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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 GLOBALMETHODS_H
#define GLOBALMETHODS_H
#include "BindingMap.h"
/***
* These functions can be used anywhere at any time, including at start-up.
*/
namespace LuaGlobalFunctions
{
/**
* Returns Lua engine's name.
*
* Always returns "ElunaEngine" on Eluna.
*
* @return string engineName
*/
int GetLuaEngine(Eluna* /*E*/, lua_State* L)
{
Eluna::Push(L, "ElunaEngine");
return 1;
}
/**
* Returns emulator's name.
*
* The result will be either `MaNGOS`, `cMaNGOS`, or `TrinityCore`.
*
* @return string coreName
*/
int GetCoreName(Eluna* /*E*/, lua_State* L)
{
Eluna::Push(L, CORE_NAME);
return 1;
}
/**
* Returns emulator version
*
* - For TrinityCore returns the date of the last revision, e.g. `2015-08-26 22:53:12 +0300`
* - For cMaNGOS returns the date and time of the last revision, e.g. `2015-09-06 13:18:50`
* - for MaNGOS returns the version number as string, e.g. `21000`
*
* @return string version
*/
int GetCoreVersion(Eluna* /*E*/, lua_State* L)
{
Eluna::Push(L, CORE_VERSION);
return 1;
}
/**
* Returns emulator's supported expansion.
*
* Expansion is 0 for pre-TBC, 1 for TBC, 2 for WotLK, and 3 for Cataclysm.
*
* @return int32 expansion
*/
int GetCoreExpansion(Eluna* /*E*/, lua_State* L)
{
#ifdef CLASSIC
Eluna::Push(L, 0);
#elif defined(TBC)
Eluna::Push(L, 1);
#elif defined(WOTLK)
Eluna::Push(L, 2);
#elif defined(CATA)
Eluna::Push(L, 3);
#endif
return 1;
}
/**
* Returns [Quest] template
*
* @param uint32 questId : [Quest] entry ID
* @return [Quest] quest
*/
int GetQuest(Eluna* /*E*/, lua_State* L)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 1);
Eluna::Push(L, eObjectMgr->GetQuestTemplate(questId));
return 1;
}
/**
* Finds and Returns [Player] by guid if found
*
* @param uint64 guid : guid of the [Player], you can get it with [Object:GetGUID]
* @return [Player] player
*/
int GetPlayerByGUID(Eluna* /*E*/, lua_State* L)
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 1);
Eluna::Push(L, eObjectAccessor()FindPlayer(ObjectGuid(guid)));
return 1;
}
/**
* Finds and Returns [Player] by name if found
*
* @param string name : name of the [Player]
* @return [Player] player
*/
int GetPlayerByName(Eluna* /*E*/, lua_State* L)
{
const char* name = Eluna::CHECKVAL<const char*>(L, 1);
Eluna::Push(L, eObjectAccessor()FindPlayerByName(name));
return 1;
}
/**
* Returns game time in seconds
*
* @return uint32 time
*/
int GetGameTime(Eluna* /*E*/, lua_State* L)
{
Eluna::Push(L, eWorld->GetGameTime());
return 1;
}
/**
* Returns a table with all the current [Player]s in the world
*
* enum TeamId
* {
* TEAM_ALLIANCE = 0,
* TEAM_HORDE = 1,
* TEAM_NEUTRAL = 2
* };
*
* @param [TeamId] team = TEAM_NEUTRAL : optional check team of the [Player], Alliance, Horde or Neutral (All)
* @param bool onlyGM = false : optional check if GM only
* @return table worldPlayers
*/
int GetPlayersInWorld(Eluna* /*E*/, lua_State* L)
{
uint32 team = Eluna::CHECKVAL<uint32>(L, 1, TEAM_NEUTRAL);
bool onlyGM = Eluna::CHECKVAL<bool>(L, 2, false);
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
{
#ifdef TRINITY
boost::shared_lock<boost::shared_mutex> lock(*HashMapHolder<Player>::GetLock());
#else
#ifdef MANGOS
ACE_READ_GUARD_RETURN(HashMapHolder<Player>::LockType, g, HashMapHolder<Player>::GetLock(), 0)
#else
HashMapHolder<Player>::ReadGuard g(HashMapHolder<Player>::GetLock());
#endif
#endif
const HashMapHolder<Player>::MapType& m = eObjectAccessor()GetPlayers();
for (HashMapHolder<Player>::MapType::const_iterator it = m.begin(); it != m.end(); ++it)
{
if (Player* player = it->second)
{
#ifndef TRINITY
if ((team == TEAM_NEUTRAL || player->GetTeamId() == team) && (!onlyGM || player->isGameMaster()))
#else
if ((team == TEAM_NEUTRAL || player->GetTeamId() == team) && (!onlyGM || player->IsGameMaster()))
#endif
{
++i;
Eluna::Push(L, i);
Eluna::Push(L, player);
lua_settable(L, tbl);
}
}
}
}
lua_settop(L, tbl); // push table to top of stack
return 1;
}
/**
* Returns a table with all the current [Player]s in a map
*
* enum TeamId
* {
* TEAM_ALLIANCE = 0,
* TEAM_HORDE = 1,
* TEAM_NEUTRAL = 2
* };
*
* @param uint32 mapId : the [Map] entry ID
* @param uint32 instanceId : the instance ID to search in the map
* @param [TeamId] team : optional check team of the [Player], Alliance, Horde or Neutral (All)
* @return table mapPlayers
*/
int GetPlayersInMap(Eluna* /*E*/, lua_State* L)
{
uint32 mapID = Eluna::CHECKVAL<uint32>(L, 1);
uint32 instanceID = Eluna::CHECKVAL<uint32>(L, 2, 0);
uint32 team = Eluna::CHECKVAL<uint32>(L, 3, TEAM_NEUTRAL);
lua_newtable(L);
Map* map = eMapMgr->FindMap(mapID, instanceID);
if (!map)
return 1;
int tbl = lua_gettop(L);
uint32 i = 0;
Map::PlayerList const& players = map->GetPlayers();
for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
{
#ifndef TRINITY
Player* player = itr->getSource();
#else
Player* player = itr->GetSource();
#endif
if (!player)
continue;
if (player->GetSession() && (team >= TEAM_NEUTRAL || player->GetTeamId() == team))
{
++i;
Eluna::Push(L, i);
Eluna::Push(L, player);
lua_settable(L, tbl);
}
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns a [Guild] by name.
*
* @param string name
* @return [Guild] guild : the Guild, or `nil` if it doesn't exist
*/
int GetGuildByName(Eluna* /*E*/, lua_State* L)
{
const char* name = Eluna::CHECKVAL<const char*>(L, 1);
Eluna::Push(L, eGuildMgr->GetGuildByName(name));
return 1;
}
/**
* Returns a [Map] by ID.
*
* @param uint32 mapId : see [Map.dbc](https://github.com/cmangos/issues/wiki/Map.dbc)
* @param uint32 instanceId = 0 : required if the map is an instance, otherwise don't pass anything
* @return [Map] map : the Map, or `nil` if it doesn't exist
*/
int GetMapById(Eluna* /*E*/, lua_State* L)
{
uint32 mapid = Eluna::CHECKVAL<uint32>(L, 1);
uint32 instance = Eluna::CHECKVAL<uint32>(L, 2, 0);
Eluna::Push(L, eMapMgr->FindMap(mapid, instance));
return 1;
}
/**
* Returns [Guild] by the leader's GUID
*
* @param uint64 guid : the guid of a [Guild] leader
* @return [Guild] guild, or `nil` if it doesn't exist
*/
int GetGuildByLeaderGUID(Eluna* /*E*/, lua_State* L)
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 1);
Eluna::Push(L, eGuildMgr->GetGuildByLeader(ObjectGuid(guid)));
return 1;
}
/**
* Returns the amount of [Player]s in the world.
*
* @return uint32 count
*/
int GetPlayerCount(Eluna* /*E*/, lua_State* L)
{
Eluna::Push(L, eWorld->GetActiveSessionCount());
return 1;
}
/**
* Builds a [Player]'s GUID
*
* [Player] GUID consist of low GUID and type ID
*
* [Player] and [Creature] for example can have the same low GUID but not GUID.
*
* @param uint32 lowguid : low GUID of the [Player]
* @return uint64 guid
*/
int GetPlayerGUID(Eluna* /*E*/, lua_State* L)
{
uint32 lowguid = Eluna::CHECKVAL<uint32>(L, 1);
Eluna::Push(L, MAKE_NEW_GUID(lowguid, 0, HIGHGUID_PLAYER));
return 1;
}
/**
* Builds an [Item]'s GUID.
*
* [Item] GUID consist of low GUID and type ID
* [Player] and [Item] for example can have the same low GUID but not GUID.
*
* @param uint32 lowguid : low GUID of the [Item]
* @return uint64 guid
*/
int GetItemGUID(Eluna* /*E*/, lua_State* L)
{
uint32 lowguid = Eluna::CHECKVAL<uint32>(L, 1);
Eluna::Push(L, MAKE_NEW_GUID(lowguid, 0, HIGHGUID_ITEM));
return 1;
}
/**
* Builds a [GameObject]'s GUID.
*
* A GameObject's GUID consist of entry ID, low GUID and type ID
*
* A [Player] and GameObject for example can have the same low GUID but not GUID.
*
* @param uint32 lowguid : low GUID of the [GameObject]
* @param uint32 entry : entry ID of the [GameObject]
* @return uint64 guid
*/
int GetObjectGUID(Eluna* /*E*/, lua_State* L)
{
uint32 lowguid = Eluna::CHECKVAL<uint32>(L, 1);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, MAKE_NEW_GUID(lowguid, entry, HIGHGUID_GAMEOBJECT));
return 1;
}
/**
* Builds a [Creature]'s GUID.
*
* [Creature] GUID consist of entry ID, low GUID and type ID
*
* [Player] and [Creature] for example can have the same low GUID but not GUID.
*
* @param uint32 lowguid : low GUID of the [Creature]
* @param uint32 entry : entry ID of the [Creature]
* @return uint64 guid
*/
int GetUnitGUID(Eluna* /*E*/, lua_State* L)
{
uint32 lowguid = Eluna::CHECKVAL<uint32>(L, 1);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, MAKE_NEW_GUID(lowguid, entry, HIGHGUID_UNIT));
return 1;
}
/**
* Returns the low GUID from a GUID.
*
* A GUID consists of a low GUID, type ID, and possibly an entry ID depending on the type ID.
*
* Low GUID is an ID to distinct the objects of the same type.
*
* [Player] and [Creature] for example can have the same low GUID but not GUID.
*
* On TrinityCore all low GUIDs are different for all objects of the same type.
* For example creatures in instances are assigned new GUIDs when the Map is created.
*
* On MaNGOS and cMaNGOS low GUIDs are unique only on the same map.
* For example creatures in instances use the same low GUID assigned for that spawn in the database.
* This is why to identify a creature you have to know the instanceId and low GUID. See [Map:GetIntstanceId]
*
* @param uint64 guid : GUID of an [Object]
* @return uint32 lowguid : low GUID of the [Object]
*/
int GetGUIDLow(Eluna* /*E*/, lua_State* L)
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 1);
Eluna::Push(L, GUID_LOPART(guid));
return 1;
}
/**
* Returns an chat link for an [Item].
*
* enum LocaleConstant
* {
* LOCALE_enUS = 0,
* LOCALE_koKR = 1,
* LOCALE_frFR = 2,
* LOCALE_deDE = 3,
* LOCALE_zhCN = 4,
* LOCALE_zhTW = 5,
* LOCALE_esES = 6,
* LOCALE_esMX = 7,
* LOCALE_ruRU = 8
* };
*
* @param uint32 entry : entry ID of an [Item]
* @param [LocaleConstant] locale = DEFAULT_LOCALE : locale to return the [Item] name in
* @return string itemLink
*/
int GetItemLink(Eluna* /*E*/, lua_State* L)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint8 locale = Eluna::CHECKVAL<uint8>(L, 2, DEFAULT_LOCALE);
if (locale >= TOTAL_LOCALES)
return luaL_argerror(L, 2, "valid LocaleConstant expected");
const ItemTemplate* temp = eObjectMgr->GetItemTemplate(entry);
if (!temp)
return luaL_argerror(L, 1, "valid ItemEntry expected");
std::string name = temp->Name1;
if (ItemLocale const* il = eObjectMgr->GetItemLocale(entry))
ObjectMgr::GetLocaleString(il->Name, locale, name);
std::ostringstream oss;
oss << "|c" << std::hex << ItemQualityColors[temp->Quality] << std::dec <<
"|Hitem:" << entry << ":0:" <<
#ifndef CLASSIC
"0:0:0:0:" <<
#endif
"0:0:0:0|h[" << name << "]|h|r";
Eluna::Push(L, oss.str());
return 1;
}
/**
* Returns the type ID from a GUID.
