Files
mod-ale/WorldObjectMethods.h
2014-09-13 20:12:30 +03:00

687 lines
23 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
{
/**
* Returns the name of the [WorldObject]
*
* @return string name
*/
int GetName(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetName());
return 1;
}
/**
* Returns the current [Map] object of the [WorldObject]
*
* @return [Map] mapObject
*/
int GetMap(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetMap());
return 1;
}
#if (!defined(TBC) && !defined(CLASSIC))
/**
* Returns the current phase of the [WorldObject]
*
* @return uint32 phase
*/
int GetPhaseMask(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPhaseMask());
return 1;
}
#endif
/**
* Returns the current instance ID of the [WorldObject]
*
* @return uint32 instanceId
*/
int GetInstanceId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetInstanceId());
return 1;
}
/**
* Returns the current area ID of the [WorldObject]
*
* @return uint32 areaId
*/
int GetAreaId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetAreaId());
return 1;
}
/**
* Returns the current zone ID of the [WorldObject]
*
* @return uint32 zoneId
*/
int GetZoneId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetZoneId());
return 1;
}
/**
* Returns the current map ID of the [WorldObject]
*
* @return uint32 mapId
*/
int GetMapId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetMapId());
return 1;
}
/**
* Returns the current X coordinate of the [WorldObject]
*
* @return float x
*/
int GetX(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionX());
return 1;
}
/**
* Returns the current Y coordinate of the [WorldObject]
*
* @return float y
*/
int GetY(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionY());
return 1;
}
/**
* Returns the current Z coordinate of the [WorldObject]
*
* @return float z
*/
int GetZ(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionZ());
return 1;
}
/**
* Returns the current orientation of the [WorldObject]
*
* @return float orientation / facing
*/
int GetO(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetOrientation());
return 1;
}
/**
* Returns the coordinates and orientation of the [WorldObject]
*
* @return float x : x coordinate of the [WorldObject]
* @return float y : y coordinate of the [WorldObject]
* @return float z : z coordinate (height) of the [WorldObject]
* @return float o : facing / orientation of the [WorldObject]
*/
int GetLocation(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionX());
Eluna::Push(L, obj->GetPositionY());
Eluna::Push(L, obj->GetPositionZ());
Eluna::Push(L, obj->GetOrientation());
return 4;
}
/**
* Returns the nearest [Player] object in sight of the [WorldObject] or within the given range
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
*
* @return [Player] nearestPlayer
*/
int GetNearestPlayer(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
Unit* target = NULL;
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_PLAYER);
#ifndef TRINITY
MaNGOS::UnitLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitWorldObjects(obj, searcher, range);
#else
Trinity::UnitLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
Eluna::Push(L, target);
return 1;
}
/**
* Returns the nearest [GameObject] object in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of game object to find
*
* @return [GameObject] nearestGameObject
*/
int GetNearestGameObject(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
GameObject* target = NULL;
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_GAMEOBJECT, entry);
#ifndef TRINITY
MaNGOS::GameObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::GameObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
Eluna::Push(L, target);
return 1;
}
/**
* Returns the nearest [Creature] object in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of creature to find
*
* @return [Creature] nearestCreature
*/
int GetNearestCreature(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
Creature* target = NULL;
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_UNIT, entry);
#ifndef TRINITY
MaNGOS::CreatureLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::CreatureLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
Eluna::Push(L, target);
return 1;
}
/**
* Returns a table of [Player] objects in sight of the [WorldObject] or within the given range
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
*
* @return table playersInRange : table of [Player]s
*/
int GetPlayersInRange(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
std::list<Player*> list;
ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_PLAYER);
#ifndef TRINITY
MaNGOS::PlayerListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitWorldObjects(obj, searcher, range);
#else
Trinity::PlayerListSearcher<ElunaUtil::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)
{
Eluna::Push(L, ++i);
Eluna::Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns a table of [Creature] objects in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of creatures to find
*
* @return table creaturesInRange : table of [Creature]s
*/
int GetCreaturesInRange(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
std::list<Creature*> list;
ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_UNIT, entry);
#ifndef TRINITY
MaNGOS::CreatureListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::CreatureListSearcher<ElunaUtil::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)
{
Eluna::Push(L, ++i);
Eluna::Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns a table of [GameObject] objects in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of game objects to find
*
* @return table gameObjectsInRange : table of [GameObject]s
*/
int GetGameObjectsInRange(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
std::list<GameObject*> list;
ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_GAMEOBJECT, entry);
#ifndef TRINITY
MaNGOS::GameObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::GameObjectListSearcher<ElunaUtil::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)
{
Eluna::Push(L, ++i);
Eluna::Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns nearest [WorldObject] in sight of the [WorldObject].
* The distance, type, entry and hostility requirements the [WorldObject] must match can be passed.
