mirror of
https://github.com/azerothcore/mod-ale
synced 2025-11-29 15:38:17 +08:00
507 lines
22 KiB
C++
507 lines
22 KiB
C++
/*
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* Copyright (C) 2010 - 2015 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 _LUA_ENGINE_H
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#define _LUA_ENGINE_H
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#include "Common.h"
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#include "SharedDefines.h"
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#include "DBCEnums.h"
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#include "Group.h"
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#include "Item.h"
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#ifndef TRINITY
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#include "Player.h"
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#endif
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#include "Weather.h"
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#include "World.h"
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#include "Hooks.h"
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extern "C"
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{
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#include "lua.h"
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};
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#ifdef TRINITY
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struct ItemTemplate;
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typedef BattlegroundTypeId BattleGroundTypeId;
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#else
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struct ItemPrototype;
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typedef ItemPrototype ItemTemplate;
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typedef SpellEffectIndex SpellEffIndex;
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struct SpellEntry;
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typedef SpellEntry SpellInfo;
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#ifdef CLASSIC
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typedef int Difficulty;
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#endif
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#endif
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struct AreaTriggerEntry;
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class AuctionHouseObject;
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struct AuctionEntry;
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#ifdef TRINITY
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class Battleground;
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typedef Battleground BattleGround;
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#endif
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class Channel;
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class Corpse;
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class Creature;
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class CreatureAI;
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class GameObject;
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#ifdef TRINITY
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class GameObjectAI;
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#endif
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class Guild;
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class Group;
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class Item;
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class Pet;
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class Player;
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class Quest;
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class Spell;
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class SpellCastTargets;
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#ifdef TRINITY
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class TempSummon;
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#else
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class TemporarySummon;
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typedef TemporarySummon TempSummon;
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#endif
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// class Transport;
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class Unit;
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class Weather;
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class WorldPacket;
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#ifndef CLASSIC
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#ifndef TBC
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#ifdef TRINITY
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class Vehicle;
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#else
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class VehicleInfo;
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typedef VehicleInfo Vehicle;
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#endif
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#endif
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#endif
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struct lua_State;
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class EventMgr;
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class ElunaObject;
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template<typename T>
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class ElunaTemplate;
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template<typename T>
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class EventBind;
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template<typename T>
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class EntryBind;
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template<typename T>
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class UniqueBind;
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struct LuaScript
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{
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std::string fileext;
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std::string filename;
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std::string filepath;
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std::string modulepath;
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};
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#define ELUNA_OBJECT_STORE "Eluna Object Store"
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#define LOCK_ELUNA Eluna::Guard __guard(Eluna::GetLock())
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class Eluna
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{
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public:
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typedef std::list<LuaScript> ScriptList;
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#ifdef TRINITY
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typedef std::recursive_mutex LockType;
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typedef std::lock_guard<LockType> Guard;
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#else
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typedef ACE_Recursive_Thread_Mutex LockType;
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typedef ACE_Guard<LockType> Guard;
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#endif
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private:
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static bool reload;
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static bool initialized;
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static LockType lock;
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// Lua script locations
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static ScriptList lua_scripts;
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static ScriptList lua_extensions;
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// Lua script folder path
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static std::string lua_folderpath;
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// lua path variable for require() function
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static std::string lua_requirepath;
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uint32 event_level;
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// When a hook pushes arguments to be passed to event handlers
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// this is used to keep track of how many arguments were pushed.
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uint8 push_counter;
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bool enabled;
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Eluna();
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~Eluna();
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// Prevent copy
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Eluna(Eluna const&);
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Eluna& operator=(const Eluna&);
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void OpenLua();
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void CloseLua();
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void DestroyBindStores();
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void CreateBindStores();
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bool ExecuteCall(int params, int res);
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void InvalidateObjects();
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// Use ReloadEluna() to make eluna reload
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// This is called on world update to reload eluna
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static void _ReloadEluna();
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static void LoadScriptPaths();
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static void GetScripts(std::string path);
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static void AddScriptPath(std::string filename, const std::string& fullpath);
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static int StackTrace(lua_State *_L);
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static void Report(lua_State* _L);
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// Some helpers for hooks to call event handlers.