*
* Type ID is different for each type ([Player], [Creature], [GameObject], etc.).
*
* GUID consist of entry ID, low GUID, and type ID.
*
* @param uint64 guid : GUID of an [Object]
* @return int32 typeId : type ID of the [Object]
*/
int GetGUIDType(Eluna* /*E*/, lua_State* L)
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 1);
Eluna::Push(L, static_cast<int>(GUID_HIPART(guid)));
return 1;
}
/**
* Returns the entry ID from a GUID.
*
* GUID consist of entry ID, low GUID, and type ID.
*
* @param uint64 guid : GUID of an [Creature] or [GameObject]
* @return uint32 entry : entry ID, or `0` if `guid` is not a [Creature] or [GameObject]
*/
int GetGUIDEntry(Eluna* /*E*/, lua_State* L)
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 1);
Eluna::Push(L, GUID_ENPART(guid));
return 1;
}
/**
* Returns the area or zone's name.
*
* enum LocaleConstant
* {
* LOCALE_enUS = 0,
* LOCALE_koKR = 1,
* LOCALE_frFR = 2,
* LOCALE_deDE = 3,
* LOCALE_zhCN = 4,
* LOCALE_zhTW = 5,
* LOCALE_esES = 6,
* LOCALE_esMX = 7,
* LOCALE_ruRU = 8
* };
*
* @param uint32 areaOrZoneId : area ID or zone ID
* @param [LocaleConstant] locale = DEFAULT_LOCALE : locale to return the name in
* @return string areaOrZoneName
*/
int GetAreaName(Eluna* /*E*/, lua_State* L)
{
uint32 areaOrZoneId = Eluna::CHECKVAL<uint32>(L, 1);
uint8 locale = Eluna::CHECKVAL<uint8>(L, 2, DEFAULT_LOCALE);
if (locale >= TOTAL_LOCALES)
return luaL_argerror(L, 2, "valid LocaleConstant expected");
#ifdef TRINITY
AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(areaOrZoneId);
#else
AreaTableEntry const* areaEntry = GetAreaEntryByAreaID(areaOrZoneId);
#endif
if (!areaEntry)
return luaL_argerror(L, 1, "valid Area or Zone ID expected");
Eluna::Push(L, areaEntry->area_name[locale]);
return 1;
}
static int RegisterEntryHelper(Eluna* E, lua_State* L, int regtype)
{
uint32 id = Eluna::CHECKVAL<uint32>(L, 1);
uint32 ev = Eluna::CHECKVAL<uint32>(L, 2);
luaL_checktype(L, 3, LUA_TFUNCTION);
uint32 shots = Eluna::CHECKVAL<uint32>(L, 4, 0);
lua_pushvalue(L, 3);
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef >= 0)
return E->Register(L, regtype, id, 0, 0, ev, functionRef, shots);
else
luaL_argerror(L, 3, "unable to make a ref to function");
return 0;
}
static int RegisterEventHelper(Eluna* E, lua_State* L, int regtype)
{
uint32 ev = Eluna::CHECKVAL<uint32>(L, 1);
luaL_checktype(L, 2, LUA_TFUNCTION);
uint32 shots = Eluna::CHECKVAL<uint32>(L, 3, 0);
lua_pushvalue(L, 2);
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef >= 0)
return E->Register(L, regtype, 0, 0, 0, ev, functionRef, shots);
else
luaL_argerror(L, 2, "unable to make a ref to function");
return 0;
}
static int RegisterUniqueHelper(Eluna* E, lua_State* L, int regtype)
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 1);
uint32 instanceId = Eluna::CHECKVAL<uint32>(L, 2);
uint32 ev = Eluna::CHECKVAL<uint32>(L, 3);
luaL_checktype(L, 4, LUA_TFUNCTION);
uint32 shots = Eluna::CHECKVAL<uint32>(L, 5, 0);
lua_pushvalue(L, 4);
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef >= 0)
return E->Register(L, regtype, 0, guid, instanceId, ev, functionRef, shots);
else
luaL_argerror(L, 4, "unable to make a ref to function");
return 0;
}
/**
* Registers a server event handler.
*
* enum ServerEvents
* {
* // Server
* SERVER_EVENT_ON_NETWORK_START = 1, // Not Implemented
* SERVER_EVENT_ON_NETWORK_STOP = 2, // Not Implemented
* SERVER_EVENT_ON_SOCKET_OPEN = 3, // Not Implemented
* SERVER_EVENT_ON_SOCKET_CLOSE = 4, // Not Implemented
* SERVER_EVENT_ON_PACKET_RECEIVE = 5, // (event, packet, player) - Player only if accessible. Can return false or a new packet
* SERVER_EVENT_ON_PACKET_RECEIVE_UNKNOWN = 6, // Not Implemented
* SERVER_EVENT_ON_PACKET_SEND = 7, // (event, packet, player) - Player only if accessible. Can return false or a new packet
*
* // World
* WORLD_EVENT_ON_OPEN_STATE_CHANGE = 8, // (event, open) - Needs core support on Mangos
* WORLD_EVENT_ON_CONFIG_LOAD = 9, // (event, reload)
* // UNUSED = 10,
* WORLD_EVENT_ON_SHUTDOWN_INIT = 11, // (event, code, mask)
* WORLD_EVENT_ON_SHUTDOWN_CANCEL = 12, // (event)
* WORLD_EVENT_ON_UPDATE = 13, // (event, diff)
* WORLD_EVENT_ON_STARTUP = 14, // (event)
* WORLD_EVENT_ON_SHUTDOWN = 15, // (event)
*
* // Eluna
* ELUNA_EVENT_ON_LUA_STATE_CLOSE = 16, // (event) - triggers just before shutting down eluna (on shutdown and restart)
* ELUNA_EVENT_ON_LUA_STATE_OPEN = 33, // (event) - triggers after all scripts are loaded
*
* // Map
* MAP_EVENT_ON_CREATE = 17, // (event, map)
* MAP_EVENT_ON_DESTROY = 18, // (event, map)
* MAP_EVENT_ON_GRID_LOAD = 19, // Not Implemented
* MAP_EVENT_ON_GRID_UNLOAD = 20, // Not Implemented
* MAP_EVENT_ON_PLAYER_ENTER = 21, // (event, map, player)
* MAP_EVENT_ON_PLAYER_LEAVE = 22, // (event, map, player)
* MAP_EVENT_ON_UPDATE = 23, // (event, map, diff)
*
* // Area trigger
* TRIGGER_EVENT_ON_TRIGGER = 24, // (event, player, triggerId)
*
* // Weather
* WEATHER_EVENT_ON_CHANGE = 25, // (event, weather, state, grade)
*
* // Auction house
* AUCTION_EVENT_ON_ADD = 26, // (event, AHObject)
* AUCTION_EVENT_ON_REMOVE = 27, // (event, AHObject)
* AUCTION_EVENT_ON_SUCCESSFUL = 28, // (event, AHObject) // Not Implemented
* AUCTION_EVENT_ON_EXPIRE = 29, // (event, AHObject) // Not Implemented
*
* // AddOns
* ADDON_EVENT_ON_MESSAGE = 30, // (event, sender, type, prefix, msg, target) - target can be nil/whisper_target/guild/group/channel
*
* WORLD_EVENT_ON_DELETE_CREATURE = 31, // (event, creature)
* WORLD_EVENT_ON_DELETE_GAMEOBJECT = 32, // (event, gameobject)
*
* SERVER_EVENT_COUNT
* };
*
* @proto cancel = (event, function)
* @proto cancel = (event, function, shots)
*
* @param uint32 event : server event ID, refer to ServerEvents above
* @param function function : function that will be called when the event occurs
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterServerEvent(Eluna* E, lua_State* L)
{
return RegisterEventHelper(E, L, Hooks::REGTYPE_SERVER);
}
/**
* Registers a [Player] event handler.
*
* <pre>
* enum PlayerEvents
* {
* PLAYER_EVENT_ON_CHARACTER_CREATE = 1, // (event, player)
* PLAYER_EVENT_ON_CHARACTER_DELETE = 2, // (event, guid)
* PLAYER_EVENT_ON_LOGIN = 3, // (event, player)
* PLAYER_EVENT_ON_LOGOUT = 4, // (event, player)
* PLAYER_EVENT_ON_SPELL_CAST = 5, // (event, player, spell, skipCheck)
* PLAYER_EVENT_ON_KILL_PLAYER = 6, // (event, killer, killed)
* PLAYER_EVENT_ON_KILL_CREATURE = 7, // (event, killer, killed)
* PLAYER_EVENT_ON_KILLED_BY_CREATURE = 8, // (event, killer, killed)
* PLAYER_EVENT_ON_DUEL_REQUEST = 9, // (event, target, challenger)
* PLAYER_EVENT_ON_DUEL_START = 10, // (event, player1, player2)
* PLAYER_EVENT_ON_DUEL_END = 11, // (event, winner, loser, type)
* PLAYER_EVENT_ON_GIVE_XP = 12, // (event, player, amount, victim) - Can return new XP amount
* PLAYER_EVENT_ON_LEVEL_CHANGE = 13, // (event, player, oldLevel)
* PLAYER_EVENT_ON_MONEY_CHANGE = 14, // (event, player, amount)
* PLAYER_EVENT_ON_REPUTATION_CHANGE = 15, // (event, player, factionId, standing, incremental) - Can return new standing
* PLAYER_EVENT_ON_TALENTS_CHANGE = 16, // (event, player, points)
* PLAYER_EVENT_ON_TALENTS_RESET = 17, // (event, player, noCost)
* PLAYER_EVENT_ON_CHAT = 18, // (event, player, msg, Type, lang) - Can return false or new msg
* PLAYER_EVENT_ON_WHISPER = 19, // (event, player, msg, Type, lang, receiver) - Can return false or new msg
* PLAYER_EVENT_ON_GROUP_CHAT = 20, // (event, player, msg, Type, lang, group) - Can return false or new msg
* PLAYER_EVENT_ON_GUILD_CHAT = 21, // (event, player, msg, Type, lang, guild) - Can return false or new msg
* PLAYER_EVENT_ON_CHANNEL_CHAT = 22, // (event, player, msg, Type, lang, channel) - Can return false or new msg
* PLAYER_EVENT_ON_EMOTE = 23, // (event, player, emote) - Not triggered on any known emote
* PLAYER_EVENT_ON_TEXT_EMOTE = 24, // (event, player, textEmote, emoteNum, guid)
* PLAYER_EVENT_ON_SAVE = 25, // (event, player)
* PLAYER_EVENT_ON_BIND_TO_INSTANCE = 26, // (event, player, difficulty, mapid, permanent)
* PLAYER_EVENT_ON_UPDATE_ZONE = 27, // (event, player, newZone, newArea)
* PLAYER_EVENT_ON_MAP_CHANGE = 28, // (event, player)
*
* // Custom
* PLAYER_EVENT_ON_EQUIP = 29, // (event, player, item, bag, slot)
* PLAYER_EVENT_ON_FIRST_LOGIN = 30, // (event, player)
* PLAYER_EVENT_ON_CAN_USE_ITEM = 31, // (event, player, itemEntry)
* PLAYER_EVENT_ON_LOOT_ITEM = 32, // (event, player, item, count)
* PLAYER_EVENT_ON_ENTER_COMBAT = 33, // (event, player, enemy)
* PLAYER_EVENT_ON_LEAVE_COMBAT = 34, // (event, player)
* PLAYER_EVENT_ON_REPOP = 35, // (event, player)
* PLAYER_EVENT_ON_RESURRECT = 36, // (event, player)
* PLAYER_EVENT_ON_LOOT_MONEY = 37, // (event, player, amount)
* PLAYER_EVENT_ON_QUEST_ABANDON = 38, // (event, player, questId)
* // UNUSED = 39, // (event, player)
* // UNUSED = 40, // (event, player)
* // UNUSED = 41, // (event, player)
* PLAYER_EVENT_ON_COMMAND = 42, // (event, player, command) - player is nil if command used from console. Can return false
*
* PLAYER_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (event, function)
* @proto cancel = (event, function, shots)
*
* @param uint32 event : [Player] event Id, refer to PlayerEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterPlayerEvent(Eluna* E, lua_State* L)
{
return RegisterEventHelper(E, L, Hooks::REGTYPE_PLAYER);
}
/**
* Registers a [Guild] event handler.
