(L, 2);
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float Y = Eluna::CHECKVAL<float>(L, 3);
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float Z = Eluna::CHECKVAL<float>(L, 4);
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Eluna::Push(L, obj->GetDistance(X, Y, Z));
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}
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return 1;
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}
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/**
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* Returns the x, y and z of a point dist away from the [WorldObject].
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*
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* @param float distance : specifies the distance of the point from the [WorldObject] in yards
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* @param float angle : specifies the angle of the point relative to the orientation / facing of the [WorldObject] in radians
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*
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* @return float x
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* @return float y
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* @return float z
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*/
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int GetRelativePoint(Eluna* /*E*/, lua_State* L, WorldObject* obj)
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{
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float dist = Eluna::CHECKVAL<float>(L, 2);
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float rad = Eluna::CHECKVAL<float>(L, 3);
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float x, y, z;
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obj->GetClosePoint(x, y, z, 0.0f, dist, rad);
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Eluna::Push(L, x);
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Eluna::Push(L, y);
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Eluna::Push(L, z);
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return 3;
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}
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/**
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* Returns the angle between this [WorldObject] and another [WorldObject] or a point.
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* The angle is the angle between two points and orientation will be ignored.
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*
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* @proto dist = (obj)
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* @proto dist = (x, y)
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*
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* @param [WorldObject] object
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* @param float x
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* @param float y
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*
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* @return float angle : angle in radians in range 0..2*pi
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*/
|
|
int GetAngle(Eluna* /*E*/, 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(Eluna* /*E*/, lua_State* L, WorldObject* obj)
|
|
{
|
|
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
|
|
obj->SendMessageToSet(data, true);
|
|
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(Eluna* /*E*/, 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
|
|
Eluna::Push(L, obj->SummonGameObject(entry, x, y, z, o, 0, 0, 0, 0, respawnDelay));
|
|
#endif
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* Spawns the creature at specified location.
|
|
*
|
|
* @param uint32 entry : [Creature]'s entry ID
|
|
* @param float x
|
|
* @param float y
|
|
* @param float z
|
|
* @param float o
|
|
* @param TempSummonType spawnType : defines how and when the creature despawns
|
|
* @param uint32 despawnTimer : despawn time in seconds
|
|
* @return [Creature] spawnedCreature
|
|
*/
|
|
int SpawnCreature(Eluna* /*E*/, 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.
|
|
*
|
|
* @param function function : function to trigger when the time has passed
|
|
* @param uint32 delay : set time in milliseconds for the event to trigger
|
|
* @param uint32 repeats : 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(Eluna* /*E*/, lua_State* L, WorldObject* obj)
|
|
{
|
|
luaL_checktype(L, 2, LUA_TFUNCTION);
|
|
uint32 delay = Eluna::CHECKVAL<uint32>(L, 3);
|
|
uint32 repeats = Eluna::CHECKVAL<uint32>(L, 4);
|
|
|
|
lua_pushvalue(L, 2);
|
|
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
|
|
if (functionRef != LUA_REFNIL && functionRef != LUA_NOREF)
|
|
{
|
|
obj->elunaEvents->AddEvent(functionRef, delay, 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(Eluna* /*E*/, lua_State* L, WorldObject* obj)
|
|
{
|
|
int eventId = Eluna::CHECKVAL<int>(L, 2);
|
|
obj->elunaEvents->RemoveEvent(eventId);
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Removes all timed events from a [WorldObject]
|
|
*
|
|
*/
|
|
int RemoveEvents(Eluna* /*E*/, lua_State* /*L*/, WorldObject* obj)
|
|
{
|
|
obj->elunaEvents->RemoveEvents();
|
|
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(Eluna* /*E*/, 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;
|
|
}
|
|
};
|
|
#endif
|