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// The bodies of the templates are in HookHelpers.h, so if you want to use them you need to #include "HookHelpers.h".
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template<typename T> int SetupStack(EventBind<T>* event_bindings, EntryBind<T>* entry_bindings, UniqueBind<T>* guid_bindings, T event_id, uint32 entry, uint64 guid, uint32 instanceId, int number_of_arguments);
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int CallOneFunction(int number_of_functions, int number_of_arguments, int number_of_results);
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void CleanUpStack(int number_of_arguments);
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template<typename T> void ReplaceArgument(T value, uint8 index);
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template<typename T> void CallAllFunctions(EventBind<T>* event_bindings, EntryBind<T>* entry_bindings, UniqueBind<T>* guid_bindings, T event_id, uint32 entry, uint64 guid, uint32 instanceId);
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template<typename T> bool CallAllFunctionsBool(EventBind<T>* event_bindings, EntryBind<T>* entry_bindings, UniqueBind<T>* guid_bindings, T event_id, uint32 entry, uint64 guid, uint32 instanceId, bool default_value);
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// Convenient overloads for Setup. Use these in hooks instead of original.
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template<typename T> int SetupStack(EventBind<T>* event_bindings, T event_id, int number_of_arguments)
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{
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return SetupStack(event_bindings, (EntryBind<T>*)NULL, (UniqueBind<T>*)NULL, event_id, 0, 0, 0, number_of_arguments);
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}
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template<typename T> int SetupStack(EntryBind<T>* entry_bindings, T event_id, uint32 entry, int number_of_arguments)
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{
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return SetupStack((EventBind<T>*)NULL, entry_bindings, (UniqueBind<T>*)NULL, event_id, entry, 0, 0, number_of_arguments);
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}
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template<typename T> int SetupStack(EntryBind<T>* entry_bindings, UniqueBind<T>* guid_bindings, T event_id, uint32 entry, uint64 guid, uint32 instanceId, int number_of_arguments)
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{
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return SetupStack((EventBind<T>*)NULL, entry_bindings, guid_bindings, event_id, entry, guid, instanceId, number_of_arguments);
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}
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// Convenient overloads for CallAllFunctions. Use these in hooks instead of original.
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template<typename T> void CallAllFunctions(EventBind<T>* event_bindings, T event_id)
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{
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CallAllFunctions(event_bindings, (EntryBind<T>*)NULL, (UniqueBind<T>*)NULL, event_id, 0, 0, 0);
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}
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template<typename T> void CallAllFunctions(EntryBind<T>* entry_bindings, T event_id, uint32 entry)
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{
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CallAllFunctions((EventBind<T>*)NULL, entry_bindings, (UniqueBind<T>*)NULL, event_id, entry, 0, 0);
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}
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template<typename T> void CallAllFunctions(EntryBind<T>* entry_bindings, UniqueBind<T>* guid_bindings, T event_id, uint32 entry, uint64 guid, uint32 instanceId)
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{
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CallAllFunctions((EventBind<T>*)NULL, entry_bindings, guid_bindings, event_id, entry, guid, instanceId);
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}
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// Convenient overloads for CallAllFunctionsBool. Use these in hooks instead of original.