*
* <pre>
* enum GuildEvents
* {
* // Guild
* GUILD_EVENT_ON_ADD_MEMBER = 1, // (event, guild, player, rank)
* GUILD_EVENT_ON_REMOVE_MEMBER = 2, // (event, guild, isDisbanding)
* GUILD_EVENT_ON_MOTD_CHANGE = 3, // (event, guild, newMotd)
* GUILD_EVENT_ON_INFO_CHANGE = 4, // (event, guild, newInfo)
* GUILD_EVENT_ON_CREATE = 5, // (event, guild, leader, name) // Not on TC
* GUILD_EVENT_ON_DISBAND = 6, // (event, guild)
* GUILD_EVENT_ON_MONEY_WITHDRAW = 7, // (event, guild, player, amount, isRepair)
* GUILD_EVENT_ON_MONEY_DEPOSIT = 8, // (event, guild, player, amount)
* GUILD_EVENT_ON_ITEM_MOVE = 9, // (event, guild, player, item, isSrcBank, srcContainer, srcSlotId, isDestBank, destContainer, destSlotId) // TODO
* GUILD_EVENT_ON_EVENT = 10, // (event, guild, eventType, plrGUIDLow1, plrGUIDLow2, newRank) // TODO
* GUILD_EVENT_ON_BANK_EVENT = 11, // (event, guild, eventType, tabId, playerGUIDLow, itemOrMoney, itemStackCount, destTabId)
*
* GUILD_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (event, function)
* @proto cancel = (event, function, shots)
*
* @param uint32 event : [Guild] event Id, refer to GuildEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterGuildEvent(Eluna* E, lua_State* L)
{
return RegisterEventHelper(E, L, Hooks::REGTYPE_GUILD);
}
/**
* Registers a [Group] event handler.
*
* <pre>
* enum GroupEvents
* {
* // Group
* GROUP_EVENT_ON_MEMBER_ADD = 1, // (event, group, guid)
* GROUP_EVENT_ON_MEMBER_INVITE = 2, // (event, group, guid)
* GROUP_EVENT_ON_MEMBER_REMOVE = 3, // (event, group, guid, method, kicker, reason)
* GROUP_EVENT_ON_LEADER_CHANGE = 4, // (event, group, newLeaderGuid, oldLeaderGuid)
* GROUP_EVENT_ON_DISBAND = 5, // (event, group)
* GROUP_EVENT_ON_CREATE = 6, // (event, group, leaderGuid, groupType)
*
* GROUP_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (event, function)
* @proto cancel = (event, function, shots)
*
* @param uint32 event : [Group] event Id, refer to GroupEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterGroupEvent(Eluna* E, lua_State* L)
{
return RegisterEventHelper(E, L, Hooks::REGTYPE_GROUP);
}
/**
* Registers a [BattleGround] event handler.
*
* <pre>
* enum BGEvents
* {
* BG_EVENT_ON_START = 1, // (event, bg, bgId, instanceId) - Needs to be added to TC
* BG_EVENT_ON_END = 2, // (event, bg, bgId, instanceId, winner) - Needs to be added to TC
* BG_EVENT_ON_CREATE = 3, // (event, bg, bgId, instanceId) - Needs to be added to TC
* BG_EVENT_ON_PRE_DESTROY = 4, // (event, bg, bgId, instanceId) - Needs to be added to TC
* BG_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (event, function)
* @proto cancel = (event, function, shots)
*
* @param uint32 event : [BattleGround] event Id, refer to BGEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterBGEvent(Eluna* E, lua_State* L)
{
return RegisterEventHelper(E, L, Hooks::REGTYPE_BG);
}
/**
* Registers a [WorldPacket] event handler.
*
* <pre>
* enum PacketEvents
* {
* PACKET_EVENT_ON_PACKET_RECEIVE = 5,
* PACKET_EVENT_ON_PACKET_RECEIVE_UNKNOWN = 6,
* PACKET_EVENT_ON_PACKET_SEND = 7,
*
* PACKET_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (entry, event, function)
* @proto cancel = (entry, event, function, shots)
*
* @param uint32 entry : opcode
* @param uint32 event : packet event Id, refer to PacketEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterPacketEvent(Eluna* E, lua_State* L)
{
return RegisterEntryHelper(E, L, Hooks::REGTYPE_PACKET);
}
/**
* Registers a [Creature] gossip event handler.
*
* <pre>
* enum GossipEvents
* {
* GOSSIP_EVENT_ON_HELLO = 1, // (event, player, object) - Object is the Creature/GameObject/Item. For item gossip can return false to stop spell *casting.
* GOSSIP_EVENT_ON_SELECT = 2, // (event, player, object, sender, intid, code, menu_id) - Object is the Creature/GameObject/Item/Player, menu_id is *only for player gossip
* GOSSIP_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (entry, event, function)
* @proto cancel = (entry, event, function, shots)
*
* @param uint32 entry : [Creature] entry Id
* @param uint32 event : [Creature] gossip event Id, refer to GossipEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterCreatureGossipEvent(Eluna* E, lua_State* L)
{
return RegisterEntryHelper(E, L, Hooks::REGTYPE_CREATURE_GOSSIP);
}
/**
* Registers a [GameObject] gossip event handler.
*
* <pre>
* enum GossipEvents
* {
* GOSSIP_EVENT_ON_HELLO = 1, // (event, player, object) - Object is the Creature/GameObject/Item. For item gossip can return false to stop spell *casting.
* GOSSIP_EVENT_ON_SELECT = 2, // (event, player, object, sender, intid, code, menu_id) - Object is the Creature/GameObject/Item/Player, menu_id is *only for player gossip
* GOSSIP_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (entry, event, function)
* @proto cancel = (entry, event, function, shots)
*
* @param uint32 entry : [GameObject] entry Id
* @param uint32 event : [GameObject] gossip event Id, refer to GossipEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterGameObjectGossipEvent(Eluna* E, lua_State* L)
{
return RegisterEntryHelper(E, L, Hooks::REGTYPE_GAMEOBJECT_GOSSIP);
}
/**
* Registers an [Item] event handler.
*
* <pre>
* enum ItemEvents
* {
* ITEM_EVENT_ON_DUMMY_EFFECT = 1, // (event, caster, spellid, effindex, item)
* ITEM_EVENT_ON_USE = 2, // (event, player, item, target) - Can return false to stop the spell casting
* ITEM_EVENT_ON_QUEST_ACCEPT = 3, // (event, player, item, quest)
* ITEM_EVENT_ON_EXPIRE = 4, // (event, player, itemid)
* ITEM_EVENT_ON_REMOVE = 5, // (event, player, item)
* ITEM_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (entry, event, function)
* @proto cancel = (entry, event, function, shots)
*
* @param uint32 entry : [Item] entry Id
* @param uint32 event : [Item] event Id, refer to ItemEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterItemEvent(Eluna* E, lua_State* L)
{
return RegisterEntryHelper(E, L, Hooks::REGTYPE_ITEM);
}
/**
* Registers an [Item] gossip event handler.
*
* <pre>
* enum GossipEvents
* {
* GOSSIP_EVENT_ON_HELLO = 1, // (event, player, object) - Object is the Creature/GameObject/Item. For item gossip can return false to stop spell *casting.
* GOSSIP_EVENT_ON_SELECT = 2, // (event, player, object, sender, intid, code, menu_id) - Object is the Creature/GameObject/Item/Player, menu_id is *only for player gossip
* GOSSIP_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (entry, event, function)
* @proto cancel = (entry, event, function, shots)
*
* @param uint32 entry : [Item] entry Id
* @param uint32 event : [Item] gossip event Id, refer to GossipEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterItemGossipEvent(Eluna* E, lua_State* L)
{
return RegisterEntryHelper(E, L, Hooks::REGTYPE_ITEM_GOSSIP);
}
/**
* Registers a [Map] event handler for all instance of a [Map].
*
* <pre>
* enum InstanceEvents
* {
* INSTANCE_EVENT_ON_INITIALIZE = 1, // (event, instance_data, map)
* INSTANCE_EVENT_ON_LOAD = 2, // (event, instance_data, map)
* INSTANCE_EVENT_ON_UPDATE = 3, // (event, instance_data, map, diff)
* INSTANCE_EVENT_ON_PLAYER_ENTER = 4, // (event, instance_data, map, player)
* INSTANCE_EVENT_ON_CREATURE_CREATE = 5, // (event, instance_data, map, creature)
* INSTANCE_EVENT_ON_GAMEOBJECT_CREATE = 6, // (event, instance_data, map, go)
* INSTANCE_EVENT_ON_CHECK_ENCOUNTER_IN_PROGRESS = 7, // (event, instance_data, map)
* INSTANCE_EVENT_COUNT
* };
* </pre>
*
* @param uint32 map_id : ID of a [Map]
* @param uint32 event : [Map] event ID, refer to MapEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*/
int RegisterMapEvent(Eluna* E, lua_State* L)
{
return RegisterEntryHelper(E, L, Hooks::REGTYPE_MAP);
}
/**
* Registers a [Map] event handler for one instance of a [Map].
*
* <pre>
* enum InstanceEvents
* {
* INSTANCE_EVENT_ON_INITIALIZE = 1, // (event, instance_data, map)
* INSTANCE_EVENT_ON_LOAD = 2, // (event, instance_data, map)
* INSTANCE_EVENT_ON_UPDATE = 3, // (event, instance_data, map, diff)
* INSTANCE_EVENT_ON_PLAYER_ENTER = 4, // (event, instance_data, map, player)
* INSTANCE_EVENT_ON_CREATURE_CREATE = 5, // (event, instance_data, map, creature)
* INSTANCE_EVENT_ON_GAMEOBJECT_CREATE = 6, // (event, instance_data, map, go)
* INSTANCE_EVENT_ON_CHECK_ENCOUNTER_IN_PROGRESS = 7, // (event, instance_data, map)
* INSTANCE_EVENT_COUNT
* };
* </pre>
*
* @param uint32 instance_id : ID of an instance of a [Map]
* @param uint32 event : [Map] event ID, refer to MapEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*/
int RegisterInstanceEvent(Eluna* E, lua_State* L)
{
return RegisterEntryHelper(E, L, Hooks::REGTYPE_INSTANCE);
}
/**
* Registers a [Player] gossip event handler.
*
* Note that you can not use `GOSSIP_EVENT_ON_HELLO` with this hook. It does nothing since players dont have an "on hello".
*
* <pre>
* enum GossipEvents
* {
* GOSSIP_EVENT_ON_HELLO = 1, // (event, player, object) - Object is the Creature/GameObject/Item. For item gossip can return false to stop spell *casting.
* GOSSIP_EVENT_ON_SELECT = 2, // (event, player, object, sender, intid, code, menu_id) - Object is the Creature/GameObject/Item/Player, menu_id is *only for player gossip
* GOSSIP_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (menu_id, event, function)
* @proto cancel = (menu_id, event, function, shots)
*
* @param uint32 menu_id : [Player] gossip menu Id
* @param uint32 event : [Player] gossip event Id, refer to GossipEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterPlayerGossipEvent(Eluna* E, lua_State* L)
{
return RegisterEntryHelper(E, L, Hooks::REGTYPE_PLAYER_GOSSIP);
}
/**
* Registers a [Creature] event handler.
