[Build] Larger build system update

FIXED: Core now builds under cmake for Windows

TODO: Map and mmap gen currently does not build

TODO: More sync work is required for Eluna, thus Eluna is temporarily disabled

This has only been tested under Windows with CMAKE and VS
This commit is contained in:
Foereaper 2015-02-20 01:20:29 +01:00 committed by Antz
parent c2f9316581
commit 13292befd6
640 changed files with 100354 additions and 29918 deletions

1
src/modules/Eluna Submodule

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Subproject commit 5f6417663e395987585466ab62f4fbce7d0a7ba3

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*.orig
*.rej
*.bak
*.patch
*.diff

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/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef AURAMETHODS_H
#define AURAMETHODS_H
/***
* The persistent effect of a [Spell] that remains on a [Unit] after the [Spell]
* has been cast.
*
* As an example, if you cast a damage-over-time spell on a target, an [Aura] is
* put on the target that deals damage continuously.
*
* [Aura]s on your player are displayed in-game as a series of icons to the left
* of the mini-map.
*/
namespace LuaAura
{
/**
* Returns the [Unit] that casted the [Spell] that caused this [Aura] to be applied.
*
* @return [Unit] caster
*/
int GetCaster(lua_State* L, Aura* aura)
{
Eluna::Push(L, aura->GetCaster());
return 1;
}
/**
* Returns the GUID of the [Unit] that casted the [Spell] that caused this [Aura] to be applied.
*
* @return string caster_guid : the GUID of the Unit as a decimal string
*/
int GetCasterGUID(lua_State* L, Aura* aura)
{
#ifndef TRINITY
Eluna::Push(L, aura->GetCasterGuid());
#else
Eluna::Push(L, aura->GetCasterGUID());
#endif
return 1;
}
/**
* Returns the level of the [Unit] that casted the [Spell] that caused this [Aura] to be applied.
*
* @return uint32 caster_level
*/
int GetCasterLevel(lua_State* L, Aura* aura)
{
Eluna::Push(L, aura->GetCaster()->getLevel());
return 1;
}
/**
* Returns the amount of time left until the [Aura] expires.
*
* @return int32 duration : amount of time left in milliseconds
*/
int GetDuration(lua_State* L, Aura* aura)
{
#ifndef TRINITY
Eluna::Push(L, aura->GetAuraDuration());
#else
Eluna::Push(L, aura->GetDuration());
#endif
return 1;
}
/**
* Returns the ID of the [Spell] that caused this [Aura] to be applied.
*
* @return uint32 aura_id
*/
int GetAuraId(lua_State* L, Aura* aura)
{
Eluna::Push(L, aura->GetId());
return 1;
}
/**
* Returns the amount of time this [Aura] lasts when applied.
*
* To determine how much time has passed since this Aura was applied,
* subtract the result of [Aura]:GetDuration from the result of this method.
*
* @return int32 max_duration : the maximum duration of the Aura, in milliseconds
*/
int GetMaxDuration(lua_State* L, Aura* aura)
{
#ifndef TRINITY
Eluna::Push(L, aura->GetAuraMaxDuration());
#else
Eluna::Push(L, aura->GetMaxDuration());
#endif
return 1;
}
/**
* Returns the number of times the [Aura] has "stacked".
*
* This is the same as the number displayed on the [Aura]'s icon in-game.
*
* @return uint32 stack_amount
*/
int GetStackAmount(lua_State* L, Aura* aura)
{
Eluna::Push(L, aura->GetStackAmount());
return 1;
}
/**
* Returns the [Unit] that the [Aura] has been applied to.
*
* @return [Unit] owner
*/
int GetOwner(lua_State* L, Aura* aura)
{
#ifndef TRINITY
Eluna::Push(L, aura->GetTarget());
#else
Eluna::Push(L, aura->GetOwner());
#endif
return 1;
}
/**
* Change the amount of time before the [Aura] expires.
*
* @param int32 duration : the new duration of the Aura, in milliseconds
*/
int SetDuration(lua_State* L, Aura* aura)
{
int32 duration = Eluna::CHECKVAL<int32>(L, 2);
#ifndef TRINITY
aura->GetHolder()->SetAuraDuration(duration);
#else
aura->SetDuration(duration);
#endif
return 0;
}
/**
* Change the maximum amount of time before the [Aura] expires.
*
* This does not affect the current duration of the [Aura], but if the [Aura]
* is reset to the maximum duration, it will instead change to `duration`.
*
* @param int32 duration : the new maximum duration of the Aura, in milliseconds
*/
int SetMaxDuration(lua_State* L, Aura* aura)
{
int32 duration = Eluna::CHECKVAL<int32>(L, 2);
#ifndef TRINITY
aura->GetHolder()->SetAuraMaxDuration(duration);
#else
aura->SetMaxDuration(duration);
#endif
return 0;
}
/**
* Change the amount of times the [Aura] has "stacked" on the [Unit].
*
* If `amount` is greater than or equal to the current number of stacks,
* then the [Aura] has its duration reset to the maximum duration.
*
* @param uint32 amount
*/
int SetStackAmount(lua_State* L, Aura* aura)
{
uint8 amount = Eluna::CHECKVAL<uint8>(L, 2);
#ifndef TRINITY
aura->GetHolder()->SetStackAmount(amount);
#else
aura->SetStackAmount(amount);
#endif
return 0;
}
/**
* Remove this [Aura] from the [Unit] it is applied to.
*/
int Remove(lua_State* /*L*/, Aura* aura)
{
#ifndef TRINITY
aura->GetHolder()->RemoveAura(aura->GetEffIndex());
#else
aura->Remove();
#endif
return 0;
}
};
#endif

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/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef BATTLEGROUNDMETHODS_H
#define BATTLEGROUNDMETHODS_H
namespace LuaBattleGround
{
/**
* Returns the name of the [Battleground]
*
* @return string name
*/
int GetName(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetName());
return 1;
}
/**
* Returns the amount of alive players in the [Battleground] by the team ID.
*
* @param uint32 team : team ID
* @return uint32 count
*/
int GetAlivePlayersCountByTeam(lua_State* L, BattleGround* bg)
{
uint32 team = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, bg->GetAlivePlayersCountByTeam((Team)team));
return 1;
}
/**
* Returns the [Map] of the [Battleground].
*
* @return [Map] map
*/
int GetMap(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetBgMap());
return 1;
}
/**
* Returns the bonus honor given by amount of kills in the specific [Battleground].
*
* @param uint32 kills : amount of kills
* @return uint32 bonusHonor
*/
int GetBonusHonorFromKillCount(lua_State* L, BattleGround* bg)
{
uint32 kills = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, bg->GetBonusHonorFromKill(kills));
return 1;
}
/**
* Returns the bracket ID of the specific [Battleground].
*
* @return BattleGroundBracketId bracketId
*/
int GetBracketId(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetBracketId());
return 1;
}
/**
* Returns the end time of the [Battleground].
*
* @return uint32 endTime
*/
int GetEndTime(lua_State* L, BattleGround* bg)
{
#ifdef CATA
Eluna::Push(L, bg->GetRemainingTime());
#else
Eluna::Push(L, bg->GetEndTime());
#endif
return 1;
}
/**
* Returns the amount of free slots for the selected team in the specific [Battleground].
*
* @param uint32 team : team ID
* @return uint32 freeSlots
*/
int GetFreeSlotsForTeam(lua_State* L, BattleGround* bg)
{
uint32 team = Eluna::CHECKVAL<uint32>(L, 2);
Eluna::Push(L, bg->GetFreeSlotsForTeam((Team)team));
return 1;
}
/**
* Returns the instance ID of the [Battleground].
*
* @return uint32 instanceId
*/
int GetInstanceId(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetInstanceID());
return 1;
}
/**
* Returns the map ID of the [Battleground].
*
* @return uint32 mapId
*/
int GetMapId(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetMapId());
return 1;
}
/**
* Returns the type ID of the [Battleground].
*
* @return BattleGroundTypeId typeId
*/
int GetTypeId(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetTypeID());
return 1;
}
/**
* Returns the max allowed [Player] level of the specific [Battleground].
*
* @return uint32 maxLevel
*/
int GetMaxLevel(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetMaxLevel());
return 1;
}
/**
* Returns the minimum allowed [Player] level of the specific [Battleground].
*
* @return uint32 minLevel
*/
int GetMinLevel(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetMinLevel());
return 1;
}
/**
* Returns the maximum allowed [Player] count of the specific [Battleground].
*
* @return uint32 maxPlayerCount
*/
int GetMaxPlayers(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetMaxPlayers());
return 1;
}
/**
* Returns the minimum allowed [Player] count of the specific [Battleground].
*
* @return uint32 minPlayerCount
*/
int GetMinPlayers(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetMinPlayers());
return 1;
}
/**
* Returns the maximum allowed [Player] count per team of the specific [Battleground].
*
* @return uint32 maxTeamPlayerCount
*/
int GetMaxPlayersPerTeam(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetMaxPlayersPerTeam());
return 1;
}
/**
* Returns the minimum allowed [Player] count per team of the specific [Battleground].
*
* @return uint32 minTeamPlayerCount
*/
int GetMinPlayersPerTeam(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetMinPlayersPerTeam());
return 1;
}
/**
* Returns the winning team of the specific [Battleground].
*
* @return Team team
*/
int GetWinner(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetWinner());
return 1;
}
/**
* Returns the status of the specific [Battleground].
*
* @return BattleGroundStatus status
*/
int GetStatus(lua_State* L, BattleGround* bg)
{
Eluna::Push(L, bg->GetStatus());
return 1;
}
};
#endif

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#
# Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
# This program is free software licensed under GPL version 3
# Please see the included DOCS/LICENSE.md for more information
#
if ( USE_COREPCH )
include_directories(${CMAKE_CURRENT_BINARY_DIR})
include_directories(${CMAKE_SOURCE_DIR})
endif ()
file(GLOB sources_localdir *.cpp *.h)
set(LuaEngine_STAT_SRCS
${LuaEngine_STAT_SRCS}
${sources_localdir}
)
include_directories(
${CMAKE_SOURCE_DIR}/dep/zlib
${CMAKE_SOURCE_DIR}/dep/lualib
${CMAKE_BINARY_DIR}
${ACE_INCLUDE_DIR}
${MYSQL_INCLUDE_DIR}
${OPENSSL_INCLUDE_DIR}
)
add_library(LuaEngine STATIC
${LuaEngine_STAT_SRCS}
${game_STAT_SRCS}
${game_STAT_PCH_SRC}
)
if( ${CMAKE_PROJECT_NAME} STREQUAL "TrinityCore" )
include_directories(
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Detour/Include
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast
${CMAKE_SOURCE_DIR}/dep/recastnavigation/Recast/Include
${CMAKE_SOURCE_DIR}/dep/g3dlite/include
${CMAKE_SOURCE_DIR}/dep/SFMT
${CMAKE_SOURCE_DIR}/dep/mersennetwister
${CMAKE_SOURCE_DIR}/src/server/shared
${CMAKE_SOURCE_DIR}/src/server/shared/Configuration
${CMAKE_SOURCE_DIR}/src/server/shared/Cryptography
${CMAKE_SOURCE_DIR}/src/server/shared/Cryptography/Authentication
${CMAKE_SOURCE_DIR}/src/server/shared/Database
${CMAKE_SOURCE_DIR}/src/server/shared/DataStores
${CMAKE_SOURCE_DIR}/src/server/shared/Debugging
${CMAKE_SOURCE_DIR}/src/server/shared/Dynamic/CountedReference
${CMAKE_SOURCE_DIR}/src/server/shared/Dynamic/LinkedReference
${CMAKE_SOURCE_DIR}/src/server/shared/Dynamic
${CMAKE_SOURCE_DIR}/src/server/shared/Logging
${CMAKE_SOURCE_DIR}/src/server/shared/Packets
${CMAKE_SOURCE_DIR}/src/server/shared/Policies
${CMAKE_SOURCE_DIR}/src/server/shared/Threading
${CMAKE_SOURCE_DIR}/src/server/shared/Utilities
${CMAKE_SOURCE_DIR}/src/server/ipc
${CMAKE_SOURCE_DIR}/src/server/collision
${CMAKE_SOURCE_DIR}/src/server/collision/Management
${CMAKE_SOURCE_DIR}/src/server/collision/Models
${CMAKE_SOURCE_DIR}/src/server/collision/Maps
${CMAKE_SOURCE_DIR}/src/server/shared
${CMAKE_SOURCE_DIR}/src/server/shared/Database
${CMAKE_SOURCE_DIR}/src/server/game/Accounts
${CMAKE_SOURCE_DIR}/src/server/game/Achievements
${CMAKE_SOURCE_DIR}/src/server/game/Addons
${CMAKE_SOURCE_DIR}/src/server/game/Handlers
${CMAKE_SOURCE_DIR}/src/server/game/AI
${CMAKE_SOURCE_DIR}/src/server/game/AI/CoreAI
${CMAKE_SOURCE_DIR}/src/server/game/AI/EventAI
${CMAKE_SOURCE_DIR}/src/server/game/AI/ScriptedAI
${CMAKE_SOURCE_DIR}/src/server/game/AI/SmartScripts
${CMAKE_SOURCE_DIR}/src/server/game/AuctionHouse
${CMAKE_SOURCE_DIR}/src/server/game/Battlegrounds
${CMAKE_SOURCE_DIR}/src/server/game/Battlegrounds/Zones
${CMAKE_SOURCE_DIR}/src/server/game/Calendar
${CMAKE_SOURCE_DIR}/src/server/game/Chat
${CMAKE_SOURCE_DIR}/src/server/game/Chat/Channels
${CMAKE_SOURCE_DIR}/src/server/game/Conditions
${CMAKE_SOURCE_DIR}/src/server/shared/Configuration
${CMAKE_SOURCE_DIR}/src/server/game/Combat
${CMAKE_SOURCE_DIR}/src/server/game/DataStores
${CMAKE_SOURCE_DIR}/src/server/game/DungeonFinding
${CMAKE_SOURCE_DIR}/src/server/game/Entities/AreaTrigger
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Corpse
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Creature
${CMAKE_SOURCE_DIR}/src/server/game/Entities/DynamicObject
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Item
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Item/Container
${CMAKE_SOURCE_DIR}/src/server/game/Entities/GameObject
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Object
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Object/Updates
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Pet
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Player
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Transport
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Unit
${CMAKE_SOURCE_DIR}/src/server/game/Entities/Vehicle
${CMAKE_SOURCE_DIR}/src/server/game/Events
${CMAKE_SOURCE_DIR}/src/server/game/Globals
${CMAKE_SOURCE_DIR}/src/server/game/Grids
${CMAKE_SOURCE_DIR}/src/server/game/Grids/Cells
${CMAKE_SOURCE_DIR}/src/server/game/Grids/Notifiers
${CMAKE_SOURCE_DIR}/src/server/game/Groups
${CMAKE_SOURCE_DIR}/src/server/game/Guilds
${CMAKE_SOURCE_DIR}/src/server/game/Instances
${CMAKE_SOURCE_DIR}/src/server/game/LookingForGroup
${CMAKE_SOURCE_DIR}/src/server/game/Loot
${CMAKE_SOURCE_DIR}/src/server/game/Mails
${CMAKE_SOURCE_DIR}/src/server/game/Miscellaneous
${CMAKE_SOURCE_DIR}/src/server/game/Maps
${CMAKE_SOURCE_DIR}/src/server/game/Movement
${CMAKE_SOURCE_DIR}/src/server/game/Movement/MovementGenerators
${CMAKE_SOURCE_DIR}/src/server/game/Movement/Waypoints
${CMAKE_SOURCE_DIR}/src/server/game/Movement/Spline
${CMAKE_SOURCE_DIR}/src/server/game/Opcodes
${CMAKE_SOURCE_DIR}/src/server/game/OutdoorPvP
${CMAKE_SOURCE_DIR}/src/server/game/Pools
${CMAKE_SOURCE_DIR}/src/server/game/PrecompiledHeaders
${CMAKE_SOURCE_DIR}/src/server/game/Quests
${CMAKE_SOURCE_DIR}/src/server/game/Reputation
${CMAKE_SOURCE_DIR}/src/server/game/Scripting
${CMAKE_SOURCE_DIR}/src/server/game/Server
${CMAKE_SOURCE_DIR}/src/server/game/Server/Protocol
${CMAKE_SOURCE_DIR}/src/server/game/Server/Protocol/Handlers
${CMAKE_SOURCE_DIR}/src/server/game/Skills
${CMAKE_SOURCE_DIR}/src/server/game/Spells
${CMAKE_SOURCE_DIR}/src/server/game/Spells/Auras
${CMAKE_SOURCE_DIR}/src/server/game/Texts
${CMAKE_SOURCE_DIR}/src/server/game/Tickets
${CMAKE_SOURCE_DIR}/src/server/game/Tools
${CMAKE_SOURCE_DIR}/src/server/game/Weather
${CMAKE_SOURCE_DIR}/src/server/game/World
${CMAKE_SOURCE_DIR}/src/server/scripts/PrecompiledHeaders
${Boost_LIBRARIES}
)
find_package(Boost COMPONENTS system filesystem REQUIRED)
target_link_libraries(LuaEngine
game
${Boost_LIBRARIES}
)
add_dependencies(LuaEngine game)
if( WIN32 )
if ( MSVC )
add_custom_command(TARGET LuaEngine
POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory ${CMAKE_BINARY_DIR}/bin/$(ConfigurationName)/lua_scripts/extensions/
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/extensions ${CMAKE_BINARY_DIR}/bin/$(ConfigurationName)/lua_scripts/extensions/
)
elseif ( MINGW )
add_custom_command(TARGET LuaEngine
POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory ${CMAKE_BINARY_DIR}/bin/lua_scripts/extensions/
COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/extensions ${CMAKE_BINARY_DIR}/bin/lua_scripts/extensions/
)
endif()
endif()
if( UNIX )
install(DIRECTORY extensions DESTINATION bin/lua_scripts/)
elseif( WIN32 )
install(DIRECTORY extensions DESTINATION "${CMAKE_BINARY_DIR}/bin/$(ConfigurationName)/lua_scripts/")
endif()
elseif( ${CMAKE_PROJECT_NAME} STREQUAL "MaNGOS" )
include_directories(
${CMAKE_SOURCE_DIR}/src/shared
${CMAKE_SOURCE_DIR}/src/framework
${CMAKE_SOURCE_DIR}/src/framework/Platform
${CMAKE_SOURCE_DIR}/src/game/BattleGround
${CMAKE_SOURCE_DIR}/src/game/Server
${CMAKE_SOURCE_DIR}/src/game/vmap
${CMAKE_SOURCE_DIR}/src/game/MotionGenerators
${CMAKE_SOURCE_DIR}/src/game/Tools
${CMAKE_SOURCE_DIR}/src/game/References
${CMAKE_SOURCE_DIR}/src/game/WorldHandlers
${CMAKE_SOURCE_DIR}/src/game/Object
)
if( WIN32 )
if ( MSVC )
add_custom_command(TARGET LuaEngine
POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_BINARY_DIR}/bin/$(ConfigurationName)/lua_scripts/extensions/"
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/extensions" "${CMAKE_BINARY_DIR}/bin/$(ConfigurationName)/lua_scripts/extensions/"
)
elseif ( MINGW )
add_custom_command(TARGET LuaEngine
POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_BINARY_DIR}/bin/lua_scripts/extensions/"
COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/extensions" "${CMAKE_BINARY_DIR}/bin/ua_scripts/extensions/"
)
endif()
endif()
install(DIRECTORY extensions DESTINATION "${BIN_DIR}/lua_scripts/")
endif()

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/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef CORPSEMETHODS_H
#define CORPSEMETHODS_H
namespace LuaCorpse
{
/**
* Returns the [Corpse] Owner GUID.
*
* @return uint64 ownerGUID
*/
int GetOwnerGUID(lua_State* L, Corpse* corpse)
{
#ifndef TRINITY
Eluna::Push(L, corpse->GetOwnerGuid());
#else
Eluna::Push(L, corpse->GetOwnerGUID());
#endif
return 1;
}
/**
* Returns the ghost time of a [Corpse].
*
* @return uint32 ghostTime
*/
int GetGhostTime(lua_State* L, Corpse* corpse)
{
Eluna::Push(L, uint32(corpse->GetGhostTime()));
return 1;
}
/**
* Returns the [CorpseType] of a [Corpse].
*
* <pre>
* enum CorpseType
* {
* CORPSE_BONES = 0,
* CORPSE_RESURRECTABLE_PVE = 1,
* CORPSE_RESURRECTABLE_PVP = 2
* };
* </pre>
*
* @return [CorpseType] corpseType
*/
int GetType(lua_State* L, Corpse* corpse)
{
Eluna::Push(L, corpse->GetType());
return 1;
}
/**
* Resets the [Corpse] ghost time.
*
*/
int ResetGhostTime(lua_State* /*L*/, Corpse* corpse)
{
corpse->ResetGhostTime();
return 0;
}
/**
* Saves the [Corpse] to the database.
*
*/
int SaveToDB(lua_State* /*L*/, Corpse* corpse)
{
corpse->SaveToDB();
return 0;
}
/**
* Deletes the [Corpse] from the world.
*
*/
int DeleteBonesFromWorld(lua_State* /*L*/, Corpse* corpse)
{
corpse->DeleteBonesFromWorld();
return 0;
}
};
#endif

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/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef _ELUNA_BINDING_H
#define _ELUNA_BINDING_H
#include "Common.h"
#include "LuaEngine.h"
#include "ElunaUtility.h"
extern "C"
{
#include "lua.h"
#include "lauxlib.h"
};
class ElunaBind
{
public:
Eluna& E;
const char* groupName;
ElunaBind(const char* bindGroupName, Eluna& _E) : E(_E), groupName(bindGroupName)
{
}
virtual ~ElunaBind()
{
Clear();
}
// unregisters all registered functions and clears all registered events from the bindings
virtual void Clear() { };
};
template<typename T>
class EventBind : public ElunaBind
{
public:
typedef std::vector<int> ElunaBindingMap;
typedef std::map<int, ElunaBindingMap> ElunaEntryMap;
EventBind(const char* bindGroupName, Eluna& _E) : ElunaBind(bindGroupName, _E)
{
}
// unregisters all registered functions and clears all registered events from the bind std::maps (reset)
void Clear() override
{
for (ElunaEntryMap::iterator itr = Bindings.begin(); itr != Bindings.end(); ++itr)
{
for (ElunaBindingMap::iterator it = itr->second.begin(); it != itr->second.end(); ++it)
luaL_unref(E.L, LUA_REGISTRYINDEX, (*it));
itr->second.clear();
}
Bindings.clear();
}
void Insert(int eventId, int funcRef) // Inserts a new registered event
{
Bindings[eventId].push_back(funcRef);
}
// Gets the binding std::map containing all registered events with the function refs for the entry
ElunaBindingMap* GetBindMap(T eventId)
{
if (Bindings.empty())
return NULL;
ElunaEntryMap::iterator itr = Bindings.find(eventId);
if (itr == Bindings.end())
return NULL;
return &itr->second;
}
// Checks if there are events for ID
bool HasEvents(T eventId) const
{
if (Bindings.empty())
return false;
if (Bindings.find(eventId) == Bindings.end())
return false;
return true;
}
ElunaEntryMap Bindings; // Binding store Bindings[eventId] = {funcRef};
};
template<typename T>
class EntryBind : public ElunaBind
{
public:
typedef std::map<int, int> ElunaBindingMap;
typedef UNORDERED_MAP<uint32, ElunaBindingMap> ElunaEntryMap;
EntryBind(const char* bindGroupName, Eluna& _E) : ElunaBind(bindGroupName, _E)
{
}
// unregisters all registered functions and clears all registered events from the bindmap
void Clear() override
{
for (ElunaEntryMap::iterator itr = Bindings.begin(); itr != Bindings.end(); ++itr)
{
for (ElunaBindingMap::const_iterator it = itr->second.begin(); it != itr->second.end(); ++it)
luaL_unref(E.L, LUA_REGISTRYINDEX, it->second);
itr->second.clear();
}
Bindings.clear();
}
void Insert(uint32 entryId, int eventId, int funcRef) // Inserts a new registered event
{
if (Bindings[entryId][eventId])
{
luaL_unref(E.L, LUA_REGISTRYINDEX, funcRef); // free the unused ref
luaL_error(E.L, "A function is already registered for entry (%d) event (%d)", entryId, eventId);
}
else
Bindings[entryId][eventId] = funcRef;
}
// Gets the function ref of an entry for an event
int GetBind(uint32 entryId, T eventId) const
{
if (Bindings.empty())
return 0;
ElunaEntryMap::const_iterator itr = Bindings.find(entryId);
if (itr == Bindings.end() || itr->second.empty())
return 0;
ElunaBindingMap::const_iterator itr2 = itr->second.find(eventId);
if (itr2 == itr->second.end())
return 0;
return itr2->second;
}
// Gets the binding std::map containing all registered events with the function refs for the entry
const ElunaBindingMap* GetBindMap(uint32 entryId) const
{
if (Bindings.empty())
return NULL;
ElunaEntryMap::const_iterator itr = Bindings.find(entryId);
if (itr == Bindings.end())
return NULL;
return &itr->second;
}
// Returns true if the entry has registered binds
bool HasBinds(uint32 entryId) const
{
if (Bindings.empty())
return false;
return Bindings.find(entryId) != Bindings.end();
}
ElunaEntryMap Bindings; // Binding store Bindings[entryId][eventId] = funcRef;
};
#endif

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/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#include "ElunaEventMgr.h"
#include "LuaEngine.h"
#include "Object.h"
extern "C"
{
#include "lua.h"
#include "lauxlib.h"
};
LuaEvent::LuaEvent(ElunaEventProcessor* _events, int _funcRef, uint32 _delay, uint32 _calls) :
to_Abort(false), events(_events), funcRef(_funcRef), delay(_delay), calls(_calls)
{
}
LuaEvent::~LuaEvent()
{
luaL_unref(sEluna->L, LUA_REGISTRYINDEX, funcRef); // Free lua function ref
}
void LuaEvent::Execute()
{
// In multithread get map from object and the map's lua state
lua_rawgeti(sEluna->L, LUA_REGISTRYINDEX, funcRef);
Eluna::Push(sEluna->L, funcRef);
Eluna::Push(sEluna->L, delay);
Eluna::Push(sEluna->L, calls);
if (calls) // Must be before calling
--calls;
Eluna::Push(sEluna->L, events->obj);
Eluna::ExecuteCall(sEluna->L, 4, 0);
}
ElunaEventProcessor::ElunaEventProcessor(WorldObject* _obj) : m_time(0), obj(_obj)
{
// In multithread get the object's map's lua state
Eluna* E = obj ? sEluna : sEluna;
EventMgr::WriteGuard lock(E->eventMgr->GetLock());
E->eventMgr->processors.insert(this);
}
ElunaEventProcessor::~ElunaEventProcessor()
{
RemoveEvents();
// In multithread get the object's map's lua state
if (Eluna* E = obj ? sEluna : sEluna)
{
EventMgr::WriteGuard lock(E->eventMgr->GetLock());
E->eventMgr->processors.erase(this);
}
}
void ElunaEventProcessor::Update(uint32 diff)
{
m_time += diff;
for (EventList::iterator it = eventList.begin(); it != eventList.end() && it->first <= m_time; it = eventList.begin())
{
LuaEvent* event = it->second;
eventList.erase(it);
eventMap.erase(event->funcRef);
if (event->to_Abort)
{
delete event;
continue;
}
bool remove = event->calls == 1;
if (!remove)
AddEvent(event); // Reschedule before calling incase RemoveEvents used
event->Execute();
if (remove)
delete event;
}
}
void ElunaEventProcessor::RemoveEvents()
{
//if (!final)
//{
// for (EventList::iterator it = eventList.begin(); it != eventList.end(); ++it)
// it->second->to_Abort = true;
// return;
//}
for (EventList::iterator it = eventList.begin(); it != eventList.end(); ++it)
delete it->second;
eventList.clear();
eventMap.clear();
}
void ElunaEventProcessor::RemoveEvent(int eventId)
{
if (eventMap.find(eventId) != eventMap.end())
eventMap[eventId]->to_Abort = true;
}
void ElunaEventProcessor::AddEvent(LuaEvent* event)
{
eventList.insert(std::pair<uint64, LuaEvent*>(m_time + event->delay, event));
eventMap[event->funcRef] = event;
}
void ElunaEventProcessor::AddEvent(int funcRef, uint32 delay, uint32 repeats)
{
AddEvent(new LuaEvent(this, funcRef, delay, repeats));
}
EventMgr::EventMgr() : globalProcessor(NULL)
{
}
EventMgr::~EventMgr()
{
RemoveEvents();
delete globalProcessor;
}
void EventMgr::RemoveEvents()
{
ReadGuard lock(GetLock());
if (!processors.empty())
for (ProcessorSet::const_iterator it = processors.begin(); it != processors.end(); ++it) // loop processors
(*it)->RemoveEvents();
globalProcessor->RemoveEvents();
}
void EventMgr::RemoveEvent(int eventId)
{
ReadGuard lock(GetLock());
if (!processors.empty())
for (ProcessorSet::const_iterator it = processors.begin(); it != processors.end(); ++it) // loop processors
(*it)->RemoveEvent(eventId);
globalProcessor->RemoveEvent(eventId);
}

