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SpellMethods.h
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SpellMethods.h
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/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef SPELLMETHODS_H
#define SPELLMETHODS_H
/***
* An instance of a spell, created when the spell is cast by a [Unit].
*
* Inherits all methods from: none
*/
namespace LuaSpell
{
/**
* Returns `true` if the [Spell] is automatically repeating, `false` otherwise.
*
* @return bool isAutoRepeating
*/
int IsAutoRepeat(Eluna* /*E*/, lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->IsAutoRepeat());
return 1;
}
/**
* Returns the [Unit] that casted the [Spell].
*
* @return [Unit] caster
*/
int GetCaster(Eluna* /*E*/, lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetCaster());
return 1;
}
/**
* Returns the cast time of the [Spell].
*
* @return int32 castTime
*/
int GetCastTime(Eluna* /*E*/, lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetCastTime());
return 1;
}
/**
* Returns the entry ID of the [Spell].
*
* @return uint32 entryId
*/
int GetEntry(Eluna* /*E*/, 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(Eluna* /*E*/, lua_State* L, Spell* spell)
{
Eluna::Push(L, spell->GetPowerCost());
return 1;
}
/**
* Returns the spell duration of the [Spell].
*
* @return int32 duration
*/
int GetDuration(Eluna* /*E*/, 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(Eluna* /*E*/, 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].
*
* The target can be any of the following [Object] types:
* - [Player]
* - [Creature]
* - [GameObject]
* - [Item]
* - [Corpse]
*
* @return [Object] target
*/
int GetTarget(Eluna* /*E*/, 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(Eluna* /*E*/, 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(Eluna* /*E*/, lua_State* L, Spell* spell)
{
bool skipCheck = Eluna::CHECKVAL<bool>(L, 2, false);
spell->cast(skipCheck);
return 0;
}
/**
* Cancels the [Spell].
*/
int Cancel(Eluna* /*E*/, lua_State* /*L*/, Spell* spell)
{
spell->cancel();
return 0;
}
/**
* Finishes the [Spell].
*/
int Finish(Eluna* /*E*/, lua_State* /*L*/, Spell* spell)
{
spell->finish();
return 0;
}
};
#endif