*
* <pre>
* enum CreatureEvents
* {
* CREATURE_EVENT_ON_ENTER_COMBAT = 1, // (event, creature, target)
* CREATURE_EVENT_ON_LEAVE_COMBAT = 2, // (event, creature)
* CREATURE_EVENT_ON_TARGET_DIED = 3, // (event, creature, victim)
* CREATURE_EVENT_ON_DIED = 4, // (event, creature, killer)
* CREATURE_EVENT_ON_SPAWN = 5, // (event, creature)
* CREATURE_EVENT_ON_REACH_WP = 6, // (event, creature, type, id)
* CREATURE_EVENT_ON_AIUPDATE = 7, // (event, creature, diff)
* CREATURE_EVENT_ON_RECEIVE_EMOTE = 8, // (event, creature, player, emoteid)
* CREATURE_EVENT_ON_DAMAGE_TAKEN = 9, // (event, creature, attacker, damage) - Can return new damage
* CREATURE_EVENT_ON_PRE_COMBAT = 10, // (event, creature, target)
* CREATURE_EVENT_ON_ATTACKED_AT = 11, // (event, creature, attacker)
* CREATURE_EVENT_ON_OWNER_ATTACKED = 12, // (event, creature, target) // Not on mangos
* CREATURE_EVENT_ON_OWNER_ATTACKED_AT = 13, // (event, creature, attacker) // Not on mangos
* CREATURE_EVENT_ON_HIT_BY_SPELL = 14, // (event, creature, caster, spellid)
* CREATURE_EVENT_ON_SPELL_HIT_TARGET = 15, // (event, creature, target, spellid)
* // UNUSED = 16, // (event, creature)
* // UNUSED = 17, // (event, creature)
* // UNUSED = 18, // (event, creature)
* CREATURE_EVENT_ON_JUST_SUMMONED_CREATURE = 19, // (event, creature, summon)
* CREATURE_EVENT_ON_SUMMONED_CREATURE_DESPAWN = 20, // (event, creature, summon)
* CREATURE_EVENT_ON_SUMMONED_CREATURE_DIED = 21, // (event, creature, summon, killer) // Not on mangos
* CREATURE_EVENT_ON_SUMMONED = 22, // (event, creature, summoner)
* CREATURE_EVENT_ON_RESET = 23, // (event, creature)
* CREATURE_EVENT_ON_REACH_HOME = 24, // (event, creature)
* // UNUSED = 25, // (event, creature)
* CREATURE_EVENT_ON_CORPSE_REMOVED = 26, // (event, creature, respawndelay) - Can return new respawndelay
* CREATURE_EVENT_ON_MOVE_IN_LOS = 27, // (event, creature, unit) - Does not actually check LOS. Just uses the sight range
* // UNUSED = 28, // (event, creature)
* // UNUSED = 29, // (event, creature)
* CREATURE_EVENT_ON_DUMMY_EFFECT = 30, // (event, caster, spellid, effindex, creature)
* CREATURE_EVENT_ON_QUEST_ACCEPT = 31, // (event, player, creature, quest)
* // UNUSED = 32, // (event, creature)
* // UNUSED = 33, // (event, creature)
* CREATURE_EVENT_ON_QUEST_REWARD = 34, // (event, player, creature, quest, opt)
* CREATURE_EVENT_ON_DIALOG_STATUS = 35, // (event, player, creature)
* CREATURE_EVENT_ON_ADD = 36, // (event, creature)
* CREATURE_EVENT_ON_REMOVE = 37, // (event, creature)
* CREATURE_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (entry, event, function)
* @proto cancel = (entry, event, function, shots)
*
* @param uint32 entry : the ID of one or more [Creature]s
* @param uint32 event : refer to CreatureEvents above
* @param function function : function that will be called when the event occurs
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterCreatureEvent(Eluna* E, lua_State* L)
{
return RegisterEntryHelper(E, L, Hooks::REGTYPE_CREATURE);
}
/**
* Registers a [Creature] event handler for a *single* [Creature].
*
* <pre>
* enum CreatureEvents
* {
* CREATURE_EVENT_ON_ENTER_COMBAT = 1, // (event, creature, target)
* CREATURE_EVENT_ON_LEAVE_COMBAT = 2, // (event, creature)
* CREATURE_EVENT_ON_TARGET_DIED = 3, // (event, creature, victim)
* CREATURE_EVENT_ON_DIED = 4, // (event, creature, killer)
* CREATURE_EVENT_ON_SPAWN = 5, // (event, creature)
* CREATURE_EVENT_ON_REACH_WP = 6, // (event, creature, type, id)
* CREATURE_EVENT_ON_AIUPDATE = 7, // (event, creature, diff)
* CREATURE_EVENT_ON_RECEIVE_EMOTE = 8, // (event, creature, player, emoteid)
* CREATURE_EVENT_ON_DAMAGE_TAKEN = 9, // (event, creature, attacker, damage) - Can return new damage
* CREATURE_EVENT_ON_PRE_COMBAT = 10, // (event, creature, target)
* CREATURE_EVENT_ON_ATTACKED_AT = 11, // (event, creature, attacker)
* CREATURE_EVENT_ON_OWNER_ATTACKED = 12, // (event, creature, target) // Not on mangos
* CREATURE_EVENT_ON_OWNER_ATTACKED_AT = 13, // (event, creature, attacker) // Not on mangos
* CREATURE_EVENT_ON_HIT_BY_SPELL = 14, // (event, creature, caster, spellid)
* CREATURE_EVENT_ON_SPELL_HIT_TARGET = 15, // (event, creature, target, spellid)
* // UNUSED = 16, // (event, creature)
* // UNUSED = 17, // (event, creature)
* // UNUSED = 18, // (event, creature)
* CREATURE_EVENT_ON_JUST_SUMMONED_CREATURE = 19, // (event, creature, summon)
* CREATURE_EVENT_ON_SUMMONED_CREATURE_DESPAWN = 20, // (event, creature, summon)
* CREATURE_EVENT_ON_SUMMONED_CREATURE_DIED = 21, // (event, creature, summon, killer) // Not on mangos
* CREATURE_EVENT_ON_SUMMONED = 22, // (event, creature, summoner)
* CREATURE_EVENT_ON_RESET = 23, // (event, creature)
* CREATURE_EVENT_ON_REACH_HOME = 24, // (event, creature)
* // UNUSED = 25, // (event, creature)
* CREATURE_EVENT_ON_CORPSE_REMOVED = 26, // (event, creature, respawndelay) - Can return new respawndelay
* CREATURE_EVENT_ON_MOVE_IN_LOS = 27, // (event, creature, unit) - Does not actually check LOS. Just uses the sight range
* // UNUSED = 28, // (event, creature)
* // UNUSED = 29, // (event, creature)
* CREATURE_EVENT_ON_DUMMY_EFFECT = 30, // (event, caster, spellid, effindex, creature)
* CREATURE_EVENT_ON_QUEST_ACCEPT = 31, // (event, player, creature, quest)
* // UNUSED = 32, // (event, creature)
* // UNUSED = 33, // (event, creature)
* CREATURE_EVENT_ON_QUEST_REWARD = 34, // (event, player, creature, quest, opt)
* CREATURE_EVENT_ON_DIALOG_STATUS = 35, // (event, player, creature)
* CREATURE_EVENT_ON_ADD = 36, // (event, creature)
* CREATURE_EVENT_ON_REMOVE = 37, // (event, creature)
* CREATURE_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (guid, instance_id, event, function)
* @proto cancel = (guid, instance_id, event, function, shots)
*
* @param uint64 guid : the GUID of a single [Creature]
* @param uint32 instance_id : the instance ID of a single [Creature]
* @param uint32 event : refer to CreatureEvents above
* @param function function : function that will be called when the event occurs
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterUniqueCreatureEvent(Eluna* E, lua_State* L)
{
return RegisterUniqueHelper(E, L, Hooks::REGTYPE_CREATURE);
}
/**
* Registers a [GameObject] event handler.
*
* <pre>
* enum GameObjectEvents
* {
* GAMEOBJECT_EVENT_ON_AIUPDATE = 1, // (event, go, diff)
* GAMEOBJECT_EVENT_ON_SPAWN = 2, // (event, go)
* GAMEOBJECT_EVENT_ON_DUMMY_EFFECT = 3, // (event, caster, spellid, effindex, go)
* GAMEOBJECT_EVENT_ON_QUEST_ACCEPT = 4, // (event, player, go, quest)
* GAMEOBJECT_EVENT_ON_QUEST_REWARD = 5, // (event, player, go, quest, opt)
* GAMEOBJECT_EVENT_ON_DIALOG_STATUS = 6, // (event, player, go)
* GAMEOBJECT_EVENT_ON_DESTROYED = 7, // (event, go, player)
* GAMEOBJECT_EVENT_ON_DAMAGED = 8, // (event, go, player)
* GAMEOBJECT_EVENT_ON_LOOT_STATE_CHANGE = 9, // (event, go, state)
* GAMEOBJECT_EVENT_ON_GO_STATE_CHANGED = 10, // (event, go, state)
* // UNUSED = 11, // (event, gameobject)
* GAMEOBJECT_EVENT_ON_ADD = 12, // (event, gameobject)
* GAMEOBJECT_EVENT_ON_REMOVE = 13, // (event, gameobject)
* GAMEOBJECT_EVENT_COUNT
* };
* </pre>
*
* @proto cancel = (entry, event, function)
* @proto cancel = (entry, event, function, shots)
*
* @param uint32 entry : [GameObject] entry Id
* @param uint32 event : [GameObject] event Id, refer to GameObjectEvents above
* @param function function : function to register
* @param uint32 shots = 0 : the number of times the function will be called, 0 means "always call this function"
*
* @return function cancel : a function that cancels the binding when called
*/
int RegisterGameObjectEvent(Eluna* E, lua_State* L)
{
return RegisterEntryHelper(E, L, Hooks::REGTYPE_GAMEOBJECT);
}
/**
* Reloads the Lua engine.
*/
int ReloadEluna(Eluna* /*E*/, lua_State* /*L*/)
{
Eluna::ReloadEluna();
return 0;
}
/**
* Sends a message to all [Player]s online.
*
* @param string message : message to send
*/
int SendWorldMessage(Eluna* /*E*/, lua_State* L)
{
const char* message = Eluna::CHECKVAL<const char*>(L, 1);
eWorld->SendServerMessage(SERVER_MSG_STRING, message);
return 0;
}
/**
* Executes a SQL query on the world database and returns an [ElunaQuery].
*
* The query is always executed synchronously
* (i.e. when this function returns the query has already been executed).
*
* @param string sql : query to execute
* @return [ElunaQuery] results
*/
int WorldDBQuery(Eluna* /*E*/, lua_State* L)
{
const char* query = Eluna::CHECKVAL<const char*>(L, 1);
#ifdef TRINITY
ElunaQuery result = WorldDatabase.Query(query);
if (result)
Eluna::Push(L, new ElunaQuery(result));
else
Eluna::Push(L);
#else
ElunaQuery* result = WorldDatabase.QueryNamed(query);
if (result)
Eluna::Push(L, result);
else
Eluna::Push(L);
#endif
return 1;
}
/**
* Executes a SQL query on the world database.
*
* The query may be executed *asynchronously* (at a later, unpredictable time).
* If you need to execute the query synchronously, use [Global:WorldDBQuery] instead.
*
* Any results produced are ignored.
* If you need results from the query, use [Global:WorldDBQuery] instead.
*
* @param string sql : query to execute
*/
int WorldDBExecute(Eluna* /*E*/, lua_State* L)
{
const char* query = Eluna::CHECKVAL<const char*>(L, 1);
WorldDatabase.Execute(query);
return 0;
}
/**
* Executes a SQL query on the character database and returns an [ElunaQuery].
*
* The query is always executed synchronously
* (i.e. when this function returns the query has already been executed).
*
* @param string sql : query to execute
* @return [ElunaQuery] results
*/
int CharDBQuery(Eluna* /*E*/, lua_State* L)
{
const char* query = Eluna::CHECKVAL<const char*>(L, 1);
#ifdef TRINITY
QueryResult result = CharacterDatabase.Query(query);
if (result)
Eluna::Push(L, new QueryResult(result));
else
Eluna::Push(L);
#else
QueryNamedResult* result = CharacterDatabase.QueryNamed(query);
if (result)
Eluna::Push(L, result);
else
Eluna::Push(L);
#endif
return 1;
}
/**
* Executes a SQL query on the character database.
*
* The query may be executed *asynchronously* (at a later, unpredictable time).
* If you need to execute the query synchronously, use [Global:WorldDBQuery] instead.
*
* Any results produced are ignored.
* If you need results from the query, use [Global:WorldDBQuery] instead.
*
* @param string sql : query to execute
*/
int CharDBExecute(Eluna* /*E*/, lua_State* L)
{
const char* query = Eluna::CHECKVAL<const char*>(L, 1);
CharacterDatabase.Execute(query);
return 0;
}
/**
* Executes a SQL query on the login database and returns an [ElunaQuery].
*
* The query is always executed synchronously
* (i.e. when this function returns the query has already been executed).
*
* @param string sql : query to execute
* @return [ElunaQuery] results
*/
int AuthDBQuery(Eluna* /*E*/, lua_State* L)
{
const char* query = Eluna::CHECKVAL<const char*>(L, 1);
#ifdef TRINITY
QueryResult result = LoginDatabase.Query(query);
if (result)
Eluna::Push(L, new QueryResult(result));
else
Eluna::Push(L);
#else
QueryNamedResult* result = LoginDatabase.QueryNamed(query);
if (result)
Eluna::Push(L, result);
else
Eluna::Push(L);
#endif
return 1;
}
/**
* Executes a SQL query on the login database.
*
* The query may be executed *asynchronously* (at a later, unpredictable time).
* If you need to execute the query synchronously, use [Global:WorldDBQuery] instead.
*
* Any results produced are ignored.
* If you need results from the query, use [Global:WorldDBQuery] instead.
*
* @param string sql : query to execute
*/
int AuthDBExecute(Eluna* /*E*/, lua_State* L)
{
const char* query = Eluna::CHECKVAL<const char*>(L, 1);
LoginDatabase.Execute(query);
return 0;
}
/**
* Registers a global timed event.
