#ifdef LUA_EQEMU #include "masterentity.h" #include "lua_mob.h" const char *Lua_Mob::GetName() { Mob *m = reinterpret_cast(d_); return m->GetName(); } void Lua_Mob::Depop() { Depop(true); } void Lua_Mob::Depop(bool start_spawn_timer) { Mob *m = reinterpret_cast(d_); return m->Depop(start_spawn_timer); } void Lua_Mob::RogueAssassinate(Lua_Mob other) { Mob *m = reinterpret_cast(d_); Lua_Safe_Cast(Mob, o, other); m->RogueAssassinate(o); } bool Lua_Mob::BehindMob() { return BehindMob(nullptr, 0.0f, 0.0f); } bool Lua_Mob::BehindMob(Lua_Mob other) { return BehindMob(other, 0.0f, 0.0f); } bool Lua_Mob::BehindMob(Lua_Mob other, float x) { return BehindMob(other, x, 0.0f); } bool Lua_Mob::BehindMob(Lua_Mob other, float x, float y) { Mob *m = reinterpret_cast(d_); Lua_Safe_Cast(Mob, o, other); return m->BehindMob(o, x, y); } void Lua_Mob::SetLevel(int level) { SetLevel(level, false); } void Lua_Mob::SetLevel(int level, bool command) { Mob *m = reinterpret_cast(d_); m->SetLevel(level, command); } void Lua_Mob::SendWearChange(int material_slot) { Mob *m = reinterpret_cast(d_); m->SendWearChange(material_slot); } uint32 Lua_Mob::GetEquipment(int material_slot) { Mob *m = reinterpret_cast(d_); return m->GetEquipment(material_slot); } int32 Lua_Mob::GetEquipmentMaterial(int material_slot) { Mob *m = reinterpret_cast(d_); return m->GetEquipmentMaterial(material_slot); } uint32 Lua_Mob::GetEquipmentColor(int material_slot) { Mob *m = reinterpret_cast(d_); return m->GetEquipmentColor(material_slot); } uint32 Lua_Mob::GetArmorTint(int i) { Mob *m = reinterpret_cast(d_); return m->GetArmorTint(i); } bool Lua_Mob::IsMoving() { Mob *m = reinterpret_cast(d_); return m->IsMoving(); } void Lua_Mob::GotoBind() { Mob *m = reinterpret_cast(d_); m->GoToBind(); } void Lua_Mob::Gate() { Mob *m = reinterpret_cast(d_); m->Gate(); } bool Lua_Mob::Attack(Lua_Mob other) { return Attack(other, 13, false, false, false); } bool Lua_Mob::Attack(Lua_Mob other, int hand) { return Attack(other, hand, false, false, false); } bool Lua_Mob::Attack(Lua_Mob other, int hand, bool from_riposte) { return Attack(other, hand, from_riposte, false, false); } bool Lua_Mob::Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough) { return Attack(other, hand, from_riposte, is_strikethrough, false); } bool Lua_Mob::Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough, bool is_from_spell) { Mob *m = reinterpret_cast(d_); Lua_Safe_Cast(Mob, o, other); return m->Attack(o, hand, from_riposte, is_strikethrough, is_from_spell); } void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill) { Damage(from, damage, spell_id, attack_skill, true, -1, false); } void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable) { Damage(from, damage, spell_id, attack_skill, avoidable, -1, false); } void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot) { Damage(from, damage, spell_id, attack_skill, avoidable, buffslot, false); } void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot, bool buff_tic) { Mob *m = reinterpret_cast(d_); Lua_Safe_Cast(Mob, f, from); m->Damage(f, damage, spell_id, static_cast(attack_skill), avoidable, buffslot, buff_tic); } void Lua_Mob::RangedAttack(Lua_Mob other) { Mob *m = reinterpret_cast(d_); Lua_Safe_Cast(Mob, o, other); m->RangedAttack(o); } void Lua_Mob::ThrowingAttack(Lua_Mob other) { Mob *m = reinterpret_cast(d_); Lua_Safe_Cast(Mob, o, other); m->ThrowingAttack(o); } void Lua_Mob::Heal() { Mob *m = reinterpret_cast(d_); m->Heal(); } void Lua_Mob::HealDamage(uint32 amount) { Mob *m = reinterpret_cast(d_); HealDamage(amount, nullptr); } void Lua_Mob::HealDamage(uint32 amount, Lua_Mob other) { Mob *m = reinterpret_cast(d_); Lua_Safe_Cast(Mob, o, other); m->HealDamage(amount, o); } uint32 Lua_Mob::GetLevelCon(int other) { Mob *m = reinterpret_cast(d_); return m->GetLevelCon(other); } uint32 Lua_Mob::GetLevelCon(int my, int other) { Mob *m = reinterpret_cast(d_); return m->GetLevelCon(my, other); } void Lua_Mob::SetHP(int hp) { Mob *m = reinterpret_cast(d_); m->SetHP(hp); } void Lua_Mob::DoAnim(int anim_num) { DoAnim(anim_num, 0, true, 0); } void Lua_Mob::DoAnim(int anim_num, int type) { DoAnim(anim_num, type, true, 0); } void Lua_Mob::DoAnim(int anim_num, int type, bool ackreq) { DoAnim(anim_num, type, ackreq, 0); } void Lua_Mob::DoAnim(int anim_num, int type, bool ackreq, int filter) { Mob *m = reinterpret_cast(d_); m->DoAnim(anim_num, type, ackreq, static_cast(filter)); } void Lua_Mob::ChangeSize(double in_size) { ChangeSize(in_size, false); } void Lua_Mob::ChangeSize(double in_size, bool no_restriction) { Mob *m = reinterpret_cast(d_); m->ChangeSize(in_size, no_restriction); } void Lua_Mob::GMMove(double x, double y, double z) { GMMove(x, y, z, 0.01, true); } void Lua_Mob::GMMove(double x, double y, double z, double heading) { GMMove(x, y, z, heading, true); } void Lua_Mob::GMMove(double x, double y, double z, double heading, bool send_update) { Mob *m = reinterpret_cast(d_); m->GMMove(x, y, z, heading, send_update); } void Lua_Mob::SendPosUpdate() { SendPosUpdate(false); } void Lua_Mob::SendPosUpdate(bool send_to_self) { Mob *m = reinterpret_cast(d_); m->SendPosUpdate(send_to_self ? 1 : 0); } void Lua_Mob::SendPosition() { Mob *m = reinterpret_cast(d_); m->SendPosition(); } bool Lua_Mob::HasProcs() { Mob *m = reinterpret_cast(d_); return m->HasProcs(); } bool Lua_Mob::IsInvisible() { return IsInvisible(Lua_Mob(nullptr)); } bool Lua_Mob::IsInvisible(Lua_Mob other) { Mob *m = reinterpret_cast(d_); Lua_Safe_Cast(Mob, o, other); return m->IsInvisible(o); } void Lua_Mob::SetInvisible(int state) { Mob *m = reinterpret_cast(d_); m->SetInvisible(state); } bool Lua_Mob::FindBuff(int spell_id) { Mob *m = reinterpret_cast(d_); return m->FindBuff(spell_id); } bool Lua_Mob::FindType(int type) { return FindType(type, false, 100); } bool Lua_Mob::FindType(int type, bool offensive) { return FindType(type, offensive, 100); } bool Lua_Mob::FindType(int type, bool offensive, int threshold) { Mob *m = reinterpret_cast(d_); return m->FindType(type, offensive, threshold); } int Lua_Mob::GetBuffSlotFromType(int slot) { Mob *m = reinterpret_cast(d_); return m->GetBuffSlotFromType(slot); } void Lua_Mob::MakePet(int spell_id, const char* pet_type) { MakePet(spell_id, pet_type, nullptr); } void Lua_Mob::MakePet(int spell_id, const char* pet_type, const char *pet_name) { Mob *m = reinterpret_cast(d_); m->MakePet(spell_id, pet_type, pet_name); } void Lua_Mob::MakePoweredPet(int spell_id, const char* pet_type, int pet_power) { MakePoweredPet(spell_id, pet_type, pet_power, nullptr); } void Lua_Mob::MakePoweredPet(int spell_id, const char* pet_type, int pet_power, const char *pet_name) { Mob *m = reinterpret_cast(d_); m->MakePoweredPet(spell_id, pet_type, pet_power, pet_name); } int Lua_Mob::GetBaseRace() { Mob *m = reinterpret_cast(d_); return m->GetBaseRace(); } int Lua_Mob::GetBaseGender() { Mob *m = reinterpret_cast(d_); return m->GetBaseGender(); } int Lua_Mob::GetDeity() { Mob *m = reinterpret_cast(d_); return m->GetDeity(); } int Lua_Mob::GetRace() { Mob *m = reinterpret_cast(d_); return m->GetRace(); } int Lua_Mob::GetGender() { Mob *m = reinterpret_cast(d_); return m->GetGender(); } int Lua_Mob::GetTexture() { Mob *m = reinterpret_cast(d_); return m->GetTexture(); } int Lua_Mob::GetHelmTexture() { Mob *m = reinterpret_cast(d_); return m->GetHelmTexture(); } int Lua_Mob::GetHairColor() { Mob *m = reinterpret_cast(d_); return m->GetHairColor(); } int Lua_Mob::GetBeardColor() { Mob *m = reinterpret_cast(d_); return m->GetBeardColor(); } int Lua_Mob::GetEyeColor1() { Mob *m = reinterpret_cast(d_); return m->GetEyeColor1(); } int Lua_Mob::GetEyeColor2() { Mob *m = reinterpret_cast(d_); return m->GetEyeColor2(); } int Lua_Mob::GetHairStyle() { Mob *m = reinterpret_cast(d_); return m->GetHairStyle(); } int Lua_Mob::GetLuclinFace() { Mob *m = reinterpret_cast(d_); return m->GetLuclinFace(); } int Lua_Mob::GetBeard() { Mob *m = reinterpret_cast(d_); return m->GetBeard(); } int Lua_Mob::GetDrakkinHeritage() { Mob *m = reinterpret_cast(d_); return m->GetDrakkinHeritage(); } int Lua_Mob::GetDrakkinTattoo() { Mob *m = reinterpret_cast(d_); return m->GetDrakkinTattoo(); } int Lua_Mob::GetDrakkinDetails() { Mob *m = reinterpret_cast(d_); return m->GetDrakkinDetails(); } int Lua_Mob::GetClass() { Mob *m = reinterpret_cast(d_); return m->GetClass(); } int Lua_Mob::GetLevel() { Mob *m = reinterpret_cast(d_); return m->GetLevel(); } const char *Lua_Mob::GetCleanName() { Mob *m = reinterpret_cast(d_); return m->GetCleanName(); } Lua_Mob Lua_Mob::GetTarget() { Mob *m = reinterpret_cast(d_); return Lua_Mob(m->GetTarget()); } void Lua_Mob::SetTarget(Lua_Mob t) { Mob *m = reinterpret_cast(d_); Lua_Safe_Cast(Mob, tar, t); m->SetTarget(tar); } double Lua_Mob::GetHPRatio() { Mob *m = reinterpret_cast(d_); return m->GetHPRatio(); } bool Lua_Mob::IsWarriorClass() { Mob *m = reinterpret_cast(d_); return m->IsWarriorClass(); } int Lua_Mob::GetHP() { Mob *m = reinterpret_cast(d_); return m->GetHP(); } int Lua_Mob::GetMaxHP() { Mob *m = reinterpret_cast(d_); return m->GetMaxHP(); } int Lua_Mob::GetItemHPBonuses() { Mob *m = reinterpret_cast(d_); return m->GetItemHPBonuses(); } int Lua_Mob::GetSpellHPBonuses() { Mob *m = reinterpret_cast(d_); return m->GetSpellHPBonuses(); } double Lua_Mob::GetWalkspeed() { Mob *m = reinterpret_cast(d_); return m->GetWalkspeed(); } double Lua_Mob::GetRunspeed() { Mob *m = reinterpret_cast(d_); return m->GetRunspeed(); } int Lua_Mob::GetCasterLevel(int spell_id) { Mob *m = reinterpret_cast(d_); return m->GetCasterLevel(spell_id); } int Lua_Mob::GetMaxMana() { Mob *m = reinterpret_cast(d_); return m->GetMaxMana(); } int Lua_Mob::GetMana() { Mob *m = reinterpret_cast(d_); return m->GetMana(); } int Lua_Mob::SetMana(int mana) { