Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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ObjectMethods.cpp
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1/*
2* Copyright (C) 2010 - 2013 Eluna Lua Engine <http://emudevs.com/>
3* This program is free software licensed under GPL version 3
4* Please see the included DOCS/LICENSE.TXT for more information
5*/
6
7#include "ObjectMethods.h"
8#include "Includes.h"
9
10namespace LuaObject
11{
12 int RemoveFlag(lua_State* L, Object* obj)
13 {
14 uint16 index = luaL_checkunsigned(L, 1);
15 uint32 flag = luaL_checkunsigned(L, 2);
16
17 obj->RemoveFlag(index, flag);
18 return 0;
19 }
20 int SetFlag(lua_State* L, Object* obj)
21 {
22 uint16 index = luaL_checkunsigned(L, 1);
23 uint32 flag = luaL_checkunsigned(L, 2);
24
25 obj->SetFlag(index, flag);
26 return 0;
27 }
28 int HasFlag(lua_State* L, Object* obj)
29 {
30 uint16 index = luaL_checkunsigned(L, 1);
31 uint32 flag = luaL_checkunsigned(L, 2);
32
33 sEluna->Push(L, obj->HasFlag(index, flag));
34 return 1;
35 }
36 int GetInt32Value(lua_State* L, Object* obj)
37 {
38 uint16 index = luaL_checkunsigned(L, 1);
39 sEluna->Push(L, obj->GetInt32Value(index));
40 return 1;
41 }
42 int GetUInt32Value(lua_State* L, Object* obj)
43 {
44 uint16 index = luaL_checkunsigned(L, 1);
45 sEluna->Push(L, obj->GetUInt32Value(index));
46 return 1;
47 }
48 int GetFloatValue(lua_State* L, Object* obj)
49 {
50 uint16 index = luaL_checkunsigned(L, 1);
51 sEluna->Push(L, obj->GetFloatValue(index));
52 return 1;
53 }
54 int GetByteValue(lua_State* L, Object* obj)
55 {
56 uint16 index = luaL_checkunsigned(L, 1);
57 uint8 offset = luaL_checkunsigned(L, 2);
58 sEluna->Push(L, obj->GetByteValue(index, offset));
59 return 1;
60 }
61 int GetUInt16Value(lua_State* L, Object* obj)
62 {
63 uint16 index = luaL_checkunsigned(L, 1);
64 uint8 offset = luaL_checkunsigned(L, 2);
65 sEluna->Push(L, obj->GetUInt16Value(index, offset));
66 return 1;
67 }
68 int SetInt32Value(lua_State* L, Object* obj)
69 {
70 uint16 index = luaL_checkunsigned(L, 1);
71 int32 value = luaL_checkinteger(L, 2);
72 obj->SetInt32Value(index, value);
73 return 0;
74 }
75 int SetUInt32Value(lua_State* L, Object* obj)
76 {
77 uint16 index = luaL_checkunsigned(L, 1);
78 uint32 value = luaL_checkunsigned(L, 2);
79 obj->SetUInt32Value(index, value);
80 return 0;
81 }
82 int UpdateUInt32Value(lua_State* L, Object* obj)
83 {
84 uint16 index = luaL_checkunsigned(L, 1);
85 uint32 value = luaL_checkunsigned(L, 2);
86 obj->UpdateUInt32Value(index, value);
87 return 0;
88 }
89 int SetFloatValue(lua_State* L, Object* obj)
90 {
91 uint16 index = luaL_checkunsigned(L, 1);
92 float value = luaL_checknumber(L, 2);
93
94 obj->SetFloatValue(index, value);
95 return 0;
96 }
97 int SetByteValue(lua_State* L, Object* obj)
98 {
99 uint16 index = luaL_checkunsigned(L, 1);
100 uint8 offset = luaL_checkunsigned(L, 2);
101 uint8 value = luaL_checkunsigned(L, 3);
102 obj->SetByteValue(index, offset, value);
103 return 0;
104 }
105 int SetUInt16Value(lua_State* L, Object* obj)
106 {
107 uint16 index = luaL_checkunsigned(L, 1);
108 uint8 offset = luaL_checkunsigned(L, 2);
109 uint16 value = luaL_checkunsigned(L, 3);
110 obj->SetUInt16Value(index, offset, value);
111 return 0;
112 }
113 int SetInt16Value(lua_State* L, Object* obj)
114 {
115 uint16 index = luaL_checkunsigned(L, 1);
116 uint8 offset = luaL_checkunsigned(L, 2);
117 int16 value = luaL_checkinteger(L, 3);
118 obj->SetInt16Value(index, offset, value);
119 return 0;
120 }
121 int ToCorpse(lua_State* L, Object* obj)
122 {
123 sEluna->Push(L, obj->ToCorpse());
124 return 1;
125 }
126 int ToGameObject(lua_State* L, Object* obj)
127 {
128 sEluna->Push(L, obj->ToGameObject());
129 return 1;
130 }
131 int ToUnit(lua_State* L, Object* obj)
132 {
133 sEluna->Push(L, obj->ToUnit());
134 return 1;
135 }
136 int ToCreature(lua_State* L, Object* obj)
137 {