*
* When the passed function is called, the parameters `(eventId, delay, repeats)` are passed to it.
*
* Repeats will decrease on each call if the event does not repeat indefinitely
*
* @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 CreateLuaEvent(Eluna* E, lua_State* L)
{
luaL_checktype(L, 1, LUA_TFUNCTION);
uint32 delay = Eluna::CHECKVAL<uint32>(L, 2);
uint32 repeats = Eluna::CHECKVAL<uint32>(L, 3);
lua_pushvalue(L, 1);
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef != LUA_REFNIL && functionRef != LUA_NOREF)
{
E->eventMgr->globalProcessor->AddEvent(functionRef, delay, repeats);
Eluna::Push(L, functionRef);
}
return 1;
}
/**
* Removes a global timed event specified by ID.
*
* @param int eventId : event Id to remove
* @param bool all_Events = false : remove from all events, not just global
*/
int RemoveEventById(Eluna* E, lua_State* L)
{
int eventId = Eluna::CHECKVAL<int>(L, 1);
bool all_Events = Eluna::CHECKVAL<bool>(L, 1, false);
// not thread safe
if (all_Events)
E->eventMgr->SetState(eventId, LUAEVENT_STATE_ABORT);
else
E->eventMgr->globalProcessor->SetState(eventId, LUAEVENT_STATE_ABORT);
return 0;
}
/**
* Removes all global timed events.
*
* @param bool all_Events = false : remove all events, not just global
*/
int RemoveEvents(Eluna* E, lua_State* L)
{
bool all_Events = Eluna::CHECKVAL<bool>(L, 1, false);
// not thread safe
if (all_Events)
E->eventMgr->SetStates(LUAEVENT_STATE_ABORT);
else
E->eventMgr->globalProcessor->SetStates(LUAEVENT_STATE_ABORT);
return 0;
}
/**
* Performs an in-game spawn and returns the [Creature] or [GameObject] spawned.
*
* @param int32 spawnType : type of object to spawn, 1 = [Creature], 2 = [GameObject]
* @param uint32 entry : entry ID of the [Creature] or [GameObject]
* @param uint32 mapId : map ID to spawn the [Creature] or [GameObject] in
* @param uint32 instanceId : instance ID to put the [Creature] or [GameObject] in. Non instance is 0
* @param float x : x coordinate of the [Creature] or [GameObject]
* @param float y : y coordinate of the [Creature] or [GameObject]
* @param float z : z coordinate of the [Creature] or [GameObject]
* @param float o : o facing/orientation of the [Creature] or [GameObject]
* @param bool save = false : optional to save the [Creature] or [GameObject] to the database
* @param uint32 durorresptime = 0 : despawn time of the [Creature] if it's not saved or respawn time of [GameObject]
* @param uint32 phase = 1 : phase to put the [Creature] or [GameObject] in
* @return [WorldObject] worldObject : returns [Creature] or [GameObject]
*/
int PerformIngameSpawn(Eluna* /*E*/, lua_State* L)
{
int spawntype = Eluna::CHECKVAL<int>(L, 1);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
uint32 mapID = Eluna::CHECKVAL<uint32>(L, 3);
uint32 instanceID = Eluna::CHECKVAL<uint32>(L, 4);
float x = Eluna::CHECKVAL<float>(L, 5);
float y = Eluna::CHECKVAL<float>(L, 6);
float z = Eluna::CHECKVAL<float>(L, 7);
float o = Eluna::CHECKVAL<float>(L, 8);
bool save = Eluna::CHECKVAL<bool>(L, 9, false);
uint32 durorresptime = Eluna::CHECKVAL<uint32>(L, 10, 0);
#if (!defined(TBC) && !defined(CLASSIC))
uint32 phase = Eluna::CHECKVAL<uint32>(L, 11, PHASEMASK_NORMAL);
if (!phase)
{
Eluna::Push(L);
return 1;
}
#endif
#ifndef TRINITY
Map* map = eMapMgr->FindMap(mapID, instanceID);
if (!map)
{
Eluna::Push(L);
return 1;
}
if (spawntype == 1) // spawn creature
{
if (save)
{
CreatureInfo const* cinfo = ObjectMgr::GetCreatureTemplate(entry);
if (!cinfo)
{
Eluna::Push(L);
return 1;
}
#if (defined(TBC) || defined(CLASSIC))
CreatureCreatePos pos(map, x, y, z, o);
#else
CreatureCreatePos pos(map, x, y, z, o, phase);
#endif
Creature* pCreature = new Creature;
// used guids from specially reserved range (can be 0 if no free values)
uint32 lowguid = eObjectMgr->GenerateStaticCreatureLowGuid();
if (!lowguid)
{
Eluna::Push(L);
return 1;
}
if (!pCreature->Create(lowguid, pos, cinfo))
{
delete pCreature;
Eluna::Push(L);
return 1;
}
#ifdef TBC
pCreature->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()));
#elif defined(CLASSIC)
pCreature->SaveToDB(map->GetId());
#else
pCreature->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), phase);
#endif
uint32 db_guid = pCreature->GetGUIDLow();
// To call _LoadGoods(); _LoadQuests(); CreateTrainerSpells();
pCreature->LoadFromDB(db_guid, map);
map->Add(pCreature);
eObjectMgr->AddCreatureToGrid(db_guid, eObjectMgr->GetCreatureData(db_guid));
if (durorresptime)
pCreature->ForcedDespawn(durorresptime);
Eluna::Push(L, pCreature);
}
else
{
CreatureInfo const* cinfo = ObjectMgr::GetCreatureTemplate(entry);
if (!cinfo)
{
Eluna::Push(L);
return 1;
}
TemporarySummon* pCreature = new TemporarySummon(ObjectGuid(uint64(0)));
#if (defined(TBC) || defined(CLASSIC))
CreatureCreatePos pos(map, x, y, z, o);
#else
CreatureCreatePos pos(map, x, y, z, o, phase);
#endif
if (!pCreature->Create(map->GenerateLocalLowGuid(cinfo->GetHighGuid()), pos, cinfo, TEAM_NONE))
{
delete pCreature;
{
Eluna::Push(L);
return 1;
}
}
pCreature->SetRespawnCoord(pos);
// Active state set before added to map
pCreature->SetActiveObjectState(false);
// Also initializes the AI and MMGen
pCreature->Summon(durorresptime ? TEMPSUMMON_TIMED_OR_DEAD_DESPAWN : TEMPSUMMON_MANUAL_DESPAWN, durorresptime);
// Creature Linking, Initial load is handled like respawn
if (pCreature->IsLinkingEventTrigger())
map->GetCreatureLinkingHolder()->DoCreatureLinkingEvent(LINKING_EVENT_RESPAWN, pCreature);
Eluna::Push(L, pCreature);
}
return 1;
}
if (spawntype == 2) // Spawn object
{
if (save)
{
const GameObjectInfo* gInfo = ObjectMgr::GetGameObjectInfo(entry);
if (!gInfo)
{
Eluna::Push(L);
return 1;
}
// used guids from specially reserved range (can be 0 if no free values)
uint32 db_lowGUID = eObjectMgr->GenerateStaticGameObjectLowGuid();
if (!db_lowGUID)
{
Eluna::Push(L);
return 1;
}
GameObject* pGameObj = new GameObject;
#if (defined(TBC) || defined(CLASSIC))
if (!pGameObj->Create(db_lowGUID, gInfo->id, map, x, y, z, o))
#else
if (!pGameObj->Create(db_lowGUID, gInfo->id, map, phase, x, y, z, o))
#endif
{
delete pGameObj;
Eluna::Push(L);
return 1;
}
if (durorresptime)
pGameObj->SetRespawnTime(durorresptime);
// fill the gameobject data and save to the db
#ifdef TBC
pGameObj->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()));
#elif defined(CLASSIC)
pGameObj->SaveToDB(map->GetId());
#else
pGameObj->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), phase);
#endif
// this will generate a new guid if the object is in an instance
if (!pGameObj->LoadFromDB(db_lowGUID, map))
{
delete pGameObj;
Eluna::Push(L);
return 1;
}
// DEBUG_LOG(GetMangosString(LANG_GAMEOBJECT_CURRENT), gInfo->name, db_lowGUID, x, y, z, o);
map->Add(pGameObj);
eObjectMgr->AddGameobjectToGrid(db_lowGUID, eObjectMgr->GetGOData(db_lowGUID));
Eluna::Push(L, pGameObj);
}
else
{
GameObject* pGameObj = new GameObject;
#if (defined(TBC) || defined(CLASSIC))
if (!pGameObj->Create(map->GenerateLocalLowGuid(HIGHGUID_GAMEOBJECT), entry, map, x, y, z, o))
#else
if (!pGameObj->Create(map->GenerateLocalLowGuid(HIGHGUID_GAMEOBJECT), entry, map, phase, x, y, z, o))
#endif
{
delete pGameObj;
Eluna::Push(L);
return 1;
}
pGameObj->SetRespawnTime(durorresptime / IN_MILLISECONDS);
map->Add(pGameObj);
Eluna::Push(L, pGameObj);
}
return 1;
}
#else
Map* map = eMapMgr->FindMap(mapID, instanceID);
if (!map)
{
Eluna::Push(L);
return 1;
}
Position pos = { x, y, z, o };
if (spawntype == 1) // spawn creature
{
if (save)
{
Creature* creature = new Creature();
if (!creature->Create(map->GenerateLowGuid<HighGuid::Unit>(), map, phase, entry, x, y, z, o))
{
delete creature;
Eluna::Push(L);
return 1;
}
creature->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), phase);
uint32 db_guid = creature->GetSpawnId();
// To call _LoadGoods(); _LoadQuests(); CreateTrainerSpells()
// current "creature" variable is deleted and created fresh new, otherwise old values might trigger asserts or cause undefined behavior
creature->CleanupsBeforeDelete();
delete creature;
creature = new Creature();
if (!creature->LoadCreatureFromDB(db_guid, map))
{
delete creature;
Eluna::Push(L);
return 1;
}
eObjectMgr->AddCreatureToGrid(db_guid, eObjectMgr->GetCreatureData(db_guid));
Eluna::Push(L, creature);
}
else
{
TempSummon* creature = map->SummonCreature(entry, pos, NULL, durorresptime);
if (!creature)
{
Eluna::Push(L);
return 1;
}
if (durorresptime)
creature->SetTempSummonType(TEMPSUMMON_TIMED_OR_DEAD_DESPAWN);
else
creature->SetTempSummonType(TEMPSUMMON_MANUAL_DESPAWN);
Eluna::Push(L, creature);
}
return 1;
}
if (spawntype == 2) // Spawn object
{
const GameObjectTemplate* objectInfo = eObjectMgr->GetGameObjectTemplate(entry);
if (!objectInfo)
{
Eluna::Push(L);
return 1;
}
if (objectInfo->displayId && !sGameObjectDisplayInfoStore.LookupEntry(objectInfo->displayId))
{
Eluna::Push(L);
return 1;
}
GameObject* object = new GameObject;
uint32 guidLow = map->GenerateLowGuid<HighGuid::GameObject>();
G3D::Quat rot = G3D::Matrix3::fromEulerAnglesZYX(o, 0.f, 0.f);
if (!object->Create(guidLow, objectInfo->entry, map, phase, Position(x, y, z, o), rot, 0, GO_STATE_READY))
{
delete object;
Eluna::Push(L);
return 1;
}
if (durorresptime)
object->SetRespawnTime(durorresptime);
if (save)
{
// fill the gameobject data and save to the db
object->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), phase);
guidLow = object->GetSpawnId();
// delete the old object and do a clean load from DB with a fresh new GameObject instance.
// this is required to avoid weird behavior and memory leaks
delete object;
object = new GameObject();
// this will generate a new lowguid if the object is in an instance
if (!object->LoadGameObjectFromDB(guidLow, map))
{
delete object;
Eluna::Push(L);
return 1;
}
eObjectMgr->AddGameobjectToGrid(guidLow, eObjectMgr->GetGOData(guidLow));
}
else
map->AddToMap(object);
Eluna::Push(L, object);
return 1;
}
#endif
Eluna::Push(L);
return 1;
}
/**
* Creates a [WorldPacket].
*
* @param [Opcodes] opcode : the opcode of the packet
* @param uint32 size : the size of the packet
* @return [WorldPacket] packet
*/
int CreatePacket(Eluna* /*E*/, lua_State* L)
{
uint32 opcode = Eluna::CHECKVAL<uint32>(L, 1);
size_t size = Eluna::CHECKVAL<size_t>(L, 2);
if (opcode >= NUM_MSG_TYPES)
return luaL_argerror(L, 1, "valid opcode expected");
Eluna::Push(L, new WorldPacket((OpcodesList)opcode, size));
return 1;
}
/**
* Adds an [Item] to a vendor and updates the world database.