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template<typename T> bool CallAllFunctionsBool(EventBind<T>* event_bindings, T event_id, bool default_value = false)
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{
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return CallAllFunctionsBool(event_bindings, (EntryBind<T>*)NULL, (UniqueBind<T>*)NULL, event_id, 0, 0, 0, default_value);
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}
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template<typename T> bool CallAllFunctionsBool(EntryBind<T>* entry_bindings, T event_id, uint32 entry, bool default_value = false)
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{
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return CallAllFunctionsBool((EventBind<T>*)NULL, entry_bindings, (UniqueBind<T>*)NULL, event_id, entry, 0, 0, default_value);
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}
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template<typename T> bool CallAllFunctionsBool(EntryBind<T>* entry_bindings, UniqueBind<T>* guid_bindings, T event_id, uint32 entry, uint64 guid, uint32 instanceId, bool default_value = false)
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{
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return CallAllFunctionsBool((EventBind<T>*)NULL, entry_bindings, guid_bindings, event_id, entry, guid, instanceId, default_value);
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}
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public:
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static Eluna* GEluna;
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lua_State* L;
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EventMgr* eventMgr;
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EventBind<Hooks::ServerEvents>* ServerEventBindings;
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EventBind<Hooks::PlayerEvents>* PlayerEventBindings;
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EventBind<Hooks::GuildEvents>* GuildEventBindings;
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EventBind<Hooks::GroupEvents>* GroupEventBindings;
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EventBind<Hooks::VehicleEvents>* VehicleEventBindings;
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EventBind<Hooks::BGEvents>* BGEventBindings;
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EntryBind<Hooks::PacketEvents>* PacketEventBindings;
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EntryBind<Hooks::CreatureEvents>* CreatureEventBindings;
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EntryBind<Hooks::GossipEvents>* CreatureGossipBindings;
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EntryBind<Hooks::GameObjectEvents>* GameObjectEventBindings;
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EntryBind<Hooks::GossipEvents>* GameObjectGossipBindings;
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EntryBind<Hooks::ItemEvents>* ItemEventBindings;
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EntryBind<Hooks::GossipEvents>* ItemGossipBindings;
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EntryBind<Hooks::GossipEvents>* playerGossipBindings;
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UniqueBind<Hooks::CreatureEvents>* CreatureUniqueBindings;
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static void Initialize();
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static void Uninitialize();
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// This function is used to make eluna reload
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static void ReloadEluna() { LOCK_ELUNA; reload = true; }
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static LockType& GetLock() { return lock; };
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static bool IsInitialized() { return initialized; }
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// Static pushes, can be used by anything, including methods.
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static void Push(lua_State* luastate); // nil
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static void Push(lua_State* luastate, const long long);
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static void Push(lua_State* luastate, const unsigned long long);
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static void Push(lua_State* luastate, const long);
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static void Push(lua_State* luastate, const unsigned long);
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static void Push(lua_State* luastate, const int);
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static void Push(lua_State* luastate, const unsigned int);
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static void Push(lua_State* luastate, const bool);
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static void Push(lua_State* luastate, const float);
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static void Push(lua_State* luastate, const double);
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static void Push(lua_State* luastate, const std::string&);
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static void Push(lua_State* luastate, const char*);
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static void Push(lua_State* luastate, Object const* obj);
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static void Push(lua_State* luastate, WorldObject const* obj);
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static void Push(lua_State* luastate, Unit const* unit);
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static void Push(lua_State* luastate, Pet const* pet);
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static void Push(lua_State* luastate, TempSummon const* summon);
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template<typename T>
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static void Push(lua_State* luastate, T const* ptr)
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{
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ElunaTemplate<T>::Push(luastate, ptr);
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}
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void RunScripts();
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bool GetReload() const { return reload; }
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bool IsEnabled() const { return enabled && IsInitialized(); }
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void Register(uint8 reg, uint32 id, uint64 guid, uint32 instanceId, uint32 evt, int func, uint32 shots);