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/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef _ELUNA_EVENT_MGR_H
#define _ELUNA_EVENT_MGR_H
#include "ElunaUtility.h"
#include "Common.h"
#include <map>
#ifdef TRINITY
#include "Define.h"
#else
#include "Platform/Define.h"
#endif
class EventMgr;
class ElunaEventProcessor;
class WorldObject;
class LuaEvent
{
friend class EventMgr;
friend class ElunaEventProcessor;
public:
// Should never execute on dead events
void Execute();
bool to_Abort;
private:
LuaEvent(ElunaEventProcessor* _events, int _funcRef, uint32 _delay, uint32 _calls);
~LuaEvent();
ElunaEventProcessor* events; // Pointer to events (holds the timed event)
int funcRef; // Lua function reference ID, also used as event ID
uint32 delay; // Delay between event calls
uint32 calls; // Amount of calls to make, 0 for infinite
};
class ElunaEventProcessor
{
friend class LuaEvent;
public:
typedef std::multimap<uint64, LuaEvent*> EventList;
typedef UNORDERED_MAP<int, LuaEvent*> EventMap;
ElunaEventProcessor(WorldObject* _obj);
~ElunaEventProcessor();
void Update(uint32 diff);
// instantly removes all timed events
void RemoveEvents();
// set the event to be removed when executing
void RemoveEvent(int eventId);
void AddEvent(int funcRef, uint32 delay, uint32 repeats);
EventMap eventMap;
private:
void AddEvent(LuaEvent* Event);
EventList eventList;
uint64 m_time;
WorldObject* obj;
};
class EventMgr : public ElunaUtil::RWLockable
{
public:
typedef UNORDERED_SET<ElunaEventProcessor*> ProcessorSet;
ProcessorSet processors;
ElunaEventProcessor* globalProcessor;
EventMgr();
~EventMgr();
// Remove all timed events
// Execute only in safe env
void RemoveEvents();
// Removes the eventId from all events
// Execute only in safe env
void RemoveEvent(int eventId);
};
#endif

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/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
// Required
#include "AccountMgr.h"
#include "AuctionHouseMgr.h"
#include "Cell.h"
#include "CellImpl.h"
#include "Chat.h"
#include "Channel.h"
#include "DBCStores.h"
#include "GossipDef.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Group.h"
#include "Guild.h"
#include "GuildMgr.h"
#include "Language.h"
#include "Mail.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Player.h"
#include "Pet.h"
#include "ReputationMgr.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "SpellAuras.h"
#include "SpellMgr.h"
#include "TemporarySummon.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#ifdef TRINITY
#include "Config.h"
#include "ScriptedCreature.h"
#include "SpellInfo.h"
#include "WeatherMgr.h"
#include "Battleground.h"
#include "revision.h"
#else
#include "Config/Config.h"
#include "ReactorAI.h"
#include "revision_nr.h"
#include "BattleGroundMgr.h"
#endif
#if (!defined(TBC) && !defined(CLASSIC))
#include "Vehicle.h"
#endif
#ifndef CLASSIC
#include "ArenaTeam.h"
#endif
#ifndef CLASSIC
typedef Opcodes OpcodesList;
#endif
#ifdef MANGOS
#define CORE_NAME "MaNGOS"
#define CORE_VERSION REVISION_NR
#endif
#ifdef CMANGOS
#define CORE_NAME "cMaNGOS"
#define CORE_VERSION REVISION_NR
#endif
#ifdef TRINITY
#define CORE_NAME "TrinityCore"
#define CORE_VERSION _DATE
#define eWorld (sWorld)
#define eMapMgr (sMapMgr)
#define eConfigMgr (sConfigMgr)
#define eGuildMgr (sGuildMgr)
#define eObjectMgr (sObjectMgr)
#define eAccountMgr (sAccountMgr)
#define eObjectAccessor (sObjectAccessor)
#define REGEN_TIME_FULL
typedef ThreatContainer::StorageType ThreatList;
#ifdef CATA
#define NUM_MSG_TYPES NUM_OPCODE_HANDLERS
#endif
#endif
#ifndef TRINITY
#define eWorld (&sWorld)
#define eMapMgr (&sMapMgr)
#define eConfigMgr (&sConfig)
#define eGuildMgr (&sGuildMgr)
#define eObjectMgr (&sObjectMgr)
#define eAccountMgr (&sAccountMgr)
#define eObjectAccessor (&sObjectAccessor)
#define SERVER_MSG_STRING SERVER_MSG_CUSTOM
#define MAX_LOCALES MAX_LOCALE
#define DIALOG_STATUS_SCRIPTED_NO_STATUS DIALOG_STATUS_UNDEFINED
#define TARGETICONCOUNT TARGET_ICON_COUNT
#define MAX_TALENT_SPECS MAX_TALENT_SPEC_COUNT
#ifndef CLASSIC
#define PLAYER_FIELD_LIFETIME_HONORABLE_KILLS PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
#endif
#ifdef TBC
#define SPELL_AURA_MOD_KILL_XP_PCT SPELL_AURA_MOD_XP_PCT
#endif
typedef TemporarySummon TempSummon;
typedef SpellEntry SpellInfo;
enum SelectAggroTarget
{
SELECT_TARGET_RANDOM = 0, // Just selects a random target
SELECT_TARGET_TOPAGGRO, // Selects targes from top aggro to bottom
SELECT_TARGET_BOTTOMAGGRO, // Selects targets from bottom aggro to top
SELECT_TARGET_NEAREST,
SELECT_TARGET_FARTHEST
};
#endif

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/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef QUERYMETHODS_H
#define QUERYMETHODS_H
#ifndef TRINITY
#define RESULT result
#else
#define RESULT (*result)
#endif
namespace LuaQuery
{
void CheckFields(lua_State* L, ElunaQuery* result)
{
if (Eluna::CHECKVAL<uint32>(L, 2) >= RESULT->GetFieldCount())
luaL_argerror(L, 2, "invalid field index");
}
/* BOOLEAN */
int IsNull(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
#ifndef TRINITY
Eluna::Push(L, RESULT->Fetch()[col].IsNULL());
#else
Eluna::Push(L, RESULT->Fetch()[col].IsNull());
#endif
return 1;
}
/* GETTERS */
int GetColumnCount(lua_State* L, ElunaQuery* result)
{
Eluna::Push(L, RESULT->GetFieldCount());
return 1;
}
int GetRowCount(lua_State* L, ElunaQuery* result)
{
if (RESULT->GetRowCount() > (uint32)-1)
Eluna::Push(L, (uint32)-1);
else
Eluna::Push(L, RESULT->GetRowCount());
return 1;
}
int GetBool(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].GetBool());
return 1;
}
int GetUInt8(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].GetUInt8());
return 1;
}
int GetUInt16(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].GetUInt16());
return 1;
}
int GetUInt32(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].GetUInt32());
return 1;
}
int GetUInt64(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].GetUInt64());
return 1;
}
int GetInt8(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].GetInt8());
return 1;
}
int GetInt16(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].GetInt16());
return 1;
}
int GetInt32(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].GetInt32());
return 1;
}
int GetInt64(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].GetInt64());
return 1;
}
int GetFloat(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].GetFloat());
return 1;
}
int GetDouble(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
Eluna::Push(L, RESULT->Fetch()[col].GetDouble());
return 1;
}
int GetString(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
#ifndef TRINITY
Eluna::Push(L, RESULT->Fetch()[col].GetCppString());
#else
Eluna::Push(L, RESULT->Fetch()[col].GetString());
#endif
return 1;
}
int GetCString(lua_State* L, ElunaQuery* result)
{
uint32 col = Eluna::CHECKVAL<uint32>(L, 2);
CheckFields(L, result);
#ifndef TRINITY
Eluna::Push(L, RESULT->Fetch()[col].GetString());
#else
Eluna::Push(L, RESULT->Fetch()[col].GetCString());
#endif
return 1;
}
/* OTHER */
/**
* Advances the ElunaQuery to the next row in the result returned.
* Returns false if there was no new row, otherwise true.
*
* @return bool hadNextRow
*/
int NextRow(lua_State* L, ElunaQuery* result)
{
Eluna::Push(L, RESULT->NextRow());
return 1;
}
/**
* Returns a table from the current row where keys are field names and values are the row's values.
* All numerical values will be numbers and everything else is returned as a string.
* For example `SELECT entry, name FROM creature_template` would result in a table of `{ entry = 123, name = "some creature name" }`
* To move to next row see [ElunaQuery:NextRow]
*
* @return table rowData : table filled with row columns and data where `T[column] = data`
*/
int GetRow(lua_State* L, ElunaQuery* result)
{
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 col = RESULT->GetFieldCount();
Field* row = RESULT->Fetch();
#ifndef TRINITY
const QueryFieldNames& names = RESULT->GetFieldNames();
#endif
for (uint32 i = 0; i < col; ++i)
{
#ifdef TRINITY
Eluna::Push(L, RESULT->GetFieldName(i));
const char* str = row[i].GetCString();
if (row[i].IsNull() || !str)
Eluna::Push(L);
#else
Eluna::Push(L, names[i]);
const char* str = row[i].GetString();
if (row[i].IsNULL() || !str)
Eluna::Push(L);
#endif
else
{
// MYSQL_TYPE_LONGLONG Interpreted as string for lua
switch (row[i].GetType())
{
case MYSQL_TYPE_TINY:
case MYSQL_TYPE_SHORT:
case MYSQL_TYPE_INT24:
case MYSQL_TYPE_LONG:
case MYSQL_TYPE_FLOAT:
case MYSQL_TYPE_DOUBLE:
Eluna::Push(L, strtod(str, NULL));
break;
default:
Eluna::Push(L, str);
break;
}
}
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
};
#undef RESULT
#endif

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/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef _ELUNA_TEMPLATE_H
#define _ELUNA_TEMPLATE_H
extern "C"
{
#include "lua.h"
#include "lualib.h"
#include "lauxlib.h"
};
#include "LuaEngine.h"
#include "ElunaUtility.h"
template<typename T>
struct ElunaRegister
{
const char* name;
int(*mfunc)(lua_State*, T*);
};
template<typename T>
class ElunaTemplate
{
public:
static const char* tname;
static bool manageMemory;
static int typeT(lua_State* L)
{
lua_pushstring(L, tname);
return 1;
}
// name will be used as type name
// If gc is true, lua will handle the memory management for object pushed
// gc should be used if pushing for example WorldPacket,
// that will only be needed on lua side and will not be managed by TC/mangos/<core>
static void Register(lua_State* L, const char* name, bool gc = false)
{
ASSERT(!tname || name);
tname = name;
manageMemory = gc;
lua_newtable(L);
int methods = lua_gettop(L);
// store method table in globals so that
// scripts can add functions in Lua
lua_pushvalue(L, methods);
lua_setglobal(L, tname);
luaL_newmetatable(L, tname);
int metatable = lua_gettop(L);
// tostring
lua_pushcfunction(L, tostringT);
lua_setfield(L, metatable, "__tostring");
// garbage collecting
if (manageMemory)
{
lua_pushcfunction(L, gcT);
lua_setfield(L, metatable, "__gc");
}
// make methods accessible through metatable
lua_pushvalue(L, methods);
lua_setfield(L, metatable, "__index");
// make new indexes saved to methods
lua_pushvalue(L, methods);
lua_setfield(L, metatable, "__newindex");
// special method to get the object type
lua_pushcfunction(L, typeT);
lua_setfield(L, methods, "GetObjectType");
// pop methods and metatable
lua_pop(L, 2);
}
template<typename C>
static void SetMethods(lua_State* L, ElunaRegister<C>* methodTable)
{
if (!methodTable)
return;
luaL_getmetatable(L, tname);
if (!lua_istable(L, -1))
{
lua_remove(L, -1);
ELUNA_LOG_ERROR("%s missing metatable", tname);
return;
}
lua_getfield(L, -1, "__index");
lua_remove(L, -2);
if (!lua_istable(L, -1))
{
lua_remove(L, -1);
ELUNA_LOG_ERROR("%s missing method table from metatable", tname);
return;
}
for (; methodTable && methodTable->name && methodTable->mfunc; ++methodTable)
{
lua_pushstring(L, methodTable->name);
lua_pushlightuserdata(L, (void*)methodTable);
lua_pushcclosure(L, thunk, 1);
lua_settable(L, -3);
}
lua_remove(L, -1);
}
// Remember special case ElunaTemplate<Vehicle>::gcT
static int gcT(lua_State* L)
{
if (!manageMemory)
return 0;
// Get object pointer (and check type, no error)
T** ptrHold = static_cast<T**>(luaL_testudata(L, -1, tname));
if (ptrHold)
delete *ptrHold;
return 0;
}
static int push(lua_State* L, T const* obj)
{
if (!obj)
{
lua_pushnil(L);
return 1;
}
if (!manageMemory)
{
lua_rawgeti(L, LUA_REGISTRYINDEX, sEluna->userdata_table);
lua_pushfstring(L, "%p", obj);
lua_gettable(L, -2);
if (!lua_isnoneornil(L, -1) && luaL_checkudata(L, -1, tname))
{
lua_remove(L, -2);
return 1;
}
lua_remove(L, -1);
// left userdata_table in stack
}
// Create new userdata
T const** ptrHold = static_cast<T const**>(lua_newuserdata(L, sizeof(T const*)));
if (!ptrHold)
{
ELUNA_LOG_ERROR("%s could not create new userdata", tname);
lua_pop(L, manageMemory ? 1 : 2);
lua_pushnil(L);
return 1;
}
*ptrHold = obj;
// Set metatable for it
luaL_getmetatable(L, tname);
if (!lua_istable(L, -1))
{
ELUNA_LOG_ERROR("%s missing metatable", tname);
lua_pop(L, manageMemory ? 2 : 3);
lua_pushnil(L);
return 1;
}
lua_setmetatable(L, -2);
if (!manageMemory)
{
lua_pushfstring(L, "%p", obj);
lua_pushvalue(L, -2);
lua_settable(L, -4);
lua_remove(L, -2);
}
return 1;
}
static T* check(lua_State* L, int narg, bool error = true)
{
T** ptrHold = static_cast<T**>(lua_touserdata(L, narg));
if (!ptrHold)
{
if (error)
{
char buff[256];
snprintf(buff, 256, "%s expected, got %s", tname, luaL_typename(L, narg));
luaL_argerror(L, narg, buff);
}
return NULL;
}
if (!manageMemory)
{
// Check pointer validity
lua_rawgeti(L, LUA_REGISTRYINDEX, sEluna->userdata_table);
lua_pushfstring(L, "%p", *ptrHold);
lua_gettable(L, -2);
lua_remove(L, -2);
bool valid = lua_isuserdata(L, -1) != 0;
lua_remove(L, -1);
if (!valid)
{
char buff[256];
snprintf(buff, 256, "%s expected, got pointer to nonexisting object (%s). This should never happen", tname, luaL_typename(L, narg));
if (error)
{
luaL_argerror(L, narg, buff);
}
else
{
ELUNA_LOG_ERROR("%s", buff);
}
return NULL;
}
}
return *ptrHold;
}
static int thunk(lua_State* L)
{
T* obj = Eluna::CHECKOBJ<T>(L, 1); // get self
if (!obj)
return 0;
ElunaRegister<T>* l = static_cast<ElunaRegister<T>*>(lua_touserdata(L, lua_upvalueindex(1)));
int args = lua_gettop(L);
int expected = l->mfunc(L, obj);
args = lua_gettop(L) - args;
if (args < 0 || args > expected) // Assert instead?
{
ELUNA_LOG_ERROR("[Eluna]: %s returned unexpected amount of arguments %i out of %i. Report to devs", l->name, args, expected);
}
for (; args < expected; ++args)
lua_pushnil(L);
return expected;
}
static int tostringT(lua_State* L)
{
T* obj = Eluna::CHECKOBJ<T>(L, 1); // get self
if (obj)
lua_pushfstring(L, "%s: (%p)", tname, obj);
else
lua_pushstring(L, "nil");
return 1;
}
};
#endif

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@ -1,87 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#include "ElunaUtility.h"
#include "World.h"
#include "Object.h"
#include "Unit.h"
uint32 ElunaUtil::GetCurrTime()
{
#ifndef TRINITY
return WorldTimer::getMSTime();
#else
return getMSTime();
#endif
}
uint32 ElunaUtil::GetTimeDiff(uint32 oldMSTime)
{
#ifndef TRINITY
return WorldTimer::getMSTimeDiff(oldMSTime, GetCurrTime());
#else
return GetMSTimeDiffToNow(oldMSTime);
#endif
}
ElunaUtil::ObjectGUIDCheck::ObjectGUIDCheck(ObjectGuid guid) : _guid(guid)
{
}
bool ElunaUtil::ObjectGUIDCheck::operator()(WorldObject* object)
{
return object->GET_GUID() == _guid;
}
ElunaUtil::ObjectDistanceOrderPred::ObjectDistanceOrderPred(WorldObject const* pRefObj, bool ascending) : m_refObj(pRefObj), m_ascending(ascending)
{
}
bool ElunaUtil::ObjectDistanceOrderPred::operator()(WorldObject const* pLeft, WorldObject const* pRight) const
{
return m_ascending ? m_refObj->GetDistanceOrder(pLeft, pRight) : !m_refObj->GetDistanceOrder(pLeft, pRight);
}
ElunaUtil::WorldObjectInRangeCheck::WorldObjectInRangeCheck(bool nearest, WorldObject const* obj, float range,
uint16 typeMask, uint32 entry, uint32 hostile) : i_nearest(nearest),
i_obj(obj), i_range(range), i_typeMask(typeMask), i_entry(entry), i_hostile(hostile)
{
}
WorldObject const& ElunaUtil::WorldObjectInRangeCheck::GetFocusObject() const
{
return *i_obj;
}
bool ElunaUtil::WorldObjectInRangeCheck::operator()(WorldObject* u)
{
if (i_typeMask && !u->isType(TypeMask(i_typeMask)))
return false;
if (i_entry && u->GetEntry() != i_entry)
return false;
if (i_obj->GET_GUID() == u->GET_GUID())
return false;
if (!i_obj->IsWithinDistInMap(u, i_range))
return false;
if (Unit* unit = u->ToUnit())
{
#ifdef CMANGOS
if (!unit->isAlive())
return false;
#else
if (!unit->IsAlive())
return false;
#endif
if (i_hostile)
{
if (const Unit* obj = i_obj->ToUnit())
{
if ((i_hostile == 1) != obj->IsHostileTo(unit))
return false;
}
}
}
if (i_nearest)
i_range = i_obj->GetDistance(u);
return true;
}

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@ -1,149 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef _ELUNA_UTIL_H
#define _ELUNA_UTIL_H
#include "Common.h"
#include "SharedDefines.h"
#include "ObjectGuid.h"
#ifdef TRINITY
#include "QueryResult.h"
#ifdef CATA
#include "Object.h"
#endif
#else
#include "Database/QueryResult.h"
#endif
// Some dummy includes containing BOOST_VERSION:
// ObjectAccessor.h Config.h Log.h
#ifdef BOOST_VERSION
#define USING_BOOST
#endif
#ifdef USING_BOOST
#include <boost/thread/locks.hpp>
#include <boost/thread/shared_mutex.hpp>
#endif
#ifdef TRINITY
typedef QueryResult ElunaQuery;
#define ELUNA_LOG_INFO(...) TC_LOG_INFO("eluna", __VA_ARGS__);
#define ELUNA_LOG_ERROR(...) TC_LOG_ERROR("eluna", __VA_ARGS__);
#define ELUNA_LOG_DEBUG(...) TC_LOG_DEBUG("eluna", __VA_ARGS__);
#define GET_GUID GetGUID
#else
typedef QueryNamedResult ElunaQuery;
#define ASSERT MANGOS_ASSERT
#define ELUNA_LOG_INFO(...) sLog.outString(__VA_ARGS__);
#define ELUNA_LOG_ERROR(...) sLog.outErrorEluna(__VA_ARGS__);
#define ELUNA_LOG_DEBUG(...) sLog.outDebug(__VA_ARGS__);
#define GET_GUID GetObjectGuid
#define GetGameObjectTemplate GetGameObjectInfo
#define GetItemTemplate GetItemPrototype
#define GetTemplate GetProto
#endif
#ifndef UNORDERED_MAP
#include <unordered_map>
#define UNORDERED_MAP std::unordered_map
#endif
#ifndef UNORDERED_SET
#include <unordered_set>
#define UNORDERED_SET std::unordered_set
#endif
#ifndef MAKE_NEW_GUID
#define MAKE_NEW_GUID(l, e, h) ObjectGuid(h, e, l)
#endif
#ifndef GUID_ENPART
#define GUID_ENPART(guid) ObjectGuid(guid).GetEntry()
#endif
#ifndef GUID_LOPART
#define GUID_LOPART(guid) ObjectGuid(guid).GetCounter()
#endif
#ifndef GUID_HIPART
#define GUID_HIPART(guid) ObjectGuid(guid).GetHigh()
#endif
class Unit;
class WorldObject;
namespace ElunaUtil
{
uint32 GetCurrTime();
uint32 GetTimeDiff(uint32 oldMSTime);
class ObjectGUIDCheck
{
public:
ObjectGUIDCheck(ObjectGuid guid);
bool operator()(WorldObject* object);
ObjectGuid _guid;
};
// Binary predicate to sort WorldObjects based on the distance to a reference WorldObject
class ObjectDistanceOrderPred
{
public:
ObjectDistanceOrderPred(WorldObject const* pRefObj, bool ascending = true);
bool operator()(WorldObject const* pLeft, WorldObject const* pRight) const;
WorldObject const* m_refObj;
const bool m_ascending;
};
// Doesn't get self
class WorldObjectInRangeCheck
{
public:
WorldObjectInRangeCheck(bool nearest, WorldObject const* obj, float range,
uint16 typeMask = 0, uint32 entry = 0, uint32 hostile = 0);
WorldObject const& GetFocusObject() const;
bool operator()(WorldObject* u);
bool i_nearest;
WorldObject const* i_obj;
float i_range;
uint16 i_typeMask;
uint32 i_entry;
uint32 i_hostile;
};
/*
* Usage:
* Inherit this class, then when needing lock, use
* ReadGuard lock(_lock);
* or
* WriteGuard lock(_lock);
*
* The lock is automatically released at end of scope
*/
class RWLockable
{
public:
#ifdef USING_BOOST
typedef boost::shared_mutex LockType;
typedef boost::shared_lock<boost::shared_mutex> ReadGuard;
typedef boost::unique_lock<boost::shared_mutex> WriteGuard;
#else
typedef ACE_RW_Thread_Mutex LockType;
typedef ACE_Read_Guard<LockType> ReadGuard;
typedef ACE_Write_Guard<LockType> WriteGuard;
#endif
LockType& GetLock() { return _lock; }
private:
LockType _lock;
};
};
#endif

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@ -1,252 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef GAMEOBJECTMETHODS_H
#define GAMEOBJECTMETHODS_H
namespace LuaGameObject
{
/**
* Returns 'true' if the [GameObject] can give the specified [Quest]
*
* @param uint32 questId : quest entry Id to check
* @return bool hasQuest
*/
int HasQuest(lua_State* L, GameObject* go)
{
uint32 questId = Eluna::CHECKVAL<uint32>(L, 2);
#ifndef TRINITY
Eluna::Push(L, go->HasQuest(questId));
#else
Eluna::Push(L, go->hasQuest(questId));
#endif
return 1;
}
/**
* Returns 'true' if the [GameObject] is spawned
*
* @return bool isSpawned
*/
int IsSpawned(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->isSpawned());
return 1;
}
/**
* Returns 'true' if the [GameObject] is a transport
*
* @return bool isTransport
*/
int IsTransport(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->IsTransport());
return 1;
}
/**
* Returns 'true' if the [GameObject] is active
*
* @return bool isActive
*/
int IsActive(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->isActiveObject());
return 1;
}
/*int IsDestructible(lua_State* L, GameObject* go) // TODO: Implementation core side
{
Eluna::Push(L, go->IsDestructibleBuilding());
return 1;
}*/
/**
* Returns display ID of the [GameObject]
*
* @return uint32 displayId
*/
int GetDisplayId(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->GetDisplayId());
return 1;
}
/**
* Returns the state of a [GameObject]
* Below are client side [GOState]s off of 3.3.5a
*
* <pre>
* enum GOState
* {
* GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
* GO_STATE_READY = 1, // show in world as ready (closed door close)
* GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
* };
* </pre>
*
* @return [GOState] goState
*/
int GetGoState(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->GetGoState());
return 1;
}
/**
* Returns the [LootState] of a [GameObject]
* Below are [LootState]s off of 3.3.5a
*
* <pre>
* enum LootState
* {
* GO_NOT_READY = 0,
* GO_READY, // can be ready but despawned, and then not possible activate until spawn
* GO_ACTIVATED,
* GO_JUST_DEACTIVATED
* };
* </pre>
*
* @return [LootState] lootState
*/
int GetLootState(lua_State* L, GameObject* go)
{
Eluna::Push(L, go->getLootState());
return 1;
}
/**
* Sets the state of a [GameObject]
*
* <pre>
* enum GOState
* {
* GO_STATE_ACTIVE = 0, // show in world as used and not reset (closed door open)
* GO_STATE_READY = 1, // show in world as ready (closed door close)
* GO_STATE_ACTIVE_ALTERNATIVE = 2 // show in world as used in alt way and not reset (closed door open by cannon fire)
* };
* </pre>
*
* @param [GOState] state : all available go states can be seen above
*/
int SetGoState(lua_State* L, GameObject* go)
{
uint32 state = Eluna::CHECKVAL<uint32>(L, 2, 0);
if (state == 0)
go->SetGoState(GO_STATE_ACTIVE);
else if (state == 1)
go->SetGoState(GO_STATE_READY);
else if (state == 2)
go->SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
return 0;
}
/**
* Sets the [LootState] of a [GameObject]
* Below are [LootState]s off of 3.3.5a
*
* <pre>
* enum LootState
* {
* GO_NOT_READY = 0,
* GO_READY, // can be ready but despawned, and then not possible activate until spawn
* GO_ACTIVATED,
* GO_JUST_DEACTIVATED
* };
* </pre>
*
* @param [LootState] state : all available loot states can be seen above
*/
int SetLootState(lua_State* L, GameObject* go)
{
uint32 state = Eluna::CHECKVAL<uint32>(L, 2, 0);
if (state == 0)
go->SetLootState(GO_NOT_READY);
else if (state == 1)
go->SetLootState(GO_READY);
else if (state == 2)
go->SetLootState(GO_ACTIVATED);
else if (state == 3)
go->SetLootState(GO_JUST_DEACTIVATED);
return 0;
}
/**
* Saves [GameObject] to the database
*
*/
int SaveToDB(lua_State* /*L*/, GameObject* go)
{
go->SaveToDB();
return 0;
}
/**
* Removes [GameObject] from the world
*
* @param bool deleteFromDB : if true, it will delete the [GameObject] from the database
*/
int RemoveFromWorld(lua_State* L, GameObject* go)
{
bool deldb = Eluna::CHECKVAL<bool>(L, 2, false);
if (deldb)
go->DeleteFromDB();
go->RemoveFromWorld();
return 0;
}
/**
* Changes uses a door or a button type [GameObject]
*
* @param uint32 delay : cooldown time in seconds to restore the [GameObject] back to normal
*/
int UseDoorOrButton(lua_State* L, GameObject* go)
{
uint32 delay = Eluna::CHECKVAL<uint32>(L, 2, 0);
go->UseDoorOrButton(delay);
return 0;
}
/**
* Despawns a [GameObject]
*
* @param uint32 delay : time in seconds to despawn
*/
int Despawn(lua_State* L, GameObject* go)
{
uint32 delay = Eluna::CHECKVAL<uint32>(L, 2, 1);
if (!delay)
delay = 1;
go->SetSpawnedByDefault(false);
go->SetRespawnTime(delay);
return 0;
}
/**
* Respawns a [GameObject]
*
* @param uint32 delay : time of respawn in seconds
*/
int Respawn(lua_State* L, GameObject* go)
{
uint32 delay = Eluna::CHECKVAL<uint32>(L, 2, 1);
if (!delay)
delay = 1;
go->SetSpawnedByDefault(true);
go->SetRespawnTime(delay);
return 0;
}
};
#endif