138 sEluna->Push(L, obj->ToCreature());
139 return 1;
140 }
141 int ToPlayer(lua_State* L, Object* obj)
142 {
143 sEluna->Push(L, obj->ToPlayer());
144 return 1;
145 }
146 int SetScale(lua_State* L, Object* obj)
147 {
148 float size = luaL_checknumber(L, 1);
149
150 obj->SetObjectScale(size);
151 return 0;
152 }
153 int GetScale(lua_State* L, Object* obj)
154 {
155 sEluna->Push(L, obj->GetObjectScale());
156 return 1;
157 }
158 int GetEntry(lua_State* L, Object* obj)
159 {
160 sEluna->Push(L, obj->GetEntry());
161 return 1;
162 }
163 int GetGUID(lua_State* L, Object* obj)
164 {
165 sEluna->Push(L, obj->GetGUID());
166 return 1;
167 }
168 int GetGUIDLow(lua_State* L, Object* obj)
169 {
170 sEluna->Push(L, GUID_LOPART(obj->GetGUID()));
171 return 1;
172 }
173 int IsInWorld(lua_State* L, Object* obj)
174 {
175 sEluna->Push(L, obj->IsInWorld());
176 return 1;
177 }
178};
std::int32_t int32
Definition Define.h:73
std::uint8_t uint8
Definition Define.h:79
std::uint32_t uint32
Definition Define.h:77
std::uint16_t uint16
Definition Define.h:78
std::int16_t int16
Definition Define.h:74
#define sEluna
Definition LuaEngine.h:710
uint32 GUID_LOPART(uint64 x)
void UpdateUInt32Value(uint16 index, uint32 value)
Definition Object.cpp:1071
Corpse * ToCorpse()
Definition Object.h:216
uint8 GetByteValue(uint16 index, uint8 offset) const
Definition Object.cpp:343
void SetByteValue(uint16 index, uint8 offset, uint8 value)
Definition Object.cpp:1158
int32 GetInt32Value(uint16 index) const
Definition Object.cpp:319
float GetObjectScale() const
Definition Object.h:128
void SetInt32Value(uint16 index, int32 value)
Definition Object.cpp:1021
void SetInt16Value(uint16 index, uint8 offset, int16 value)
Definition Object.h:158
uint64 GetGUID() const
Definition Object.h:119
void SetUInt16Value(uint16 index, uint8 offset, uint16 value)
Definition Object.cpp:1182
uint32 GetUInt32Value(uint16 index) const
Definition Object.cpp:325
Player * ToPlayer()
Definition Object.h:204
bool IsInWorld() const
Definition Object.h:114
uint16 GetUInt16Value(uint16 index, uint8 offset) const
Definition Object.cpp:350
void SetFlag(uint16 index, uint32 newFlag)
Definition Object.cpp:1261
void RemoveFlag(uint16 index, uint32 oldFlag)
Definition Object.cpp:1280
float GetFloatValue(uint16 index) const
Definition Object.cpp:337
GameObject * ToGameObject()
Definition Object.h:213
uint32 GetEntry() const
Definition Object.h:125
Creature * ToCreature()
Definition Object.h:207
void SetFloatValue(uint16 index, float value)
Definition Object.cpp:1141
bool HasFlag(uint16 index, uint32 flag) const
Definition Object.cpp:1309
virtual void SetObjectScale(float scale)
Definition Object.h:129
void SetUInt32Value(uint16 index, uint32 value)
Definition Object.cpp:1038
Unit * ToUnit()
Definition Object.h:210
int GetInt32Value(lua_State *L, Object *obj)
int SetInt32Value(lua_State *L, Object *obj)
int ToCorpse(lua_State *L, Object *obj)
int ToUnit(lua_State *L, Object *obj)
int RemoveFlag(lua_State *L, Object *obj)
int ToGameObject(lua_State *L, Object *obj)
int GetScale(lua_State *L, Object *obj)
int GetUInt16Value(lua_State *L, Object *obj)
int SetFlag(lua_State *L, Object *obj)
int GetGUIDLow(lua_State *L, Object *obj)
int ToPlayer(lua_State *L, Object *obj)
int SetInt16Value(lua_State *L, Object *obj)
int SetFloatValue(lua_State *L, Object *obj)
int SetByteValue(lua_State *L, Object *obj)
int SetUInt32Value(lua_State *L, Object *obj)
int ToCreature(lua_State *L, Object *obj)
int GetFloatValue(lua_State *L, Object *obj)
int GetByteValue(lua_State *L, Object *obj)
int IsInWorld(lua_State *L, Object *obj)
int SetScale(lua_State *L, Object *obj)
int UpdateUInt32Value(lua_State *L, Object *obj)
int HasFlag(lua_State *L, Object *obj)
int SetUInt16Value(lua_State *L, Object *obj)
int GetUInt32Value(lua_State *L, Object *obj)
int GetEntry(lua_State *L, Object *obj)
int GetGUID(lua_State *L, Object *obj)