*
* @param uint32 entry : [Creature] entry Id
* @param uint32 item : [Item] entry Id
* @param int32 maxcount : max [Item] stack count
* @param uint32 incrtime : combined with maxcount, incrtime tells how often (in seconds) the vendor list is refreshed and the limited [Item] copies are restocked
* @param uint32 extendedcost : unique cost of an [Item], such as conquest points for example
*/
int AddVendorItem(Eluna* /*E*/, lua_State* L)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 item = Eluna::CHECKVAL<uint32>(L, 2);
int maxcount = Eluna::CHECKVAL<int>(L, 3);
uint32 incrtime = Eluna::CHECKVAL<uint32>(L, 4);
uint32 extendedcost = Eluna::CHECKVAL<uint32>(L, 5);
#ifndef TRINITY
if (!eObjectMgr->IsVendorItemValid(false, "npc_vendor", entry, item, maxcount, incrtime, extendedcost, 0))
return 0;
#ifndef CLASSIC
eObjectMgr->AddVendorItem(entry, item, maxcount, incrtime, extendedcost);
#else
eObjectMgr->AddVendorItem(entry, item, maxcount, incrtime);
#endif
#else
#ifdef CATA
if (!eObjectMgr->IsVendorItemValid(entry, item, maxcount, incrtime, extendedcost, 1))
return 0;
eObjectMgr->AddVendorItem(entry, item, maxcount, incrtime, extendedcost, 1);
#else
if (!eObjectMgr->IsVendorItemValid(entry, item, maxcount, incrtime, extendedcost))
return 0;
eObjectMgr->AddVendorItem(entry, item, maxcount, incrtime, extendedcost);
#endif
#endif
return 0;
}
/**
* Removes an [Item] from a vendor and updates the database.
*
* @param uint32 entry : [Creature] entry Id
* @param uint32 item : [Item] entry Id
*/
int VendorRemoveItem(Eluna* /*E*/, lua_State* L)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 item = Eluna::CHECKVAL<uint32>(L, 2);
if (!eObjectMgr->GetCreatureTemplate(entry))
return luaL_argerror(L, 1, "valid CreatureEntry expected");
#ifdef CATA
eObjectMgr->RemoveVendorItem(entry, item, 1);
#else
eObjectMgr->RemoveVendorItem(entry, item);
#endif
return 0;
}
/**
* Removes all [Item]s from a vendor and updates the database.
*
* @param uint32 entry : [Creature] entry Id
*/
int VendorRemoveAllItems(Eluna* /*E*/, lua_State* L)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
VendorItemData const* items = eObjectMgr->GetNpcVendorItemList(entry);
if (!items || items->Empty())
return 0;
VendorItemList const itemlist = items->m_items;
for (VendorItemList::const_iterator itr = itemlist.begin(); itr != itemlist.end(); ++itr)
#ifdef CATA
eObjectMgr->RemoveVendorItem(entry, (*itr)->item, 1);
#else
eObjectMgr->RemoveVendorItem(entry, (*itr)->item);
#endif
return 0;
}
/**
* Kicks a [Player] from the server.
*
* @param [Player] player : [Player] to kick
*/
int Kick(Eluna* /*E*/, lua_State* L)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 1);
player->GetSession()->KickPlayer();
return 0;
}
/**
* Ban's a [Player]'s account, character or IP
*
* enum BanMode
* {
* BAN_ACCOUNT,
* BAN_CHARACTER,
* BAN_IP
* };
*
* @param [BanMode] banMode : method of ban, refer to BanMode above
* @param string nameOrIP : name of the [Player] or IP of the [Player]
* @param uint32 duration : duration (in seconds) of the ban
* @param string reason = "" : ban reason, this is optional
* @param string whoBanned = "" : the [Player]'s name that banned the account, character or IP, this is optional
*/
int Ban(Eluna* /*E*/, lua_State* L)
{
int banMode = Eluna::CHECKVAL<int>(L, 1);
std::string nameOrIP = Eluna::CHECKVAL<std::string>(L, 2);
uint32 duration = Eluna::CHECKVAL<uint32>(L, 3);
const char* reason = Eluna::CHECKVAL<const char*>(L, 4, "");
const char* whoBanned = Eluna::CHECKVAL<const char*>(L, 5, "");
switch (banMode)
{
case BAN_ACCOUNT:
#ifdef TRINITY
if (!Utf8ToUpperOnlyLatin(nameOrIP))
return 0;
#else
if (!AccountMgr::normalizeString(nameOrIP))
return 0;
#endif
break;
case BAN_CHARACTER:
if (!normalizePlayerName(nameOrIP))
return 0;
break;
case BAN_IP:
if (!IsIPAddress(nameOrIP.c_str()))
return 0;
break;
default:
return 0;
}
eWorld->BanAccount((BanMode)banMode, nameOrIP, duration, reason, whoBanned);
return 0;
}
/**
* Saves all [Player]s.
*/
int SaveAllPlayers(Eluna* /*E*/, lua_State* /*L*/)
{
eObjectAccessor()SaveAllPlayers();
return 0;
}
/**
* Sends mail to a [Player].
*
* There can be several item entry-amount pairs at the end of the function.
* There can be maximum of 12 different items.
*
* enum MailStationery
* {
* MAIL_STATIONERY_TEST = 1,
* MAIL_STATIONERY_DEFAULT = 41,
* MAIL_STATIONERY_GM = 61,
* MAIL_STATIONERY_AUCTION = 62,
* MAIL_STATIONERY_VAL = 64, // Valentine
* MAIL_STATIONERY_CHR = 65, // Christmas
* MAIL_STATIONERY_ORP = 67 // Orphan
* };
*
* @param string subject : title (subject) of the mail
* @param string text : contents of the mail
* @param uint32 receiverGUIDLow : low GUID of the receiver
* @param uint32 senderGUIDLow = 0 : low GUID of the sender
* @param [MailStationery] stationary = MAIL_STATIONERY_DEFAULT : type of mail that is being sent as, refer to MailStationery above
* @param uint32 delay = 0 : mail send delay in milliseconds
* @param uint32 money = 0 : money to send
* @param uint32 cod = 0 : cod money amount
* @param uint32 entry = 0 : entry of an [Item] to send with mail
* @param uint32 amount = 0 : amount of the [Item] to send with mail
*/
int SendMail(Eluna* /*E*/, lua_State* L)
{
int i = 0;
std::string subject = Eluna::CHECKVAL<std::string>(L, ++i);
std::string text = Eluna::CHECKVAL<std::string>(L, ++i);
uint32 receiverGUIDLow = Eluna::CHECKVAL<uint32>(L, ++i);
uint32 senderGUIDLow = Eluna::CHECKVAL<uint32>(L, ++i, 0);
uint32 stationary = Eluna::CHECKVAL<uint32>(L, ++i, MAIL_STATIONERY_DEFAULT);
uint32 delay = Eluna::CHECKVAL<uint32>(L, ++i, 0);
uint32 money = Eluna::CHECKVAL<uint32>(L, ++i, 0);
uint32 cod = Eluna::CHECKVAL<uint32>(L, ++i, 0);
int argAmount = lua_gettop(L);
MailSender sender(MAIL_NORMAL, senderGUIDLow, (MailStationery)stationary);
MailDraft draft(subject, text);
#ifdef TRINITY
if (cod)
draft.AddCOD(cod);
if (money)
draft.AddMoney(money);
#else
if (cod)
draft.SetCOD(cod);
if (money)
draft.SetMoney(money);
#endif
#ifdef TRINITY
SQLTransaction trans = CharacterDatabase.BeginTransaction();
#endif
uint8 addedItems = 0;
while (addedItems <= MAX_MAIL_ITEMS && i + 2 <= argAmount)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, ++i);
uint32 amount = Eluna::CHECKVAL<uint32>(L, ++i);
#ifndef TRINITY
ItemTemplate const* item_proto = ObjectMgr::GetItemPrototype(entry);
#else
ItemTemplate const* item_proto = eObjectMgr->GetItemTemplate(entry);
#endif
if (!item_proto)
{
luaL_error(L, "Item entry %d does not exist", entry);
continue;
}
if (amount < 1 || (item_proto->MaxCount > 0 && amount > uint32(item_proto->MaxCount)))
{
luaL_error(L, "Item entry %d has invalid amount %d", entry, amount);
continue;
}
if (Item* item = Item::CreateItem(entry, amount))
{
#ifndef TRINITY
item->SaveToDB();
#else
item->SaveToDB(trans);
#endif
draft.AddItem(item);
++addedItems;
}
}
#ifndef TRINITY
draft.SendMailTo(MailReceiver(MAKE_NEW_GUID(receiverGUIDLow, 0, HIGHGUID_PLAYER)), sender);
#else
draft.SendMailTo(trans, MailReceiver(receiverGUIDLow), sender, MAIL_CHECK_MASK_NONE, delay);
CharacterDatabase.CommitTransaction(trans);
#endif
return 0;
}
/**
* Performs a bitwise AND (a & b).
*
* @param uint32 a
* @param uint32 b
* @return uint32 result
*/
int bit_and(Eluna* /*E*/, lua_State* L)
{
uint32 a = Eluna::CHECKVAL<uint32>(L, 1);
uint32 b = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, a & b);
return 1;
}
/**
* Performs a bitwise OR (a | b).
*
* @param uint32 a
* @param uint32 b
* @return uint32 result
*/
int bit_or(Eluna* /*E*/, lua_State* L)
{
uint32 a = Eluna::CHECKVAL<uint32>(L, 1);
uint32 b = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, a | b);
return 1;
}
/**
* Performs a bitwise left-shift (a << b).
*
* @param uint32 a
* @param uint32 b
* @return uint32 result
*/
int bit_lshift(Eluna* /*E*/, lua_State* L)
{
uint32 a = Eluna::CHECKVAL<uint32>(L, 1);
uint32 b = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, a << b);
return 1;
}
/**
* Performs a bitwise right-shift (a >> b).
*
* @param uint32 a
* @param uint32 b
* @return uint32 result
*/
int bit_rshift(Eluna* /*E*/, lua_State* L)
{
uint32 a = Eluna::CHECKVAL<uint32>(L, 1);
uint32 b = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, a >> b);
return 1;
}
/**
* Performs a bitwise XOR (a ^ b).
*
* @param uint32 a
* @param uint32 b
* @return uint32 result
*/
int bit_xor(Eluna* /*E*/, lua_State* L)
{
uint32 a = Eluna::CHECKVAL<uint32>(L, 1);
uint32 b = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, a ^ b);
return 1;
}
/**
* Performs a bitwise NOT (~a).
*
* @param uint32 a
* @return uint32 result
*/
int bit_not(Eluna* /*E*/, lua_State* L)
{
uint32 a = Eluna::CHECKVAL<uint32>(L, 1);
Eluna::Push(L, ~a);
return 1;
}
/**
* Adds a taxi path to a specified map, returns the used pathId.
*
* Note that the first taxi point needs to be near the player when he starts the taxi path.
* The function should also be used only **once** per path added so use it on server startup for example.