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@ -1,383 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef GROUPMETHODS_H
#define GROUPMETHODS_H
namespace LuaGroup
{
/**
* Returns 'true' if the player is the [Group] leader
*
* @param uint64 guid : guid of a possible leader
* @return bool isLeader
*/
int IsLeader(lua_State* L, Group* group)
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
Eluna::Push(L, group->IsLeader(ObjectGuid(guid)));
return 1;
}
/**
* Returns 'true' if the [Group] is full
*
* @return bool isFull
*/
int IsFull(lua_State* L, Group* group)
{
Eluna::Push(L, group->IsFull());
return 1;
}
/**
* Returns 'true' if the [Group] is a raid [Group]
*
* @return bool isRaid
*/
int IsRaidGroup(lua_State* L, Group* group)
{
Eluna::Push(L, group->isRaidGroup());
return 1;
}
/**
* Returns 'true' if the [Group] is a battleground [Group]
*
* @return bool isBG
*/
int IsBGGroup(lua_State* L, Group* group)
{
Eluna::Push(L, group->isBGGroup());
return 1;
}
/**
* Returns 'true' if the [Player] is a member of this [Group]
*
* @param [Player] player : [Player] to check
* @return bool isMember
*/
int IsMember(lua_State* L, Group* group)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
Eluna::Push(L, group->IsMember(player->GET_GUID()));
return 1;
}
/**
* Returns 'true' if the [Player] is an assistant of this [Group]
*
* @param [Player] player : [Player] to check
* @return bool isAssistant
*/
int IsAssistant(lua_State* L, Group* group)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
Eluna::Push(L, group->IsAssistant(player->GET_GUID()));
return 1;
}
/**
* Returns 'true' if the [Player]s are in the same subgroup in this [Group]
*
* @param [Player] player1 : first [Player] to check
* @param [Player] player2 : second [Player] to check
* @return bool sameSubGroup
*/
int SameSubGroup(lua_State* L, Group* group)
{
Player* player1 = Eluna::CHECKOBJ<Player>(L, 2);
Player* player2 = Eluna::CHECKOBJ<Player>(L, 3);
Eluna::Push(L, group->SameSubGroup(player1, player2));
return 1;
}
/**
* Returns 'true' if the subgroup has free slots in this [Group]
*
* @param uint8 subGroup : subGroup ID to check
* @return bool hasFreeSlot
*/
int HasFreeSlotSubGroup(lua_State* L, Group* group)
{
uint8 subGroup = Eluna::CHECKVAL<uint8>(L, 2);
Eluna::Push(L, group->HasFreeSlotSubGroup(subGroup));
return 1;
}
/**
* Returns 'true' if the [Group] invite was successful
*
* @param [Player] player : [Player] to invite
* @return bool invited
*/
int AddInvite(lua_State* L, Group* group)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
Eluna::Push(L, group->AddInvite(player));
return 1;
}
/*int IsLFGGroup(lua_State* L, Group* group) // TODO: Implementation
{
Eluna::Push(L, group->isLFGGroup());
return 1;
}*/
/*int IsBFGroup(lua_State* L, Group* group) // TODO: Implementation
{
Eluna::Push(L, group->isBFGroup());
return 1;
}*/
/**
* Returns a table with the [Player]s in this [Group]
*
* @return table groupPlayers : table of [Player]s
*/
int GetMembers(lua_State* L, Group* group)
{
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (GroupReference* itr = group->GetFirstMember(); itr; itr = itr->next())
{
#ifndef TRINITY
Player* member = itr->getSource();
#else
Player* member = itr->GetSource();
#endif
if (!member || !member->GetSession())
continue;
++i;
Eluna::Push(L, i);
Eluna::Push(L, member);
lua_settable(L, tbl);
}
lua_settop(L, tbl); // push table to top of stack
return 1;
}
/**
* Returns [Group] leader GUID
*
* @return uint64 leaderGUID
*/
int GetLeaderGUID(lua_State* L, Group* group)
{
#ifndef TRINITY
Eluna::Push(L, group->GetLeaderGuid());
#else
Eluna::Push(L, group->GetLeaderGUID());
#endif
return 1;
}
/**
* Finds and returns a [Group] leader by their GUID if logged in
*
* @return [Player] leader
*/
int GetLeader(lua_State* L, Group* group)
{
#ifndef TRINITY
Eluna::Push(L, eObjectAccessor->FindPlayer(group->GetLeaderGuid()));
#else
Eluna::Push(L, eObjectAccessor->FindPlayer(group->GetLeaderGUID()));
#endif
return 1;
}
/**
* Returns the [Group]'s GUID
*
* @return uint64 groupGUID
*/
int GetGUID(lua_State* L, Group* group)
{
#ifdef CLASSIC
Eluna::Push(L, group->GetId());
#else
Eluna::Push(L, group->GET_GUID());
#endif
return 1;
}
/**
* Returns a [Group] member's GUID by their name
*
* @param string name : the [Player]'s name
* @return uint64 memberGUID
*/
int GetMemberGUID(lua_State* L, Group* group)
{
const char* name = Eluna::CHECKVAL<const char*>(L, 2);
#ifndef TRINITY
Eluna::Push(L, group->GetMemberGuid(name));
#else
Eluna::Push(L, group->GetMemberGUID(name));
#endif
return 1;
}
/**
* Returns the member count of this [Group]
*
* @return uint32 memberCount
*/
int GetMembersCount(lua_State* L, Group* group)
{
Eluna::Push(L, group->GetMembersCount());
return 1;
}
/**
* Returns the [Player]'s subgroup ID of this [Group]
*
* @param [Player] player : the [Player] to check
* @return uint8 subGroupID
*/
int GetMemberGroup(lua_State* L, Group* group)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
Eluna::Push(L, group->GetMemberGroup(player->GET_GUID()));
return 1;
}
/**
* Sets the leader of this [Group]
*
* @param [Player] leader : the [Player] leader to change
*/
int SetLeader(lua_State* L, Group* group)
{
Player* leader = Eluna::CHECKOBJ<Player>(L, 2);
group->ChangeLeader(leader->GET_GUID());
return 0;
}
/**
* Sends a specified [WorldPacket] to this [Group]
*
* @param [WorldPacket] packet : the [WorldPacket] to send
* @param bool ignorePlayersInBg : ignores [Player]s in a battleground
* @param uint64 ignore : ignore a [Player] by their GUID
*/
int SendPacket(lua_State* L, Group* group)
{
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
bool ignorePlayersInBg = Eluna::CHECKVAL<bool>(L, 3);
uint64 ignore = Eluna::CHECKVAL<uint64>(L, 4);
group->BroadcastPacket(data, ignorePlayersInBg, -1, ObjectGuid(ignore));
return 0;
}
/**
* Removes a member from this [Group] and returns 'true' if successful
*
* <pre>
* enum RemoveMethod
* {
* GROUP_REMOVEMETHOD_DEFAULT = 0,
* GROUP_REMOVEMETHOD_KICK = 1,
* GROUP_REMOVEMETHOD_LEAVE = 2,
* GROUP_REMOVEMETHOD_KICK_LFG = 3
* };
* </pre>
*
* @param [Player] player : the [Player] to remove
* @param [RemoveMethod] method : method used to remove the player
* @return bool removed
*/
int RemoveMember(lua_State* L, Group* group)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
uint32 method = Eluna::CHECKVAL<uint32>(L, 3, 0);
#ifndef TRINITY
Eluna::Push(L, group->RemoveMember(player->GET_GUID(), method));
#else
Eluna::Push(L, group->RemoveMember(player->GET_GUID(), (RemoveMethod)method));
#endif
return 1;
}
/**
* Disbands this [Group]
*
*/
int Disband(lua_State* /*L*/, Group* group)
{
group->Disband();
return 0;
}
/**
* Converts this [Group] to a raid [Group]
*
*/
int ConvertToRaid(lua_State* /*L*/, Group* group)
{
group->ConvertToRaid();
return 0;
}
/**
* Sets the member's subGroup
*
* @param [Player] player : [Player] to move
* @param uint8 groupID : the subGroup's ID
*/
int SetMembersGroup(lua_State* L, Group* group)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
uint8 groupID = Eluna::CHECKVAL<uint8>(L, 3);
group->ChangeMembersGroup(player->GET_GUID(), groupID);
return 0;
}
/**
* Sets the target icon of an object for the [Group]
*
* @param uint8 icon : the icon (Skull, Square, etc)
* @param uint64 target : GUID of the icon target, 0 is to clear the icon
* @param uint64 setter : GUID of the icon setter
*/
int SetTargetIcon(lua_State* L, Group* group)
{
uint8 icon = Eluna::CHECKVAL<uint8>(L, 2);
uint64 target = Eluna::CHECKVAL<uint64>(L, 3);
uint64 setter = Eluna::CHECKVAL<uint64>(L, 4, 0);
if (icon >= TARGETICONCOUNT)
return luaL_argerror(L, 2, "valid target icon expected");
#if (defined(CLASSIC) || defined(TBC))
group->SetTargetIcon(icon, ObjectGuid(target));
#else
group->SetTargetIcon(icon, ObjectGuid(setter), ObjectGuid(target));
#endif
return 0;
}
/*int ConvertToLFG(lua_State* L, Group* group) // TODO: Implementation
{
group->ConvertToLFG();
return 0;
}*/
};
#endif

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@ -1,209 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef GUILDMETHODS_H
#define GUILDMETHODS_H
namespace LuaGuild
{
/* GETTERS */
int GetMembers(lua_State* L, Guild* guild)
{
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
SessionMap const& sessions = eWorld->GetAllSessions();
for (SessionMap::const_iterator it = sessions.begin(); it != sessions.end(); ++it)
{
if (Player* player = it->second->GetPlayer())
{
if (player->GetSession() && (player->GetGuildId() == guild->GetId()))
{
++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;
}
int GetMemberCount(lua_State* L, Guild* guild)
{
Eluna::Push(L, guild->GetMemberSize());
return 1;
}
int GetLeader(lua_State* L, Guild* guild)
{
#ifndef TRINITY
Eluna::Push(L, eObjectAccessor->FindPlayer(guild->GetLeaderGuid()));
#else
Eluna::Push(L, eObjectAccessor->FindPlayer(guild->GetLeaderGUID()));
#endif
return 1;
}
int GetLeaderGUID(lua_State* L, Guild* guild)
{
#ifndef TRINITY
Eluna::Push(L, guild->GetLeaderGuid());
#else
Eluna::Push(L, guild->GetLeaderGUID());
#endif
return 1;
}
int GetId(lua_State* L, Guild* guild)
{
Eluna::Push(L, guild->GetId());
return 1;
}
int GetName(lua_State* L, Guild* guild)
{
Eluna::Push(L, guild->GetName());
return 1;
}
int GetMOTD(lua_State* L, Guild* guild)
{
Eluna::Push(L, guild->GetMOTD());
return 1;
}
int GetInfo(lua_State* L, Guild* guild)
{
#ifndef TRINITY
Eluna::Push(L, guild->GetGINFO());
#else
Eluna::Push(L, guild->GetInfo());
#endif
return 1;
}
/* SETTERS */
#ifndef CATA
int SetLeader(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
#ifndef TRINITY
guild->SetLeader(player->GET_GUID());
#else
guild->HandleSetLeader(player->GetSession(), player->GetName());
#endif
return 0;
}
#endif
#ifndef CLASSIC
int SetBankTabText(lua_State* L, Guild* guild)
{
uint8 tabId = Eluna::CHECKVAL<uint8>(L, 2);
const char* text = Eluna::CHECKVAL<const char*>(L, 3);
#ifndef TRINITY
guild->SetGuildBankTabText(tabId, text);
#else
guild->SetBankTabText(tabId, text);
#endif
return 0;
}
#endif
/* OTHER */
// SendPacketToGuild(packet)
int SendPacket(lua_State* L, Guild* guild)
{
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
guild->BroadcastPacket(data);
return 0;
}
// SendPacketToRankedInGuild(packet, rankId)
int SendPacketToRanked(lua_State* L, Guild* guild)
{
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
uint8 ranked = Eluna::CHECKVAL<uint8>(L, 3);
guild->BroadcastPacketToRank(data, ranked);
return 0;
}
int Disband(lua_State* /*L*/, Guild* guild)
{
guild->Disband();
return 0;
}
int AddMember(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
uint8 rankId = Eluna::CHECKVAL<uint8>(L, 3, GUILD_RANK_NONE);
guild->AddMember(player->GET_GUID(), rankId);
return 0;
}
int DeleteMember(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
bool isDisbanding = Eluna::CHECKVAL<bool>(L, 3, false);
#ifndef TRINITY
guild->DelMember(player->GET_GUID(), isDisbanding);
#else
guild->DeleteMember(player->GET_GUID(), isDisbanding);
#endif
return 0;
}
int SetMemberRank(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
uint8 newRank = Eluna::CHECKVAL<uint8>(L, 3);
guild->ChangeMemberRank(player->GET_GUID(), newRank);
return 0;
}
#ifndef CLASSIC
// Move to Player methods
int WithdrawBankMoney(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
uint32 money = Eluna::CHECKVAL<uint32>(L, 3);
#ifndef TRINITY
if (guild->GetGuildBankMoney() < money)
return 0;
guild->SetBankMoney(guild->GetGuildBankMoney() - money);
#else
guild->HandleMemberWithdrawMoney(player->GetSession(), money);
#endif
return 0;
}
// Move to Player methods
int DepositBankMoney(lua_State* L, Guild* guild)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
uint32 money = Eluna::CHECKVAL<uint32>(L, 3);
#ifndef TRINITY
guild->SetBankMoney(guild->GetGuildBankMoney() + money);
#else
guild->HandleMemberDepositMoney(player->GetSession(), money);
#endif
return 0;
}
#endif
};
#endif

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@ -1,288 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef LUAHOOKS_H
#define LUAHOOKS_H
namespace HookMgr
{
enum RegisterTypes
{
REGTYPE_PACKET,
REGTYPE_SERVER,
REGTYPE_PLAYER,
REGTYPE_GUILD,
REGTYPE_GROUP,
REGTYPE_CREATURE,
REGTYPE_VEHICLE,
REGTYPE_CREATURE_GOSSIP,
REGTYPE_GAMEOBJECT,
REGTYPE_GAMEOBJECT_GOSSIP,
REGTYPE_ITEM,
REGTYPE_ITEM_GOSSIP,
REGTYPE_PLAYER_GOSSIP,
REGTYPE_BG,
REGTYPE_COUNT
};
// RegisterPacketEvent(Opcode, event, function)
enum PacketEvents
{
PACKET_EVENT_ON_PACKET_RECEIVE = 5, // (event, packet, player) - Player only if accessible. Can return false or a new packet
PACKET_EVENT_ON_PACKET_RECEIVE_UNKNOWN = 6, // Not Implemented
PACKET_EVENT_ON_PACKET_SEND = 7, // (event, packet, player) - Player only if accessible. Can return false or a new packet
PACKET_EVENT_COUNT
};
// RegisterServerEvent(EventId, function)
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
};
// RegisterPlayerEvent(eventId, function)
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
};
// RegisterGuildEvent(eventId, function)
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
};
// RegisterGroupEvent(eventId, function)
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
};
// RegisterVehicleEvent(eventId, function)
enum VehicleEvents
{
VEHICLE_EVENT_ON_INSTALL = 1, // (event, vehicle)
VEHICLE_EVENT_ON_UNINSTALL = 2, // (event, vehicle)
// UNUSED = 3, // (event, vehicle)
VEHICLE_EVENT_ON_INSTALL_ACCESSORY = 4, // (event, vehicle, creature)
VEHICLE_EVENT_ON_ADD_PASSENGER = 5, // (event, vehicle, unit, seatId)
VEHICLE_EVENT_ON_REMOVE_PASSENGER = 6, // (event, vehicle, unit)
VEHICLE_EVENT_COUNT
};
// RegisterCreatureEvent(entry, EventId, function)
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
};
// RegisterGameObjectEvent(entry, EventId, function)
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
};
// RegisterItemEvent(entry, EventId, function)
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
};
// RegisterCreatureGossipEvent(entry, EventId, function)
// RegisterGameObjectGossipEvent(entry, EventId, function)
// RegisterItemGossipEvent(entry, EventId, function)
// RegisterPlayerGossipEvent(menu_id, EventId, function)
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
};
// RegisterBGEvent(EventId, function)
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
};
};
#endif

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@ -1,495 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef ITEMMETHODS_H
#define ITEMMETHODS_H
namespace LuaItem
{
/* BOOLEAN */
int IsSoulBound(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsSoulBound());
return 1;
}
#if (!defined(TBC) && !defined(CLASSIC))
int IsBoundAccountWide(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsBoundAccountWide());
return 1;
}
#endif
int IsBoundByEnchant(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsBoundByEnchant());
return 1;
}
int IsNotBoundToPlayer(lua_State* L, Item* item)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
Eluna::Push(L, item->IsBindedNotWith(player));
return 1;
}
int IsLocked(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsLocked());
return 1;
}
int IsBag(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsBag());
return 1;
}
#ifndef CLASSIC
int IsCurrencyToken(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsCurrencyToken());
return 1;
}
#endif
int IsNotEmptyBag(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsNotEmptyBag());
return 1;
}
int IsBroken(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsBroken());
return 1;
}
int CanBeTraded(lua_State* L, Item* item)
{
#if (defined(TBC) || defined(CLASSIC))
Eluna::Push(L, item->CanBeTraded());
#else
bool mail = Eluna::CHECKVAL<bool>(L, 2, false);
Eluna::Push(L, item->CanBeTraded(mail));
#endif
return 1;
}
int IsInTrade(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsInTrade());
return 1;
}
int IsInBag(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsInBag());
return 1;
}
int IsEquipped(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsEquipped());
return 1;
}
int HasQuest(lua_State* L, Item* item)
{
uint32 quest = Eluna::CHECKVAL<uint32>(L, 2);
#ifndef TRINITY
Eluna::Push(L, item->HasQuest(quest));
#else
Eluna::Push(L, item->hasQuest(quest));
#endif
return 1;
}
int IsPotion(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsPotion());
return 1;
}
#ifndef CATA
int IsWeaponVellum(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsWeaponVellum());
return 1;
}
int IsArmorVellum(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsArmorVellum());
return 1;
}
#endif
int IsConjuredConsumable(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsConjuredConsumable());
return 1;
}
/*
* int IsRefundExpired(lua_State* L, Item* item)// TODO: Implement core support
* {
* Eluna::Push(L, item->IsRefundExpired());
* return 1;
* }
*/
/* GETTERS */
int GetItemLink(lua_State* L, Item* item)
{
// 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
int loc_idx = Eluna::CHECKVAL<int>(L, 2, DEFAULT_LOCALE);
if (loc_idx < 0 || loc_idx >= MAX_LOCALES)
return luaL_argerror(L, 2, "valid LocaleConstant expected");
const ItemTemplate* temp = item->GetTemplate();
std::string name = temp->Name1;
if (ItemLocale const* il = eObjectMgr->GetItemLocale(temp->ItemId))
ObjectMgr::GetLocaleString(il->Name, loc_idx, name);
#ifndef CLASSIC
if (int32 itemRandPropId = item->GetItemRandomPropertyId())
{
#ifdef CATA
char* suffix = NULL;
#else
char* const* suffix = NULL;
#endif
if (itemRandPropId < 0)
{
const ItemRandomSuffixEntry* itemRandEntry = sItemRandomSuffixStore.LookupEntry(-item->GetItemRandomPropertyId());
if (itemRandEntry)
suffix = itemRandEntry->nameSuffix;
}
else
{
const ItemRandomPropertiesEntry* itemRandEntry = sItemRandomPropertiesStore.LookupEntry(item->GetItemRandomPropertyId());
if (itemRandEntry)
suffix = itemRandEntry->nameSuffix;
}
if (suffix)
{
//std::string test(suffix[(name != temp->Name1) ? loc_idx : DEFAULT_LOCALE]);
//if (!test.empty())
//{
name += ' ';
name += suffix[(name != temp->Name1) ? loc_idx : DEFAULT_LOCALE];
/*}*/
}
}
#endif
std::ostringstream oss;
oss << "|c" << std::hex << ItemQualityColors[temp->Quality] << std::dec <<
"|Hitem:" << temp->ItemId << ":" <<
item->GetEnchantmentId(PERM_ENCHANTMENT_SLOT) << ":" <<
#ifndef CLASSIC
item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT) << ":" <<
item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT_2) << ":" <<
item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT_3) << ":" <<
item->GetEnchantmentId(BONUS_ENCHANTMENT_SLOT) << ":" <<
#endif
item->GetItemRandomPropertyId() << ":" << item->GetItemSuffixFactor() << ":" <<
(uint32)item->GetOwner()->getLevel() << "|h[" << name << "]|h|r";
Eluna::Push(L, oss.str());
return 1;
}
int GetOwnerGUID(lua_State* L, Item* item)
{
#ifndef TRINITY
Eluna::Push(L, item->GetOwnerGuid());
#else
Eluna::Push(L, item->GetOwnerGUID());
#endif
return 1;
}
int GetOwner(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetOwner());
return 1;
}
int GetCount(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetCount());
return 1;
}
int GetMaxStackCount(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetMaxStackCount());
return 1;
}
int GetSlot(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetSlot());
return 1;
}
int GetBagSlot(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetBagSlot());
return 1;
}
int GetEnchantmentId(lua_State* L, Item* item)
{
uint32 enchant_slot = Eluna::CHECKVAL<uint32>(L, 2);
if (enchant_slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
return luaL_argerror(L, 2, "valid EnchantmentSlot expected");
Eluna::Push(L, item->GetEnchantmentId(EnchantmentSlot(enchant_slot)));
return 1;
}
int GetSpellId(lua_State* L, Item* item)
{
uint32 index = Eluna::CHECKVAL<uint32>(L, 2);
if (index >= MAX_ITEM_PROTO_SPELLS)
return luaL_argerror(L, 2, "valid SpellIndex expected");
Eluna::Push(L, item->GetTemplate()->Spells[index].SpellId);
return 1;
}
int GetSpellTrigger(lua_State* L, Item* item)
{
uint32 index = Eluna::CHECKVAL<uint32>(L, 2);
if (index >= MAX_ITEM_PROTO_SPELLS)
return luaL_argerror(L, 2, "valid SpellIndex expected");
Eluna::Push(L, item->GetTemplate()->Spells[index].SpellTrigger);
return 1;
}
int GetClass(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->Class);
return 1;
}
int GetSubClass(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->SubClass);
return 1;
}
int GetName(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->Name1);
return 1;
}
int GetDisplayId(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->DisplayInfoID);
return 1;
}
int GetQuality(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->Quality);
return 1;
}
int GetBuyCount(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->BuyCount);
return 1;
}
int GetBuyPrice(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->BuyPrice);
return 1;
}
int GetSellPrice(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->SellPrice);
return 1;
}
int GetInventoryType(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->InventoryType);
return 1;
}
int GetAllowableClass(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->AllowableClass);
return 1;
}
int GetAllowableRace(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->AllowableRace);
return 1;
}
int GetItemLevel(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->ItemLevel);
return 1;
}
int GetRequiredLevel(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->RequiredLevel);
return 1;
}
#ifdef WOTLK
int GetStatsCount(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->StatsCount);
return 1;
}
#endif
int GetRandomProperty(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->RandomProperty);
return 1;
}
#ifndef CLASSIC
int GetRandomSuffix(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->RandomSuffix);
return 1;
}
#endif
int GetItemSet(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->ItemSet);
return 1;
}
int GetBagSize(lua_State* L, Item* item)
{
if (Bag* bag = item->ToBag())
Eluna::Push(L, bag->GetBagSize());
else
Eluna::Push(L, 0);
return 1;
}
/* SETTERS */
int SetOwner(lua_State* L, Item* item)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
#ifndef TRINITY
item->SetOwnerGuid(player->GET_GUID());
#else
item->SetOwnerGUID(player->GET_GUID());
#endif
return 0;
}
int SetBinding(lua_State* L, Item* item)
{
bool soulbound = Eluna::CHECKVAL<bool>(L, 2);
item->SetBinding(soulbound);
return 0;
}
int SetCount(lua_State* L, Item* item)
{
uint32 count = Eluna::CHECKVAL<uint32>(L, 2);
item->SetCount(count);
return 0;
}
int SetEnchantment(lua_State* L, Item* item)
{
Player* owner = item->GetOwner();
if (!owner)
{
Eluna::Push(L, false);
return 1;
}
uint32 enchant = Eluna::CHECKVAL<uint32>(L, 2);
if (!sSpellItemEnchantmentStore.LookupEntry(enchant))
{
Eluna::Push(L, false);
return 1;
}
EnchantmentSlot slot = (EnchantmentSlot)Eluna::CHECKVAL<uint32>(L, 3);
if (slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
return luaL_argerror(L, 2, "valid EnchantmentSlot expected");
owner->ApplyEnchantment(item, slot, false);
item->SetEnchantment(slot, enchant, 0, 0);
owner->ApplyEnchantment(item, slot, true);
Eluna::Push(L, true);
return 1;
}
/* OTHER */
int ClearEnchantment(lua_State* L, Item* item)
{
Player* owner = item->GetOwner();
if (!owner)
{
Eluna::Push(L, false);
return 1;
}
EnchantmentSlot slot = (EnchantmentSlot)Eluna::CHECKVAL<uint32>(L, 2);
if (slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
return luaL_argerror(L, 2, "valid EnchantmentSlot expected");
if (!item->GetEnchantmentId(slot))
{
Eluna::Push(L, false);
return 1;
}
owner->ApplyEnchantment(item, slot, false);
item->ClearEnchantment(slot);
Eluna::Push(L, true);
return 1;
}
int SaveToDB(lua_State* /*L*/, Item* item)
{
#ifndef TRINITY
item->SaveToDB();
#else
SQLTransaction trans = SQLTransaction(NULL);
item->SaveToDB(trans);
#endif
return 0;
}
};
#endif