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param [TypeMask] type = 0 : the [TypeMask] that the [WorldObject] must be. This can contain multiple types. 0 will be ingored
* @param uint32 entry = 0 : the entry of the [WorldObject], 0 will be ingored
* @param uint32 hostile = 0 : specifies whether the [WorldObject] needs to be 1 hostile, 2 friendly or 0 either
*
* @return [WorldObject] worldObject
*/
int GetNearObject(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint16 type = Eluna::CHECKVAL<uint16>(L, 3, 0); // TypeMask
uint32 entry = Eluna::CHECKVAL<uint32>(L, 4, 0);
uint32 hostile = Eluna::CHECKVAL<uint32>(L, 5, 0); // 0 none, 1 hostile, 2 friendly
float x, y, z;
obj->GetPosition(x, y, z);
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, type, entry, hostile);
WorldObject* target = NULL;
#ifndef TRINITY
MaNGOS::WorldObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitAllObjects(obj, searcher, range);
#else
Trinity::WorldObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
Eluna::Push(L, target);
return 1;
}
/**
* Returns a table of [WorldObject]s in sight of the [WorldObject].
* The distance, type, entry and hostility requirements the [WorldObject] must match can be passed.
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param [TypeMask] type = 0 : the [TypeMask] that the [WorldObject] must be. This can contain multiple types. 0 will be ingored
* @param uint32 entry = 0 : the entry of the [WorldObject], 0 will be ingored
* @param uint32 hostile = 0 : specifies whether the [WorldObject] needs to be 1 hostile, 2 friendly or 0 either
*
* @return table worldObjectList : table of [WorldObject]s
*/
int GetNearObjects(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint16 type = Eluna::CHECKVAL<uint16>(L, 3, 0); // TypeMask
uint32 entry = Eluna::CHECKVAL<uint32>(L, 4, 0);
uint32 hostile = Eluna::CHECKVAL<uint32>(L, 5, 0); // 0 none, 1 hostile, 2 friendly
float x, y, z;
obj->GetPosition(x, y, z);
ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, type, entry, hostile);
std::list<WorldObject*> list;
#ifndef TRINITY
MaNGOS::WorldObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitAllObjects(obj, searcher, range);
#else
Trinity::WorldObjectListSearcher<ElunaUtil::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)
{
Eluna::Push(L, ++i);
Eluna::Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns a [WorldObject] based on it's guid if it is spawned
*
* @param uint64 guid
*
* @return [WorldObject] worldObject
*/
int GetWorldObject(lua_State* L, WorldObject* obj)
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
#ifndef TRINITY
switch (GUID_HIPART(guid))
{
case HIGHGUID_PLAYER: Eluna::Push(L, obj->GetMap()->GetPlayer(ObjectGuid(guid))); break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT: Eluna::Push(L, obj->GetMap()->GetGameObject(ObjectGuid(guid))); break;
#if (!defined(TBC) && !defined(CLASSIC))
case HIGHGUID_VEHICLE:
#endif
case HIGHGUID_UNIT:
case HIGHGUID_PET: Eluna::Push(L, obj->GetMap()->GetAnyTypeCreature(ObjectGuid(guid))); break;
}
#else
switch (GUID_HIPART(guid))
{
case HIGHGUID_PLAYER: Eluna::Push(L, eObjectAccessor->GetPlayer(*obj, ObjectGuid(guid))); break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT: Eluna::Push(L, eObjectAccessor->GetGameObject(*obj, ObjectGuid(guid))); break;
case HIGHGUID_VEHICLE:
case HIGHGUID_UNIT: Eluna::Push(L, eObjectAccessor->GetCreature(*obj, ObjectGuid(guid))); break;
case HIGHGUID_PET: Eluna::Push(L, eObjectAccessor->GetPet(*obj, ObjectGuid(guid))); break;
}
#endif
return 1;
}
/**
* Returns the distance from this [WorldObject] to another [WorldObject], or from this [WorldObject] to a point.
*
* @proto dist = (obj)
* @proto dist = (x, y, z)
*
* @param [WorldObject] obj
* @param float x : the X-coordinate of the point
* @param float y : the Y-coordinate of the point
* @param float z : the Z-coordinate of the point
*
* @return float dist : the distance in yards
*/
int GetDistance(lua_State* L, WorldObject* obj)
{
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
if (target && target->IsInWorld())
Eluna::Push(L, obj->GetDistance(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->GetDistance(X, Y, Z));
}
return 1;
}
/**
* Returns the x, y and z of a point dist away from the [WorldObject].
*
* @param float distance : specifies the distance of the point from the [WorldObject] in yards
* @param float angle : specifies the angle of the point relative to the orientation / facing of the [WorldObject] in radians
*
* @return float x
* @return float y
* @return float z
*/
int GetRelativePoint(lua_State* L, WorldObject* obj)
{
float dist = Eluna::CHECKVAL<float>(L, 2);
float rad = Eluna::CHECKVAL<float>(L, 3);
float x, y, z;
obj->GetClosePoint(x, y, z, 0.0f, dist, rad);
Eluna::Push(L, x);
Eluna::Push(L, y);
Eluna::Push(L, z);
return 3;
}
/**
* Returns the angle between this [WorldObject] and another [WorldObject] or a point.
* The angle is the angle between two points and orientation will be ignored.
*
* @proto dist = (obj)
* @proto dist = (x, y)
*
* @param [WorldObject] object
* @param float x
* @param float y
*
* @return float angle : angle in radians in range 0..2*pi
*/
int GetAngle(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(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(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(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 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");
}
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(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(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(lua_State* /*L*/, WorldObject* obj)
{
obj->elunaEvents->RemoveEvents();
return 0;
}
};
#endif