Exported a ton of functions to mob

This commit is contained in:
KimLS
2013-05-18 14:42:54 -07:00
parent 7adcf6d3e5
commit 17954dd8fe
8 changed files with 1153 additions and 40 deletions
+175
View File
@@ -6,11 +6,33 @@
class Mob;
struct Lua_HateList;
class Lua_Item;
class Lua_ItemInst;
class Lua_Mob : public Lua_Entity
{
typedef Mob NativeType;
public:
struct Lua_Illusion {
Lua_Illusion();
int in_race;
int in_gender;
int in_texture;
int in_helmtexture;
int in_haircolor;
int in_beardcolor;
int in_eyecolor1;
int in_eyecolor2;
int in_hairstyle;
int in_luclinface;
int in_beard;
int in_aa_title;
uint32 in_drakkin_heritage;
uint32 in_drakkin_tattoo;
uint32 in_drakkin_details;
double in_size;
};
Lua_Mob() { }
Lua_Mob(Mob *d) { SetLuaPtrData(d); }
virtual ~Lua_Mob() { }
@@ -174,6 +196,159 @@ public:
Lua_Mob GetPet();
Lua_Mob GetOwner();
Lua_HateList GetHateList();
Lua_Mob GetHateTop();
Lua_Mob GetHateDamageTop(Lua_Mob other);
Lua_Mob GetHateRandom();
void AddToHateList(Lua_Mob other);
void AddToHateList(Lua_Mob other, int hate);
void AddToHateList(Lua_Mob other, int hate, int damage);
void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help);
void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help, bool frenzy);
void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help, bool frenzy, bool buff_tic);
void SetHate(Lua_Mob other);
void SetHate(Lua_Mob other, int hate);
void SetHate(Lua_Mob other, int hate, int damage);
uint32 GetHateAmount(Lua_Mob target);
uint32 GetHateAmount(Lua_Mob target, bool is_damage);
uint32 GetDamageAmount(Lua_Mob target);
void WipeHateList();
bool CheckAggro(Lua_Mob other);
void Stun(int duration);
void UnStun();
bool IsStunned();
void Spin();
void Kill();
bool CanThisClassDoubleAttack();
bool CanThisClassDualWield();
bool CanThisClassRiposte();
bool CanThisClassDodge();
bool CanThisClassParry();
bool CanThisClassBlock();
void SetInvul(bool value);
bool GetInvul();
void SetExtraHaste(int haste);
int GetHaste();
int GetMonkHandToHandDamage();
int GetMonkHandToHandDelay();
void Mesmerize();
bool IsMezzed();
bool IsEnraged();
int GetReverseFactionCon(Lua_Mob other);
bool IsAIControlled();
float GetAggroRange();
float GetAssistRange();
void SetPetOrder(int order);
int GetPetOrder();
bool IsRoamer();
bool IsRooted();
bool IsEngaged();
void FaceTarget(Lua_Mob target);
void SetHeading(double in);
double CalculateHeadingToTarget(double in_x, double in_y);
bool CalculateNewPosition(double x, double y, double z, double speed);
bool CalculateNewPosition(double x, double y, double z, double speed, bool check_z);
bool CalculateNewPosition2(double x, double y, double z, double speed);
bool CalculateNewPosition2(double x, double y, double z, double speed, bool check_z);
float CalculateDistance(double x, double y, double z);
void SendTo(double x, double y, double z);
void SendToFixZ(double x, double y, double z);
void NPCSpecialAttacks(const char *parse, int perm);
void NPCSpecialAttacks(const char *parse, int perm, bool reset);
void NPCSpecialAttacks(const char *parse, int perm, bool reset, bool remove);
int GetResist(int type);
bool Charmed();
int CheckAggroAmount(int spell_id);
int CheckAggroAmount(int spell_id, bool is_proc);
int CheckHealAggroAmount(int spell_id);
int CheckHealAggroAmount(int spell_id, uint32 heal_possible);
int GetAA(int id);
bool DivineAura();
void SetOOCRegen(int regen);
const char* GetEntityVariable(const char *name);
void SetEntityVariable(const char *name, const char *value);
bool EntityVariableExists(const char *name);
void Signal(uint32 id);
bool CombatRange(Lua_Mob other);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override, int reuse_time);
void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override, int reuse_time, bool hit_chance);
void DoThrowingAttackDmg(Lua_Mob other);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage, int chance_mod);
void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage, int chance_mod, int focus);
void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill);
void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod);
void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod, int focus);
void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod, int focus, bool can_riposte);
void DoArcheryAttackDmg(Lua_Mob other);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage, int chance_mod);
void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage, int chance_mod, int focus);
bool CheckLoS(Lua_Mob other);
bool CheckLoSToLoc(double x, double y, double z);
bool CheckLoSToLoc(double x, double y, double z, double mob_size);
double FindGroundZ(double x, double y);
double FindGroundZ(double x, double y, double z);
void ProjectileAnimation(Lua_Mob to, int item_id);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle, double tilt);
void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle, double tilt, double arc);
bool HasNPCSpecialAtk(const char *parse);
void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5);
void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5, Lua_Client specific_target);
void SetFlyMode(int in);
void SetTexture(int in);
void SetRace(int in);
void SetGender(int in);
void SendIllusionPacket(Lua_Illusion illusion);
void QuestReward(Lua_Client c);
void QuestReward(Lua_Client c, uint32 silver);
void QuestReward(Lua_Client c, uint32 silver, uint32 gold);
void QuestReward(Lua_Client c, uint32 silver, uint32 gold, uint32 platinum);
void CameraEffect(uint32 duration, uint32 intensity);
void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c);
void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c, bool global);
void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide,
uint32 unk020);
void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide,
uint32 unk020, bool perm_effect);
void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide,
uint32 unk020, bool perm_effect, Lua_Client c);
void TempName();
void TempName(const char *newname);
void SetGlobal(const char *varname, const char *newvalue, int options, const char *duration);
void SetGlobal(const char *varname, const char *newvalue, int options, const char *duration, Lua_Mob other);
void TarGlobal(const char *varname, const char *value, const char *duration, int npc_id, int char_id, int zone_id);
void DelGlobal(const char *varname);
void SetSlotTint(int material_slot, int red_tint, int green_tint, int blue_tint);
void WearChange(int material_slot, int texture, uint32 color);
void DoKnockback(Lua_Mob caster, uint32 pushback, uint32 pushup);
void RemoveNimbusEffect(int effect_id);
bool IsRunning();
void SetRunning(bool running);
void SetBodyType(int new_body, bool overwrite_orig);
void SetTargetable(bool on);
void ModSkillDmgTaken(int skill, int value);
int GetModSkillDmgTaken(int skill);
int GetSkillDmgTaken(int skill);
void SetAllowBeneficial(bool value);
bool GetAllowBeneficial();
bool IsBeneficialAllowed(Lua_Mob target);
void ModVulnerability(int resist, int value);
int GetModVulnerability(int resist);
void SetDisableMelee(bool disable);
bool IsMeleeDisabled();
void SetFlurryChance(int value);
int GetFlurryChance();
};
#endif