View file

@ -1,788 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#include "HookMgr.h"
#include "LuaEngine.h"
#include "ElunaBinding.h"
#include "ElunaEventMgr.h"
#include "ElunaIncludes.h"
#include "ElunaTemplate.h"
#include "ElunaUtility.h"
#ifdef USING_BOOST
#include <boost/filesystem.hpp>
#else
#include <ace/ACE.h>
#include <ace/Dirent.h>
#include <ace/OS_NS_sys_stat.h>
#endif
extern "C"
{
#include "lualib.h"
#include "lauxlib.h"
};
Eluna::ScriptList Eluna::lua_scripts;
Eluna::ScriptList Eluna::lua_extensions;
std::string Eluna::lua_folderpath;
Eluna* Eluna::GEluna = NULL;
bool Eluna::reload = false;
extern void RegisterFunctions(lua_State* L);
void Eluna::Initialize()
{
uint32 oldMSTime = ElunaUtil::GetCurrTime();
lua_scripts.clear();
lua_extensions.clear();
lua_folderpath = eConfigMgr->GetStringDefault("Eluna.ScriptPath", "lua_scripts");
#if PLATFORM == PLATFORM_UNIX || PLATFORM == PLATFORM_APPLE
if (lua_folderpath[0] == '~')
if (const char* home = getenv("HOME"))
lua_folderpath.replace(0, 1, home);
#endif
ELUNA_LOG_INFO("[Eluna]: Searching scripts from `%s`", lua_folderpath.c_str());
// GetScripts(lua_folderpath + "/extensions", lua_extensions);
GetScripts(lua_folderpath, lua_scripts);
ELUNA_LOG_DEBUG("[Eluna]: Loaded %u scripts in %u ms", uint32(lua_scripts.size() + lua_extensions.size()), ElunaUtil::GetTimeDiff(oldMSTime));
// Create global eluna
new Eluna();
}
void Eluna::Uninitialize()
{
delete GEluna;
GEluna = NULL;
lua_scripts.clear();
lua_extensions.clear();
}
void Eluna::ReloadEluna()
{
eWorld->SendServerMessage(SERVER_MSG_STRING, "Reloading Eluna...");
Uninitialize();
Initialize();
// in multithread foreach: run scripts
sEluna->RunScripts();
#ifdef TRINITY
// Re initialize creature AI restoring C++ AI or applying lua AI
{
HashMapHolder<Creature>::MapType const m = ObjectAccessor::GetCreatures();
for (HashMapHolder<Creature>::MapType::const_iterator iter = m.begin(); iter != m.end(); ++iter)
if (iter->second->IsInWorld())
iter->second->AIM_Initialize();
}
#endif
reload = false;
}
Eluna::Eluna() :
L(luaL_newstate()),
eventMgr(NULL),
ServerEventBindings(new EventBind<HookMgr::ServerEvents>("ServerEvents", *this)),
PlayerEventBindings(new EventBind<HookMgr::PlayerEvents>("PlayerEvents", *this)),
GuildEventBindings(new EventBind<HookMgr::GuildEvents>("GuildEvents", *this)),
GroupEventBindings(new EventBind<HookMgr::GroupEvents>("GroupEvents", *this)),
VehicleEventBindings(new EventBind<HookMgr::VehicleEvents>("VehicleEvents", *this)),
BGEventBindings(new EventBind<HookMgr::BGEvents>("BGEvents", *this)),
PacketEventBindings(new EntryBind<HookMgr::PacketEvents>("PacketEvents", *this)),
CreatureEventBindings(new EntryBind<HookMgr::CreatureEvents>("CreatureEvents", *this)),
CreatureGossipBindings(new EntryBind<HookMgr::GossipEvents>("GossipEvents (creature)", *this)),
GameObjectEventBindings(new EntryBind<HookMgr::GameObjectEvents>("GameObjectEvents", *this)),
GameObjectGossipBindings(new EntryBind<HookMgr::GossipEvents>("GossipEvents (gameobject)", *this)),
ItemEventBindings(new EntryBind<HookMgr::ItemEvents>("ItemEvents", *this)),
ItemGossipBindings(new EntryBind<HookMgr::GossipEvents>("GossipEvents (item)", *this)),
playerGossipBindings(new EntryBind<HookMgr::GossipEvents>("GossipEvents (player)", *this))
{
// open base lua
luaL_openlibs(L);
RegisterFunctions(L);
// Create hidden table with weak values
lua_newtable(L);
lua_newtable(L);
lua_pushstring(L, "v");
lua_setfield(L, -2, "__mode");
lua_setmetatable(L, -2);
userdata_table = luaL_ref(L, LUA_REGISTRYINDEX);
// Replace this with map insert if making multithread version
ASSERT(!Eluna::GEluna);
Eluna::GEluna = this;
// Set event manager. Must be after setting sEluna
eventMgr = new EventMgr();
eventMgr->globalProcessor = new ElunaEventProcessor(NULL);
}
Eluna::~Eluna()
{
OnLuaStateClose();
delete eventMgr;
// Replace this with map remove if making multithread version
Eluna::GEluna = NULL;
delete ServerEventBindings;
delete PlayerEventBindings;
delete GuildEventBindings;
delete GroupEventBindings;
delete VehicleEventBindings;
delete PacketEventBindings;
delete CreatureEventBindings;
delete CreatureGossipBindings;
delete GameObjectEventBindings;
delete GameObjectGossipBindings;
delete ItemEventBindings;
delete ItemGossipBindings;
delete playerGossipBindings;
delete BGEventBindings;
// Must close lua state after deleting stores and mgr
lua_close(L);
}
void Eluna::AddScriptPath(std::string filename, std::string fullpath, ScriptList& scripts)
{
ELUNA_LOG_DEBUG("[Eluna]: AddScriptPath Checking file `%s`", fullpath.c_str());
// split file name
std::size_t extDot = filename.find_last_of('.');
if (extDot == std::string::npos)
return;
std::string ext = filename.substr(extDot);
filename = filename.substr(0, extDot);
// check extension and add path to scripts to load
bool luascript = ext == ".lua" || ext == ".dll";
bool extension = ext == ".ext" || (filename.length() >= 4 && filename.find_last_of("_ext") == filename.length() - 4);
if (!luascript && !extension)
return;
LuaScript script;
script.fileext = ext;
script.filename = filename;
script.filepath = fullpath;
script.modulepath = fullpath.substr(0, fullpath.length() - ext.length());
if (extension)
lua_extensions.push_back(script);
else
scripts.push_back(script);
ELUNA_LOG_DEBUG("[Eluna]: GetScripts add path `%s`", fullpath.c_str());
}
// Finds lua script files from given path (including subdirectories) and pushes them to scripts
void Eluna::GetScripts(std::string path, ScriptList& scripts)
{
ELUNA_LOG_DEBUG("[Eluna]: GetScripts from path `%s`", path.c_str());
#ifdef USING_BOOST
boost::filesystem::path someDir(path);
boost::filesystem::directory_iterator end_iter;
if (boost::filesystem::exists(someDir) && boost::filesystem::is_directory(someDir))
{
for (boost::filesystem::directory_iterator dir_iter(someDir); dir_iter != end_iter; ++dir_iter)
{
std::string fullpath = dir_iter->path().generic_string();
// load subfolder
if (boost::filesystem::is_directory(dir_iter->status()))
{
GetScripts(fullpath, scripts);
continue;
}
if (boost::filesystem::is_regular_file(dir_iter->status()))
{
// was file, try add
std::string filename = dir_iter->path().filename().generic_string();
AddScriptPath(filename, fullpath, scripts);
}
}
}
#else
ACE_Dirent dir;
if (dir.open(path.c_str()) == -1)
{
ELUNA_LOG_ERROR("[Eluna]: Error No `%s` directory found, creating it", path.c_str());
ACE_OS::mkdir(path.c_str());
return;
}
ACE_DIRENT *directory = 0;
while ((directory = dir.read()))
{
// Skip the ".." and "." files.
if (ACE::isdotdir(directory->d_name))
continue;
std::string fullpath = path + "/" + directory->d_name;
ACE_stat stat_buf;
if (ACE_OS::lstat(fullpath.c_str(), &stat_buf) == -1)
continue;
// load subfolder
if ((stat_buf.st_mode & S_IFMT) == (S_IFDIR))
{
GetScripts(fullpath, scripts);
continue;
}
// was file, try add
std::string filename = directory->d_name;
AddScriptPath(filename, fullpath, scripts);
}
#endif
}
static bool ScriptpathComparator(const LuaScript& first, const LuaScript& second)
{
return first.filepath.compare(second.filepath) < 0;
}
void Eluna::RunScripts()
{
uint32 oldMSTime = ElunaUtil::GetCurrTime();
uint32 count = 0;
ScriptList scripts;
lua_extensions.sort(ScriptpathComparator);
lua_scripts.sort(ScriptpathComparator);
scripts.insert(scripts.end(), lua_extensions.begin(), lua_extensions.end());
scripts.insert(scripts.end(), lua_scripts.begin(), lua_scripts.end());
lua_getglobal(L, "package");
luaL_getsubtable(L, -1, "loaded");
int modules = lua_gettop(L);
for (ScriptList::const_iterator it = scripts.begin(); it != scripts.end(); ++it)
{
lua_getfield(L, modules, it->modulepath.c_str());
if (!lua_isnoneornil(L, -1))
{
lua_pop(L, 1);
ELUNA_LOG_DEBUG("[Eluna]: `%s` was already loaded or required", it->filepath.c_str());
continue;
}
lua_pop(L, 1);
if (!luaL_loadfile(L, it->filepath.c_str()) && !lua_pcall(L, 0, 1, 0))
{
if (!lua_toboolean(L, -1))
{
lua_pop(L, 1);
Push(L, true);
}
lua_setfield(L, modules, it->modulepath.c_str());
// successfully loaded and ran file
ELUNA_LOG_DEBUG("[Eluna]: Successfully loaded `%s`", it->filepath.c_str());
++count;
continue;
}
ELUNA_LOG_ERROR("[Eluna]: Error loading `%s`", it->filepath.c_str());
report(L);
}
lua_pop(L, 2);
ELUNA_LOG_INFO("[Eluna]: Executed %u Lua scripts in %u ms", count, ElunaUtil::GetTimeDiff(oldMSTime));
OnLuaStateOpen();
}
void Eluna::RemoveRef(const void* obj)
{
if (!sEluna)
return;
lua_rawgeti(sEluna->L, LUA_REGISTRYINDEX, sEluna->userdata_table);
lua_pushfstring(sEluna->L, "%p", obj);
lua_gettable(sEluna->L, -2);
if (!lua_isnoneornil(sEluna->L, -1))
{
lua_pushfstring(sEluna->L, "%p", obj);
lua_pushnil(sEluna->L);
lua_settable(sEluna->L, -4);
}
lua_pop(sEluna->L, 2);
}
void Eluna::report(lua_State* L)
{
const char* msg = lua_tostring(L, -1);
ELUNA_LOG_ERROR("%s", msg);
lua_pop(L, 1);
}
void Eluna::ExecuteCall(lua_State* L, int params, int res)
{
int top = lua_gettop(L);
int type = lua_type(L, top - params);
if (type != LUA_TFUNCTION)
{
lua_pop(L, params + 1); // Cleanup the stack.
ELUNA_LOG_ERROR("[Eluna]: Cannot execute call: registered value is a %s, not a function.", lua_typename(L, type));
return;
}
if (lua_pcall(L, params, res, 0))
report(L);
}
void Eluna::Push(lua_State* L)
{
lua_pushnil(L);
}
void Eluna::Push(lua_State* L, const uint64 l)
{
std::ostringstream ss;
ss << l;
Push(L, ss.str());
}
void Eluna::Push(lua_State* L, const int64 l)
{
std::ostringstream ss;
ss << l;
Push(L, ss.str());
}
void Eluna::Push(lua_State* L, const uint32 u)
{
lua_pushunsigned(L, u);
}
void Eluna::Push(lua_State* L, const int32 i)
{
lua_pushinteger(L, i);
}
void Eluna::Push(lua_State* L, const double d)
{
lua_pushnumber(L, d);
}
void Eluna::Push(lua_State* L, const float f)
{
lua_pushnumber(L, f);
}
void Eluna::Push(lua_State* L, const bool b)
{
lua_pushboolean(L, b);
}
void Eluna::Push(lua_State* L, const std::string str)
{
lua_pushstring(L, str.c_str());
}
void Eluna::Push(lua_State* L, const char* str)
{
lua_pushstring(L, str);
}
void Eluna::Push(lua_State* L, Pet const* pet)
{
Push(L, pet->ToCreature());
}
void Eluna::Push(lua_State* L, TempSummon const* summon)
{
Push(L, summon->ToCreature());
}
void Eluna::Push(lua_State* L, Unit const* unit)
{
if (!unit)
{
Push(L);
return;
}
switch (unit->GetTypeId())
{
case TYPEID_UNIT:
Push(L, unit->ToCreature());
break;
case TYPEID_PLAYER:
Push(L, unit->ToPlayer());
break;
default:
ElunaTemplate<Unit>::push(L, unit);
}
}
void Eluna::Push(lua_State* L, WorldObject const* obj)
{
if (!obj)
{
Push(L);
return;
}
switch (obj->GetTypeId())
{
case TYPEID_UNIT:
Push(L, obj->ToCreature());
break;
case TYPEID_PLAYER:
Push(L, obj->ToPlayer());
break;
case TYPEID_GAMEOBJECT:
Push(L, obj->ToGameObject());
break;
case TYPEID_CORPSE:
Push(L, obj->ToCorpse());
break;
default:
ElunaTemplate<WorldObject>::push(L, obj);
}
}
void Eluna::Push(lua_State* L, Object const* obj)
{
if (!obj)
{
Push(L);
return;
}
switch (obj->GetTypeId())
{
case TYPEID_UNIT:
Push(L, obj->ToCreature());
break;
case TYPEID_PLAYER:
Push(L, obj->ToPlayer());
break;
case TYPEID_GAMEOBJECT:
Push(L, obj->ToGameObject());
break;
case TYPEID_CORPSE:
Push(L, obj->ToCorpse());
break;
default:
ElunaTemplate<Object>::push(L, obj);
}
}
static int32 CheckIntegerRange(lua_State *L, int narg, int32 min, int32 max)
{
int64 value = luaL_checknumber(L, narg);
char error_buffer[64];
if (value > max)
{
snprintf(error_buffer, 64, "value must be less than %d", max);
return luaL_argerror(L, narg, error_buffer);
}
if (value < min)
{
snprintf(error_buffer, 64, "value must be greater than %d", min);
return luaL_argerror(L, narg, error_buffer);
}
return value;
}
static uint32 CheckUnsignedRange(lua_State *L, int narg, uint32 max)
{
int64 value = luaL_checknumber(L, narg);
char error_buffer[64];
if (value < 0)
return luaL_argerror(L, narg, "value must be greater than 0");
if (value > max)
{
snprintf(error_buffer, 64, "value must be less than %u", max);
return luaL_argerror(L, narg, error_buffer);
}
return value;
}
template<> bool Eluna::CHECKVAL<bool>(lua_State* L, int narg)
{
return lua_toboolean(L, narg) != 0;
}
template<> float Eluna::CHECKVAL<float>(lua_State* L, int narg)
{
return luaL_checknumber(L, narg);
}
template<> double Eluna::CHECKVAL<double>(lua_State* L, int narg)
{
return luaL_checknumber(L, narg);
}
template<> int8 Eluna::CHECKVAL<int8>(lua_State* L, int narg)
{
return CheckIntegerRange(L, narg, SCHAR_MIN, SCHAR_MAX);
}
template<> uint8 Eluna::CHECKVAL<uint8>(lua_State* L, int narg)
{
return CheckUnsignedRange(L, narg, UCHAR_MAX);
}
template<> int16 Eluna::CHECKVAL<int16>(lua_State* L, int narg)
{
return CheckIntegerRange(L, narg, SHRT_MIN, SHRT_MAX);
}
template<> uint16 Eluna::CHECKVAL<uint16>(lua_State* L, int narg)
{
return CheckUnsignedRange(L, narg, USHRT_MAX);
}
template<> int32 Eluna::CHECKVAL<int32>(lua_State* L, int narg)
{
return CheckIntegerRange(L, narg, INT_MIN, INT_MAX);
}
template<> uint32 Eluna::CHECKVAL<uint32>(lua_State* L, int narg)
{
return CheckUnsignedRange(L, narg, UINT_MAX);
}
template<> const char* Eluna::CHECKVAL<const char*>(lua_State* L, int narg)
{
return luaL_checkstring(L, narg);
}
template<> std::string Eluna::CHECKVAL<std::string>(lua_State* L, int narg)
{
return luaL_checkstring(L, narg);
}
template<> int64 Eluna::CHECKVAL<int64>(lua_State* L, int narg)
{
const char* c_str = CHECKVAL<const char*>(L, narg, NULL);
if (!c_str)
return luaL_argerror(L, narg, "int64 (as string) expected");
int64 l = 0;
int parsed_count = sscanf(c_str, SI64FMTD, &l);
if (parsed_count != 1)
return luaL_argerror(L, narg, "int64 (as string) could not be converted");
return l;
}
template<> uint64 Eluna::CHECKVAL<uint64>(lua_State* L, int narg)
{
const char* c_str = CHECKVAL<const char*>(L, narg, NULL);
if (!c_str)
return luaL_argerror(L, narg, "uint64 (as string) expected");
uint64 l = 0;
int parsed_count = sscanf(c_str, UI64FMTD, &l);
if (parsed_count != 1)
return luaL_argerror(L, narg, "uint64 (as string) could not be converted");
return l;
}
#define TEST_OBJ(T, O, E, F)\
{\
if (!O || !O->F())\
{\
if (E)\
{\
std::string errmsg(ElunaTemplate<T>::tname);\
errmsg += " expected";\
luaL_argerror(L, narg, errmsg.c_str());\
}\
return NULL;\
}\
return O->F();\
}
template<> Unit* Eluna::CHECKOBJ<Unit>(lua_State* L, int narg, bool error)
{
WorldObject* obj = CHECKOBJ<WorldObject>(L, narg, false);
TEST_OBJ(Unit, obj, error, ToUnit);
}
template<> Player* Eluna::CHECKOBJ<Player>(lua_State* L, int narg, bool error)
{
WorldObject* obj = CHECKOBJ<WorldObject>(L, narg, false);
TEST_OBJ(Player, obj, error, ToPlayer);
}
template<> Creature* Eluna::CHECKOBJ<Creature>(lua_State* L, int narg, bool error)
{
WorldObject* obj = CHECKOBJ<WorldObject>(L, narg, false);
TEST_OBJ(Creature, obj, error, ToCreature);
}
template<> GameObject* Eluna::CHECKOBJ<GameObject>(lua_State* L, int narg, bool error)
{
WorldObject* obj = CHECKOBJ<WorldObject>(L, narg, false);
TEST_OBJ(GameObject, obj, error, ToGameObject);
}
template<> Corpse* Eluna::CHECKOBJ<Corpse>(lua_State* L, int narg, bool error)
{
WorldObject* obj = CHECKOBJ<WorldObject>(L, narg, false);
TEST_OBJ(Corpse, obj, error, ToCorpse);
}
#undef TEST_OBJ
// Saves the function reference ID given to the register type's store for given entry under the given event
void Eluna::Register(uint8 regtype, uint32 id, uint32 evt, int functionRef)
{
switch (regtype)
{
case HookMgr::REGTYPE_SERVER:
if (evt < HookMgr::SERVER_EVENT_COUNT)
{
ServerEventBindings->Insert(evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_PLAYER:
if (evt < HookMgr::PLAYER_EVENT_COUNT)
{
PlayerEventBindings->Insert(evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_GUILD:
if (evt < HookMgr::GUILD_EVENT_COUNT)
{
GuildEventBindings->Insert(evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_GROUP:
if (evt < HookMgr::GROUP_EVENT_COUNT)
{
GroupEventBindings->Insert(evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_VEHICLE:
if (evt < HookMgr::VEHICLE_EVENT_COUNT)
{
VehicleEventBindings->Insert(evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_BG:
if (evt < HookMgr::BG_EVENT_COUNT)
{
BGEventBindings->Insert(evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_PACKET:
if (evt < HookMgr::PACKET_EVENT_COUNT)
{
if (id >= NUM_MSG_TYPES)
{
luaL_unref(L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a creature with (ID: %d)!", id);
return;
}
PacketEventBindings->Insert(id, evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_CREATURE:
if (evt < HookMgr::CREATURE_EVENT_COUNT)
{
if (!eObjectMgr->GetCreatureTemplate(id))
{
luaL_unref(L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a creature with (ID: %d)!", id);
return;
}
CreatureEventBindings->Insert(id, evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_CREATURE_GOSSIP:
if (evt < HookMgr::GOSSIP_EVENT_COUNT)
{
if (!eObjectMgr->GetCreatureTemplate(id))
{
luaL_unref(L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a creature with (ID: %d)!", id);
return;
}
CreatureGossipBindings->Insert(id, evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_GAMEOBJECT:
if (evt < HookMgr::GAMEOBJECT_EVENT_COUNT)
{
if (!eObjectMgr->GetGameObjectTemplate(id))
{
luaL_unref(L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a gameobject with (ID: %d)!", id);
return;
}
GameObjectEventBindings->Insert(id, evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_GAMEOBJECT_GOSSIP:
if (evt < HookMgr::GOSSIP_EVENT_COUNT)
{
if (!eObjectMgr->GetGameObjectTemplate(id))
{
luaL_unref(L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a gameobject with (ID: %d)!", id);
return;
}
GameObjectGossipBindings->Insert(id, evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_ITEM:
if (evt < HookMgr::ITEM_EVENT_COUNT)
{
if (!eObjectMgr->GetItemTemplate(id))
{
luaL_unref(L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a item with (ID: %d)!", id);
return;
}
ItemEventBindings->Insert(id, evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_ITEM_GOSSIP:
if (evt < HookMgr::GOSSIP_EVENT_COUNT)
{
if (!eObjectMgr->GetItemTemplate(id))
{
luaL_unref(L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Couldn't find a item with (ID: %d)!", id);
return;
}
ItemGossipBindings->Insert(id, evt, functionRef);
return;
}
break;
case HookMgr::REGTYPE_PLAYER_GOSSIP:
if (evt < HookMgr::GOSSIP_EVENT_COUNT)
{
playerGossipBindings->Insert(id, evt, functionRef);
return;
}
break;
}
luaL_unref(L, LUA_REGISTRYINDEX, functionRef);
luaL_error(L, "Unknown event type (regtype %d, id %d, event %d)", regtype, id, evt);
}

View file

@ -1,366 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef _LUA_ENGINE_H
#define _LUA_ENGINE_H
#include "Common.h"
#include "SharedDefines.h"
#include "DBCEnums.h"
#include "Group.h"
#include "Item.h"
#ifndef TRINITY
#include "Player.h"
#endif
#include "Weather.h"
#include "World.h"
#include "HookMgr.h"
extern "C"
{
#include "lua.h"
};
#ifdef TRINITY
struct ItemTemplate;
typedef BattlegroundTypeId BattleGroundTypeId;
#else
struct ItemPrototype;
typedef ItemPrototype ItemTemplate;
typedef SpellEffectIndex SpellEffIndex;
#ifdef CLASSIC
typedef int Difficulty;
#endif
#endif
struct AreaTriggerEntry;
class AuctionHouseObject;
#ifdef TRINITY
class Battleground;
typedef Battleground BattleGround;
#endif
class Channel;
class Corpse;
class Creature;
class CreatureAI;
class GameObject;
#ifdef TRINITY
class GameObjectAI;
#endif
class Guild;
class Group;
class Item;
class Pet;
class Player;
class Quest;
class Spell;
class SpellCastTargets;
#ifdef TRINITY
class TempSummon;
#else
class TemporarySummon;
typedef TemporarySummon TempSummon;
#endif
// class Transport;
class Unit;
class Weather;
class WorldPacket;
#ifndef CLASSIC
#ifndef TBC
#ifdef TRINITY
class Vehicle;
#else
class VehicleInfo;
typedef VehicleInfo Vehicle;
#endif
#endif
#endif
struct lua_State;
class EventMgr;
template<typename T>
class ElunaTemplate;
template<typename T>
class EventBind;
template<typename T>
class EntryBind;
struct LuaScript
{
std::string fileext;
std::string filename;
std::string filepath;
std::string modulepath;
};
class Eluna
{
private:
// prevent copy
Eluna(Eluna const&);
Eluna& operator=(const Eluna&);
public:
typedef std::list<LuaScript> ScriptList;
static Eluna* GEluna;
static bool reload;
lua_State* L;
int userdata_table;
EventMgr* eventMgr;
EventBind<HookMgr::ServerEvents>* ServerEventBindings;
EventBind<HookMgr::PlayerEvents>* PlayerEventBindings;
EventBind<HookMgr::GuildEvents>* GuildEventBindings;
EventBind<HookMgr::GroupEvents>* GroupEventBindings;
EventBind<HookMgr::VehicleEvents>* VehicleEventBindings;
EventBind<HookMgr::BGEvents>* BGEventBindings;
EntryBind<HookMgr::PacketEvents>* PacketEventBindings;
EntryBind<HookMgr::CreatureEvents>* CreatureEventBindings;
EntryBind<HookMgr::GossipEvents>* CreatureGossipBindings;
EntryBind<HookMgr::GameObjectEvents>* GameObjectEventBindings;
EntryBind<HookMgr::GossipEvents>* GameObjectGossipBindings;
EntryBind<HookMgr::ItemEvents>* ItemEventBindings;
EntryBind<HookMgr::GossipEvents>* ItemGossipBindings;
EntryBind<HookMgr::GossipEvents>* playerGossipBindings;
Eluna();
~Eluna();
static ScriptList lua_scripts;
static ScriptList lua_extensions;
static std::string lua_folderpath;
static void Initialize();
static void Uninitialize();
// Use Eluna::reload = true; instead.
// This will be called on next update
static void ReloadEluna();
static void GetScripts(std::string path, ScriptList& scripts);
static void AddScriptPath(std::string filename, std::string fullpath, ScriptList& scripts);
static void report(lua_State*);
static void ExecuteCall(lua_State* L, int params, int res);
void Register(uint8 reg, uint32 id, uint32 evt, int func);
void RunScripts();
static void RemoveRef(const void* obj);
// Pushes
static void Push(lua_State*); // nil
static void Push(lua_State*, const uint64);
static void Push(lua_State*, const int64);
static void Push(lua_State*, const uint32);
static void Push(lua_State*, const int32);
static void Push(lua_State*, const bool);
static void Push(lua_State*, const float);
static void Push(lua_State*, const double);
static void Push(lua_State*, const char*);
static void Push(lua_State*, const std::string);
template<typename T> static void Push(lua_State* L, T const* ptr)
{
ElunaTemplate<T>::push(L, ptr);
}
static void Push(lua_State* L, Object const* obj);
static void Push(lua_State* L, WorldObject const* obj);
static void Push(lua_State* L, Unit const* unit);
static void Push(lua_State* L, Pet const* pet);
static void Push(lua_State* L, TempSummon const* summon);
// Checks
template<typename T> static T CHECKVAL(lua_State* L, int narg);
template<typename T> static T CHECKVAL(lua_State* L, int narg, T def)
{
return lua_isnoneornil(L, narg) ? def : CHECKVAL<T>(L, narg);
}
template<typename T> static T* CHECKOBJ(lua_State* L, int narg, bool error = true)
{
return ElunaTemplate<T>::check(L, narg, error);
}
CreatureAI* GetAI(Creature* creature);
#ifdef TRINITY
GameObjectAI* GetAI(GameObject* gameObject);
#endif
/* Custom */
bool OnCommand(Player* player, const char* text);
void OnWorldUpdate(uint32 diff);
void OnLootItem(Player* pPlayer, Item* pItem, uint32 count, uint64 guid);
void OnLootMoney(Player* pPlayer, uint32 amount);
void OnFirstLogin(Player* pPlayer);
void OnEquip(Player* pPlayer, Item* pItem, uint8 bag, uint8 slot);
void OnRepop(Player* pPlayer);
void OnResurrect(Player* pPlayer);
void OnQuestAbandon(Player* pPlayer, uint32 questId);
InventoryResult OnCanUseItem(const Player* pPlayer, uint32 itemEntry);
void OnLuaStateClose();
void OnLuaStateOpen();
bool OnAddonMessage(Player* sender, uint32 type, std::string& msg, Player* receiver, Guild* guild, Group* group, Channel* channel);
/* Item */
bool OnDummyEffect(Unit* pCaster, uint32 spellId, SpellEffIndex effIndex, Item* pTarget);
bool OnQuestAccept(Player* pPlayer, Item* pItem, Quest const* pQuest);
bool OnUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets);
bool OnItemUse(Player* pPlayer, Item* pItem, SpellCastTargets const& targets);
bool OnItemGossip(Player* pPlayer, Item* pItem, SpellCastTargets const& targets);
bool OnExpire(Player* pPlayer, ItemTemplate const* pProto);
bool OnRemove(Player* pPlayer, Item* item);
void HandleGossipSelectOption(Player* pPlayer, Item* item, uint32 sender, uint32 action, std::string code);
/* Creature */
bool OnDummyEffect(Unit* pCaster, uint32 spellId, SpellEffIndex effIndex, Creature* pTarget);
bool OnGossipHello(Player* pPlayer, Creature* pCreature);
bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action);
bool OnGossipSelectCode(Player* pPlayer, Creature* pCreature, uint32 sender, uint32 action, const char* code);
bool OnQuestAccept(Player* pPlayer, Creature* pCreature, Quest const* pQuest);
bool OnQuestReward(Player* pPlayer, Creature* pCreature, Quest const* pQuest, uint32 opt);
uint32 GetDialogStatus(Player* pPlayer, Creature* pCreature);
void OnSummoned(Creature* creature, Unit* summoner);
/* GameObject */
bool OnDummyEffect(Unit* pCaster, uint32 spellId, SpellEffIndex effIndex, GameObject* pTarget);
bool OnGossipHello(Player* pPlayer, GameObject* pGameObject);
bool OnGossipSelect(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action);
bool OnGossipSelectCode(Player* pPlayer, GameObject* pGameObject, uint32 sender, uint32 action, const char* code);
bool OnQuestAccept(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest);
bool OnQuestReward(Player* pPlayer, GameObject* pGameObject, Quest const* pQuest, uint32 opt);
uint32 GetDialogStatus(Player* pPlayer, GameObject* pGameObject);
#ifndef CLASSIC
#ifndef TBC
void OnDestroyed(GameObject* pGameObject, Player* pPlayer);
void OnDamaged(GameObject* pGameObject, Player* pPlayer);
#endif
#endif
void OnLootStateChanged(GameObject* pGameObject, uint32 state);
void OnGameObjectStateChanged(GameObject* pGameObject, uint32 state);
void UpdateAI(GameObject* pGameObject, uint32 diff);
void OnSpawn(GameObject* gameobject);
/* Packet */
bool OnPacketSend(WorldSession* session, WorldPacket& packet);
void OnPacketSendAny(Player* player, WorldPacket& packet, bool& result);
void OnPacketSendOne(Player* player, WorldPacket& packet, bool& result);
bool OnPacketReceive(WorldSession* session, WorldPacket& packet);
void OnPacketReceiveAny(Player* player, WorldPacket& packet, bool& result);
void OnPacketReceiveOne(Player* player, WorldPacket& packet, bool& result);
/* Player */
void OnPlayerEnterCombat(Player* pPlayer, Unit* pEnemy);
void OnPlayerLeaveCombat(Player* pPlayer);
void OnPVPKill(Player* pKiller, Player* pKilled);
void OnCreatureKill(Player* pKiller, Creature* pKilled);
void OnPlayerKilledByCreature(Creature* pKiller, Player* pKilled);
void OnLevelChanged(Player* pPlayer, uint8 oldLevel);
void OnFreeTalentPointsChanged(Player* pPlayer, uint32 newPoints);
void OnTalentsReset(Player* pPlayer, bool noCost);
void OnMoneyChanged(Player* pPlayer, int32& amount);
void OnGiveXP(Player* pPlayer, uint32& amount, Unit* pVictim);
void OnReputationChange(Player* pPlayer, uint32 factionID, int32& standing, bool incremental);
void OnDuelRequest(Player* pTarget, Player* pChallenger);
void OnDuelStart(Player* pStarter, Player* pChallenger);
void OnDuelEnd(Player* pWinner, Player* pLoser, DuelCompleteType type);
bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg);
bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Group* pGroup);
bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Guild* pGuild);
bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Channel* pChannel);
bool OnChat(Player* pPlayer, uint32 type, uint32 lang, std::string& msg, Player* pReceiver);
void OnEmote(Player* pPlayer, uint32 emote);
void OnTextEmote(Player* pPlayer, uint32 textEmote, uint32 emoteNum, uint64 guid);
void OnSpellCast(Player* pPlayer, Spell* pSpell, bool skipCheck);
void OnLogin(Player* pPlayer);
void OnLogout(Player* pPlayer);
void OnCreate(Player* pPlayer);
void OnDelete(uint32 guid);
void OnSave(Player* pPlayer);
void OnBindToInstance(Player* pPlayer, Difficulty difficulty, uint32 mapid, bool permanent);
void OnUpdateZone(Player* pPlayer, uint32 newZone, uint32 newArea);
void OnMapChanged(Player* pPlayer);
void HandleGossipSelectOption(Player* pPlayer, uint32 menuId, uint32 sender, uint32 action, std::string code);
#ifndef CLASSIC
#ifndef TBC
/* Vehicle */
void OnInstall(Vehicle* vehicle);
void OnUninstall(Vehicle* vehicle);
void OnInstallAccessory(Vehicle* vehicle, Creature* accessory);
void OnAddPassenger(Vehicle* vehicle, Unit* passenger, int8 seatId);
void OnRemovePassenger(Vehicle* vehicle, Unit* passenger);
#endif
#endif
/* AreaTrigger */
bool OnAreaTrigger(Player* pPlayer, AreaTriggerEntry const* pTrigger);
/* Weather */
void OnChange(Weather* weather, WeatherState state, float grade);
/* Auction House */
void OnAdd(AuctionHouseObject* auctionHouse);
void OnRemove(AuctionHouseObject* auctionHouse);
void OnSuccessful(AuctionHouseObject* auctionHouse);
void OnExpire(AuctionHouseObject* auctionHouse);
/* Guild */
void OnAddMember(Guild* guild, Player* player, uint32 plRank);
void OnRemoveMember(Guild* guild, Player* player, bool isDisbanding);
void OnMOTDChanged(Guild* guild, const std::string& newMotd);
void OnInfoChanged(Guild* guild, const std::string& newInfo);
void OnCreate(Guild* guild, Player* leader, const std::string& name);
void OnDisband(Guild* guild);
void OnMemberWitdrawMoney(Guild* guild, Player* player, uint32& amount, bool isRepair);
void OnMemberDepositMoney(Guild* guild, Player* player, uint32& amount);
void OnItemMove(Guild* guild, Player* player, Item* pItem, bool isSrcBank, uint8 srcContainer, uint8 srcSlotId, bool isDestBank, uint8 destContainer, uint8 destSlotId);
void OnEvent(Guild* guild, uint8 eventType, uint32 playerGuid1, uint32 playerGuid2, uint8 newRank);
void OnBankEvent(Guild* guild, uint8 eventType, uint8 tabId, uint32 playerGuid, uint32 itemOrMoney, uint16 itemStackCount, uint8 destTabId);
/* Group */
void OnAddMember(Group* group, uint64 guid);
void OnInviteMember(Group* group, uint64 guid);
void OnRemoveMember(Group* group, uint64 guid, uint8 method);
void OnChangeLeader(Group* group, uint64 newLeaderGuid, uint64 oldLeaderGuid);
void OnDisband(Group* group);
void OnCreate(Group* group, uint64 leaderGuid, GroupType groupType);
/* Map */
void OnCreate(Map* map);
void OnDestroy(Map* map);
void OnPlayerEnter(Map* map, Player* player);
void OnPlayerLeave(Map* map, Player* player);
void OnUpdate(Map* map, uint32 diff);
void OnAddToWorld(Creature* creature);
void OnRemoveFromWorld(Creature* creature);
void OnAddToWorld(GameObject* gameobject);
void OnRemoveFromWorld(GameObject* gameobject);
void OnRemove(Creature* creature);
void OnRemove(GameObject* gameobject);
/* World */
void OnOpenStateChange(bool open);
void OnConfigLoad(bool reload);
void OnShutdownInitiate(ShutdownExitCode code, ShutdownMask mask);
void OnShutdownCancel();
void OnUpdate(uint32 diff);
void OnStartup();
void OnShutdown();
/* Battle Ground */
void OnBGStart(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId);
void OnBGEnd(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId, Team winner);
void OnBGCreate(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId);
void OnBGDestroy(BattleGround* bg, BattleGroundTypeId bgId, uint32 instanceId);
};
template<> Unit* Eluna::CHECKOBJ<Unit>(lua_State* L, int narg, bool error);
template<> Player* Eluna::CHECKOBJ<Player>(lua_State* L, int narg, bool error);
template<> Creature* Eluna::CHECKOBJ<Creature>(lua_State* L, int narg, bool error);
template<> GameObject* Eluna::CHECKOBJ<GameObject>(lua_State* L, int narg, bool error);
template<> Corpse* Eluna::CHECKOBJ<Corpse>(lua_State* L, int narg, bool error);
#define sEluna Eluna::GEluna
#endif

