Files
mod-ale/WeatherMethods.h
2014-08-09 16:42:44 +02:00

92 lines
2.4 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 WEATHERMETHODS_H
#define WEATHERMETHODS_H
namespace LuaWeather
{
/**
* Returns the Zone ID of the &Weather as an uint32.
*
* @return uint32 ZoneID
*/
int GetZoneId(lua_State* L, Weather* weather)
{
Eluna::Push(L, weather->GetZone());
return 1;
}
/**
* Sets the &Weather type based on &Weather type and grade supplied.
*
* <pre>
* enum WeatherType
* {
* WEATHER_TYPE_FINE = 0,
* WEATHER_TYPE_RAIN = 1,
* WEATHER_TYPE_SNOW = 2,
* WEATHER_TYPE_STORM = 3,
* WEATHER_TYPE_THUNDERS = 86,
* WEATHER_TYPE_BLACKRAIN = 90
* };
* </pre>
*
* @param uint32 type : the &Weather type, see above available weather types
* @param float grade : the intensity/grade of the &Weather, ranges from 0 to 1
*/
int SetWeather(lua_State* L, Weather* weather)
{
uint32 weatherType = Eluna::CHECKVAL<uint32>(L, 2);
float grade = Eluna::CHECKVAL<float>(L, 3);
weather->SetWeather((WeatherType)weatherType, grade);
return 0;
}
/**
* Sends a &Weather update to the &Player supplied.
*
* @param &Player
*/
int SendWeatherUpdateToPlayer(lua_State* L, Weather* weather)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
weather->SendWeatherUpdateToPlayer(player);
return 0;
}
/**
* Regenerates the &Weather, causing it to change based on the below statistics.
*
* 30% - No change
* 30% - &Weather gets better (if not fine) or change &Weather type
* 30% - &Weather worsens (if not fine)
* 10% - Radical change (if not fine)
*
* @return bool Changed : returns 'true' if &Weather changed
*/
int Regenerate(lua_State* L, Weather* weather)
{
Eluna::Push(L, weather->ReGenerate());
return 1;
}
/**
* Sends a &Weather update to the all &Player in the zone.
*
* @param bool : Returns 'true' if weather changed for any &Player in the zone, 'false' if no &Player is within the zone
*/
int UpdateWeather(lua_State* L, Weather* weather)
{
Eluna::Push(L, weather->UpdateWeather());
return 1;
}
};
#endif