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// Non-static pushes, to be used in hooks.
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// These just call the correct static version with the main thread's Lua state.
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void Push() { Push(L); ++push_counter; }
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void Push(const long long value) { Push(L, value); ++push_counter; }
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void Push(const unsigned long long value) { Push(L, value); ++push_counter; }
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void Push(const long value) { Push(L, value); ++push_counter; }
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void Push(const unsigned long value) { Push(L, value); ++push_counter; }
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void Push(const int value) { Push(L, value); ++push_counter; }
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void Push(const unsigned int value) { Push(L, value); ++push_counter; }
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void Push(const bool value) { Push(L, value); ++push_counter; }
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void Push(const float value) { Push(L, value); ++push_counter; }
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void Push(const double value) { Push(L, value); ++push_counter; }
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void Push(const std::string& value) { Push(L, value); ++push_counter; }
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void Push(const char* value) { Push(L, value); ++push_counter; }
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template<typename T>
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void Push(T const* ptr) { Push(L, ptr); ++push_counter; }
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// Checks
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template<typename T> static T CHECKVAL(lua_State* luastate, int narg);
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template<typename T> static T CHECKVAL(lua_State* luastate, int narg, T def)
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{
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return lua_isnoneornil(luastate, narg) ? def : CHECKVAL<T>(luastate, narg);
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}
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template<typename T> static T* CHECKOBJ(lua_State* luastate, int narg, bool error = true)
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{
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return ElunaTemplate<T>::Check(luastate, narg, error);
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}
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static ElunaObject* CHECKTYPE(lua_State* luastate, int narg, const char *tname, bool error = true);
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CreatureAI* GetAI(Creature* creature);
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/* Custom */
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void OnTimedEvent(int funcRef, uint32 delay, uint32 calls, WorldObject* obj);
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bool OnCommand(Player* player, const char* text);
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void OnWorldUpdate(uint32 diff);
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void OnLootItem(Player* pPlayer, Item* pItem, uint32 count, uint64 guid);
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void OnLootMoney(Player* pPlayer, uint32 amount);
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void OnFirstLogin(Player* pPlayer);
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void OnEquip(Player* pPlayer, Item* pItem, uint8 bag, uint8 slot);
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void OnRepop(Player* pPlayer);
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void OnResurrect(Player* pPlayer);
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void OnQuestAbandon(Player* pPlayer, uint32 questId);
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void OnLearnTalents(Player* pPlayer, uint32 talentId, uint32 talentRank, uint32 spellid);
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InventoryResult OnCanUseItem(const Player* pPlayer, uint32 itemEntry);
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void OnLuaStateClose();
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void OnLuaStateOpen();
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bool OnAddonMessage(Player* sender, uint32 type, std::string& msg, Player* receiver, Guild* guild, Group* group, Channel* channel);
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/* Item */
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bool OnDummyEffect(Unit* pCaster, uint32 spellId, SpellEffIndex effIndex, Item* pTarget);
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bool OnQuestAccept(Player* pPlayer, Item* pItem, Quest const* pQuest);
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bool OnUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets);
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bool OnItemUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets);
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bool OnItemGossip(Player* pPlayer, Item* pItem, SpellCastTargets const& targets);
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bool OnExpire(Player* pPlayer, ItemTemplate const* pProto);
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bool OnRemove(Player* pPlayer, Item* item);
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void HandleGossipSelectOption(Player* pPlayer, Item* item, uint32 sender, uint32 action, const std::string& code);
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/* Creature */
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bool OnDummyEffect(Unit* pCaster, uint32 spellId, SpellEffIndex effIndex, Creature* pTarget);
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bool OnGossipHello(Player* pPlayer, Creature* pCreature);
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bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action);
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bool OnGossipSelectCode(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action, const char* code);
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bool OnQuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
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bool OnQuestReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest, uint32 opt);
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uint32 GetDialogStatus(Player* pPlayer, Creature* pCreature);