File diff suppressed because it is too large Load diff

View file

@ -1,233 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef MAPMETHODS_H
#define MAPMETHODS_H
namespace LuaMap
{
#ifndef CLASSIC
/**
* Returns 'true' if the [Map] is an arena, false otherwise
*
* @return bool isArena
*/
int IsArena(lua_State* L, Map* map)
{
Eluna::Push(L, map->IsBattleArena());
return 1;
}
#endif
/**
* Returns 'true' if the [Map] is a battleground, false otherwise
*
* @return bool isBattleGround
*/
int IsBattleground(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(lua_State* L, Map* map)
{
Eluna::Push(L, map->IsDungeon());
return 1;
}
/**
* Returns 'true' if the [Map] is empty, false otherwise
*
* @return bool isEmpty
*/
int IsEmpty(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(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(lua_State* L, Map* map)
{
Eluna::Push(L, map->IsRaid());
return 1;
}
/**
* Returns the name of the [Map]
*
* @return string mapName
*/
int GetName(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
*
* @param float x
* @param float y
* @return float z
*/
int GetHeight(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]
*
* @return int32 difficulty
*/
int GetDifficulty(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(lua_State* L, Map* map)
{
Eluna::Push(L, map->GetInstanceId());
return 1;
}
/**
* Returns the player count currently on the [Map]
* Does not include gamemasters
*
* @return uint32 playerCount
*/
int GetPlayerCount(lua_State* L, Map* map)
{
Eluna::Push(L, map->GetPlayersCountExceptGMs());
return 1;
}
/**
* Returns the ID of the [Map]
*
* @return uint32 mapId
*/
int GetMapId(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(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 it's guid from the map if it is spawned
*
* @param uint64 guid
*/
int GetWorldObject(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;
}
};
#endif

View file

@ -1,229 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef OBJECTMETHODS_H
#define OBJECTMETHODS_H
namespace LuaObject
{
/* BOOLEAN */
int HasFlag(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 flag = Eluna::CHECKVAL<uint32>(L, 3);
Eluna::Push(L, obj->HasFlag(index, flag));
return 1;
}
int IsInWorld(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->IsInWorld());
return 1;
}
/* GETTERS */
int GetInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
Eluna::Push(L, obj->GetInt32Value(index));
return 1;
}
int GetUInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
Eluna::Push(L, obj->GetUInt32Value(index));
return 1;
}
int GetFloatValue(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
Eluna::Push(L, obj->GetFloatValue(index));
return 1;
}
int GetByteValue(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
Eluna::Push(L, obj->GetByteValue(index, offset));
return 1;
}
int GetUInt16Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
Eluna::Push(L, obj->GetUInt16Value(index, offset));
return 1;
}
int GetScale(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->GetObjectScale());
return 1;
}
int GetEntry(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->GetEntry());
return 1;
}
int GetGUID(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->GET_GUID());
return 1;
}
int GetGUIDLow(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->GetGUIDLow());
return 1;
}
int GetTypeId(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->GetTypeId());
return 1;
}
int GetUInt64Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
obj->GetUInt64Value(index);
return 0;
}
/* SETTERS */
int SetFlag(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 flag = Eluna::CHECKVAL<uint32>(L, 3);
obj->SetFlag(index, flag);
return 0;
}
int SetInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
int32 value = Eluna::CHECKVAL<int32>(L, 3);
obj->SetInt32Value(index, value);
return 0;
}
int SetUInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 value = Eluna::CHECKVAL<uint32>(L, 3);
obj->SetUInt32Value(index, value);
return 0;
}
int SetFloatValue(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
float value = Eluna::CHECKVAL<float>(L, 3);
obj->SetFloatValue(index, value);
return 0;
}
int SetByteValue(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
uint8 value = Eluna::CHECKVAL<uint8>(L, 4);
obj->SetByteValue(index, offset, value);
return 0;
}
int SetUInt16Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
uint16 value = Eluna::CHECKVAL<uint16>(L, 4);
obj->SetUInt16Value(index, offset, value);
return 0;
}
int SetInt16Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint8 offset = Eluna::CHECKVAL<uint8>(L, 3);
int16 value = Eluna::CHECKVAL<int16>(L, 4);
obj->SetInt16Value(index, offset, value);
return 0;
}
int SetScale(lua_State* L, Object* obj)
{
float size = Eluna::CHECKVAL<float>(L, 2);
obj->SetObjectScale(size);
return 0;
}
int SetUInt64Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint64 value = Eluna::CHECKVAL<uint64>(L, 3);
obj->SetUInt64Value(index, value);
return 0;
}
/* OTHER */
int RemoveFlag(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 flag = Eluna::CHECKVAL<uint32>(L, 3);
obj->RemoveFlag(index, flag);
return 0;
}
int UpdateUInt32Value(lua_State* L, Object* obj)
{
uint16 index = Eluna::CHECKVAL<uint16>(L, 2);
uint32 value = Eluna::CHECKVAL<uint32>(L, 3);
obj->UpdateUInt32Value(index, value);
return 0;
}
int ToCorpse(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToCorpse());
return 1;
}
int ToGameObject(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToGameObject());
return 1;
}
int ToUnit(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToUnit());
return 1;
}
int ToCreature(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToCreature());
return 1;
}
int ToPlayer(lua_State* L, Object* obj)
{
Eluna::Push(L, obj->ToPlayer());
return 1;
}
};
#endif

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@ -1,184 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef QUESTMETHODS_H
#define QUESTMETHODS_H
namespace LuaQuest
{
/**
* Returns 'true' if the [Quest] has the specified flag, false otherwise.
* Below flags are based off of 3.3.5a. Subject to change.
*
* <pre>
* enum QuestFlags
* {
* // Flags used at server and sent to client
* QUEST_FLAGS_NONE = 0x0,
* QUEST_FLAGS_STAY_ALIVE = 0x1, // Not used currently
* QUEST_FLAGS_PARTY_ACCEPT = 0x2, // Not used currently. If player in party, all players that can accept this quest will receive confirmation box to accept quest CMSG_QUEST_CONFIRM_ACCEPT/SMSG_QUEST_CONFIRM_ACCEPT
* QUEST_FLAGS_EXPLORATION = 0x4, // Not used currently
* QUEST_FLAGS_SHARABLE = 0x8, // Can be shared: Player::CanShareQuest()
* QUEST_FLAGS_HAS_CONDITION = 0x10, // Not used currently
* QUEST_FLAGS_HIDE_REWARD_POI = 0x20, // Not used currently: Unsure of content
* QUEST_FLAGS_RAID = 0x40, // Not used currently
* QUEST_FLAGS_TBC = 0x80, // Not used currently: Available if TBC expansion enabled only
* QUEST_FLAGS_NO_MONEY_FROM_XP = 0x100, // Not used currently: Experience is not converted to gold at max level
* QUEST_FLAGS_HIDDEN_REWARDS = 0x200, // Items and money rewarded only sent in SMSG_QUESTGIVER_OFFER_REWARD (not in SMSG_QUESTGIVER_QUEST_DETAILS or in client quest log(SMSG_QUEST_QUERY_RESPONSE))
* QUEST_FLAGS_TRACKING = 0x400, // These quests are automatically rewarded on quest complete and they will never appear in quest log client side.
* QUEST_FLAGS_DEPRECATE_REPUTATION = 0x800, // Not used currently
* QUEST_FLAGS_DAILY = 0x1000, // Used to know quest is Daily one
* QUEST_FLAGS_FLAGS_PVP = 0x2000, // Having this quest in log forces PvP flag
* QUEST_FLAGS_UNAVAILABLE = 0x4000, // Used on quests that are not generically available
* QUEST_FLAGS_WEEKLY = 0x8000,
* QUEST_FLAGS_AUTOCOMPLETE = 0x10000, // auto complete
* QUEST_FLAGS_DISPLAY_ITEM_IN_TRACKER = 0x20000, // Displays usable item in quest tracker
* QUEST_FLAGS_OBJ_TEXT = 0x40000, // use Objective text as Complete text
* QUEST_FLAGS_AUTO_ACCEPT = 0x80000, // The client recognizes this flag as auto-accept. However, NONE of the current quests (3.3.5a) have this flag. Maybe blizz used to use it, or will use it in the future.
*
* // ... 4.x added flags up to 0x80000000 - all unknown for now
* };
* </pre>
*
* @param uint32 flag : all available flags can be seen above
* @return bool hasFlag
*/
int HasFlag(lua_State* L, Quest* quest)
{
uint32 flag = Eluna::CHECKVAL<uint32>(L, 2);
#ifndef TRINITY
Eluna::Push(L, quest->HasQuestFlag((QuestFlags)flag));
#else
Eluna::Push(L, quest->HasFlag(flag));
#endif
return 1;
}
#ifndef CLASSIC
/**
* Returns 'true' if the [Quest] is a daily quest, false otherwise.
*
* @return bool isDaily
*/
int IsDaily(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->IsDaily());
return 1;
}
#endif
/**
* Returns 'true' if the [Quest] is repeatable, false otherwise.
*
* @return bool isRepeatable
*/
int IsRepeatable(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->IsRepeatable());
return 1;
}
/**
* Returns entry ID of the [Quest].
*
* @return uint32 entryId
*/
int GetId(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetQuestId());
return 1;
}
/**
* Returns the [Quest]'s level.
*
* @return uint32 level
*/
int GetLevel(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetQuestLevel());
return 1;
}
/**
* Returns the minimum level required to pick up the [Quest].
*
* @return uint32 minLevel
*/
int GetMinLevel(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetMinLevel());
return 1;
}
/**
* Returns the next [Quest] entry ID.
*
* @return int32 entryId
*/
int GetNextQuestId(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetNextQuestId());
return 1;
}
/**
* Returns the previous [Quest] entry ID.
*
* @return int32 entryId
*/
int GetPrevQuestId(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetPrevQuestId());
return 1;
}
/**
* Returns the next [Quest] entry ID in the specific [Quest] chain.
*
* @return int32 entryId
*/
int GetNextQuestInChain(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetNextQuestInChain());
return 1;
}
/**
* Returns the [Quest]'s flags.
*
* @return uint32 flags
*/
int GetFlags(lua_State* L, Quest* quest)
{
#ifndef TRINITY
Eluna::Push(L, quest->GetQuestFlags());
#else
Eluna::Push(L, quest->GetFlags());
#endif
return 1;
}
/**
* Returns the [Quest]'s type.
*
* TODO: Document types available.
*
* @return uint32 type
*/
int GetType(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetType());
return 1;
}
/*int GetMaxLevel(lua_State* L, Quest* quest)
{
Eluna::Push(L, quest->GetMaxLevel());
return 1;
}*/
};
#endif

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@ -1,44 +0,0 @@
![logo](https://dl.dropbox.com/u/98478761/eluna-DBCA-Designs.png)
## About
Eluna Lua Engine © is used for certain World of Warcraft emulators. Eluna supports MaNGOS, CMaNGOS, and TrinityCore.
We're currently working hard to make Eluna better for our supporters.<br />
Follow us on our [Twitter](https://twitter.com/EmuDevs) page to view the latest news about EmuDevs and what's going on with Eluna Lua Engine ©.
If you're having trouble, post in Eluna's support here: [Eluna Support Forum](http://emudevs.com/forumdisplay.php/84-Support)<br />
If you need help regarding methods, hooks and other wiki related documentation, go to [Eluna API](http://eluna.emudevs.com/).
Special thanks to [MaNGOS](http://getmangos.eu/) for their continued support and use of Eluna. Please head over to their forums and show them some love!
## Source
* [Installation & Updating](https://github.com/ElunaLuaEngine/Eluna/blob/master/docs/INSTALL.md)
* [Function & method documentation](https://github.com/ElunaLuaEngine/Eluna/blob/master/LuaFunctions.cpp)
* [Hook documentation](https://github.com/ElunaLuaEngine/Eluna/blob/master/HookMgr.h)
[![Build Status](https://travis-ci.org/mangoszero/server.png?branch=master)](https://travis-ci.org/mangoszero/server) [Official Mangos Zero w/ Eluna](https://github.com/mangoszero/server)<br />
<br />
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaTrinityWotlk.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaTrinityWotlk) [Eluna TrinityCore WotLK](https://github.com/ElunaLuaEngine/ElunaTrinityWotlk)<br />
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaTrinityCata.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaTrinityCata) [Eluna TrinityCore Cataclysm](https://github.com/ElunaLuaEngine/ElunaTrinityCata)<br />
<br />
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaMangosClassic.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaMangosClassic) [Eluna cMaNGOS Classic](https://github.com/ElunaLuaEngine/ElunaMangosClassic)<br />
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaMangosTbc.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaMangosTbc) [Eluna cMaNGOS TBC](https://github.com/ElunaLuaEngine/ElunaMangosTbc)<br />
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaMangosWotlk.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaMangosWotlk) [Eluna cMaNGOS WotLK](https://github.com/ElunaLuaEngine/ElunaMangosWotlk)
## Links
* [Eluna API](http://eluna.emudevs.com/)
* [Eluna Scripts](https://github.com/ElunaLuaEngine/Scripts)
* [Eluna Support Forum](http://emudevs.com/forumdisplay.php/84-Support)
* [MaNGOS](http://getmangos.eu/)
* [cMaNGOS](http://cmangos.net/)
* [TrinityCore](http://www.trinitycore.org/)
* [License](https://github.com/ElunaLuaEngine/Eluna/blob/master/docs/LICENSE.md)
## Team
* Tommy (Easelm)
* Foereaper
* Rochet2
* Salja

View file

@ -1,184 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef SPELLMETHODS_H
#define SPELLMETHODS_H
namespace LuaSpell
{
/**
* Returns 'true' if the [Spell] is automatically repeating, false otherwise.
*
* @return bool isAutoRepeating
*/
int IsAutoRepeat(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->IsAutoRepeat());
return 1;
}
/**
* Returns the [Unit] that casted the [Spell].
*
* @return [Unit] caster
*/
int GetCaster(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetCaster());
return 1;
}
/**
* Returns the cast time of the [Spell].
*
* @return int32 castTime
*/
int GetCastTime(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetCastTime());
return 1;
}
/**
* Returns the entry ID of the [Spell].
*
* @return uint32 entryId
*/
int GetEntry(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->m_spellInfo->Id);
return 1;
}
/**
* Returns the power cost of the [Spell].
*
* @return uint32 powerCost
*/
int GetPowerCost(lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetPowerCost());
return 1;
}
/**
* Returns the spell duration of the [Spell].
*
* @return int32 duration
*/
int GetDuration(lua_State* L, Spell* spell)
{
#ifndef TRINITY
Eluna::Push(L, GetSpellDuration(spell->m_spellInfo));
#else
Eluna::Push(L, spell->GetSpellInfo()->GetDuration());
#endif
return 1;
}
/**
* Returns the target destination coordinates of the [Spell].
*
* @return float x : x coordinate of the [Spell]
* @return float y : y coordinate of the [Spell]
* @return float z : z coordinate of the [Spell]
*/
int GetTargetDest(lua_State* L, Spell* spell)
{
#ifndef TRINITY
if (!(spell->m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION))
return 3;
float x, y, z;
spell->m_targets.getDestination(x, y, z);
#else
if (!spell->m_targets.HasDst())
return 3;
float x, y, z;
spell->m_targets.GetDstPos()->GetPosition(x, y, z);
#endif
Eluna::Push(L, x);
Eluna::Push(L, y);
Eluna::Push(L, z);
return 3;
}
/**
* Returns the target [Object] of the [Spell].
* Target can be any of the following [Object] types: [Player], [Creature], [GameObject], [Item], [Corpse]
*
* @return [Object] target
*/
int GetTarget(lua_State* L, Spell* spell)
{
#ifndef TRINITY
if (GameObject* target = spell->m_targets.getGOTarget())
Eluna::Push(L, target);
else if (Item* target = spell->m_targets.getItemTarget())
Eluna::Push(L, target);
else if (Corpse* target = spell->GetCaster()->GetMap()->GetCorpse(spell->m_targets.getCorpseTargetGuid()))
Eluna::Push(L, target);
else if (Unit* target = spell->m_targets.getUnitTarget())
Eluna::Push(L, target);
#else
if (GameObject* target = spell->m_targets.GetGOTarget())
Eluna::Push(L, target);
else if (Item* target = spell->m_targets.GetItemTarget())
Eluna::Push(L, target);
else if (Corpse* target = spell->m_targets.GetCorpseTarget())
Eluna::Push(L, target);
else if (Unit* target = spell->m_targets.GetUnitTarget())
Eluna::Push(L, target);
else if (WorldObject* target = spell->m_targets.GetObjectTarget())
Eluna::Push(L, target);
#endif
return 1;
}
/**
* Sets the [Spell] to automatically repeat.
*
* @param bool repeat : set variable to 'true' for spell to automatically repeat
*/
int SetAutoRepeat(lua_State* L, Spell* spell)
{
bool repeat = Eluna::CHECKVAL<bool>(L, 2);
spell->SetAutoRepeat(repeat);
return 0;
}
/**
* Casts the [Spell].
*
* @param bool skipCheck = false : skips initial checks to see if the [Spell] can be casted or not, this is optional
*/
int Cast(lua_State* L, Spell* spell)
{
bool skipCheck = Eluna::CHECKVAL<bool>(L, 2, false);
spell->cast(skipCheck);
return 0;
}
/**
* Cancels the [Spell].
*
*/
int Cancel(lua_State* /*L*/, Spell* spell)
{
spell->cancel();
return 0;
}
/**
* Finishes the [Spell].
*
*/
int Finish(lua_State* /*L*/, Spell* spell)
{
spell->finish();
return 0;
}
};
#endif

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/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef VEHICLEMETHODS_H
#define VEHICLEMETHODS_H
#ifndef CLASSIC
#ifndef TBC
namespace LuaVehicle
{
/* BOOLEAN */
int IsOnBoard(lua_State* L, Vehicle* vehicle)
{
Unit* passenger = Eluna::CHECKOBJ<Unit>(L, 2);
#ifndef TRINITY
Eluna::Push(L, vehicle->HasOnBoard(passenger));
#else
Eluna::Push(L, passenger->IsOnVehicle(vehicle->GetBase()));
#endif
return 1;
}
/* GETTERS */
int GetOwner(lua_State* L, Vehicle* vehicle)
{
#ifndef TRINITY
Eluna::Push(L, vehicle->GetOwner());
#else
Eluna::Push(L, vehicle->GetBase());
#endif
return 1;
}
int GetEntry(lua_State* L, Vehicle* vehicle)
{
#ifndef TRINITY
Eluna::Push(L, vehicle->GetVehicleEntry()->m_ID);
#else
Eluna::Push(L, vehicle->GetVehicleInfo()->m_ID);
#endif
return 1;
}
int GetPassenger(lua_State* L, Vehicle* vehicle)
{
int8 seatId = Eluna::CHECKVAL<int8>(L, 2);
Eluna::Push(L, vehicle->GetPassenger(seatId));
return 1;
}
/* OTHER */
int AddPassenger(lua_State* L, Vehicle* vehicle)
{
Unit* passenger = Eluna::CHECKOBJ<Unit>(L, 2);
int8 seatId = Eluna::CHECKVAL<int8>(L, 3);
#ifndef TRINITY
if (vehicle->CanBoard(passenger))
vehicle->Board(passenger, seatId);
#else
vehicle->AddPassenger(passenger, seatId);
#endif
return 0;
}
int RemovePassenger(lua_State* L, Vehicle* vehicle)
{
Unit* passenger = Eluna::CHECKOBJ<Unit>(L, 2);
#ifndef TRINITY
vehicle->UnBoard(passenger, false);
#else
vehicle->RemovePassenger(passenger);
#endif
return 0;
}
}
#endif
#endif
#endif

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/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef WEATHERMETHODS_H
#define WEATHERMETHODS_H
namespace LuaWeather
{
/**
* Returns the zone id of the [Weather]
*
* @return uint32 zoneId
*/
int GetZoneId(lua_State* L, Weather* weather)
{
Eluna::Push(L, weather->GetZone());
return 1;
}
/**
* Sets the [Weather] type based on [WeatherType] and grade supplied.
*
* <pre>
* enum WeatherType
* {
* WEATHER_TYPE_FINE = 0,
* WEATHER_TYPE_RAIN = 1,
* WEATHER_TYPE_SNOW = 2,
* WEATHER_TYPE_STORM = 3,
* WEATHER_TYPE_THUNDERS = 86,
* WEATHER_TYPE_BLACKRAIN = 90
* };
* </pre>
*
* @param 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(lua_State* L, Weather* weather)
{
uint32 weatherType = Eluna::CHECKVAL<uint32>(L, 2);
float grade = Eluna::CHECKVAL<float>(L, 3);
weather->SetWeather((WeatherType)weatherType, grade);
return 0;
}
/**
* Sends a [Weather] update to the [Player] supplied.
*
* @param [Player] player
*/
int SendWeatherUpdateToPlayer(lua_State* L, Weather* weather)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
weather->SendWeatherUpdateToPlayer(player);
return 0;
}
/**
* Regenerates the [Weather], causing it to change based on the below statistics.
*
* * 30% chance of no change
* * 30% chance of [Weather] getting better (if not fine) or changing [Weather] type
* * 30% chance of [Weather] getting worse (if not fine)
* * 10% chance of radical change (if not fine)
*
* @return bool changed : returns 'true' if [Weather] changed
*/
int Regenerate(lua_State* L, Weather* weather)
{
Eluna::Push(L, weather->ReGenerate());
return 1;
}
/**
* Sends a [Weather] update to the all [Player] in the zone.
*
* @param bool changed : returns 'true' if weather changed for any [Player] in the zone, 'false' if no [Player] is within the zone
*/
int UpdateWeather(lua_State* L, Weather* weather)
{
Eluna::Push(L, weather->UpdateWeather());
return 1;
}
};
#endif

