#ifndef EQEMU_LUA_MOB_H #define EQEMU_LUA_MOB_H #ifdef LUA_EQEMU #include "lua_entity.h" class Mob; class Lua_Mob : public Lua_Entity { public: Lua_Mob() { d_ = nullptr; } Lua_Mob(Mob *d) { d_ = d; } virtual ~Lua_Mob() { } const char *GetName(); void Depop(); void Depop(bool start_spawn_timer); void RogueAssassinate(Lua_Mob other); bool BehindMob(); bool BehindMob(Lua_Mob other); bool BehindMob(Lua_Mob other, float x); bool BehindMob(Lua_Mob other, float x, float y); void SetLevel(int level); void SetLevel(int level, bool command); void SendWearChange(int material_slot); uint32 GetEquipment(int material_slot); int32 GetEquipmentMaterial(int material_slot); uint32 GetEquipmentColor(int material_slot); uint32 GetArmorTint(int i); bool IsMoving(); void GotoBind(); void Gate(); bool Attack(Lua_Mob other); bool Attack(Lua_Mob other, int hand); bool Attack(Lua_Mob other, int hand, bool from_riposte); bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough); bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough, bool is_from_spell); void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill); void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable); void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot); void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot, bool buff_tic); void RangedAttack(Lua_Mob other); void ThrowingAttack(Lua_Mob other); void Heal(); void HealDamage(uint32 amount); void HealDamage(uint32 amount, Lua_Mob other); //uint32 GetLevelCon(int other); //uint32 GetLevelCon(int my, int other); //void SetHP(int hp); //void DoAnim(int anim_num); //void DoAnim(int anim_num, int type); //void DoAnim(int anim_num, int type, bool ackreq); //void DoAnim(int anim_num, int type, bool ackreq, eqFilterType filter); //void ChangeSize(float in_size); //void ChangeSize(float in_size, bool no_restriction); //void GMMove(float x, float y, float z); //void GMMove(float x, float y, float z, float heading); //void GMMove(float x, float y, float z, float heading, bool SendUpdate); //void SendPosUpdate(); //void SendPosUpdate(bool send_to_self); //void SendPosition(); //bool HasProcs(); //bool IsInvisible(); //bool IsInvisible(Lua_Mob other); //void SetInvisible(int state); //bool FindBuff(uint16 spell_id); //bool FindType(uint16 type); //bool FindType(uint16 type, bool bOffensive); //bool FindType(uint16 type, bool bOffensive, uint16 threshold); //int GetBuffSlotFromType(int slot); //void MakePet(int spell_id, const char* pet_type); //void MakePet(int spell_id, const char* pet_type, const char *pet_name); //void MakePoweredPet(int spell_id, const char* pet_type); //void MakePoweredPet(int spell_id, const char* pet_type, int pet_power); //void MakePoweredPet(int spell_id, const char* pet_type, int pet_power, const char *pet_name); //int GetBaseRace(); //int GetBaseGender(); //int GetDeity(); //int GetRace(); //int GetGender(); //int GetTexture(); //int GetHelmTexture(); //int GetHairColor(); //int GetBeardColor(); //int GetEyeColor1(); //int GetEyeColor2(); //int GetHairStyle(); //int GetLuclinFace(); //int GetBeard(); //int GetDrakkinHeritage(); //int GetDrakkinTattoo(); //int GetDrakkinDetails(); //int GetClass(); //int GetLevel(); //const char *GetCleanName(); //Lua_Mob GetTarget(); //void SetTarget(Lua_Mob t); /* "GetHPRatio"), XS_Mob_GetHPRatio, file, "$"); "IsWarriorClass"), XS_Mob_IsWarriorClass, file, "$"); "GetHP"), XS_Mob_GetHP, file, "$"); "GetMaxHP"), XS_Mob_GetMaxHP, file, "$"); "GetItemHPBonuses"), XS_Mob_GetItemHPBonuses, file, "$"); "GetSpellHPBonuses"), XS_Mob_GetSpellHPBonuses, file, "$"); "GetWalkspeed"), XS_Mob_GetWalkspeed, file, "$"); "GetRunspeed"), XS_Mob_GetRunspeed, file, "$"); "GetCasterLevel"), XS_Mob_GetCasterLevel, file, "$$"); "GetMaxMana"), XS_Mob_GetMaxMana, file, "$"); "GetMana"), XS_Mob_GetMana, file, "$"); "SetMana"), XS_Mob_SetMana, file, "$$"); "GetManaRatio"), XS_Mob_GetManaRatio, file, "$"); "GetAC"), XS_Mob_GetAC, file, "$"); "GetATK"), XS_Mob_GetATK, file, "$"); "GetSTR"), XS_Mob_GetSTR, file, "$"); "GetSTA"), XS_Mob_GetSTA, file, "$"); "GetDEX"), XS_Mob_GetDEX, file, "$"); "GetAGI"), XS_Mob_GetAGI, file, "$"); "GetINT"), XS_Mob_GetINT, file, "$"); "GetWIS"), XS_Mob_GetWIS, file, "$"); "GetCHA"), XS_Mob_GetCHA, file, "$"); "GetMR"), XS_Mob_GetMR, file, "$"); "GetFR"), XS_Mob_GetFR, file, "$"); "GetDR"), XS_Mob_GetDR, file, "$"); "GetPR"), XS_Mob_GetPR, file, "$"); "GetCR"), XS_Mob_GetCR, file, "$"); "GetCorruption"), XS_Mob_GetCR, file, "$"); "GetMaxSTR"), XS_Mob_GetMaxSTR, file, "$"); "GetMaxSTA"), XS_Mob_GetMaxSTA, file, "$"); "GetMaxDEX"), XS_Mob_GetMaxDEX, file, "$"); "GetMaxAGI"), XS_Mob_GetMaxAGI, file, "$"); "GetMaxINT"), XS_Mob_GetMaxINT, file, "$"); "GetMaxWIS"), XS_Mob_GetMaxWIS, file, "$"); "GetMaxCHA"), XS_Mob_GetMaxCHA, file, "$"); */ }; #endif #endif