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GroupMethods.h
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GroupMethods.h
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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 GROUPMETHODS_H
#define GROUPMETHODS_H
namespace LuaGroup
{
/* BOOLEAN */
int IsLeader(lua_State* L, Group* group)
{
uint64 guid = sEluna->CHECKVAL<uint64>(L, 2);
sEluna->Push(L, group->IsLeader(GUID_TYPE(guid)));
return 1;
}
int IsFull(lua_State* L, Group* group)
{
sEluna->Push(L, group->IsFull());
return 1;
}
int isRaidGroup(lua_State* L, Group* group)
{
sEluna->Push(L, group->isRaidGroup());
return 1;
}
int isBGGroup(lua_State* L, Group* group)
{
sEluna->Push(L, group->isBGGroup());
return 1;
}
int IsMember(lua_State* L, Group* group)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
sEluna->Push(L, group->IsMember(player->GET_GUID()));
return 1;
}
int IsAssistant(lua_State* L, Group* group)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
sEluna->Push(L, group->IsAssistant(player->GET_GUID()));
return 1;
}
int SameSubGroup(lua_State* L, Group* group)
{
Player* player1 = sEluna->CHECKOBJ<Player>(L, 2);
Player* player2 = sEluna->CHECKOBJ<Player>(L, 3);
sEluna->Push(L, group->SameSubGroup(player1, player2));
return 1;
}
int HasFreeSlotSubGroup(lua_State* L, Group* group)
{
uint8 subGroup = sEluna->CHECKVAL<uint8>(L, 2);
sEluna->Push(L, group->HasFreeSlotSubGroup(subGroup));
return 1;
}
int AddInvite(lua_State* L, Group* group)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
sEluna->Push(L, group->AddInvite(player));
return 1;
}
/*int isLFGGroup(lua_State* L, Group* group) // TODO: Implementation
{
sEluna->Push(L, group->isLFGGroup());
return 1;
}*/
/*int isBFGroup(lua_State* L, Group* group) // TODO: Implementation
{
sEluna->Push(L, group->isBFGroup());
return 1;
}*/
/* GETTERS */
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())
{
#ifdef MANGOS
Player* member = itr->getSource();
#else
Player* member = itr->GetSource();
#endif
if (!member || !member->GetSession())
continue;
++i;
sEluna->Push(L, i);
sEluna->Push(L, member);
lua_settable(L, tbl);
}
lua_settop(L, tbl); // push table to top of stack
return 1;
}
int GetLeaderGUID(lua_State* L, Group* group)
{
#ifdef MANGOS
sEluna->Push(L, group->GetLeaderGuid());
#else
sEluna->Push(L, group->GetLeaderGUID());
#endif
return 1;
}
int GetLeader(lua_State* L, Group* group)
{
#ifdef MANGOS
sEluna->Push(L, sObjectAccessor->FindPlayer(group->GetLeaderGuid()));
#else
sEluna->Push(L, sObjectAccessor->FindPlayer(group->GetLeaderGUID()));
#endif
return 1;
}
int GetGUID(lua_State* L, Group* group)
{
#ifdef CLASSIC
sEluna->Push(L, group->GetId());
#else
sEluna->Push(L, group->GET_GUID());
#endif
return 1;
}
int GetMemberGUID(lua_State* L, Group* group)
{
const char* name = sEluna->CHECKVAL<const char*>(L, 2);
#ifdef MANGOS
sEluna->Push(L, group->GetMemberGuid(name));
#else
sEluna->Push(L, group->GetMemberGUID(name));
#endif
return 1;
}
int GetMembersCount(lua_State* L, Group* group)
{
sEluna->Push(L, group->GetMembersCount());
return 1;
}
int GetMemberGroup(lua_State* L, Group* group)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
sEluna->Push(L, group->GetMemberGroup(player->GET_GUID()));
return 1;
}
/* OTHER */
int ChangeLeader(lua_State* L, Group* group)
{
Player* leader = sEluna->CHECKOBJ<Player>(L, 2);
group->ChangeLeader(leader->GET_GUID());
return 0;
}
// SendPacket(packet, sendToPlayersInBattleground[, ignoreguid])
int SendPacket(lua_State* L, Group* group)
{
WorldPacket* data = sEluna->CHECKOBJ<WorldPacket>(L, 2);
bool ignorePlayersInBg = sEluna->CHECKVAL<bool>(L, 3);
uint64 ignore = sEluna->CHECKVAL<uint64>(L, 4);
group->BroadcastPacket(data, ignorePlayersInBg, -1, (GUID_TYPE)ignore);
return 0;
}
int RemoveMember(lua_State* L, Group* group)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
uint32 method = sEluna->CHECKVAL<uint32>(L, 3, 0);
#ifdef MANGOS
sEluna->Push(L, group->RemoveMember(player->GET_GUID(), method));
#else
sEluna->Push(L, group->RemoveMember(player->GET_GUID(), (RemoveMethod)method));
#endif
return 1;
}
int Disband(lua_State* L, Group* group)
{
group->Disband();
return 0;
}
int ConvertToRaid(lua_State* L, Group* group)
{
group->ConvertToRaid();
return 0;
}
int ChangeMembersGroup(lua_State* L, Group* group)
{
Player* player = sEluna->CHECKOBJ<Player>(L, 2);
uint8 groupID = sEluna->CHECKVAL<uint8>(L, 3);
group->ChangeMembersGroup(player->GET_GUID(), groupID);
return 0;
}
/*int ConvertToLFG(lua_State* L, Group* group) // TODO: Implementation
{
group->ConvertToLFG();
return 0;
}*/
};
#endif