View file

@ -1,662 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef WORLDOBJECTMETHODS_H
#define WORLDOBJECTMETHODS_H
namespace LuaWorldObject
{
/**
* Returns the name of the [WorldObject]
*
* @return string name
*/
int GetName(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetName());
return 1;
}
/**
* Returns the current [Map] object of the [WorldObject]
*
* @return [Map] mapObject
*/
int GetMap(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetMap());
return 1;
}
#if (!defined(TBC) && !defined(CLASSIC))
/**
* Returns the current phase of the [WorldObject]
*
* @return uint32 phase
*/
int GetPhaseMask(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPhaseMask());
return 1;
}
#endif
/**
* Returns the current instance ID of the [WorldObject]
*
* @return uint32 instanceId
*/
int GetInstanceId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetInstanceId());
return 1;
}
/**
* Returns the current area ID of the [WorldObject]
*
* @return uint32 areaId
*/
int GetAreaId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetAreaId());
return 1;
}
/**
* Returns the current zone ID of the [WorldObject]
*
* @return uint32 zoneId
*/
int GetZoneId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetZoneId());
return 1;
}
/**
* Returns the current map ID of the [WorldObject]
*
* @return uint32 mapId
*/
int GetMapId(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetMapId());
return 1;
}
/**
* Returns the current X coordinate of the [WorldObject]
*
* @return float x
*/
int GetX(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionX());
return 1;
}
/**
* Returns the current Y coordinate of the [WorldObject]
*
* @return float y
*/
int GetY(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionY());
return 1;
}
/**
* Returns the current Z coordinate of the [WorldObject]
*
* @return float z
*/
int GetZ(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionZ());
return 1;
}
/**
* Returns the current orientation of the [WorldObject]
*
* @return float orientation / facing
*/
int GetO(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetOrientation());
return 1;
}
/**
* Returns the coordinates and orientation of the [WorldObject]
*
* @return float x : x coordinate of the [WorldObject]
* @return float y : y coordinate of the [WorldObject]
* @return float z : z coordinate (height) of the [WorldObject]
* @return float o : facing / orientation of the [WorldObject]
*/
int GetLocation(lua_State* L, WorldObject* obj)
{
Eluna::Push(L, obj->GetPositionX());
Eluna::Push(L, obj->GetPositionY());
Eluna::Push(L, obj->GetPositionZ());
Eluna::Push(L, obj->GetOrientation());
return 4;
}
/**
* Returns the nearest [Player] object in sight of the [WorldObject] or within the given range
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
*
* @return [Player] nearestPlayer
*/
int GetNearestPlayer(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
Unit* target = NULL;
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_PLAYER);
#ifndef TRINITY
MaNGOS::UnitLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitWorldObjects(obj, searcher, range);
#else
Trinity::UnitLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
Eluna::Push(L, target);
return 1;
}
/**
* Returns the nearest [GameObject] object in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of game object to find
*
* @return [GameObject] nearestGameObject
*/
int GetNearestGameObject(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
GameObject* target = NULL;
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_GAMEOBJECT, entry);
#ifndef TRINITY
MaNGOS::GameObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::GameObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
Eluna::Push(L, target);
return 1;
}
/**
* Returns the nearest [Creature] object in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of creature to find
*
* @return [Creature] nearestCreature
*/
int GetNearestCreature(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
Creature* target = NULL;
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, TYPEMASK_UNIT, entry);
#ifndef TRINITY
MaNGOS::CreatureLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::CreatureLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
Eluna::Push(L, target);
return 1;
}
/**
* Returns a table of [Player] objects in sight of the [WorldObject] or within the given range
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
*
* @return table playersInRange : table of [Player]s
*/
int GetPlayersInRange(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
std::list<Player*> list;
ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_PLAYER);
#ifndef TRINITY
MaNGOS::PlayerListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitWorldObjects(obj, searcher, range);
#else
Trinity::PlayerListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, list, checker);
obj->VisitNearbyObject(range, searcher);
#endif
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<Player*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
Eluna::Push(L, ++i);
Eluna::Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns a table of [Creature] objects in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of creatures to find
*
* @return table creaturesInRange : table of [Creature]s
*/
int GetCreaturesInRange(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
std::list<Creature*> list;
ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_UNIT, entry);
#ifndef TRINITY
MaNGOS::CreatureListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::CreatureListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, list, checker);
obj->VisitNearbyObject(range, searcher);
#endif
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<Creature*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
Eluna::Push(L, ++i);
Eluna::Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns a table of [GameObject] objects in sight of the [WorldObject] or within the given range and/or with a specific entry ID
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param uint32 entryId = 0 : optionally set entry ID of game objects to find
*
* @return table gameObjectsInRange : table of [GameObject]s
*/
int GetGameObjectsInRange(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint32 entry = Eluna::CHECKVAL<uint32>(L, 3, 0);
std::list<GameObject*> list;
ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, TYPEMASK_GAMEOBJECT, entry);
#ifndef TRINITY
MaNGOS::GameObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitGridObjects(obj, searcher, range);
#else
Trinity::GameObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, list, checker);
obj->VisitNearbyObject(range, searcher);
#endif
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<GameObject*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
Eluna::Push(L, ++i);
Eluna::Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns nearest [WorldObject] in sight of the [WorldObject].
* The distance, type, entry and hostility requirements the [WorldObject] must match can be passed.
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param [TypeMask] type = 0 : the [TypeMask] that the [WorldObject] must be. This can contain multiple types. 0 will be ingored
* @param uint32 entry = 0 : the entry of the [WorldObject], 0 will be ingored
* @param uint32 hostile = 0 : specifies whether the [WorldObject] needs to be 1 hostile, 2 friendly or 0 either
*
* @return [WorldObject] worldObject
*/
int GetNearObject(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint16 type = Eluna::CHECKVAL<uint16>(L, 3, 0); // TypeMask
uint32 entry = Eluna::CHECKVAL<uint32>(L, 4, 0);
uint32 hostile = Eluna::CHECKVAL<uint32>(L, 5, 0); // 0 none, 1 hostile, 2 friendly
float x, y, z;
obj->GetPosition(x, y, z);
ElunaUtil::WorldObjectInRangeCheck checker(true, obj, range, type, entry, hostile);
WorldObject* target = NULL;
#ifndef TRINITY
MaNGOS::WorldObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(target, checker);
Cell::VisitAllObjects(obj, searcher, range);
#else
Trinity::WorldObjectLastSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, target, checker);
obj->VisitNearbyObject(range, searcher);
#endif
Eluna::Push(L, target);
return 1;
}
/**
* Returns a table of [WorldObject]s in sight of the [WorldObject].
* The distance, type, entry and hostility requirements the [WorldObject] must match can be passed.
*
* @param float range = 533.33333 : optionally set range. Default range is grid size
* @param [TypeMask] type = 0 : the [TypeMask] that the [WorldObject] must be. This can contain multiple types. 0 will be ingored
* @param uint32 entry = 0 : the entry of the [WorldObject], 0 will be ingored
* @param uint32 hostile = 0 : specifies whether the [WorldObject] needs to be 1 hostile, 2 friendly or 0 either
*
* @return table worldObjectList : table of [WorldObject]s
*/
int GetNearObjects(lua_State* L, WorldObject* obj)
{
float range = Eluna::CHECKVAL<float>(L, 2, SIZE_OF_GRIDS);
uint16 type = Eluna::CHECKVAL<uint16>(L, 3, 0); // TypeMask
uint32 entry = Eluna::CHECKVAL<uint32>(L, 4, 0);
uint32 hostile = Eluna::CHECKVAL<uint32>(L, 5, 0); // 0 none, 1 hostile, 2 friendly
float x, y, z;
obj->GetPosition(x, y, z);
ElunaUtil::WorldObjectInRangeCheck checker(false, obj, range, type, entry, hostile);
std::list<WorldObject*> list;
#ifndef TRINITY
MaNGOS::WorldObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(list, checker);
Cell::VisitAllObjects(obj, searcher, range);
#else
Trinity::WorldObjectListSearcher<ElunaUtil::WorldObjectInRangeCheck> searcher(obj, list, checker);
obj->VisitNearbyObject(range, searcher);
#endif
lua_newtable(L);
int tbl = lua_gettop(L);
uint32 i = 0;
for (std::list<WorldObject*>::const_iterator it = list.begin(); it != list.end(); ++it)
{
Eluna::Push(L, ++i);
Eluna::Push(L, *it);
lua_settable(L, tbl);
}
lua_settop(L, tbl);
return 1;
}
/**
* Returns the distance from this [WorldObject] to another [WorldObject], or from this [WorldObject] to a point.
*
* @proto dist = (obj)
* @proto dist = (x, y, z)
*
* @param [WorldObject] obj
* @param float x : the X-coordinate of the point
* @param float y : the Y-coordinate of the point
* @param float z : the Z-coordinate of the point
*
* @return float dist : the distance in yards
*/
int GetDistance(lua_State* L, WorldObject* obj)
{
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
if (target && target->IsInWorld())
Eluna::Push(L, obj->GetDistance(target));
else
{
float X = Eluna::CHECKVAL<float>(L, 2);
float Y = Eluna::CHECKVAL<float>(L, 3);
float Z = Eluna::CHECKVAL<float>(L, 4);
Eluna::Push(L, obj->GetDistance(X, Y, Z));
}
return 1;
}
/**
* Returns the x, y and z of a point dist away from the [WorldObject].
*
* @param float distance : specifies the distance of the point from the [WorldObject] in yards
* @param float angle : specifies the angle of the point relative to the orientation / facing of the [WorldObject] in radians
*
* @return float x
* @return float y
* @return float z
*/
int GetRelativePoint(lua_State* L, WorldObject* obj)
{
float dist = Eluna::CHECKVAL<float>(L, 2);
float rad = Eluna::CHECKVAL<float>(L, 3);
float x, y, z;
obj->GetClosePoint(x, y, z, 0.0f, dist, rad);
Eluna::Push(L, x);
Eluna::Push(L, y);
Eluna::Push(L, z);
return 3;
}
/**
* Returns the angle between this [WorldObject] and another [WorldObject] or a point.
* The angle is the angle between two points and orientation will be ignored.
*
* @proto dist = (obj)
* @proto dist = (x, y)
*
* @param [WorldObject] object
* @param float x
* @param float y
*
* @return float angle : angle in radians in range 0..2*pi
*/
int GetAngle(lua_State* L, WorldObject* obj)
{
WorldObject* target = Eluna::CHECKOBJ<WorldObject>(L, 2, false);
if (target && target->IsInWorld())
Eluna::Push(L, obj->GetAngle(target));
else
{
float x = Eluna::CHECKVAL<float>(L, 2);
float y = Eluna::CHECKVAL<float>(L, 3);
Eluna::Push(L, obj->GetAngle(x, y));
}
return 1;
}
/**
* Sends a [WorldPacket] to [Player]s in sight of the [WorldObject].
*
* @param [WorldPacket] packet
*/
int SendPacket(lua_State* L, WorldObject* obj)
{
WorldPacket* data = Eluna::CHECKOBJ<WorldPacket>(L, 2);
obj->SendMessageToSet(data, true);
return 0;
}
/**
* Spawns a [GameObject] at specified location.
*
* @param uint32 entry : [GameObject] entry ID
* @param float x
* @param float y
* @param float z
* @param float o
* @param uint32 respawnDelay = 30 : respawn time in seconds
* @return [GameObject] gameObject
*/
int SummonGameObject(lua_State* L, WorldObject* obj)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
float x = Eluna::CHECKVAL<float>(L, 3);
float y = Eluna::CHECKVAL<float>(L, 4);
float z = Eluna::CHECKVAL<float>(L, 5);
float o = Eluna::CHECKVAL<float>(L, 6);
uint32 respawnDelay = Eluna::CHECKVAL<uint32>(L, 7, 30);
#ifndef TRINITY
Eluna::Push(L, obj->SummonGameObject(entry, x, y, z, o, respawnDelay));
#else
Eluna::Push(L, obj->SummonGameObject(entry, x, y, z, o, 0, 0, 0, 0, respawnDelay));
#endif
return 1;
}
/**
* Spawns the creature at specified location.
*
* @param uint32 entry : [Creature]'s entry ID
* @param float x
* @param float y
* @param float z
* @param float o
* @param TempSummonType spawnType : defines how and when the creature despawns
* @param uint32 despawnTimer : despawn time in seconds
* @return [Creature] spawnedCreature
*/
int SpawnCreature(lua_State* L, WorldObject* obj)
{
uint32 entry = Eluna::CHECKVAL<uint32>(L, 2);
float x = Eluna::CHECKVAL<float>(L, 3);
float y = Eluna::CHECKVAL<float>(L, 4);
float z = Eluna::CHECKVAL<float>(L, 5);
float o = Eluna::CHECKVAL<float>(L, 6);
uint32 spawnType = Eluna::CHECKVAL<uint32>(L, 7, 8);
uint32 despawnTimer = Eluna::CHECKVAL<uint32>(L, 8, 0);
TempSummonType type;
switch (spawnType)
{
case 1:
type = TEMPSUMMON_TIMED_OR_DEAD_DESPAWN;
break;
case 2:
type = TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN;
break;
case 3:
type = TEMPSUMMON_TIMED_DESPAWN;
break;
case 4:
#ifdef TRINITY
type = TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT;
#else
type = TEMPSUMMON_TIMED_OOC_DESPAWN;
#endif
break;
case 5:
type = TEMPSUMMON_CORPSE_DESPAWN;
break;
case 6:
type = TEMPSUMMON_CORPSE_TIMED_DESPAWN;
break;
case 7:
type = TEMPSUMMON_DEAD_DESPAWN;
break;
case 8:
type = TEMPSUMMON_MANUAL_DESPAWN;
break;
#ifndef TRINITY
case 9:
type = TEMPSUMMON_TIMED_OOC_OR_CORPSE_DESPAWN;
break;
case 10:
type = TEMPSUMMON_TIMED_OOC_OR_DEAD_DESPAWN;
break;
#endif
default:
return luaL_argerror(L, 7, "valid SpawnType expected");
}
Eluna::Push(L, obj->SummonCreature(entry, x, y, z, o, type, despawnTimer));
return 1;
}
/**
* Registers a timed event to the [WorldObject]
* When the passed function is called, the parameters `(eventId, delay, repeats, worldobject)` are passed to it.
* Repeats will decrease on each call if the event does not repeat indefinitely
*
* Note that for [Creature] and [GameObject] the timed event timer ticks only if the creature is in sight of someone
* For all [WorldObject]s the timed events are removed when the object is destoryed. This means that for example a [Player]'s events are removed on logout.
*
* @param function function : function to trigger when the time has passed
* @param uint32 delay : set time in milliseconds for the event to trigger
* @param uint32 repeats : how many times for the event to repeat, 0 is infinite
* @return int eventId : unique ID for the timed event used to cancel it or nil
*/
int RegisterEvent(lua_State* L, WorldObject* obj)
{
luaL_checktype(L, 2, LUA_TFUNCTION);
uint32 delay = Eluna::CHECKVAL<uint32>(L, 3);
uint32 repeats = Eluna::CHECKVAL<uint32>(L, 4);
lua_pushvalue(L, 2);
int functionRef = luaL_ref(L, LUA_REGISTRYINDEX);
if (functionRef != LUA_REFNIL && functionRef != LUA_NOREF)
{
obj->elunaEvents->AddEvent(functionRef, delay, repeats);
Eluna::Push(L, functionRef);
}
return 1;
}
/**
* Removes the timed event from a [WorldObject] by the specified event ID
*
* @param int eventId : event Id to remove
*/
int RemoveEventById(lua_State* L, WorldObject* obj)
{
int eventId = Eluna::CHECKVAL<int>(L, 2);
obj->elunaEvents->RemoveEvent(eventId);
return 0;
}
/**
* Removes all timed events from a [WorldObject]
*
*/
int RemoveEvents(lua_State* /*L*/, WorldObject* obj)
{
obj->elunaEvents->RemoveEvents();
return 0;
}
};
#endif

View file

@ -1,299 +0,0 @@
/*
* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef WORLDPACKETMETHODS_H
#define WORLDPACKETMETHODS_H
namespace LuaPacket
{
/**
* Returns the opcode of the [WorldPacket].
*
* @return uint16 opcode
*/
int GetOpcode(lua_State* L, WorldPacket* packet)
{
Eluna::Push(L, packet->GetOpcode());
return 1;
}
/**
* Returns the size of the [WorldPacket].
*
* @return uint32 size : size of [WorldPacket]
*/
int GetSize(lua_State* L, WorldPacket* packet)
{
Eluna::Push(L, packet->size());
return 1;
}
/**
* Sets the opcode of the [WorldPacket] by specifying an opcode.
*
* @param uint32 opcode : the opcode specified to be set for the [WorldPacket]
*/
int SetOpcode(lua_State* L, WorldPacket* packet)
{
uint32 opcode = Eluna::CHECKVAL<uint32>(L, 2);
if (opcode >= NUM_MSG_TYPES)
return luaL_argerror(L, 2, "valid opcode expected");
packet->SetOpcode((OpcodesList)opcode);
return 0;
}
/**
* Reads and returns an int8 value from the [WorldPacket].
*
* @return int8 value
*/
int ReadByte(lua_State* L, WorldPacket* packet)
{
int8 _byte;
(*packet) >> _byte;
Eluna::Push(L, _byte);
return 1;
}
/**
* Reads and returns a uint8 value from the [WorldPacket].
*
* @return uint8 value
*/
int ReadUByte(lua_State* L, WorldPacket* packet)
{
uint8 _ubyte;
(*packet) >> _ubyte;
Eluna::Push(L, _ubyte);
return 1;
}
/**
* Reads and returns an int16 value from the [WorldPacket].
*
* @return int16 value
*/
int ReadShort(lua_State* L, WorldPacket* packet)
{
int16 _short;
(*packet) >> _short;
Eluna::Push(L, _short);
return 1;
}
/**
* Reads and returns a uint16 value from the [WorldPacket].
*
* @return uint16 value
*/
int ReadUShort(lua_State* L, WorldPacket* packet)
{
uint16 _ushort;
(*packet) >> _ushort;
Eluna::Push(L, _ushort);
return 1;
}
/**
* Reads and returns an int32 value from the [WorldPacket].
*
* @return int32 value
*/
int ReadLong(lua_State* L, WorldPacket* packet)
{
int32 _long;
(*packet) >> _long;
Eluna::Push(L, _long);
return 1;
}
/**
* Reads and returns a uint32 value from the [WorldPacket].
*
* @return uint32 value
*/
int ReadULong(lua_State* L, WorldPacket* packet)
{
uint32 _ulong;
(*packet) >> _ulong;
Eluna::Push(L, _ulong);
return 1;
}
/**
* Reads and returns a float value from the [WorldPacket].
*
* @return float value
*/
int ReadFloat(lua_State* L, WorldPacket* packet)
{
float _val;
(*packet) >> _val;
Eluna::Push(L, _val);
return 1;
}
/**
* Reads and returns a double value from the [WorldPacket].
*
* @return double value
*/
int ReadDouble(lua_State* L, WorldPacket* packet)
{
double _val;
(*packet) >> _val;
Eluna::Push(L, _val);
return 1;
}
/**
* Reads and returns a uint64 value from the [WorldPacket].
*
* @return uint64 value : value returned as string
*/
int ReadGUID(lua_State* L, WorldPacket* packet)
{
uint64 guid;
(*packet) >> guid;
Eluna::Push(L, guid);
return 1;
}
/**
* Reads and returns a string value from the [WorldPacket].
*
* @return string value
*/
int ReadString(lua_State* L, WorldPacket* packet)
{
std::string _val;
(*packet) >> _val;
Eluna::Push(L, _val);
return 1;
}
/**
* Writes an uint64 value to the [WorldPacket].
*
* @param uint64 value : the value to be written to the [WorldPacket]
*/
int WriteGUID(lua_State* L, WorldPacket* packet)
{
uint64 guid = Eluna::CHECKVAL<uint64>(L, 2);
(*packet) << guid;
return 0;
}
/**
* Writes a string to the [WorldPacket].
*
* @param string value : the string to be written to the [WorldPacket]
*/
int WriteString(lua_State* L, WorldPacket* packet)
{
std::string _val = Eluna::CHECKVAL<std::string>(L, 2);
(*packet) << _val;
return 0;
}
/**
* Writes an int8 value to the [WorldPacket].
*
* @param int8 value : the int8 value to be written to the [WorldPacket]
*/
int WriteByte(lua_State* L, WorldPacket* packet)
{
int8 byte = Eluna::CHECKVAL<int8>(L, 2);
(*packet) << byte;
return 0;
}
/**
* Writes an uint8 value to the [WorldPacket].
*
* @param uint8 value : the uint8 value to be written to the [WorldPacket]
*/
int WriteUByte(lua_State* L, WorldPacket* packet)
{
uint8 byte = Eluna::CHECKVAL<uint8>(L, 2);
(*packet) << byte;
return 0;
}
/**
* Writes an int16 value to the [WorldPacket].
*
* @param int16 value : the int16 value to be written to the [WorldPacket]
*/
int WriteShort(lua_State* L, WorldPacket* packet)
{
int16 _short = Eluna::CHECKVAL<int16>(L, 2);
(*packet) << _short;
return 0;
}
/**
* Writes an uint16 value to the [WorldPacket].
*
* @param uint16 value : the uint16 value to be written to the [WorldPacket]
*/
int WriteUShort(lua_State* L, WorldPacket* packet)
{
uint16 _ushort = Eluna::CHECKVAL<uint16>(L, 2);
(*packet) << _ushort;
return 0;
}
/**
* Writes an int32 value to the [WorldPacket].
*
* @param int32 value : the int32 value to be written to the [WorldPacket]
*/
int WriteLong(lua_State* L, WorldPacket* packet)
{
int32 _long = Eluna::CHECKVAL<int32>(L, 2);
(*packet) << _long;
return 0;
}
/**
* Writes an uint32 value to the [WorldPacket].
*
* @param uint32 value : the uint32 value to be written to the [WorldPacket]
*/
int WriteULong(lua_State* L, WorldPacket* packet)
{
uint32 _ulong = Eluna::CHECKVAL<uint32>(L, 2);
(*packet) << _ulong;
return 0;
}
/**
* Writes a float value to the [WorldPacket].
*
* @param float value : the float value to be written to the [WorldPacket]
*/
int WriteFloat(lua_State* L, WorldPacket* packet)
{
float _val = Eluna::CHECKVAL<float>(L, 2);
(*packet) << _val;
return 0;
}
/**
* Writes a double value to the [WorldPacket].
*
* @param double value : the double value to be written to the [WorldPacket]
*/
int WriteDouble(lua_State* L, WorldPacket* packet)
{
double _val = Eluna::CHECKVAL<double>(L, 2);
(*packet) << _val;
return 0;
}
};
#endif

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# Ignore the temporary "build" folder.
build

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@ -1,112 +0,0 @@
#Documentation generation
##Setting up
- install [python](https://www.python.org/)(2)
- when installing, tick to install the path variable
- may need restart after for installation to properly take effect
- install a package manager like [pip](https://pip.pypa.io/en/latest/)
- if installed pip and doesnt work, restart or try easy_install command
- install the dependencies with manager
- [Jinja2](https://pypi.python.org/pypi/Jinja2)
- [typedecorator](https://pypi.python.org/pypi/typedecorator)
- [markdown](https://pypi.python.org/pypi/Markdown)
##Generating
- Run in cmd `python -m ElunaDoc` when at `\LuaEngine\docs\`
##Documenting
You can document functions in the Eluna source code. For examples, simply open a method header file.
###Template
Here are basic templates for a function. When defining a parameter or a return value, the type and value name are mandatory.
```c++
/**
* Description.
*
* @param Type paramName
* @return Type returnName
*/
```
```c++
/**
* Description.
*
* @param Type paramName = defaultValue : parameter description
* @return Type returnName : return value description
*/
```
This is a template for a function that takes in different parameters. When defining a parameter or a return value, the type and value name are mandatory.
```c++
/**
* Description.
*
* @proto returnValue = (object)
* @proto returnValue = (x, y, z)
* @param Type paramName = defaultValue : parameter description
* @return Type returnName : return value description
*/
```
###Standard
A documentation comment block will always start with `/**` and end with `*/`.
All lines start with `*` character followed by one space before any content.
The main description will start with uppercase letter and end with a dot. All paragraphs should end with a dot as well.
The parameter and return value descriptions should start with a lowercase letter and at the end there should be no dot.
Any class, enum or function can be referenced (made a link to) with square brackets.
`[Player]` will reference a player. `[WeatherType]` will reference an enum. `[Player:GetName]` will reference a function.
Use correct indentation with documentation comments
```c++
/**
* Correct indentation.
* @param Type paramName = defaultValue : parameter description
* @return Type returnName : return value description
*/
```
```c++
/**
* Invalid indentation.
* @param Type paramName = defaultValue : parameter description
* @return Type returnName : return value description
*/
```
###Markdown
You can use [markdown](http://pythonhosted.org//Markdown/) in your descriptions.
For syntax see http://daringfireball.net/projects/markdown/syntax and http://pythonhosted.org//Markdown/#differences
```
/**
* Description.
*
* * list item
* * list item
* * list item
*
* <pre>
* codeblock
* </pre>
*
* `code line`
*
* *italic*
* **bold**
*/
```
Produces<br/>
Description.
* list item
* list item
* list item
<pre>
codeblock
</pre>
`code line`
*italic*
**bold**

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*.pyc
.idea

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@ -1,158 +0,0 @@
import os
import shutil
from types import FileType
from jinja2 import Environment, FileSystemLoader
from typedecorator import params, returns
from parser import ClassParser, MethodDoc
import glob
@returns([(str, FileType)])
@params(search_path=str)
def find_class_files(search_path):
"""Find and open all files containing Eluna class methods in `search_path`.
:param search_path: the path to search for Eluna methods in
:return: a list of all files containing Eluna methods, and the name of their respective classes
"""
# Get the current working dir and switch to the search path.
old_dir = os.getcwd()
os.chdir(search_path)
# Search for all files ending in "Methods.h".
method_file_names = glob.glob('*Methods.h')
# Open each file.
method_files = [open(file_name, 'r') for file_name in method_file_names]
# Go back to where we were before.
os.chdir(old_dir)
return method_files
def make_renderer(template_path, link_parser_factory):
"""Return a function that can be used to render Jinja2 templates from the `template_path` directory."""
# Set up jinja2 environment to load templates from the templates folder.
env = Environment(loader=FileSystemLoader(template_path), extensions=['jinja2.ext.with_'])
def inner(template_name, output_path, level, **kwargs):
env.filters['parse_links'], env.filters['parse_data_type'] = link_parser_factory(level)
template = env.get_template(template_name)
static = make_static(level)
root = make_root(level)
with open('build/' + output_path, 'w') as out:
out.write(template.render(level=level, static=static, root=root, **kwargs))
return inner
def make_static(level):
return lambda file_name: ('../' * level) + 'static/' + file_name
def make_root(level):
return lambda file_name: ('../' * level) + file_name
if __name__ == '__main__':
# Recreate the build folder and copy static files over.
if os.path.exists('build'):
shutil.rmtree('build')
os.mkdir('build')
shutil.copytree('ElunaDoc/static', 'build/static')
# Load up all files with methods we need to parse.
print 'Finding Eluna method files...'
class_files = find_class_files('../')
# Parse all the method files.
classes = []
for f in class_files:
print 'Parsing file {}...'.format(f.name)
classes.append(ClassParser.parse_file(f))
f.close()
# Sort the classes so they are in the correct order in lists.
classes.sort(key=lambda c: c.name)
def make_parsers(level):
"""Returns a function that parses content for refs to other classes, methods, or enums,
and automatically inserts the correct link.
"""
# Make lists of all class names and method names.
class_names = []
method_names = []
for class_ in classes:
class_names.append('[' + class_.name + ']')
for method in class_.methods:
method_names.append('[' + class_.name + ':' + method.name + ']')
def link_parser(content):
# Replace all occurrencies of &Class:Function and then &Class with a link to given func or class
for name in method_names:
# Take the [] off the front of the method's name.
full_name = name[1:-1]
# Split "Class:Method" into "Class" and "Method".
class_name, method_name = full_name.split(':')
url = '{}{}/{}.html'.format(('../' * level), class_name, method_name)
# Replace occurrencies of &Class:Method with the url created
content = content.replace(name, '<a class="fn" href="{}">{}</a>'.format(url, full_name))
for name in class_names:
# Take the [] off the front of the class's name.
class_name = name[1:-1]
url = '{}{}/index.html'.format(('../' * level), class_name)
# Replace occurrencies of &Class:Method with the url created
content = content.replace(name, '<a class="mod" href="{}">{}</a>'.format(url, class_name))
return content
# Links to the "Programming in Lua" documentation for each Lua type.
lua_type_documentation = {
'nil': 'http://www.lua.org/pil/2.1.html',
'boolean': 'http://www.lua.org/pil/2.2.html',
'number': 'http://www.lua.org/pil/2.3.html',
'string': 'http://www.lua.org/pil/2.4.html',
'table': 'http://www.lua.org/pil/2.5.html',
'function': 'http://www.lua.org/pil/2.6.html',
}
def data_type_parser(content):
# If the type is a Lua type, return a link to Lua documentation.
if content in lua_type_documentation:
url = lua_type_documentation[content]
return '<strong><a href="{}">{}</a></strong>'.format(url, content)
# Otherwise try to build a link to the proper page.
if content in class_names:
class_name = content[1:-1]
url = '{}{}/index.html'.format(('../' * level), class_name)
return '<strong><a class="mod" href="{}">{}</a></strong>'.format(url, class_name)
return link_parser, data_type_parser
# Create the render function with the template path and parser maker.
render = make_renderer('ElunaDoc/templates', make_parsers)
# Render the index.
render('index.html', 'index.html', level=0, classes=classes)
# Render the search index.
render('search-index.js', 'search-index.js', level=0, classes=classes)
for class_ in classes:
print 'Rending pages for class {}...'.format(class_.name)
# Make a folder for the class.
os.mkdir('build/' + class_.name)
index_path = '{}/index.html'.format(class_.name)
# Render the class's index page.
render('class.html', index_path, level=1, classes=classes, current_class=class_)
# Render each method's page.
for method in class_.methods:
method_path = '{}/{}.html'.format(class_.name, method.name)
render('method.html', method_path, level=1, current_class=class_, current_method=method)

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import re
from types import FileType
import markdown
from typedecorator import params, returns, Nullable
class ParameterDoc(object):
"""The documentation data of a parameter or return value for an Eluna method."""
# The integer ranges that each C++ type is valid for. None means valid for all numbers.
valid_ranges = {
'float': None,
'double': None,
'int': ('-2,147,483,647', '2,147,483,647'), # This should be -32767..32767, but it's pretty safe to assume 32-bit.
'int8': ('-127', '127'),
'uint8': ('0', '255'),
'int16': ('-32,767', '32,767'),
'uint16': ('0', '65,535'),
'int32': ('-2,147,483,647', '2,147,483,647'),
'uint32': ('0', '4,294,967,295'),
}
@params(self=object, name=unicode, data_type=str, description=unicode, default_value=Nullable(unicode))
def __init__(self, name, data_type, description, default_value=None):
"""If `name` is not provided, the Parameter is a returned value instead of a parameter."""
self.name = name
self.data_type = data_type
self.default_value = default_value
if description:
# Capitalize the first letter, add a period, and parse as Markdown.
self.description = '{}{}. '.format(description[0].capitalize(), description[1:])
self.description = markdown.markdown(self.description)
else:
self.description = ''
# If the data type is a C++ number, convert to Lua number and add range info to description.
if self.data_type in ['float', 'double', 'int8', 'uint8', 'int16', 'uint16', 'int32', 'uint32']:
range = ParameterDoc.valid_ranges[self.data_type]
if range:
self.description += '<p><em>Valid numbers</em>: integers from {0} to {1}.</p>'.format(range[0], range[1])
else:
self.description += '<p><em>Valid numbers</em>: all decimal numbers.</p>'
self.data_type = 'number'
elif self.data_type == 'bool':
self.data_type = 'boolean'
elif self.data_type == 'uint64' or self.data_type == 'int64':
self.data_type = 'string'
class MethodDoc(object):
"""The documentation data of an Eluna method."""
@params(self=object, name=unicode, description=unicode, prototypes=[unicode], parameters=[ParameterDoc], returned=[ParameterDoc])
def __init__(self, name, description, prototypes, parameters, returned):
self.name = name
self.prototypes = prototypes
self.parameters = parameters
self.returned = returned
# Parse the description as Markdown.
self.description = markdown.markdown(description)
# Pull the first paragraph out of the description as the short description.
self.short_description = self.description.split('</p>')[0][3:]
# If it has a description, it is "documented".
self.documented = self.description != ''
class MangosClassDoc(object):
"""The documentation of a MaNGOS class that has Lua methods."""
@params(self=object, name=unicode, description=unicode, methods=[MethodDoc])
def __init__(self, name, description, methods):
self.name = name
# Parse the description as Markdown.
self.description = markdown.markdown(description)
# Pull the first paragraph out of the description as the short description.
self.short_description = self.description.split('</p>')[0][3:]
# Sort the methods by their names.
self.methods = sorted(methods, key=lambda m: m.name)
# If any of our methods are not documented, we aren't fully documented.
for method in methods:
if not method.documented:
self.fully_documented = False
break
else:
self.fully_documented = True
# In the same vein, if any of our methods are documented, we aren't fully *un*documented.
for method in methods:
if method.documented:
self.fully_undocumented = False
break
else:
self.fully_undocumented = True
class ClassParser(object):
"""Parses a file line-by-line and returns methods when enough information is received to build them."""
# Various regular expressions to parse different parts of the doc string.
# There are used to parse the class's description.
class_start_regex = re.compile(r"\s*/\*\*\*") # The start of class documentation, i.e. /***
class_body_regex = re.compile(r"\s*\*\s*(.*)") # The "body", i.e. a * and optionally some descriptive text.
class_end_regex = re.compile(r"\s*\*/") # The end of the comment portion, i.e. */
# These are used to parse method documentation.
start_regex = re.compile(r"\s*/\*\*") # The start of documentation, i.e. /**
body_regex = re.compile(r"\s*\s?\*\s?(.*)") # The "body", i.e. a * and optionally some descriptive text.
# An extra optional space (\s?) was thrown in to make it different from `class_body_regex`.
param_regex = re.compile(r"""\s*\*\s@param\s # The @param tag starts with opt. whitespace followed by "* @param ".
([\[\]\w]+)\s(\w+) # The data type, a space, and the name of the param.
(?:\s=\s(\w+))? # The default value: a = surrounded by spaces, followed by text.
(?:\s:\s(.+))? # The description: a colon surrounded by spaces, followed by text.
""", re.X)
# This is the same as the @param tag, minus the default value part.
return_regex = re.compile(r"""\s*\*\s@return\s
([\[\]\w]+)\s(\w+)
(?:\s:\s(.+))?
""", re.X)
proto_regex = re.compile(r"""\s*\*\s@proto\s
([\w\s,]+)? # The list of arguments.
(?:=\s)? # An equals sign and a space separate the args and returns.
(?:\(([\w\s,]+)\))? # The list of return values, in parens.
""", re.X)
comment_end_regex = re.compile(r"\s*\*/") # The end of the comment portion, i.e. */
end_regex = re.compile(r"\s*int\s(\w+)\s*\(") # The end of the documentation, i.e. int MethodName(
def __init__(self, class_name):
assert ClassParser.class_body_regex is not ClassParser.body_regex
# The methods that have been parsed.
self.methods = []
# The name of the class being parsed.
self.class_name = class_name
# The description of the class being parsed.
self.class_description = ''
# Reset the parser's state machine.
self.reset()
def reset(self):
# What the last handled regex was, to determine what the next should be.
self.last_regex = None
# These are used to piece together the next `Method`.
self.description = ''
self.params = []
self.returned = []
self.method_name = None
self.prototypes = []
def handle_class_body(self, match):
text = match.group(1)
self.class_description += text + '\n'
def handle_body(self, match):
text = match.group(1)
self.description += text + '\n'
def handle_param(self, match):
data_type, name, default, description = match.group(1), match.group(2), match.group(3), match.group(4)
self.params.append(ParameterDoc(name, data_type, description, default))
def handle_return(self, match):
data_type, name, description = match.group(1), match.group(2), match.group(3)
self.returned.append(ParameterDoc(name, data_type, description))
def handle_proto(self, match):
return_values, parameters = match.group(1), match.group(2)
prototype = '{0}= {1}:{{0}}( {2} )'.format(return_values, self.class_name, parameters)
self.prototypes.append(prototype)
def handle_end(self, match):
self.method_name = match.group(1)
# If there's no prototype, make one with all params and returns.
if not self.prototypes:
parameters = ', '.join([param.name for param in self.params])
# Only pad with spaces when there are no parameters.
if parameters != '':
parameters = ' ' + parameters + ' '
if self.returned:
return_values = ', '.join([param.name for param in self.returned])
prototype = '{0} = {1}:{2}({3})'.format(return_values, self.class_name, self.method_name, parameters)
else:
prototype = '{0}:{1}({2})'.format(self.class_name, self.method_name, parameters)
self.prototypes.append(prototype)
else:
# Format the method name into each prototype.
self.prototypes = [proto.format(self.method_name) for proto in self.prototypes]
self.methods.append(MethodDoc(self.method_name, self.description, self.prototypes, self.params, self.returned))
# Table of which handler is used to handle each regular expressions.
regex_handlers = {
class_start_regex: None,
class_body_regex: handle_class_body,
class_end_regex: None,
start_regex: None,
body_regex: handle_body,
param_regex: handle_param,
return_regex: handle_return,
proto_regex: handle_proto,
comment_end_regex: None,
end_regex: handle_end,
}
# Table of which regular expressions can follow the last handled regex.
# `doc_body_regex` must always come LAST when used, since it also matches param, return, and comment_end.
next_regexes = {
None: [class_start_regex, start_regex, end_regex],
class_start_regex: [class_end_regex, class_body_regex],
class_body_regex: [class_end_regex, class_body_regex],
class_end_regex: [],
start_regex: [param_regex, return_regex, proto_regex, comment_end_regex, body_regex],
body_regex: [param_regex, return_regex, proto_regex, comment_end_regex, body_regex],
proto_regex: [param_regex, return_regex, proto_regex, comment_end_regex, body_regex],
param_regex: [param_regex, return_regex, comment_end_regex, body_regex],
return_regex: [return_regex, comment_end_regex],
comment_end_regex: [end_regex],
end_regex: [],
}
@returns(Nullable(MethodDoc))
@params(self=object, line=str)
def next_line(self, line):
"""Parse the next line of the file.
This method returns a `Method` when enough data to form a `Method` has been parsed.
Otherwise, it returns None.
"""
# Get the list of expected regular expressions using the last one handled.
valid_regexes = self.next_regexes[self.last_regex]
# Try to find a match.
for regex in valid_regexes:
match = regex.match(line)
if match:
handler = self.regex_handlers[regex]
if handler:
handler(self, match)
# Not every regex has a handler, but keep track of where we are anyway.
self.last_regex = regex
# Break at the first match.
break
else:
# No valid regex was found, reset everything.
self.reset()
@returns(MangosClassDoc)
def to_class_doc(self):
"""Create an instance of `MangosClassDoc` from the parser's data.
Is called by `parse_file` once parsing is finished.
"""
return MangosClassDoc(self.class_name, self.class_description, self.methods)
@staticmethod
@returns(MangosClassDoc)
@params(file=FileType)
def parse_file(file):
"""Parse the file `file` into a documented class."""
# Get the class name from "ClassMethods.h" by stripping off "Methods.h".
class_name = file.name[:-len('Methods.h')]
parser = ClassParser(class_name)
line = file.readline()
while line:
parser.next_line(line)
line = file.readline()
return parser.to_class_doc()

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/**
* Copyright 2013 The Rust Project Developers. See the COPYRIGHT
* file at the top-level directory of this distribution and at
* http://rust-lang.org/COPYRIGHT.
*
* Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
* http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
* <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
* option. This file may not be copied, modified, or distributed
* except according to those terms.
*/
@font-face {
font-family: 'Fira Sans';
font-style: normal;
font-weight: 400;
src: local('Fira Sans'), url("FiraSans-Regular.woff") format('woff');
}
@font-face {
font-family: 'Fira Sans';
font-style: normal;
font-weight: 500;
src: local('Fira Sans Medium'), url("FiraSans-Medium.woff") format('woff');
}
@font-face {
font-family: 'Source Serif Pro';
font-style: normal;
font-weight: 400;
src: local('Source Serif Pro'), url("SourceSerifPro-Regular.woff") format('woff');
}
@font-face {
font-family: 'Source Serif Pro';
font-style: italic;
font-weight: 400;
src: url("Heuristica-Italic.woff") format('woff');
}
@font-face {
font-family: 'Source Serif Pro';
font-style: normal;
font-weight: 700;
src: local('Source Serif Pro Bold'), url("SourceSerifPro-Bold.woff") format('woff');
}
@font-face {
font-family: 'Source Code Pro';
font-style: normal;
font-weight: 400;
src: local('Source Code Pro'), url("SourceCodePro-Regular.woff") format('woff');
}
@font-face {
font-family: 'Source Code Pro';
font-style: normal;
font-weight: 600;
src: local('Source Code Pro Semibold'), url("SourceCodePro-Semibold.woff") format('woff');
}
@import "normalize.css";
* {
-webkit-box-sizing: border-box;
-moz-box-sizing: border-box;
box-sizing: border-box;
}
/* General structure and fonts */
body {
color: #333;
min-width: 500px;
font: 16px/1.4 "Source Serif Pro", "Helvetica Neue", Helvetica, Arial, sans-serif;
margin: 0;
position: relative;
padding: 10px 15px 20px 15px;
}
h1 {
font-size: 1.5em;
}
h2 {
font-size: 1.4em;
}
h3 {
font-size: 1.3em;
}
h1, h2, h3:not(.impl):not(.method), h4:not(.method) {
color: black;
font-weight: 500;
margin: 20px 0 15px 0;
padding-bottom: 6px;
}
h1.fqn {
border-bottom: 1px dashed #D5D5D5;
margin-top: 0;
}
h2, h3:not(.impl):not(.method), h4:not(.method) {
border-bottom: 1px solid #DDDDDD;
}
h3.impl, h3.method, h4.method {
font-weight: 600;
margin-top: 10px;
margin-bottom: 10px;
}
h3.impl, h3.method {
margin-top: 15px;
}
h1, h2, h3, h4, section.sidebar, a.source, .search-input, .content table a, .collapse-toggle {
font-family: "Fira Sans", "Helvetica Neue", Helvetica, Arial, sans-serif;
}
ol, ul {
padding-left: 25px;
}
ul ul, ol ul, ul ol, ol ol {
margin-bottom: 0;
}
p {
margin: 0 0 .6em 0;
}
code, pre {
font-family: "Source Code Pro", Menlo, Monaco, Consolas, "DejaVu Sans Mono", Inconsolata, monospace;
white-space: pre-wrap;
}
.docblock code {
background-color: #F5F5F5;
border-radius: 3px;
padding: 0 0.2em;
}
pre {
background-color: #F5F5F5;
padding: 14px;
}
.source pre {
padding: 20px;
}
.content.source {
margin-top: 50px;
max-width: none;
overflow: visible;
margin-left: 0px;
min-width: 70em;
}
nav.sub {
font-size: 16px;
text-transform: uppercase;
}
.sidebar {
width: 200px;
position: absolute;
left: 0;
top: 0;
min-height: 100%;
}
.content, nav { max-width: 960px; }
/* Everything else */
.js-only, .hidden { display: none; }
.sidebar {
padding: 10px;
}
.sidebar img {
margin: 20px auto;
display: block;
}
.sidebar .location {
font-size: 17px;
margin: 30px 0 20px 0;
background: #e1e1e1;
text-align: center;
color: #333;
}
.block {
padding: 0 10px;
margin-bottom: 14px;
}
.block h2 {
margin-top: 0;
margin-bottom: 8px;
text-align: center;
}
.block a {
display: block;
text-overflow: ellipsis;
overflow: hidden;
line-height: 15px;
padding: 7px 5px;
font-size: 14px;
font-weight: 300;
transition: border 500ms ease-out;
}
.block a:hover {
background: #F5F5F5;
}
.content {
padding: 15px 0;
}
.content.source pre.rust {
white-space: pre;
overflow: auto;
padding-left: 0;
}
.content pre.line-numbers { float: left; border: none; }
.line-numbers span { color: #c67e2d; }
.line-numbers .line-highlighted {
background-color: #f6fdb0;
}
.content .highlighted {
cursor: pointer;
color: #000 !important;
background-color: #ccc;
}
.content .highlighted a { color: #000 !important; }
.content .highlighted.trait { background-color: #fece7e; }
.content .highlighted.mod { background-color: #afc6e4; }
.content .highlighted.enum { background-color: #b4d1b9; }
.content .highlighted.struct { background-color: #e7b1a0; }
.content .highlighted.fn { background-color: #c6afb3; }
.docblock.short.nowrap {
display: block;
overflow: hidden;
white-space: nowrap;
text-overflow: ellipsis;
}
.docblock.short p {
overflow: hidden;
text-overflow: ellipsis;
margin: 0;
}
.docblock.short code { white-space: nowrap; }
.docblock h1, .docblock h2, .docblock h3, .docblock h4, .docblock h5 {
border-bottom: 1px solid #DDD;
}
.docblock h1 { font-size: 1.3em; }
.docblock h2 { font-size: 1.15em; }
.docblock h3, .docblock h4, .docblock h5 { font-size: 1em; }
.content .out-of-band {
float: right;
font-size: 23px;
}
.content table {
border-spacing: 0 5px;
border-collapse: separate;
}
.content td { vertical-align: top; }
.content td:first-child { padding-right: 20px; }
.content td p:first-child { margin-top: 0; }
.content td h1, .content td h2 { margin-left: 0; font-size: 1.1em; }
.content .item-list {
list-style-type: none;
padding: 0;
}
.content .item-list li { margin-bottom: 3px; }
.content .multi-column {
-moz-column-count: 5;
-moz-column-gap: 2.5em;
-webkit-column-count: 5;
-webkit-column-gap: 2.5em;
column-count: 5;
column-gap: 2.5em;
}
.content .multi-column li { width: 100%; display: inline-block; }
.content .method {
font-size: 1em;
position: relative;
}
.content .methods .docblock { margin-left: 40px; }
.content .impl-methods .docblock { margin-left: 40px; }
nav {
border-bottom: 1px solid #e0e0e0;
padding-bottom: 10px;
margin-bottom: 10px;
}
nav.main {
padding: 20px 0;
text-align: center;
}
nav.main .current {
border-top: 1px solid #000;
border-bottom: 1px solid #000;
}
nav.main .separator {
border: 1px solid #000;
display: inline-block;
height: 23px;
margin: 0 20px;
}
nav.sum { text-align: right; }
nav.sub form { display: inline; }
nav, .content {
margin-left: 230px;
}
a {
text-decoration: none;
color: #000;
background: transparent;
}
p a { color: #4e8bca; }
p a:hover { text-decoration: underline; }
.content a.trait, .block a.current.trait { color: #ed9603; }
.content a.mod, .block a.current.mod { color: #4d76ae; }
.content a.enum, .block a.current.enum { color: #5e9766; }
.content a.struct, .block a.current.struct { color: #e53700; }
.content a.fn, .block a.current.fn { color: #8c6067; }
.content .fnname { color: #8c6067; }
.search-input {
width: 100%;
/* Override Normalize.css: we have margins and do
not want to overflow - the `moz` attribute is necessary
until Firefox 29, too early to drop at this point */
-moz-box-sizing: border-box !important;
box-sizing: border-box !important;
outline: none;
border: none;
border-radius: 1px;
color: #555;
margin-top: 5px;
padding: 10px 16px;
font-size: 17px;
box-shadow: 0 0 0 1px #e0e0e0, 0 0 0 2px transparent;
transition: border-color 300ms ease;
transition: border-radius 300ms ease-in-out;
transition: box-shadow 300ms ease-in-out;
}
.search-input:focus {
border-color: #66afe9;
border-radius: 2px;
border: 0;
outline: 0;
box-shadow: 0 0 8px #078dd8;
}
.search-results .desc {
white-space: nowrap;
text-overflow: ellipsis;
overflow: hidden;
display: block;
}
#help {
background: #e9e9e9;
border-radius: 4px;
box-shadow: 0 0 6px rgba(0,0,0,.2);
position: absolute;
top: 300px;
left: 50%;
margin-top: -125px;
margin-left: -275px;
width: 550px;
height: 300px;
border: 1px solid #bfbfbf;
}
#help dt {
float: left;
border-radius: 3px;
border: 1px solid #bfbfbf;
background: #fff;
width: 23px;
text-align: center;
clear: left;
display: block;
margin-top: -1px;
}
#help dd { margin: 5px 33px; }
#help .infos { padding-left: 0; }
#help h1 { margin-top: 0; }
#help div {
width: 50%;
float: left;
padding: 20px;
}
.stability {
border-left: 6px solid;
padding: 3px 6px;
border-radius: 3px;
}
h1 .stability {
text-transform: lowercase;
font-weight: 400;
margin-left: 14px;
padding: 4px 10px;
}
.impl-methods .stability, .methods .stability {
margin-right: 20px;
}
.stability.Deprecated { border-color: #A071A8; color: #82478C; }
.stability.Experimental { border-color: #D46D6A; color: #AA3C39; }
.stability.Unstable { border-color: #D4B16A; color: #AA8439; }
.stability.Stable { border-color: #54A759; color: #2D8632; }
.stability.Frozen { border-color: #009431; color: #007726; }
.stability.Locked { border-color: #0084B6; color: #00668c; }
.stability.Unmarked { border-color: #BBBBBB; }
.summary {
padding-right: 0px;
}
.summary.Deprecated { background-color: #A071A8; }
.summary.Experimental { background-color: #D46D6A; }
.summary.Unstable { background-color: #D4B16A; }
.summary.Stable { background-color: #54A759; }
.summary.Unmarked { background-color: #BBBBBB; }
:target { background: #FDFFD3; }
/* Code highlighting */
pre.rust .kw { color: #8959A8; }
pre.rust .kw-2, pre.rust .prelude-ty { color: #4271AE; }
pre.rust .number, pre.rust .string { color: #718C00; }
pre.rust .self, pre.rust .boolval, pre.rust .prelude-val,
pre.rust .attribute, pre.rust .attribute .ident { color: #C82829; }
pre.rust .comment { color: #8E908C; }
pre.rust .doccomment { color: #4D4D4C; }
pre.rust .macro, pre.rust .macro-nonterminal { color: #3E999F; }
pre.rust .lifetime { color: #B76514; }
.rusttest { display: none; }
pre.rust { position: relative; }
.test-arrow {
display: inline-block;
position: absolute;
top: 0;
right: 10px;
font-size: 150%;
-webkit-transform: scaleX(-1);
transform: scaleX(-1);
}
.methods .section-header {
/* Override parent class attributes. */
border-bottom: none !important;
font-size: 1.1em !important;
margin: 0 0 -5px;
padding: 0;
}
.section-header:hover a:after {
content: '\2002\00a7\2002';
}
/* Media Queries */
@media (max-width: 700px) {
.sidebar {
display: none;
}
.content {
margin-left: 0px;
}
nav.sub {
margin: 0 auto;
}
}
.collapse-toggle {
font-weight: 100;
position: absolute;
left: 13px;
color: #999;
margin-top: 2px;
}
.toggle-wrapper > .collapse-toggle {
left: -24px;
margin-top: 0px;
}
.toggle-wrapper {
position: relative;
}
.toggle-wrapper.collapsed {
height: 1em;
transition: height .2s;
}
.collapse-toggle > .inner {
display: inline-block;
width: 1ch;
text-align: center;
}
.toggle-label {
color: #999;
font-style: italic;
}

View file

@ -1,782 +0,0 @@
// Copyright 2014 The Rust Project Developers. See the COPYRIGHT
// file at the top-level directory of this distribution and at
// http://rust-lang.org/COPYRIGHT.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
/*jslint browser: true, es5: true */
/*globals $: true, rootPath: true */
(function() {
"use strict";
var resizeTimeout, interval;
$('.js-only').removeClass('js-only');
function getQueryStringParams() {
var params = {};
window.location.search.substring(1).split("&").
map(function(s) {
var pair = s.split("=");
params[decodeURIComponent(pair[0])] =
typeof pair[1] === "undefined" ?
null : decodeURIComponent(pair[1]);
});
return params;
}
function browserSupportsHistoryApi() {
return window.history && typeof window.history.pushState === "function";
}
function resizeShortBlocks() {
if (resizeTimeout) {
clearTimeout(resizeTimeout);
}
resizeTimeout = setTimeout(function() {
var contentWidth = $('.content').width();
$('.docblock.short').width(function() {
return contentWidth - 40 - $(this).prev().width();
}).addClass('nowrap');
$('.summary-column').width(function() {
return contentWidth - 40 - $(this).prev().width();
})
}, 150);
}
resizeShortBlocks();
$(window).on('resize', resizeShortBlocks);
function highlightSourceLines() {
var i, from, to, match = window.location.hash.match(/^#?(\d+)(?:-(\d+))?$/);
if (match) {
from = parseInt(match[1], 10);
to = Math.min(50000, parseInt(match[2] || match[1], 10));
from = Math.min(from, to);
if ($('#' + from).length === 0) {
return;
}
$('#' + from)[0].scrollIntoView();
$('.line-numbers span').removeClass('line-highlighted');
for (i = from; i <= to; ++i) {
$('#' + i).addClass('line-highlighted');
}
}
}
highlightSourceLines();
$(window).on('hashchange', highlightSourceLines);
$(document).on('keyup', function(e) {
if (document.activeElement.tagName === 'INPUT') {
return;
}
if (e.which === 191 && $('#help').hasClass('hidden')) { // question mark
e.preventDefault();
$('#help').removeClass('hidden');
} else if (e.which === 27) { // esc
if (!$('#help').hasClass('hidden')) {
e.preventDefault();
$('#help').addClass('hidden');
} else if (!$('#search').hasClass('hidden')) {
e.preventDefault();
$('#search').addClass('hidden');
$('#main').removeClass('hidden');
}
} else if (e.which === 83) { // S
e.preventDefault();
$('.search-input').focus();
}
}).on('click', function(e) {
if (!$(e.target).closest('#help').length) {
$('#help').addClass('hidden');
}
});
$('.version-selector').on('change', function() {
var i, match,
url = document.location.href,
stripped = '',
len = rootPath.match(/\.\.\//g).length + 1;
for (i = 0; i < len; ++i) {
match = url.match(/\/[^\/]*$/);
if (i < len - 1) {
stripped = match[0] + stripped;
}
url = url.substring(0, url.length - match[0].length);
}
url += '/' + $('.version-selector').val() + stripped;
document.location.href = url;
});
/**
* A function to compute the Levenshtein distance between two strings
* Licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported
* Full License can be found at http://creativecommons.org/licenses/by-sa/3.0/legalcode
* This code is an unmodified version of the code written by Marco de Wit
* and was found at http://stackoverflow.com/a/18514751/745719
*/
var levenshtein = (function() {
var row2 = [];
return function(s1, s2) {
if (s1 === s2) {
return 0;
} else {
var s1_len = s1.length, s2_len = s2.length;
if (s1_len && s2_len) {
var i1 = 0, i2 = 0, a, b, c, c2, row = row2;
while (i1 < s1_len)
row[i1] = ++i1;
while (i2 < s2_len) {
c2 = s2.charCodeAt(i2);
a = i2;
++i2;
b = i2;
for (i1 = 0; i1 < s1_len; ++i1) {
c = a + (s1.charCodeAt(i1) !== c2 ? 1 : 0);
a = row[i1];
b = b < a ? (b < c ? b + 1 : c) : (a < c ? a + 1 : c);
row[i1] = b;
}
}
return b;
} else {
return s1_len + s2_len;
}
}
};
})();
function initSearch(rawSearchIndex) {
var currentResults, index, searchIndex;
var MAX_LEV_DISTANCE = 3;
var params = getQueryStringParams();
// Populate search bar with query string search term when provided,
// but only if the input bar is empty. This avoid the obnoxious issue
// where you start trying to do a search, and the index loads, and
// suddenly your search is gone!
if ($(".search-input")[0].value === "") {
$(".search-input")[0].value = params.search || '';
}
/**
* Executes the query and builds an index of results
* @param {[Object]} query [The user query]
* @param {[type]} max [The maximum results returned]
* @param {[type]} searchWords [The list of search words to query
* against]
* @return {[type]} [A search index of results]
*/
function execQuery(query, max, searchWords) {
var valLower = query.query.toLowerCase(),
val = valLower,
typeFilter = itemTypeFromName(query.type),
results = [],
split = valLower.split("::");
//remove empty keywords
for (var j = 0; j < split.length; ++j) {
split[j].toLowerCase();
if (split[j] === "") {
split.splice(j, 1);
}
}
// quoted values mean literal search
var nSearchWords = searchWords.length;
if ((val.charAt(0) === "\"" || val.charAt(0) === "'") &&
val.charAt(val.length - 1) === val.charAt(0))
{
val = val.substr(1, val.length - 2);
for (var i = 0; i < nSearchWords; ++i) {
if (searchWords[i] === val) {
// filter type: ... queries
if (typeFilter < 0 || typeFilter === searchIndex[i].ty) {
results.push({id: i, index: -1});
}
}
if (results.length === max) {
break;
}
}
} else {
// gather matching search results up to a certain maximum
val = val.replace(/\_/g, "");
for (var i = 0; i < split.length; ++i) {
for (var j = 0; j < nSearchWords; ++j) {
var lev_distance;
if (searchWords[j].indexOf(split[i]) > -1 ||
searchWords[j].indexOf(val) > -1 ||
searchWords[j].replace(/_/g, "").indexOf(val) > -1)
{
// filter type: ... queries
if (typeFilter < 0 || typeFilter === searchIndex[j].ty) {
results.push({
id: j,
index: searchWords[j].replace(/_/g, "").indexOf(val),
lev: 0,
});
}
} else if (
(lev_distance = levenshtein(searchWords[j], val)) <=
MAX_LEV_DISTANCE) {
if (typeFilter < 0 || typeFilter === searchIndex[j].ty) {
results.push({
id: j,
index: 0,
// we want lev results to go lower than others
lev: lev_distance,
});
}
}
if (results.length === max) {
break;
}
}
}
}
var nresults = results.length;
for (var i = 0; i < nresults; ++i) {
results[i].word = searchWords[results[i].id];
results[i].item = searchIndex[results[i].id] || {};
}
// if there are no results then return to default and fail
if (results.length === 0) {
return [];
}
results.sort(function(aaa, bbb) {
var a, b;
// Sort by non levenshtein results and then levenshtein results by the distance
// (less changes required to match means higher rankings)
a = (aaa.lev);
b = (bbb.lev);
if (a !== b) return a - b;
// sort by crate (non-current crate goes later)
a = (aaa.item.crate !== window.currentCrate);
b = (bbb.item.crate !== window.currentCrate);
if (a !== b) return a - b;
// sort by exact match (mismatch goes later)
a = (aaa.word !== valLower);
b = (bbb.word !== valLower);
if (a !== b) return a - b;
// sort by item name length (longer goes later)
a = aaa.word.length;
b = bbb.word.length;
if (a !== b) return a - b;
// sort by item name (lexicographically larger goes later)
a = aaa.word;
b = bbb.word;
if (a !== b) return (a > b ? +1 : -1);
// sort by index of keyword in item name (no literal occurrence goes later)
a = (aaa.index < 0);
b = (bbb.index < 0);
if (a !== b) return a - b;
// (later literal occurrence, if any, goes later)
a = aaa.index;
b = bbb.index;
if (a !== b) return a - b;
// sort by description (no description goes later)
a = (aaa.item.desc === '');
b = (bbb.item.desc === '');
if (a !== b) return a - b;
// sort by type (later occurrence in `itemTypes` goes later)
a = aaa.item.ty;
b = bbb.item.ty;
if (a !== b) return a - b;
// sort by path (lexicographically larger goes later)
a = aaa.item.path;
b = bbb.item.path;
if (a !== b) return (a > b ? +1 : -1);
// que sera, sera
return 0;
});
// remove duplicates, according to the data provided
for (var i = results.length - 1; i > 0; i -= 1) {
if (results[i].word === results[i - 1].word &&
results[i].item.ty === results[i - 1].item.ty &&
results[i].item.path === results[i - 1].item.path)
{
results[i].id = -1;
}
}
for (var i = 0; i < results.length; ++i) {
var result = results[i],
name = result.item.name.toLowerCase(),
path = result.item.path.toLowerCase(),
parent = result.item.parent;
var valid = validateResult(name, path, split, parent);
if (!valid) {
result.id = -1;
}
}
return results;
}
/**
* Validate performs the following boolean logic. For example:
* "File::open" will give IF A PARENT EXISTS => ("file" && "open")
* exists in (name || path || parent) OR => ("file" && "open") exists in
* (name || path )
*
* This could be written functionally, but I wanted to minimise
* functions on stack.
*
* @param {[string]} name [The name of the result]
* @param {[string]} path [The path of the result]
* @param {[string]} keys [The keys to be used (["file", "open"])]
* @param {[object]} parent [The parent of the result]
* @return {[boolean]} [Whether the result is valid or not]
*/
function validateResult(name, path, keys, parent) {
for (var i=0; i < keys.length; ++i) {
// each check is for validation so we negate the conditions and invalidate
if (!(
// check for an exact name match
name.toLowerCase().indexOf(keys[i]) > -1 ||
// then an exact path match
path.toLowerCase().indexOf(keys[i]) > -1 ||
// next if there is a parent, check for exact parent match
(parent !== undefined &&
parent.name.toLowerCase().indexOf(keys[i]) > -1) ||
// lastly check to see if the name was a levenshtein match
levenshtein(name.toLowerCase(), keys[i]) <=
MAX_LEV_DISTANCE)) {
return false;
}
}
return true;
}
function getQuery() {
var matches, type, query = $('.search-input').val();
matches = query.match(/^(fn|mod|str(uct)?|enum|trait|t(ype)?d(ef)?)\s*:\s*/i);
if (matches) {
type = matches[1].replace(/^td$/, 'typedef')
.replace(/^str$/, 'struct')
.replace(/^tdef$/, 'typedef')
.replace(/^typed$/, 'typedef');
query = query.substring(matches[0].length);
}
return {
query: query,
type: type,
id: query + type,
};
}
function initSearchNav() {
var hoverTimeout, $results = $('.search-results .result');
$results.on('click', function() {
var dst = $(this).find('a')[0];
if (window.location.pathname == dst.pathname) {
$('#search').addClass('hidden');
$('#main').removeClass('hidden');
}
document.location.href = dst.href;
}).on('mouseover', function() {
var $el = $(this);
clearTimeout(hoverTimeout);
hoverTimeout = setTimeout(function() {
$results.removeClass('highlighted');
$el.addClass('highlighted');
}, 20);
});
$(document).off('keydown.searchnav');
$(document).on('keydown.searchnav', function(e) {
var $active = $results.filter('.highlighted');
if (e.which === 38) { // up
e.preventDefault();
if (!$active.length || !$active.prev()) {
return;
}
$active.prev().addClass('highlighted');
$active.removeClass('highlighted');
} else if (e.which === 40) { // down
e.preventDefault();
if (!$active.length) {
$results.first().addClass('highlighted');
} else if ($active.next().length) {
$active.next().addClass('highlighted');
$active.removeClass('highlighted');
}
} else if (e.which === 13) { // return
e.preventDefault();
if ($active.length) {
document.location.href = $active.find('a').prop('href');
}
}
});
}
function escape(content) {
return $('<h1/>').text(content).html();
}
function showResults(results) {
var output, shown, query = getQuery();
currentResults = query.id;
output = '<h1>Results for ' + escape(query.query) +
(query.type ? ' (type: ' + escape(query.type) + ')' : '') + '</h1>';
output += '<table class="search-results">';
if (results.length > 0) {
shown = [];
results.forEach(function(item) {
var name, type;
if (shown.indexOf(item) !== -1) {
return;
}
shown.push(item);
name = item.name;
type = itemTypes[item.ty];
output += '<tr class="' + type + ' result"><td>';
if (type === 'mod') {
output += item.path +
'::<a href="' + rootPath +
item.path.replace(/::/g, '/') + // '/' +
name + '/index.html" class="' +
type + '">' + name + '</a>';
} else if (type === 'static' || type === 'reexport') {
output += item.path +
'::<a href="' + rootPath +
item.path.replace(/::/g, '/') +
'/index.html" class="' + type +
'">' + name + '</a>';
} else if (item.parent !== undefined) {
var myparent = item.parent;
var anchor = '#' + type + '.' + name;
output += item.path + '::' + myparent.name +
'::<a href="' + rootPath +
item.path.replace(/::/g, '/') +
'/' + myparent.name +
'.html' + anchor +
'" class="' + type +
'">' + name + '</a>';
} else {
output += item.path +
'::<a href="' + rootPath +
item.path.replace(/::/g, '/') +
'/' + name +
'.html" class="' + type +
'">' + name + '</a>';
}
output += '</td><td><span class="desc">' + item.desc +
'</span></td></tr>';
});
} else {
output += 'No results :( <a href="https://duckduckgo.com/?q=' +
encodeURIComponent('eluna ' + query.query) +
'">Try on DuckDuckGo?</a>';
}
output += "</p>";
$('#main.content').addClass('hidden');
$('#search.content').removeClass('hidden').html(output);
$('#search .desc').width($('#search').width() - 40 -
$('#search td:first-child').first().width());
initSearchNav();
}
function search(e) {
var query,
filterdata = [],
obj, i, len,
results = [],
maxResults = 200,
resultIndex;
var params = getQueryStringParams();
query = getQuery();
if (e) {
e.preventDefault();
}
if (!query.query || query.id === currentResults) {
return;
}
// Because searching is incremental by character, only the most
// recent search query is added to the browser history.
if (browserSupportsHistoryApi()) {
if (!history.state && !params.search) {
history.pushState(query, "", "?search=" +
encodeURIComponent(query.query));
} else {
history.replaceState(query, "", "?search=" +
encodeURIComponent(query.query));
}
}
resultIndex = execQuery(query, 20000, index);
len = resultIndex.length;
for (i = 0; i < len; ++i) {
if (resultIndex[i].id > -1) {
obj = searchIndex[resultIndex[i].id];
filterdata.push([obj.name, obj.ty, obj.path, obj.desc]);
results.push(obj);
}
if (results.length >= maxResults) {
break;
}
}
showResults(results);
}
// This mapping table should match the discriminants of
// `rustdoc::html::item_type::ItemType` type in Rust.
var itemTypes = ["mod",
"struct",
"type",
"fn",
"type",
"static",
"trait",
"impl",
"viewitem",
"tymethod",
"method",
"structfield",
"variant",
"ffi",
"ffs",
"macro",
"primitive"];
function itemTypeFromName(typename) {
for (var i = 0; i < itemTypes.length; ++i) {
if (itemTypes[i] === typename) return i;
}
return -1;
}
function buildIndex(rawSearchIndex) {
searchIndex = [];
var searchWords = [];
for (var crate in rawSearchIndex) {
if (!rawSearchIndex.hasOwnProperty(crate)) { continue }
// an array of [(Number) item type,
// (String) name,
// (String) full path or empty string for previous path,
// (String) description,
// (optional Number) the parent path index to `paths`]
var items = rawSearchIndex[crate].items;
// an array of [(Number) item type,
// (String) name]
var paths = rawSearchIndex[crate].paths;
// convert `paths` into an object form
var len = paths.length;
for (var i = 0; i < len; ++i) {
paths[i] = {ty: paths[i][0], name: paths[i][1]};
}
// convert `items` into an object form, and construct word indices.
//
// before any analysis is performed lets gather the search terms to
// search against apart from the rest of the data. This is a quick
// operation that is cached for the life of the page state so that
// all other search operations have access to this cached data for
// faster analysis operations
var len = items.length;
var lastPath = "";
for (var i = 0; i < len; ++i) {
var rawRow = items[i];
var row = {crate: crate, ty: rawRow[0], name: rawRow[1],
path: rawRow[2] || lastPath, desc: rawRow[3],
parent: paths[rawRow[4]]};
searchIndex.push(row);
if (typeof row.name === "string") {
var word = row.name.toLowerCase();
searchWords.push(word);
} else {
searchWords.push("");
}
lastPath = row.path;
}
}
return searchWords;
}
function startSearch() {
var keyUpTimeout;
$('.do-search').on('click', search);
$('.search-input').on('keyup', function() {
clearTimeout(keyUpTimeout);
keyUpTimeout = setTimeout(search, 100);
});
// Push and pop states are used to add search results to the browser
// history.
if (browserSupportsHistoryApi()) {
$(window).on('popstate', function(e) {
var params = getQueryStringParams();
// When browsing back from search results the main page
// visibility must be reset.
if (!params.search) {
$('#main.content').removeClass('hidden');
$('#search.content').addClass('hidden');
}
// When browsing forward to search results the previous
// search will be repeated, so the currentResults are
// cleared to ensure the search is successful.
currentResults = null;
// Synchronize search bar with query string state and
// perform the search. This will empty the bar if there's
// nothing there, which lets you really go back to a
// previous state with nothing in the bar.
$('.search-input').val(params.search);
// Some browsers fire 'onpopstate' for every page load
// (Chrome), while others fire the event only when actually
// popping a state (Firefox), which is why search() is
// called both here and at the end of the startSearch()
// function.
search();
});
}
search();
}
index = buildIndex(rawSearchIndex);
startSearch();
// Draw a convenient sidebar of known crates if we have a listing
if (rootPath == '../') {
var sidebar = $('.sidebar');
var div = $('<div>').attr('class', 'block crate');
div.append($('<h2>').text('Crates'));
var crates = [];
for (var crate in rawSearchIndex) {
if (!rawSearchIndex.hasOwnProperty(crate)) { continue }
crates.push(crate);
}
crates.sort();
for (var i = 0; i < crates.length; ++i) {
var klass = 'crate';
if (crates[i] == window.currentCrate) {
klass += ' current';
}
div.append($('<a>', {'href': '../' + crates[i] + '/index.html',
'class': klass}).text(crates[i]));
}
sidebar.append(div);
}
}
window.initSearch = initSearch;
window.register_implementors = function(imp) {
var list = $('#implementors-list');
var libs = Object.getOwnPropertyNames(imp);
for (var i = 0; i < libs.length; ++i) {
if (libs[i] == currentCrate) continue;
var structs = imp[libs[i]];
for (var j = 0; j < structs.length; ++j) {
var code = $('<code>').append(structs[j]);
$.each(code.find('a'), function(idx, a) {
var href = $(a).attr('href');
if (!href.startsWith('http')) {
$(a).attr('href', rootPath + $(a).attr('href'));
}
});
var li = $('<li>').append(code);
list.append(li);
}
}
};
if (window.pending_implementors) {
window.register_implementors(window.pending_implementors);
}
// See documentation in html/render.rs for what this is doing.
var query = getQueryStringParams();
if (query['gotosrc']) {
window.location = $('#src-' + query['gotosrc']).attr('href');
}
$("#expand-all").on("click", function() {
$(".docblock").show();
$(".toggle-label").hide();
$(".toggle-wrapper").removeClass("collapsed");
$(".collapse-toggle").children(".inner").html("-");
});
$("#collapse-all").on("click", function() {
$(".docblock").hide();
$(".toggle-label").show();
$(".toggle-wrapper").addClass("collapsed");
$(".collapse-toggle").children(".inner").html("+");
});
$(document).on("click", ".collapse-toggle", function() {
var toggle = $(this);
var relatedDoc = toggle.parent().next();
if (relatedDoc.is(".docblock")) {
if (relatedDoc.is(":visible")) {
relatedDoc.slideUp({duration:'fast', easing:'linear'});
toggle.parent(".toggle-wrapper").addClass("collapsed");
toggle.children(".inner").html("+");
toggle.children(".toggle-label").fadeIn();
} else {
relatedDoc.slideDown({duration:'fast', easing:'linear'});
toggle.parent(".toggle-wrapper").removeClass("collapsed");
toggle.children(".inner").html("-");
toggle.children(".toggle-label").hide();
}
}
});
$(function() {
var toggle = "<a href='javascript:void(0)'"
+ "class='collapse-toggle'>[<span class='inner'>-</span>]</a>";
$(".method").each(function() {
if ($(this).next().is(".docblock")) {
$(this).children().first().after(toggle);
}
});
var mainToggle = $(toggle);
mainToggle.append("<span class='toggle-label' style='display:none'>"
+ "&nbsp;Expand&nbsp;description</span></a>")
var wrapper = $("<div class='toggle-wrapper'>");
wrapper.append(mainToggle);
$("#main > .docblock").before(wrapper);
});
}());