*
* Related function: [Player:StartTaxi]
*
* -- Execute on startup
* local pathTable = {{mapid, x, y, z}, {mapid, x, y, z}}
* local path = AddTaxiPath(pathTable, 28135, 28135)
*
* -- Execute when the player should fly
* player:StartTaxi(path)
*
* @param table waypoints : table containing waypoints: {map, x, y, z[, actionFlag, delay]}
* @param uint32 mountA : alliance [Creature] entry
* @param uint32 mountH : horde [Creature] entry
* @param uint32 price = 0 : price of the taxi path
* @param uint32 pathId = 0 : path Id of the taxi path
* @return uint32 actualPathId
*/
int AddTaxiPath(Eluna* /*E*/, lua_State* L)
{
luaL_checktype(L, 1, LUA_TTABLE);
uint32 mountA = Eluna::CHECKVAL<uint32>(L, 2);
uint32 mountH = Eluna::CHECKVAL<uint32>(L, 3);
uint32 price = Eluna::CHECKVAL<uint32>(L, 4, 0);
uint32 pathId = Eluna::CHECKVAL<uint32>(L, 5, 0);
lua_pushvalue(L, 1);
// Stack: {nodes}, mountA, mountH, price, pathid, {nodes}
std::list<TaxiPathNodeEntry> nodes;
int start = lua_gettop(L);
int end = start;
Eluna::Push(L);
// Stack: {nodes}, mountA, mountH, price, pathid, {nodes}, nil
while (lua_next(L, -2) != 0)
{
// Stack: {nodes}, mountA, mountH, price, pathid, {nodes}, key, value
luaL_checktype(L, -1, LUA_TTABLE);
Eluna::Push(L);
// Stack: {nodes}, mountA, mountH, price, pathid, {nodes}, key, value, nil
while (lua_next(L, -2) != 0)
{
// Stack: {nodes}, mountA, mountH, price, pathid, {nodes}, key, value, key2, value2
lua_insert(L, end++);
// Stack: {nodes}, mountA, mountH, price, pathid, {nodes}, value2, key, value, key2
}
// Stack: {nodes}, mountA, mountH, price, pathid, {nodes}, value2, key, value
if (start == end)
continue;
if (end - start < 4) // no mandatory args, dont add
return luaL_argerror(L, 1, "all waypoints do not have mandatory arguments");
while (end - start < 8) // fill optional args with 0
{
Eluna::Push(L, 0);
lua_insert(L, end++);
// Stack: {nodes}, mountA, mountH, price, pathid, {nodes}, node, key, value
}
TaxiPathNodeEntry entry;
#ifdef TRINITY
// mandatory
entry.MapID = Eluna::CHECKVAL<uint32>(L, start);
entry.LocX = Eluna::CHECKVAL<float>(L, start + 1);
entry.LocY = Eluna::CHECKVAL<float>(L, start + 2);
entry.LocZ = Eluna::CHECKVAL<float>(L, start + 3);
// optional
entry.Flags = Eluna::CHECKVAL<uint32>(L, start + 4, 0);
entry.Delay = Eluna::CHECKVAL<uint32>(L, start + 5, 0);
#else
// mandatory
entry.mapid = Eluna::CHECKVAL<uint32>(L, start);
entry.x = Eluna::CHECKVAL<float>(L, start + 1);
entry.y = Eluna::CHECKVAL<float>(L, start + 2);
entry.z = Eluna::CHECKVAL<float>(L, start + 3);
// optional
entry.actionFlag = Eluna::CHECKVAL<uint32>(L, start + 4, 0);
entry.delay = Eluna::CHECKVAL<uint32>(L, start + 5, 0);
#endif
nodes.push_back(entry);
while (end != start) // remove args
if (!lua_isnone(L, --end))
lua_remove(L, end);
// Stack: {nodes}, mountA, mountH, price, pathid, {nodes}, key, value
lua_pop(L, 1);
// Stack: {nodes}, mountA, mountH, price, pathid, {nodes}, key
}
// Stack: {nodes}, mountA, mountH, price, pathid, {nodes}
lua_pop(L, 1);
// Stack: {nodes}, mountA, mountH, price, pathid
if (nodes.size() < 2)
return 1;
if (!pathId)
pathId = sTaxiPathNodesByPath.size();
if (sTaxiPathNodesByPath.size() <= pathId)
sTaxiPathNodesByPath.resize(pathId + 1);
sTaxiPathNodesByPath[pathId].clear();
sTaxiPathNodesByPath[pathId].resize(nodes.size());
static uint32 nodeId = 500;
uint32 startNode = nodeId;
uint32 index = 0;
for (std::list<TaxiPathNodeEntry>::iterator it = nodes.begin(); it != nodes.end(); ++it)
{
TaxiPathNodeEntry& entry = *it;
TaxiNodesEntry* nodeEntry = new TaxiNodesEntry();
#ifdef TRINITY
entry.PathID = pathId;
entry.NodeIndex = nodeId;
nodeEntry->ID = index;
nodeEntry->map_id = entry.MapID;
nodeEntry->x = entry.LocX;
nodeEntry->y = entry.LocY;
nodeEntry->z = entry.LocZ;
nodeEntry->MountCreatureID[0] = mountH;
nodeEntry->MountCreatureID[1] = mountA;
sTaxiNodesStore.SetEntry(nodeId++, nodeEntry);
sTaxiPathNodesByPath[pathId][index++] = new TaxiPathNodeEntry(entry);
#else
entry.path = pathId;
entry.index = nodeId;
nodeEntry->ID = index;
nodeEntry->map_id = entry.mapid;
nodeEntry->x = entry.x;
nodeEntry->y = entry.y;
nodeEntry->z = entry.z;
nodeEntry->MountCreatureID[0] = mountH;
nodeEntry->MountCreatureID[1] = mountA;
sTaxiNodesStore.SetEntry(nodeId++, nodeEntry);
sTaxiPathNodesByPath[pathId].set(index++, new TaxiPathNodeEntry(entry));
#endif
}
if (startNode >= nodeId)
return 1;
sTaxiPathSetBySource[startNode][nodeId - 1] = TaxiPathBySourceAndDestination(pathId, price);
TaxiPathEntry* pathEntry = new TaxiPathEntry();
pathEntry->from = startNode;
pathEntry->to = nodeId - 1;
pathEntry->ID = pathId;
pathEntry->price = price;
sTaxiPathStore.SetEntry(pathId, pathEntry);
Eluna::Push(L, pathId);
return 1;
}
/**
* Returns `true` if the bag and slot is a valid inventory position, otherwise `false`.
*
* Some commonly used combinations:
*
* *Bag 255 (common character inventory)*
*
* - Slots 0-18: equipment
* - Slots 19-22: bag slots
* - Slots 23-38: backpack
* - Slots 39-66: bank main slots
* - Slots 67-74: bank bag slots
* - Slots 86-117: keyring
*
* *Bags 19-22 (equipped bags)*
*
* - Slots 0-35
*
* *Bags 67-74 (bank bags)*
*
* - Slots 0-35
*
* @param uint8 bag : the bag the [Item] is in, you can get this with [Item:GetBagSlot]
* @param uint8 slot : the slot the [Item] is in within the bag, you can get this with [Item:GetSlot]
* @return bool isInventoryPos
*/
int IsInventoryPos(Eluna* /*E*/, lua_State* L)
{
uint8 bag = Eluna::CHECKVAL<uint8>(L, 1);
uint8 slot = Eluna::CHECKVAL<uint8>(L, 2);
Eluna::Push(L, Player::IsInventoryPos(bag, slot));
return 1;
}
/**
* Returns `true` if the bag and slot is a valid equipment position, otherwise `false`.
*
* See [Global:IsInventoryPos] for bag/slot combination examples.
*
* @param uint8 bag : the bag the [Item] is in, you can get this with [Item:GetBagSlot]
* @param uint8 slot : the slot the [Item] is in within the bag, you can get this with [Item:GetSlot]
* @return bool isEquipmentPosition
*/
int IsEquipmentPos(Eluna* /*E*/, lua_State* L)
{
uint8 bag = Eluna::CHECKVAL<uint8>(L, 1);
uint8 slot = Eluna::CHECKVAL<uint8>(L, 2);
Eluna::Push(L, Player::IsEquipmentPos(bag, slot));
return 1;
}
/**
* Returns `true` if the bag and slot is a valid bank position, otherwise `false`.
*
* See [Global:IsInventoryPos] for bag/slot combination examples.
*
* @param uint8 bag : the bag the [Item] is in, you can get this with [Item:GetBagSlot]
* @param uint8 slot : the slot the [Item] is in within the bag, you can get this with [Item:GetSlot]
* @return bool isBankPosition
*/
int IsBankPos(Eluna* /*E*/, lua_State* L)
{
uint8 bag = Eluna::CHECKVAL<uint8>(L, 1);
uint8 slot = Eluna::CHECKVAL<uint8>(L, 2);
Eluna::Push(L, Player::IsBankPos(bag, slot));
return 1;
}
/**
* Returns `true` if the bag and slot is a valid bag position, otherwise `false`.
*
* See [Global:IsInventoryPos] for bag/slot combination examples.
*
* @param uint8 bag : the bag the [Item] is in, you can get this with [Item:GetBagSlot]
* @param uint8 slot : the slot the [Item] is in within the bag, you can get this with [Item:GetSlot]
* @return bool isBagPosition
*/
int IsBagPos(Eluna* /*E*/, lua_State* L)
{
uint8 bag = Eluna::CHECKVAL<uint8>(L, 1);
uint8 slot = Eluna::CHECKVAL<uint8>(L, 2);
Eluna::Push(L, Player::IsBagPos((bag << 8) + slot));
return 1;
}
/**
* Returns the server's current time.
*
* @return uint32 currTime : the current time, in milliseconds
*/
int GetCurrTime(Eluna* /*E*/, lua_State* L)
{
Eluna::Push(L, ElunaUtil::GetCurrTime());
return 1;
}
/**
* Returns the difference between an old timestamp and the current time.
*
* @param uint32 oldTime : an old timestamp, in milliseconds
* @return uint32 timeDiff : the difference, in milliseconds
*/
int GetTimeDiff(Eluna* /*E*/, lua_State* L)
{
uint32 oldtimems = Eluna::CHECKVAL<uint32>(L, 1);
Eluna::Push(L, ElunaUtil::GetTimeDiff(oldtimems));
return 1;
}
static std::string GetStackAsString(lua_State* L)
{
std::ostringstream oss;
int top = lua_gettop(L);
for (int i = 1; i <= top; ++i)
{
oss << luaL_tolstring(L, i, NULL);
lua_pop(L, 1);
}
return oss.str();
}
/**
* Prints given parameters to the info log.
*
* @param ...
*/
int PrintInfo(Eluna* /*E*/, lua_State* L)
{
ELUNA_LOG_INFO("%s", GetStackAsString(L).c_str());
return 0;
}
/**
* Prints given parameters to the error log.
*
* @param ...
*/
int PrintError(Eluna* /*E*/, lua_State* L)
{
ELUNA_LOG_ERROR("%s", GetStackAsString(L).c_str());
return 0;
}
/**
* Prints given parameters to the debug log.
*
* @param ...
*/
int PrintDebug(Eluna* /*E*/, lua_State* L)
{
ELUNA_LOG_DEBUG("%s", GetStackAsString(L).c_str());
return 0;
}
/**
* Returns an object representing a `long long` (64-bit) value.
*
* The value by default is 0, but can be initialized to a value by passing a number or long long as a string.
*
* @proto value = ()
* @proto value = (n)
* @proto value = (n_ll)
* @proto value = (n_str)
* @param int32 n
* @param int64 n_ll
* @param string n_str
* @return int64 value
*/
int CreateLongLong(Eluna* /*E*/, lua_State* L)
{
long long init = 0;
if (lua_isstring(L, 1))
{
std::string str = Eluna::CHECKVAL<std::string>(L, 1);
std::istringstream iss(str);
iss >> init;
if (iss.bad())
return luaL_argerror(L, 1, "long long (as string) could not be converted");
}
else if (!lua_isnoneornil(L, 1))
init = Eluna::CHECKVAL<long long>(L, 1);
Eluna::Push(L, init);
return 1;
}
/**
* Returns an object representing an `unsigned long long` (64-bit) value.
*
* The value by default is 0, but can be initialized to a value by passing a number or unsigned long long as a string.
*
* @proto value = ()
* @proto value = (n)
* @proto value = (n_ull)
* @proto value = (n_str)
* @param uint32 n
* @param uint64 n_ull
* @param string n_str
* @return uint64 value
*/
int CreateULongLong(Eluna* /*E*/, lua_State* L)
{
unsigned long long init = 0;
if (lua_isstring(L, 1))
{
std::string str = Eluna::CHECKVAL<std::string>(L, 1);
std::istringstream iss(str);
iss >> init;
if (iss.bad())
return luaL_argerror(L, 1, "unsigned long long (as string) could not be converted");
}
else if (!lua_isnoneornil(L, 1))
init = Eluna::CHECKVAL<unsigned long long>(L, 1);
Eluna::Push(L, init);
return 1;
}
/**
* Unbinds event handlers for either all [BattleGround] events, or one type of event.
*
* If `event_type` is `nil`, all [BattleGround] event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* @proto ()
* @proto (event_type)
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterBGEvent]
*/
int ClearBattleGroundEvents(Eluna* E, lua_State* L)
{
typedef EventKey<Hooks::BGEvents> Key;
if (lua_isnoneornil(L, 1))
{
E->BGEventBindings->Clear();
}
else
{
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 1);
E->BGEventBindings->Clear(Key((Hooks::BGEvents)event_type));
}
return 0;
}
/**
* Unbinds event handlers for either all of a [Creature]'s events, or one type of event.
*
* If `event_type` is `nil`, all the [Creature]'s event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* **NOTE:** this will affect all instances of the [Creature], not just one.
* To bind and unbind events to a single [Creature], see [Global:RegisterUniqueCreatureEvent] and [Global:ClearUniqueCreatureEvents].