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bool OnSummoned(Creature* creature, Unit* summoner);
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bool UpdateAI(Creature* me, const uint32 diff);
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bool EnterCombat(Creature* me, Unit* target);
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bool DamageTaken(Creature* me, Unit* attacker, uint32& damage);
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bool JustDied(Creature* me, Unit* killer);
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bool KilledUnit(Creature* me, Unit* victim);
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bool JustSummoned(Creature* me, Creature* summon);
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bool SummonedCreatureDespawn(Creature* me, Creature* summon);
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bool MovementInform(Creature* me, uint32 type, uint32 id);
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bool AttackStart(Creature* me, Unit* target);
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bool EnterEvadeMode(Creature* me);
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bool AttackedBy(Creature* me, Unit* attacker);
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bool JustRespawned(Creature* me);
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bool JustReachedHome(Creature* me);
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bool ReceiveEmote(Creature* me, Player* player, uint32 emoteId);
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bool CorpseRemoved(Creature* me, uint32& respawnDelay);
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bool MoveInLineOfSight(Creature* me, Unit* who);
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bool SpellHit(Creature* me, Unit* caster, SpellInfo const* spell);
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bool SpellHitTarget(Creature* me, Unit* target, SpellInfo const* spell);
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bool SummonedCreatureDies(Creature* me, Creature* summon, Unit* killer);
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bool OwnerAttackedBy(Creature* me, Unit* attacker);
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bool OwnerAttacked(Creature* me, Unit* target);
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void On_Reset(Creature* me);
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/* GameObject */
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bool OnDummyEffect(Unit* pCaster, uint32 spellId, SpellEffIndex effIndex, GameObject* pTarget);
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bool OnGameObjectUse(Player* pPlayer, GameObject* pGameObject);
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bool OnGossipHello(Player* pPlayer, GameObject* pGameObject);
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bool OnGossipSelect(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action);
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bool OnGossipSelectCode(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action, const char* code);
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bool OnQuestAccept(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest);
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bool OnQuestReward(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest, uint32 opt);
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uint32 GetDialogStatus(Player* pPlayer, GameObject* pGameObject);
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#ifndef CLASSIC
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#ifndef TBC
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void OnDestroyed(GameObject* pGameObject, Player* pPlayer);
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void OnDamaged(GameObject* pGameObject, Player* pPlayer);
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#endif
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#endif
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void OnLootStateChanged(GameObject* pGameObject, uint32 state);
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void OnGameObjectStateChanged(GameObject* pGameObject, uint32 state);
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void UpdateAI(GameObject* pGameObject, uint32 diff);
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void OnSpawn(GameObject* gameobject);
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/* Packet */
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bool OnPacketSend(WorldSession* session, WorldPacket& packet);
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void OnPacketSendAny(Player* player, WorldPacket& packet, bool& result);
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void OnPacketSendOne(Player* player, WorldPacket& packet, bool& result);
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bool OnPacketReceive(WorldSession* session, WorldPacket& packet);
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void OnPacketReceiveAny(Player* player, WorldPacket& packet, bool& result);
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void OnPacketReceiveOne(Player* player, WorldPacket& packet, bool& result);
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/* Player */
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void OnPlayerEnterCombat(Player* pPlayer, Unit* pEnemy);
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void OnPlayerLeaveCombat(Player* pPlayer);
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void OnPVPKill(Player* pKiller, Player* pKilled);
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void OnCreatureKill(Player* pKiller, Creature* pKilled);
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void OnPlayerKilledByCreature(Creature* pKiller, Player* pKilled);
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void OnLevelChanged(Player* pPlayer, uint8 oldLevel);
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void OnFreeTalentPointsChanged(Player* pPlayer, uint32 newPoints);
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void OnTalentsReset(Player* pPlayer, bool noCost);
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void OnMoneyChanged(Player* pPlayer, int32& amount);
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void OnGiveXP(Player* pPlayer, uint32& amount, Unit* pVictim);
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void OnReputationChange(Player* pPlayer, uint32 factionID, int32& standing, bool incremental);
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void OnDuelRequest(Player* pTarget, Player* pChallenger);
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void OnDuelStart(Player* pStarter, Player* pChallenger);
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void OnDuelEnd(Player* pWinner, Player* pLoser, DuelCompleteType type);
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bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg);
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bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Group* pGroup);
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bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Guild* pGuild);
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bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Channel* pChannel);
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bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Player* pReceiver);
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void OnEmote(Player* pPlayer, uint32 emote);
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void OnTextEmote(Player* pPlayer, uint32 textEmote, uint32 emoteNum, uint64 guid);
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void OnSpellCast(Player* pPlayer, Spell* pSpell, bool skipCheck);
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void OnLogin(Player* pPlayer);
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void OnLogout(Player* pPlayer);
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void OnCreate(Player* pPlayer);
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void OnDelete(uint32 guid);
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void OnSave(Player* pPlayer);
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void OnBindToInstance(Player* pPlayer, Difficulty difficulty, uint32 mapid, bool permanent);
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void OnUpdateZone(Player* pPlayer, uint32 newZone, uint32 newArea);
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void OnMapChanged(Player* pPlayer);
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void HandleGossipSelectOption(Player* pPlayer, uint32 menuId, uint32 sender, uint32 action, const std::string& code);
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|
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#ifndef CLASSIC
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|
#ifndef TBC
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|
/* Vehicle */
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void OnInstall(Vehicle* vehicle);
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void OnUninstall(Vehicle* vehicle);
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void OnInstallAccessory(Vehicle* vehicle, Creature* accessory);
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void OnAddPassenger(Vehicle* vehicle, Unit* passenger, int8 seatId);
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void OnRemovePassenger(Vehicle* vehicle, Unit* passenger);
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#endif
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|
#endif
|
|
|
|
/* AreaTrigger */
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|
bool OnAreaTrigger(Player* pPlayer, AreaTriggerEntry const* pTrigger);
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|
|
|
/* Weather */
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|
void OnChange(Weather* weather, uint32 zone, WeatherState state, float grade);
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|
|
|
/* Auction House */
|
|
void OnAdd(AuctionHouseObject* ah, AuctionEntry* entry);
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|
void OnRemove(AuctionHouseObject* ah, AuctionEntry* entry);
|
|
void OnSuccessful(AuctionHouseObject* ah, AuctionEntry* entry);
|
|
void OnExpire(AuctionHouseObject* ah, AuctionEntry* entry);
|
|
|
|
/* Guild */
|
|
void OnAddMember(Guild* guild, Player* player, uint32 plRank);
|
|
void OnRemoveMember(Guild* guild, Player* player, bool isDisbanding);
|
|
void OnMOTDChanged(Guild* guild, const std::string& newMotd);
|
|
void OnInfoChanged(Guild* guild, const std::string& newInfo);
|
|
void OnCreate(Guild* guild, Player* leader, const std::string& name);
|
|
void OnDisband(Guild* guild);
|
|
void OnMemberWitdrawMoney(Guild* guild, Player* player, uint32& amount, bool isRepair);
|
|
void OnMemberDepositMoney(Guild* guild, Player* player, uint32& amount);
|
|
void OnItemMove(Guild* guild, Player* player, Item* pItem, bool isSrcBank, uint8 srcContainer, uint8 srcSlotId, bool isDestBank, uint8 destContainer, uint8 destSlotId);
|
|
void OnEvent(Guild* guild, uint8 eventType, uint32 playerGuid1, uint32 playerGuid2, uint8 newRank);
|
|
void OnBankEvent(Guild* guild, uint8 eventType, uint8 tabId, uint32 playerGuid, uint32 itemOrMoney, uint16 itemStackCount, uint8 destTabId);
|
|
|
|
/* Group */
|
|
void OnAddMember(Group* group, uint64 guid);
|
|
void OnInviteMember(Group* group, uint64 guid);
|
|
void OnRemoveMember(Group* group, uint64 guid, uint8 method);
|
|
void OnChangeLeader(Group* group, uint64 newLeaderGuid, uint64 oldLeaderGuid);
|
|
void OnDisband(Group* group);
|
|
void OnCreate(Group* group, uint64 leaderGuid, GroupType groupType);
|
|
|
|
/* Map */
|
|
void OnCreate(Map* map);
|
|
void OnDestroy(Map* map);
|
|
void OnPlayerEnter(Map* map, Player* player);
|
|
void OnPlayerLeave(Map* map, Player* player);
|
|
void OnUpdate(Map* map, uint32 diff);
|
|
void OnAddToWorld(Creature* creature);
|
|
void OnRemoveFromWorld(Creature* creature);
|
|
void OnAddToWorld(GameObject* gameobject);
|
|
void OnRemoveFromWorld(GameObject* gameobject);
|
|
void OnRemove(Creature* creature);
|
|
void OnRemove(GameObject* gameobject);
|
|
|
|
/* World */
|
|
void OnOpenStateChange(bool open);
|
|
void OnConfigLoad(bool reload);
|
|
void OnShutdownInitiate(ShutdownExitCode code, ShutdownMask mask);
|
|
void OnShutdownCancel();
|
|
void OnUpdate(uint32 diff);
|
|
void OnStartup();
|
|
void OnShutdown();
|
|
|
|
/* Battle Ground */
|
|
void OnBGStart(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId);
|
|
void OnBGEnd(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId, Team winner);
|
|
void OnBGCreate(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId);
|
|
void OnBGDestroy(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId);
|
|
};
|
|
template<> Unit* Eluna::CHECKOBJ<Unit>(lua_State* L, int narg, bool error);
|
|
template<> Object* Eluna::CHECKOBJ<Object>(lua_State* L, int narg, bool error);
|
|
template<> WorldObject* Eluna::CHECKOBJ<WorldObject>(lua_State* L, int narg, bool error);
|
|
template<> ElunaObject* Eluna::CHECKOBJ<ElunaObject>(lua_State* L, int narg, bool error);
|
|
|
|
#define sEluna Eluna::GEluna
|
|
#endif
|