View file

@ -1 +0,0 @@
/*! normalize.css v3.0.0 | MIT License | git.io/normalize */html{font-family:sans-serif;-ms-text-size-adjust:100%;-webkit-text-size-adjust:100%}body{margin:0}article,aside,details,figcaption,figure,footer,header,hgroup,main,nav,section,summary{display:block}audio,canvas,progress,video{display:inline-block;vertical-align:baseline}audio:not([controls]){display:none;height:0}[hidden],template{display:none}a{background:transparent}a:active,a:hover{outline:0}abbr[title]{border-bottom:1px dotted}b,strong{font-weight:bold}dfn{font-style:italic}h1{font-size:2em;margin:.67em 0}mark{background:#ff0;color:#000}small{font-size:80%}sub,sup{font-size:75%;line-height:0;position:relative;vertical-align:baseline}sup{top:-0.5em}sub{bottom:-0.25em}img{border:0}svg:not(:root){overflow:hidden}figure{margin:1em 40px}hr{-moz-box-sizing:content-box;box-sizing:content-box;height:0}pre{overflow:auto}code,kbd,pre,samp{font-family:monospace,monospace;font-size:1em}button,input,optgroup,select,textarea{color:inherit;font:inherit;margin:0}button{overflow:visible}button,select{text-transform:none}button,html input[type="button"],input[type="reset"],input[type="submit"]{-webkit-appearance:button;cursor:pointer}button[disabled],html input[disabled]{cursor:default}button::-moz-focus-inner,input::-moz-focus-inner{border:0;padding:0}input{line-height:normal}input[type="checkbox"],input[type="radio"]{box-sizing:border-box;padding:0}input[type="number"]::-webkit-inner-spin-button,input[type="number"]::-webkit-outer-spin-button{height:auto}input[type="search"]{-webkit-appearance:textfield;-moz-box-sizing:content-box;-webkit-box-sizing:content-box;box-sizing:content-box}input[type="search"]::-webkit-search-cancel-button,input[type="search"]::-webkit-search-decoration{-webkit-appearance:none}fieldset{border:1px solid silver;margin:0 2px;padding:.35em .625em .75em}legend{border:0;padding:0}textarea{overflow:auto}optgroup{font-weight:bold}table{border-collapse:collapse;border-spacing:0}td,th{padding:0}

View file

@ -1,104 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta name="description" content="{% block description %}API documentation for the Eluna engine.{% endblock %}">
<meta name="keywords" content="eluna, lua, lua engine, trinitycore, trinity, mangos, cmangos, script, scripting, doc, docs, documentation">
<title>{% block title %}Eluna API{% endblock %}</title>
<link rel="stylesheet" type="text/css" href="{{ static('main.css') }}">
<link rel="shortcut icon" href="{{ static('favicon.ico') }}">
</head>
<body class="rustdoc">
<!--[if lte IE 8]>
<div class="warning">
This old browser is unsupported and will most likely display funky
things.
</div>
<![endif]-->
<section class="sidebar">
<a href='{{ root('index.html') }}'><img src='{{ static('eluna-logo.png') }}' alt='Eluna Logo' width='100'></a>
<div class="block">
{% block sidebar %}
<h2>All Classes</h2>
{% for class in classes -%}
<a class="mod {{ 'current' if class == current_class }}" href="{{ root(class.name + '/index.html') }}">{{ class.name }}</a>
{%- endfor %}
{% endblock %}
</div>
</section>
<nav class="sub">
<form class="search-form js-only">
<div class="search-container">
<input class="search-input" name="search"
autocomplete="off"
placeholder="Click or press 'S' to search, '?' for more options..."
type="search">
</div>
</form>
</nav>
<section id='main' class="content mod">
<h1 class='fqn'>
{% block document_title %}Title Missing{% endblock %}
<span class='out-of-band'>
<span id='render-detail'>
<a id="collapse-all" href="#">[-]</a>
<a id="expand-all" href="#">[+]</a>
</span>
</span>
</h1>
{% block content %}<h2>Content missing.</h2>{% endblock %}
</section>
<section id='search' class="content hidden"></section>
<section class="footer"></section>
<div id="help" class="hidden">
<div class="shortcuts">
<h1>Keyboard shortcuts</h1>
<dl>
<dt>?</dt>
<dd>Show this help dialog</dd>
<dt>S</dt>
<dd>Focus the search field</dd>
<dt>&larrb;</dt>
<dd>Move up in search results</dd>
<dt>&rarrb;</dt>
<dd>Move down in search results</dd>
<dt>&#9166;</dt>
<dd>Go to active search result</dd>
</dl>
</div>
<div class="infos">
<h1>Search tricks</h1>
<p>
Prefix searches with a type followed by a colon (e.g.
<code>fn:</code>) to restrict the search to a given type.
</p>
<p>
Accepted types are: <code>fn</code>, <code>mod</code>,
<code>struct</code> (or <code>str</code>), <code>enum</code>,
<code>trait</code>, <code>typedef</code> (or
<code>tdef</code>).
</p>
</div>
</div>
<script>
window.rootPath = "{{ ('../' * level) if level }}";
</script>
<script src="{{ static('jquery.js') }}"></script>
<script src="{{ static('main.js') }}"></script>
<script async src="{{ root('search-index.js') }}"></script>
<center>&copy;2014 - Eluna Lua Engine</center>
</body>
</html>

View file

@ -1,36 +0,0 @@
{% extends '_base.html' %}
{% block title -%}
{{ current_class.name }} - {{ super() }}
{%- endblock %}
{% block description -%}
API documentation for the {{ current_class.name }} class in the Eluna engine.
{%- endblock %}
{% block document_title -%}
Class <a class="mod" href="">{{ current_class.name }}</a>
{%- endblock %}
{% block content %}
{{ current_class.description|parse_links }}
<h2 id='methods' class='section-header'><a href="#methods">Methods</a></h2>
<table>
{%- for method in current_class.methods %}
<tr>
<td>
<a class='stability {{ 'Stable' if method.documented else 'Experimental' }}' title='{{ 'Documented' if method.documented else 'Undocumented' }}'></a>
<a class='fn' href='{{ method.name }}.html'>{{ method.name }}</a>
</td>
<td class='docblock short'>
<p>{{ method.short_description|parse_links }}</p>
</td>
</tr>
{%- endfor %}
</table>
{% endblock %}

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@ -1 +0,0 @@
{% extends '_base.html' %}

View file

@ -1,77 +0,0 @@
{% extends '_base.html' %}
{% block document_title -%}
Eluna API Documentation
{%- endblock %}
{% block content %}
<div class='docblock'>
<h1 id="the-eluna-engine-api" class='section-header'>
<a href="#the-eluna-engine-api">The Eluna Lua Engine&copy; API</a>
</h1>
<p>
The Eluna Lua Engine&copy; API allows you to add your own Lua code to be executed when certain events (called "hooks") occur.
</p>
<p>
Add a new in-game command, give life to creatures with new AI, or even light players who try to duel on fire!
If the hook exists, you can script it.
</p>
<h2 id="about-eluna" class='section-header'>
<a href="#about-eluna">About Eluna</a>
</h2>
<p>
Eluna is a <a href="http://www.lua.org/">Lua</a> engine for World of Warcraft emulators.
Eluna supports <a href="http://cmangos.net/">CMaNGOS</a>/<a href="https://www.getmangos.eu/home.php">MaNGOS</a>
and <a href="http://www.trinitycore.org/">TrinityCore</a>.
</p>
<p>
To get Eluna, simply clone your favorite version of MaNGOS or Trinity from
<a href="https://github.com/ElunaLuaEngine">our Github account</a>.
Each fork there has Eluna already integrated, so you just need to compile and go!
</p>
<p>
Follow us on <a href="https://twitter.com/EmuDevs">our Twitter page</a> to view the latest news about what's going on with Eluna.
</p>
<h2 id="tutorials-and-guides" class='section-header'>
<a href="#tutorials-and-guides">Tutorials & Guides</a>
</h2>
<p>
We haven't written tutorials yet, but when we do, we'll put the links here.
</p>
<h2 id="about-this-documentation" class='section-header'>
<a href="#about-this-documentation">About this documentation</a>
</h2>
<p>
The layout, CSS, and Javascript code for this documentation was borrowed from <a href="http://doc.rust-lang.org/">doc.rust-lang.org</a>.
</p>
<p>
The documentation generator was originally written by <a href="https://github.com/Patman64">Patman64</a> and is maintained by the Eluna team.
</p>
</div>
<h2 id='modules' class='section-header'><a href="#modules">Classes</a></h2>
<table>
{%- for class in classes %}
<tr>
<td>
{%- if class.fully_documented %}
<a class='stability Stable' title='Fully Documented'></a>
{%- elif class.fully_undocumented %}
<a class='stability Experimental' title='Fully Undocumented'></a>
{%- else %}
<a class='stability Unstable' title='Partially Documented'></a>
{%- endif %}
<a class='mod' href='{{ root(class.name + '/index.html') }}'>{{ class.name }}</a>
</td>
<td class='docblock short'>
<p>{{ class.short_description|parse_links }}</p>
</td>
</tr>
{%- endfor %}
</table>
{% endblock %}

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@ -1,85 +0,0 @@
{% extends '_base.html' %}
{% block title -%}
{{ current_class.name }}:{{ current_method.name }} - Eluna
{%- endblock %}
{% block description -%}
API documentation for the {{ current_class.name }}:{{ current_method.name }} method in the Eluna engine.
{%- endblock %}
{% block document_title -%}
Method
<a class="mod" href="{{ root(current_class.name + '/index.html') }}">
{{- current_class.name -}}
</a>:<a class="fn" href="{{ root(current_class.name + '/' + current_method.name + '.html') }}">
{{- current_method.name -}}
</a>
{%- endblock %}
{% block sidebar %}
<h2>{{ current_class.name }} Methods</h2>
{%- for method in current_class.methods %}
<a class="fn {{ 'current' if method == current_method }}" href="{{ root(current_class.name + '/' + method.name + '.html') }}">{{ method.name }}</a>
{%- endfor %}
{% endblock %}
{% block content %}
<div class='docblock'>
{%- if current_method.documented %}
{{ current_method.description|parse_links }}
{%- else %}
<p>This method is <em>undocumented</em>. <strong>Use at your own risk.</strong></p>
{%- endif %}
<h2 id="synopsis" class='section-header'>
<a href="#synopsis">Synopsis</a>
</h2>
{%- for prototype in current_method.prototypes %}
<p>
<code>{{ prototype }}</code>
</p>
{%- endfor %}
<h2 id="arguments" class='section-header'>
<a href="#arguments">Arguments</a>
</h2>
<p>
{%- if current_method.parameters|length > 0 %}
{%- for param in current_method.parameters %}
<dl>
<dt><code>{{ param.data_type|escape|parse_data_type }} {{ param.name }} {{- ' (' + param.default_value + ')' if param.default_value }}</code></dt>
<dd class="docblock">{{ param.description|parse_links if param.description else '<em>See method description.</em>' }}</dd>
</dl>
{%- endfor %}
{%- elif not current_method.documented %}
Unknown.
{%- else %}
None.
{%- endif %}
</p>
<h2 id="returns" class='section-header'>
<a href="#returns">Returns</a>
</h2>
<p>
{%- if current_method.returned|length > 0 %}
{%- for returned in current_method.returned %}
<dl>
<dt><code>{{ returned.data_type|escape|parse_data_type }} {{ returned.name }}</code></dt>
<dd class="docblock">{{ returned.description|parse_links if returned.description else '<em>See method description.</em>' }}</dd>
</dl>
{%- endfor %}
{%- elif not current_method.documented %}
Unknown.
{%- else %}
Nothing.
{%- endif %}
</p>
</div>
{% endblock %}

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@ -1,15 +0,0 @@
var searchIndex = {};
{% for class in classes -%}
searchIndex["{{ class.name }}"] = {
"items": [
[0, "", "{{ class.name }}", "{{ class.short_description|replace('\n', ' ')|replace('\"', '&#34;')|parse_links|replace('"', '\\"') }}"],
{%- for method in class.methods %}
[3, "{{ method.name }}", "", "{{ method.short_description|replace('\n', ' ')|replace('\"', '&#34;')|parse_links|replace('"', '\\"') }}"],
{%- endfor %}
],
"paths": []
};
{%- endfor %}
initSearch(searchIndex);

View file

@ -1,34 +0,0 @@
#Installation
0. Since TrinityCore uses boost and our file loader uses boost file system, you need boost filesystem. On windows this should be available with the default package, __but on linux__ you may need to install it: `sudo apt-get install libboost-filesystem-dev`
1. Get the core:<br/>
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaTrinityWotlk.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaTrinityWotlk) [Eluna TrinityCore WotLK](https://github.com/ElunaLuaEngine/ElunaTrinityWotlk)<br />
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaTrinityCata.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaTrinityCata) [Eluna TrinityCore Cataclysm](https://github.com/ElunaLuaEngine/ElunaTrinityCata)<br />
<br />
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaMangosClassic.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaMangosClassic) [Eluna cMaNGOS Classic](https://github.com/ElunaLuaEngine/ElunaMangosClassic)<br />
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaMangosTbc.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaMangosTbc) [Eluna cMaNGOS TBC](https://github.com/ElunaLuaEngine/ElunaMangosTbc)<br />
[![Build Status](https://travis-ci.org/ElunaLuaEngine/ElunaMangosWotlk.png?branch=master)](https://travis-ci.org/ElunaLuaEngine/ElunaMangosWotlk) [Eluna cMaNGOS WotLK](https://github.com/ElunaLuaEngine/ElunaMangosWotlk)
2. Open `git bash` and do<br />
`git submodule init`<br />
`git submodule update`<br />
<br />
If you really dont get how to use git bash (and do try!), you can navigate to the LuaEngine folder and clone [the eluna repository](https://github.com/ElunaLuaEngine/Eluna) there. This is not suggested though.
3. Compile the core normally:<br />
[TrinityCore](http://collab.kpsn.org/display/tc/TrinityCore+Home)<br />
[cMaNGOS](https://github.com/cmangos/issues/wiki/Installation-Instructions)
#Updating
1. When updating you should take up the `commit hash` you are on, just in case.
You can get it from git with `git log` for example.
You should take note what are the newest SQL updates in `sql/updates/*` folders.
2. Use `git pull` to get the newest source changes.
3. Then use `git submodule init` `git submodule update` to update Eluna from github.
4. Try compiling and if you encounter errors, report to [support](https://github.com/ElunaLuaEngine/Eluna#links) or [issues](https://github.com/ElunaLuaEngine/Eluna/issues).
You can revert back to the old sources by using `git reset --hard 000000` `git submodule update`, where 000000 is the `commit hash`.
5. If the compiling was successful, you should update your database if needed.
You can do this by running all **new** SQL files in `sql/updates/*`.
You need to see your notes from before pulling the updates or you can use the old commit hash to see on github what were the last files you ran.
An easy way is to just look at the created/modified date on the files.

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@ -1,220 +0,0 @@
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How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
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Copyright (C) <year> <name of author>
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@ -1,16 +0,0 @@
#Merging Eluna with MaNGOS
Eluna is already merged with official MaNGOS by default
#Merging Eluna with TC
```
git clone https://github.com/TrinityCore/TrinityCore.git
cd TrinityCore
git pull --recurse-submodules https://github.com/ElunaLuaEngine/ElunaTrinityWotlk.git
```
Steps explained:
1. clone TrinityCore
2. go to the source folder
3. pull (fetch and merge) Eluna with the source.
* recurse-submodules will automatically pull the submodule (Eluna repo)
* Adding Eluna core repository as a remote is recommended

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@ -1,211 +0,0 @@
--
-- Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
-- This program is free software licensed under GPL version 3
-- Please see the included DOCS/LICENSE.md for more information
--
-- Functions with parameters or multiple return values are not supported
-- These functions should return static data
local T = {
}
-- Global
table.insert(T, "GetLuaEngine")
table.insert(T, "GetCoreName")
table.insert(T, "GetCoreVersion")
table.insert(T, "GetCoreExpansion")
T.Object = {}
table.insert(T.Object, "GetEntry")
table.insert(T.Object, "GetGUID")
table.insert(T.Object, "GetGUIDLow")
table.insert(T.Object, "GetTypeId")
T.WorldObject = {}
table.insert(T.WorldObject, "GetName")
-- T.Unit = {}
T.Player = {}
table.insert(T.Player, "GetGMRank")
table.insert(T.Player, "GetAccountId")
table.insert(T.Player, "GetAccountName")
table.insert(T.Player, "GetPlayerIP")
table.insert(T.Player, "GetDbLocaleIndex")
table.insert(T.Player, "GetDbcLocale")
T.Creature = {}
table.insert(T.Creature, "GetCorpseDelay")
table.insert(T.Creature, "GetScriptId")
table.insert(T.Creature, "GetAIName")
table.insert(T.Creature, "GetScriptName")
table.insert(T.Creature, "IsWorldBoss")
table.insert(T.Creature, "IsRacialLeader")
table.insert(T.Creature, "IsCivilian")
table.insert(T.Creature, "IsGuard")
table.insert(T.Creature, "IsElite")
T.Item = {}
table.insert(T.Item, "GetClass")
table.insert(T.Item, "GetSubClass")
table.insert(T.Item, "GetName")
table.insert(T.Item, "GetDisplayId")
table.insert(T.Item, "GetQuality")
table.insert(T.Item, "GetBuyCount")
table.insert(T.Item, "GetBuyPrice")
table.insert(T.Item, "GetSellPrice")
table.insert(T.Item, "GetInventoryType")
table.insert(T.Item, "GetAllowableClass")
table.insert(T.Item, "GetAllowableRace")
table.insert(T.Item, "GetItemLevel")
table.insert(T.Item, "GetRequiredLevel")
if (GetCoreExpansion() == 2) then
table.insert(T.Item, "GetStatsCount")
end
table.insert(T.Item, "GetRandomProperty")
if (GetCoreExpansion() ~= 0) then
table.insert(T.Item, "GetRandomSuffix")
end
table.insert(T.Item, "GetItemSet")
table.insert(T.Item, "GetBagSize")
table.insert(T.Item, "IsBag")
if (GetCoreExpansion() ~= 0) then
table.insert(T.Item, "IsCurrencyToken")
end
table.insert(T.Item, "IsPotion")
if (GetCoreExpansion() ~= 3) then
table.insert(T.Item, "IsWeaponVellum")
table.insert(T.Item, "IsArmorVellum")
end
table.insert(T.Item, "IsConjuredConsumable")
T.Aura = {}
table.insert(T.Aura, "GetCaster")
table.insert(T.Aura, "GetCasterGUID")
table.insert(T.Aura, "GetAuraId")
table.insert(T.Aura, "GetOwner")
T.Spell = {}
table.insert(T.Spell, "GetCaster")
table.insert(T.Spell, "GetCastTime")
table.insert(T.Spell, "GetEntry")
table.insert(T.Spell, "GetDuration")
table.insert(T.Spell, "GetPowerCost")
table.insert(T.Spell, "GetTargetDest")
table.insert(T.Spell, "GetTarget")
T.Quest = {}
table.insert(T.Quest, "GetId")
table.insert(T.Quest, "GetLevel")
table.insert(T.Quest, "GetMinLevel")
table.insert(T.Quest, "GetNextQuestId")
table.insert(T.Quest, "GetPrevQuestId")
table.insert(T.Quest, "GetNextQuestInChain")
table.insert(T.Quest, "GetFlags")
table.insert(T.Quest, "GetType")
table.insert(T.Quest, "HasFlag")
if (GetCoreExpansion() ~= 0) then
table.insert(T.Quest, "IsDaily")
end
table.insert(T.Quest, "IsRepeatable")
T.Group = {}
table.insert(T.Group, "GetGUID")
T.Guild = {}
table.insert(T.Guild, "GetId")
table.insert(T.Guild, "GetName")
if (GetCoreExpansion() >= 2) then
T.Vehicle = {}
table.insert(T.Vehicle, "GetOwner")
table.insert(T.Vehicle, "GetEntry")
end
T.ElunaQuery = {}
table.insert(T.ElunaQuery, "GetColumnCount")
table.insert(T.ElunaQuery, "GetRowCount")
T.WorldPacket = {}
table.insert(T.WorldPacket, "GetSize")
T.Map = {}
table.insert(T.Map, "GetName")
table.insert(T.Map, "GetDifficulty")
table.insert(T.Map, "GetInstanceId")
table.insert(T.Map, "GetMapId")
if (GetCoreExpansion() ~= 0) then
table.insert(T.Map, "IsArena")
end
table.insert(T.Map, "IsBattleground")
table.insert(T.Map, "IsDungeon")
if (GetCoreExpansion() ~= 0) then
table.insert(T.Map, "IsHeroic")
end
table.insert(T.Map, "IsRaid")
T.Corpse = {}
table.insert(T.Corpse, "GetOwnerGUID")
T.Weather = {}
table.insert(T.Weather, "GetZoneId")
-- T.AuctionHouseObject
-- This is used for global functions
-- weak keys for table so data available for GC when cant be used anymore
local GFT = {}
do
local GFTM = {
__mode = "k",
}
setmetatable(GFT, GFTM)
end
for typeName, tbl in pairs(T) do
if (type(typeName) == "number" and type(tbl) == "string") then
-- Global function
assert(_G[tbl], "_G["..tostring(tbl).."] doesnt exist")
local temp = _G[tbl]
_G[tbl] = function()
if (GFT[tbl] ~= nil) then
return GFT[tbl]
end
GFT[tbl] = temp()
return GFT[tbl]
end
elseif (type(typeName) == "string" and type(tbl) == "table") then
-- A method
assert(_G[typeName], "_G["..tostring(typeName).."] doesnt exist")
for _, funcName in ipairs(tbl) do
assert(_G[typeName][funcName], "_G["..tostring(typeName).."]["..tostring(funcName).."] doesnt exist")
-- Temporarily save the actual Get function with different name
local temp = _G[typeName][funcName]
-- weak keys for table so data available for GC when cant be used anymore
local FT = {}
do
local FTM = {
__mode = "k",
}
setmetatable(FT, FTM)
end
-- Check cache table for reference, return it if exists else fetch, save and return
_G[typeName][funcName] = function(self)
if (FT[self] ~= nil) then
return FT[self]
end
FT[self] = temp(self)
return FT[self]
end
end
else
error("_G["..tostring(typeName).."] = "..tostring(tbl).." is not valid k,v pair for Get cache system")
end
end

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@ -1,86 +0,0 @@
--
-- Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
-- This program is free software licensed under GPL version 3
-- Please see the included DOCS/LICENSE.md for more information
--
local variableStores = {
Map = {},
Player = {},
Creature = {},
GameObject = {},
}
local function DestroyData(event, obj)
if (event == 18) then
local mapid = obj:GetMapId()
local instid = obj:GetInstanceId()
if (variableStores.Map[mapid]) then
variableStores.Map[mapid][instid] = nil
end
else
variableStores[obj:GetObjectType()][obj:GetGUIDLow()] = nil
end
end
local function GetData(self, field)
local Type = self:GetObjectType()
local varStore = variableStores[Type]
local id
if (Type == "Map") then
local mapid = self:GetMapId()
varStore = varStore[mapid]
if (not varStore) then
return nil
end
id = self:GetInstanceId()
else
id = self:GetGUIDLow()
end
if (not varStore[id]) then
return nil
end
if (field == nil) then
return varStore[id]
else
return varStore[id][field]
end
end
local function SetData(self, field, val)
assert(field ~= nil, "field was nil", 2)
local Type = self:GetObjectType()
local varStore = variableStores[Type]
local id
if (Type == "Map") then
local mapid = self:GetMapId()
if (not varStore[mapid]) then
varStore[mapid] = {}
end
varStore = varStore[mapid]
id = self:GetInstanceId()
else
id = self:GetGUIDLow()
end
if (not varStore[id]) then
varStore[id] = {}
end
varStore[id][field] = val
end
for k,v in pairs(variableStores) do
_G[k].GetData = GetData
_G[k].SetData = SetData
end
RegisterPlayerEvent(4, DestroyData)
RegisterServerEvent(31, DestroyData)
RegisterServerEvent(32, DestroyData)
RegisterServerEvent(18, DestroyData)

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@ -1,10 +0,0 @@
--
-- Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
-- This program is free software licensed under GPL version 3
-- Please see the included DOCS/LICENSE.md for more information
--
-- Set correct require paths
package.path = package.path.."lua_scripts\\?;lua_scripts\\?.dll;lua_scripts\\?.lua"
-- Randomize random
math.randomseed(tonumber(tostring(os.time()):reverse():sub(1,6)))