*
* @proto (entry)
* @proto (entry, event_type)
* @param uint32 entry : the ID of one or more [Creature]s whose handlers will be cleared
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterCreatureEvent]
*/
int ClearCreatureEvents(Eluna* E, lua_State* L)
{
typedef EntryKey<Hooks::CreatureEvents> Key;
if (lua_isnoneornil(L, 2))
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
for (uint32 i = 1; i < Hooks::CREATURE_EVENT_COUNT; ++i)
E->CreatureEventBindings->Clear(Key((Hooks::CreatureEvents)i, entry));
}
else
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 2);
E->CreatureEventBindings->Clear(Key((Hooks::CreatureEvents)event_type, entry));
}
return 0;
}
/**
* Unbinds event handlers for either all of a [Creature]'s events, or one type of event.
*
* If `event_type` is `nil`, all the [Creature]'s event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* **NOTE:** this will affect only a single [Creature].
* To bind and unbind events to all instances of a [Creature], see [Global:RegisterCreatureEvent] and [Global:ClearCreatureEvent].
*
* @proto (entry)
* @proto (entry, event_type)
* @param uint64 guid : the GUID of a single [Creature] whose handlers will be cleared
* @param uint32 instance_id : the instance ID of a single [Creature] whose handlers will be cleared
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterCreatureEvent]
*/
int ClearUniqueCreatureEvents(Eluna* E, lua_State* L)
{
typedef UniqueObjectKey<Hooks::CreatureEvents> Key;
if (lua_isnoneornil(L, 3))
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 1);
uint32 instanceId = Eluna::CHECKVAL<uint32>(L, 2);
for (uint32 i = 1; i < Hooks::CREATURE_EVENT_COUNT; ++i)
E->CreatureUniqueBindings->Clear(Key((Hooks::CreatureEvents)i, guid, instanceId));
}
else
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 1);
uint32 instanceId = Eluna::CHECKVAL<uint32>(L, 2);
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 3);
E->CreatureUniqueBindings->Clear(Key((Hooks::CreatureEvents)event_type, guid, instanceId));
}
return 0;
}
/**
* Unbinds event handlers for either all of a [Creature]'s gossip events, or one type of event.
*
* If `event_type` is `nil`, all the [Creature]'s gossip event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* **NOTE:** this will affect all instances of the [Creature], not just one.
* To bind and unbind gossip events to a single [Creature], tell the Eluna developers to implement that.
*
* @proto (entry)
* @proto (entry, event_type)
* @param uint32 entry : the ID of a [Creature] whose handlers will be cleared
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterCreatureGossipEvent]
*/
int ClearCreatureGossipEvents(Eluna* E, lua_State* L)
{
typedef EntryKey<Hooks::GossipEvents> Key;
if (lua_isnoneornil(L, 2))
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
for (uint32 i = 1; i < Hooks::GOSSIP_EVENT_COUNT; ++i)
E->CreatureGossipBindings->Clear(Key((Hooks::GossipEvents)i, entry));
}
else
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 2);
E->CreatureGossipBindings->Clear(Key((Hooks::GossipEvents)event_type, entry));
}
return 0;
}
/**
* Unbinds event handlers for either all of a [GameObject]'s events, or one type of event.
*
* If `event_type` is `nil`, all the [GameObject]'s event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* **NOTE:** this will affect all instances of the [GameObject], not just one.
* To bind and unbind events to a single [GameObject], tell the Eluna developers to implement that.
*
* @proto (entry)
* @proto (entry, event_type)
* @param uint32 entry : the ID of a [GameObject] whose handlers will be cleared
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterGameObjectEvent]
*/
int ClearGameObjectEvents(Eluna* E, lua_State* L)
{
typedef EntryKey<Hooks::GameObjectEvents> Key;
if (lua_isnoneornil(L, 2))
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
for (uint32 i = 1; i < Hooks::GAMEOBJECT_EVENT_COUNT; ++i)
E->GameObjectEventBindings->Clear(Key((Hooks::GameObjectEvents)i, entry));
}
else
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 2);
E->GameObjectEventBindings->Clear(Key((Hooks::GameObjectEvents)event_type, entry));
}
return 0;
}
/**
* Unbinds event handlers for either all of a [GameObject]'s gossip events, or one type of event.
*
* If `event_type` is `nil`, all the [GameObject]'s gossip event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* **NOTE:** this will affect all instances of the [GameObject], not just one.
* To bind and unbind gossip events to a single [GameObject], tell the Eluna developers to implement that.
*
* @proto (entry)
* @proto (entry, event_type)
* @param uint32 entry : the ID of a [GameObject] whose handlers will be cleared
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterGameObjectGossipEvent]
*/
int ClearGameObjectGossipEvents(Eluna* E, lua_State* L)
{
typedef EntryKey<Hooks::GossipEvents> Key;
if (lua_isnoneornil(L, 2))
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
for (uint32 i = 1; i < Hooks::GOSSIP_EVENT_COUNT; ++i)
E->GameObjectGossipBindings->Clear(Key((Hooks::GossipEvents)i, entry));
}
else
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 2);
E->GameObjectGossipBindings->Clear(Key((Hooks::GossipEvents)event_type, entry));
}
return 0;
}
/**
* Unbinds event handlers for either all [Group] events, or one type of [Group] event.
*
* If `event_type` is `nil`, all [Group] event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* @proto ()
* @proto (event_type)
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterGroupEvent]
*/
int ClearGroupEvents(Eluna* E, lua_State* L)
{
typedef EventKey<Hooks::GroupEvents> Key;
if (lua_isnoneornil(L, 1))
{
E->GroupEventBindings->Clear();
}
else
{
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 1);
E->GroupEventBindings->Clear(Key((Hooks::GroupEvents)event_type));
}
return 0;
}
/**
* Unbinds event handlers for either all [Guild] events, or one type of [Guild] event.
*
* If `event_type` is `nil`, all [Guild] event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* @proto ()
* @proto (event_type)
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterGuildEvent]
*/
int ClearGuildEvents(Eluna* E, lua_State* L)
{
typedef EventKey<Hooks::GuildEvents> Key;
if (lua_isnoneornil(L, 1))
{
E->GuildEventBindings->Clear();
}
else
{
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 1);
E->GuildEventBindings->Clear(Key((Hooks::GuildEvents)event_type));
}
return 0;
}
/**
* Unbinds event handlers for either all of an [Item]'s events, or one type of event.
*
* If `event_type` is `nil`, all the [Item]'s event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* **NOTE:** this will affect all instances of the [Item], not just one.
* To bind and unbind events to a single [Item], tell the Eluna developers to implement that.
*
* @proto (entry)
* @proto (entry, event_type)
* @param uint32 entry : the ID of an [Item] whose handlers will be cleared
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterItemEvent]
*/
int ClearItemEvents(Eluna* E, lua_State* L)
{
typedef EntryKey<Hooks::ItemEvents> Key;
if (lua_isnoneornil(L, 2))
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
for (uint32 i = 1; i < Hooks::ITEM_EVENT_COUNT; ++i)
E->ItemEventBindings->Clear(Key((Hooks::ItemEvents)i, entry));
}
else
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 2);
E->ItemEventBindings->Clear(Key((Hooks::ItemEvents)event_type, entry));
}
return 0;
}
/**
* Unbinds event handlers for either all of an [Item]'s gossip events, or one type of event.
*
* If `event_type` is `nil`, all the [Item]'s gossip event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* **NOTE:** this will affect all instances of the [Item], not just one.
* To bind and unbind gossip events to a single [Item], tell the Eluna developers to implement that.
*
* @proto (entry)
* @proto (entry, event_type)
* @param uint32 entry : the ID of an [Item] whose handlers will be cleared
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterItemGossipEvent]
*/
int ClearItemGossipEvents(Eluna* E, lua_State* L)
{
typedef EntryKey<Hooks::GossipEvents> Key;
if (lua_isnoneornil(L, 2))
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
for (uint32 i = 1; i < Hooks::GOSSIP_EVENT_COUNT; ++i)
E->ItemGossipBindings->Clear(Key((Hooks::GossipEvents)i, entry));
}
else
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 2);
E->ItemGossipBindings->Clear(Key((Hooks::GossipEvents)event_type, entry));
}
return 0;
}
/**
* Unbinds event handlers for either all of a [WorldPacket] opcode's events, or one type of event.
*
* If `event_type` is `nil`, all the [WorldPacket] opcode's event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* @proto (opcode)
* @proto (opcode, event_type)
* @param uint32 opcode : the type of [WorldPacket] whose handlers will be cleared
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterPacketEvent]
*/
int ClearPacketEvents(Eluna* E, lua_State* L)
{
typedef EntryKey<Hooks::PacketEvents> Key;
if (lua_isnoneornil(L, 2))
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
for (uint32 i = 1; i < Hooks::PACKET_EVENT_COUNT; ++i)
E->PacketEventBindings->Clear(Key((Hooks::PacketEvents)i, entry));
}
else
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 2);
E->PacketEventBindings->Clear(Key((Hooks::PacketEvents)event_type, entry));
}
return 0;
}
/**
* Unbinds event handlers for either all [Player] events, or one type of [Player] event.
*
* If `event_type` is `nil`, all [Player] event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* @proto ()
* @proto (event_type)
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterPlayerEvent]
*/
int ClearPlayerEvents(Eluna* E, lua_State* L)
{
typedef EventKey<Hooks::PlayerEvents> Key;
if (lua_isnoneornil(L, 1))
{
E->PlayerEventBindings->Clear();
}
else
{
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 1);
E->PlayerEventBindings->Clear(Key((Hooks::PlayerEvents)event_type));
}
return 0;
}
/**
* Unbinds event handlers for either all of a [Player]'s gossip events, or one type of event.
*
* If `event_type` is `nil`, all the [Player]'s gossip event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* @proto (entry)
* @proto (entry, event_type)
* @param uint32 entry : the low GUID of a [Player] whose handlers will be cleared
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterPlayerGossipEvent]
*/
int ClearPlayerGossipEvents(Eluna* E, lua_State* L)
{
typedef EntryKey<Hooks::GossipEvents> Key;
if (lua_isnoneornil(L, 2))
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
for (uint32 i = 1; i < Hooks::GOSSIP_EVENT_COUNT; ++i)
E->PlayerGossipBindings->Clear(Key((Hooks::GossipEvents)i, entry));
}
else
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 2);
E->PlayerGossipBindings->Clear(Key((Hooks::GossipEvents)event_type, entry));
}
return 0;
}
/**
* Unbinds event handlers for either all server events, or one type of event.
*
* If `event_type` is `nil`, all server event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* @proto ()
* @proto (event_type)
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterServerEvent]
*/
int ClearServerEvents(Eluna* E, lua_State* L)
{
typedef EventKey<Hooks::ServerEvents> Key;
if (lua_isnoneornil(L, 1))
{
E->ServerEventBindings->Clear();
}
else
{
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 1);
E->ServerEventBindings->Clear(Key((Hooks::ServerEvents)event_type));
}
return 0;
}
/**
* Unbinds event handlers for either all of a non-instanced [Map]'s events, or one type of event.
*
* If `event_type` is `nil`, all the non-instanced [Map]'s event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* @proto (map_id)
* @proto (map_id, event_type)
* @param uint32 map_id : the ID of a [Map]
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterPlayerGossipEvent]
*/
int ClearMapEvents(Eluna* E, lua_State* L)
{
typedef EntryKey<Hooks::InstanceEvents> Key;
if (lua_isnoneornil(L, 2))
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
for (uint32 i = 1; i < Hooks::INSTANCE_EVENT_COUNT; ++i)
E->MapEventBindings->Clear(Key((Hooks::InstanceEvents)i, entry));
}
else
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 2);
E->MapEventBindings->Clear(Key((Hooks::InstanceEvents)event_type, entry));
}
return 0;
}
/**
* Unbinds event handlers for either all of an instanced [Map]'s events, or one type of event.
*
* If `event_type` is `nil`, all the instanced [Map]'s event handlers are cleared.
*
* Otherwise, only event handlers for `event_type` are cleared.
*
* @proto (instance_id)
* @proto (instance_id, event_type)
* @param uint32 entry : the ID of an instance of a [Map]
* @param uint32 event_type : the event whose handlers will be cleared, see [Global:RegisterInstanceEvent]
*/
int ClearInstanceEvents(Eluna* E, lua_State* L)
{
typedef EntryKey<Hooks::InstanceEvents> Key;
if (lua_isnoneornil(L, 2))
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
for (uint32 i = 1; i < Hooks::INSTANCE_EVENT_COUNT; ++i)
E->InstanceEventBindings->Clear(Key((Hooks::InstanceEvents)i, entry));
}
else
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 1);
uint32 event_type = Eluna::CHECKVAL<uint32>(L, 2);
E->InstanceEventBindings->Clear(Key((Hooks::InstanceEvents)event_type, entry));
}
return 0;
}
}
#endif