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MapMethods.h
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277 lines (257 loc) · 7.29 KB
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/*
* Copyright (C) 2010 - 2015 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 MAPMETHODS_H
#define MAPMETHODS_H
/***
* A game map, e.g. Azeroth, Eastern Kingdoms, the Molten Core, etc.
*
* Inherits all methods from: none
*/
namespace LuaMap
{
#ifndef CLASSIC
/**
* Returns `true` if the [Map] is an arena [BattleGround], `false` otherwise.
*
* @return bool isArena
*/
int IsArena(Eluna* /*E*/, lua_State* L, Map* map)
{
Eluna::Push(L, map->IsBattleArena());
return 1;
}
#endif
/**
* Returns `true` if the [Map] is a non-arena [BattleGround], `false` otherwise.
*
* @return bool isBattleGround
*/
int IsBattleground(Eluna* /*E*/, lua_State* L, Map* map)
{
#ifndef TRINITY
Eluna::Push(L, map->IsBattleGround());
#else
Eluna::Push(L, map->IsBattleground());
#endif
return 1;
}
/**
* Returns `true` if the [Map] is a dungeon, `false` otherwise.
*
* @return bool isDungeon
*/
int IsDungeon(Eluna* /*E*/, lua_State* L, Map* map)
{
Eluna::Push(L, map->IsDungeon());
return 1;
}
/**
* Returns `true` if the [Map] has no [Player]s, `false` otherwise.
*
* @return bool isEmpty
*/
int IsEmpty(Eluna* /*E*/, lua_State* L, Map* map)
{
Eluna::Push(L, map->isEmpty());
return 1;
}
#ifndef CLASSIC
/**
* Returns `true` if the [Map] is a heroic, `false` otherwise.
*
* @return bool isHeroic
*/
int IsHeroic(Eluna* /*E*/, lua_State* L, Map* map)
{
Eluna::Push(L, map->IsHeroic());
return 1;
}
#endif
/**
* Returns `true` if the [Map] is a raid, `false` otherwise.
*
* @return bool isRaid
*/
int IsRaid(Eluna* /*E*/, lua_State* L, Map* map)
{
Eluna::Push(L, map->IsRaid());
return 1;
}
/**
* Returns the name of the [Map].
*
* @return string mapName
*/
int GetName(Eluna* /*E*/, lua_State* L, Map* map)
{
Eluna::Push(L, map->GetMapName());
return 1;
}
/**
* Returns the height of the [Map] at the given X and Y coordinates.
*
* In case of no height found nil is returned
*
* @param float x
* @param float y
* @return float z
*/
int GetHeight(Eluna* /*E*/, lua_State* L, Map* map)
{
float x = Eluna::CHECKVAL<float>(L, 2);
float y = Eluna::CHECKVAL<float>(L, 3);
#if (defined(TBC) || defined(CLASSIC))
float z = map->GetHeight(x, y, MAX_HEIGHT);
#else
uint32 phasemask = Eluna::CHECKVAL<uint32>(L, 4, 1);
float z = map->GetHeight(phasemask, x, y, MAX_HEIGHT);
#endif
if (z != INVALID_HEIGHT)
Eluna::Push(L, z);
return 1;
}
/**
* Returns the difficulty of the [Map].
*
* Always returns 0 if the expansion is pre-TBC.
*
* @return int32 difficulty
*/
int GetDifficulty(Eluna* /*E*/, lua_State* L, Map* map)
{
#ifndef CLASSIC
Eluna::Push(L, map->GetDifficulty());
#else
Eluna::Push(L, (Difficulty)0);
#endif
return 1;
}
/**
* Returns the instance ID of the [Map].
*
* @return uint32 instanceId
*/
int GetInstanceId(Eluna* /*E*/, lua_State* L, Map* map)
{
Eluna::Push(L, map->GetInstanceId());
return 1;
}
/**
* Returns the player count currently on the [Map] (excluding GMs).
*
* @return uint32 playerCount
*/
int GetPlayerCount(Eluna* /*E*/, lua_State* L, Map* map)
{
Eluna::Push(L, map->GetPlayersCountExceptGMs());
return 1;
}
/**
* Returns the ID of the [Map].
*
* @return uint32 mapId
*/
int GetMapId(Eluna* /*E*/, lua_State* L, Map* map)
{
Eluna::Push(L, map->GetId());
return 1;
}
/**
* Returns the area ID of the [Map] at the specified X, Y, and Z coordinates.
*
* @param float x
* @param float y
* @param float z
* @return uint32 areaId
*/
int GetAreaId(Eluna* /*E*/, lua_State* L, Map* map)
{
float x = Eluna::CHECKVAL<float>(L, 2);
float y = Eluna::CHECKVAL<float>(L, 3);
float z = Eluna::CHECKVAL<float>(L, 4);
#ifndef TRINITY
Eluna::Push(L, map->GetTerrain()->GetAreaId(x, y, z));
#else
Eluna::Push(L, map->GetAreaId(x, y, z));
#endif
return 1;
}
/**
* Returns a [WorldObject] by its GUID from the map if it is spawned.
*
* @param uint64 guid
*/
int GetWorldObject(Eluna* /*E*/, lua_State* L, Map* map)
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
#ifndef TRINITY
Eluna::Push(L, map->GetWorldObject(ObjectGuid(guid)));
#else
switch (GUID_HIPART(guid))
{
case HIGHGUID_PLAYER:
Eluna::Push(L, sObjectAccessor->GetObjectInMap(ObjectGuid(guid), map, (Player*)NULL));
break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT:
Eluna::Push(L, sObjectAccessor->GetObjectInMap(ObjectGuid(guid), map, (GameObject*)NULL));
break;
case HIGHGUID_VEHICLE:
case HIGHGUID_UNIT:
Eluna::Push(L, sObjectAccessor->GetObjectInMap(ObjectGuid(guid), map, (Creature*)NULL));
break;
case HIGHGUID_PET:
Eluna::Push(L, sObjectAccessor->GetObjectInMap(ObjectGuid(guid), map, (Pet*)NULL));
break;
case HIGHGUID_DYNAMICOBJECT:
Eluna::Push(L, sObjectAccessor->GetObjectInMap(ObjectGuid(guid), map, (DynamicObject*)NULL));
break;
case HIGHGUID_CORPSE:
Eluna::Push(L, sObjectAccessor->GetObjectInMap(ObjectGuid(guid), map, (Corpse*)NULL));
break;
default:
break;
}
#endif
return 1;
}
/**
* Sets the [Weather] type based on [WeatherType] and grade supplied.
*
* enum WeatherType
* {
* WEATHER_TYPE_FINE = 0,
* WEATHER_TYPE_RAIN = 1,
* WEATHER_TYPE_SNOW = 2,
* WEATHER_TYPE_STORM = 3,
* WEATHER_TYPE_THUNDERS = 86,
* WEATHER_TYPE_BLACKRAIN = 90
* };
*
* @param uint32 zone : id of the zone to set the weather for
* @param [WeatherType] type : the [WeatherType], see above available weather types
* @param float grade : the intensity/grade of the [Weather], ranges from 0 to 1
*/
int SetWeather(Eluna* /*E*/, lua_State* L, Map* map)
{
uint32 zoneId = Eluna::CHECKVAL<uint32>(L, 2);
uint32 weatherType = Eluna::CHECKVAL<uint32>(L, 3);
float grade = Eluna::CHECKVAL<float>(L, 4);
#if defined(TRINITY)
Weather* weather = WeatherMgr::FindWeather(zoneId);
if (!weather)
weather = WeatherMgr::AddWeather(zoneId);
if (weather)
weather->SetWeather((WeatherType)weatherType, grade);
#else
if (Weather::IsValidWeatherType(weatherType))
map->SetWeather(zoneId, (WeatherType)weatherType, grade, false);
#endif
return 0;
}
};
#endif