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/*
* Copyright (C) 2010 - 2016 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 GAMEOBJECTMETHODS_H
#define GAMEOBJECTMETHODS_H
/***
* Inherits all methods from: [Object], [WorldObject]
*/
namespace LuaGameObject
{
/**
* Returns 'true' if the [GameObject] can give the specified [Quest]
*
* @param uint32 questId : quest entry Id to check
* @return bool hasQuest
*/
int HasQuest(Eluna* /*E*/, lua_State* L, GameObject* go)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
#ifndef TRINITY
Eluna::Push(L, go->HasQuest(questId));
#else
Eluna::Push(L, go->hasQuest(questId));
#endif
return 1;
}
/**
* Returns 'true' if the [GameObject] is spawned
*
* @return bool isSpawned
*/
int IsSpawned(Eluna* /*E*/, lua_State* L, GameObject* go)
{
Eluna::Push(L, go->isSpawned());
return 1;
}
/**
* Returns 'true' if the [GameObject] is a transport
*
* @return bool isTransport
*/
int IsTransport(Eluna* /*E*/, lua_State* L, GameObject* go)
{
Eluna::Push(L, go->IsTransport());
return 1;
}
/**
* Returns 'true' if the [GameObject] is active
*
* @return bool isActive
*/
int IsActive(Eluna* /*E*/, lua_State* L, GameObject* go)
{
Eluna::Push(L, go->isActiveObject());
return 1;
}
/*int IsDestructible(Eluna* E, lua_State* L, GameObject* go) // TODO: Implementation core side
{
Eluna::Push(L, go->IsDestructibleBuilding());
return 1;
}*/
/**
* Returns display ID of the [GameObject]
*
* @return uint32 displayId
*/
int GetDisplayId(Eluna* /*E*/, lua_State* L, GameObject* go)
{
Eluna::Push(L, go->GetDisplayId());
return 1;
}
/**
* Returns the state of a [GameObject]
* Below are client side [GOState]s off of 3.3.5a
*
* <pre>
* enum GOState
* {
* GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
* GO_STATE_READY = 1, // show in world as ready (closed door close)
* GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
* };
* </pre>
*
* @return [GOState] goState
*/
int GetGoState(Eluna* /*E*/, lua_State* L, GameObject* go)
{
Eluna::Push(L, go->GetGoState());
return 1;
}
/**
* Returns the [LootState] of a [GameObject]
* Below are [LootState]s off of 3.3.5a
*
* <pre>
* enum LootState
* {
* GO_NOT_READY = 0,
* GO_READY, // can be ready but despawned, and then not possible activate until spawn
* GO_ACTIVATED,
* GO_JUST_DEACTIVATED
* };
* </pre>
*
* @return [LootState] lootState
*/
int GetLootState(Eluna* /*E*/, lua_State* L, GameObject* go)
{
Eluna::Push(L, go->getLootState());
return 1;
}
/**
* Returns the [Player] that can loot the [GameObject]
*
* @return [Player] player
*/
int GetLootRecipient(Eluna* /*E*/, lua_State* L, GameObject* go)
{
Eluna::Push(L, go->GetLootRecipient());
return 1;
}
/**
* Returns the [Group] that can loot the [GameObject]
*
* @return [Group] group
*/
int GetLootRecipientGroup(Eluna* /*E*/, lua_State* L, GameObject* go)
{
#ifdef TRINITY
Eluna::Push(L, go->GetLootRecipientGroup());
#else
Eluna::Push(L, go->GetGroupLootRecipient());
#endif
return 1;
}
/**
* Returns the guid of the [GameObject] that is used as the ID in the database
*
* @return uint32 dbguid
*/
int GetDBTableGUIDLow(Eluna* /*E*/, lua_State* L, GameObject* go)
{
#ifdef TRINITY
Eluna::Push(L, go->GetSpawnId());
#else
// on mangos based this is same as lowguid
Eluna::Push(L, go->GetGUIDLow());
#endif
return 1;
}
/**
* Sets the state of a [GameObject]
*
* <pre>
* enum GOState
* {
* GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
* GO_STATE_READY = 1, // show in world as ready (closed door close)
* GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
* };
* </pre>
*
* @param [GOState] state : all available go states can be seen above
*/
int SetGoState(Eluna* /*E*/, lua_State* L, GameObject* go)
{
uint32 state = Eluna::CHECKVAL<uint32>(L, 2, 0);
if (state == 0)
go->SetGoState(GO_STATE_ACTIVE);
else if (state == 1)
go->SetGoState(GO_STATE_READY);
else if (state == 2)
go->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
return 0;
}
/**
* Sets the [LootState] of a [GameObject]
* Below are [LootState]s off of 3.3.5a
*
* <pre>
* enum LootState
* {
* GO_NOT_READY = 0,
* GO_READY, // can be ready but despawned, and then not possible activate until spawn
* GO_ACTIVATED,
* GO_JUST_DEACTIVATED
* };
* </pre>
*
* @param [LootState] state : all available loot states can be seen above
*/
int SetLootState(Eluna* /*E*/, lua_State* L, GameObject* go)
{
uint32 state = Eluna::CHECKVAL<uint32>(L, 2, 0);
if (state == 0)
go->SetLootState(GO_NOT_READY);
else if (state == 1)
go->SetLootState(GO_READY);
else if (state == 2)
go->SetLootState(GO_ACTIVATED);
else if (state == 3)
go->SetLootState(GO_JUST_DEACTIVATED);
return 0;
}
/**
* Saves [GameObject] to the database
*
*/
int SaveToDB(Eluna* /*E*/, lua_State* /*L*/, GameObject* go)
{
go->SaveToDB();
return 0;
}
/**
* Removes [GameObject] from the world
*
* The object is no longer reachable after this and it is not respawned.
*
* @param bool deleteFromDB : if true, it will delete the [GameObject] from the database
*/
int RemoveFromWorld(Eluna* /*E*/, lua_State* L, GameObject* go)
{
bool deldb = Eluna::CHECKVAL<bool>(L, 2, false);
// cs_gobject.cpp copy paste
#ifdef TRINITY
ObjectGuid ownerGuid = go->GetOwnerGUID();
#else
ObjectGuid ownerGuid = go->GetOwnerGuid();
#endif
if (ownerGuid)
{
Unit* owner = ObjectAccessor::GetUnit(*go, ownerGuid);
if (!owner || !ownerGuid.IsPlayer())
return 0;
owner->RemoveGameObject(go, false);
}
go->SetRespawnTime(0);
go->Delete();
if (deldb)
go->DeleteFromDB();
Eluna::CHECKOBJ<ElunaObject>(L, 1)->Invalidate();
return 0;
}
/**
* Activates a door or a button/lever
*
* @param uint32 delay = 0 : cooldown time in seconds to restore the [GameObject] back to normal. 0 for infinite duration
*/
int UseDoorOrButton(Eluna* /*E*/, lua_State* L, GameObject* go)
{
uint32 delay = Eluna::CHECKVAL<uint32>(L, 2, 0);
go->UseDoorOrButton(delay);
return 0;
}
/**
* Despawns a [GameObject]
*
* The gameobject may be automatically respawned by the core
*/
int Despawn(Eluna* /*E*/, lua_State* L, GameObject* go)
{
go->SetLootState(GO_JUST_DEACTIVATED);
return 0;
}
/**
* Respawns a [GameObject]
*/
int Respawn(Eluna* /*E*/, lua_State* L, GameObject* go)
{
go->Respawn();
return 0;
}
/**
* Sets the respawn or despawn time for the gameobject.
*
* Respawn time is also used as despawn time depending on gameobject settings
*
* @param int32 delay = 0 : cooldown time in seconds to respawn or despawn the object. 0 means never
*/
int SetRespawnTime(Eluna* /*E*/, lua_State* L, GameObject* go)
{
int32 respawn = Eluna::CHECKVAL<int32>(L, 2);
go->SetRespawnTime(respawn);
return 0;
}
};
#endif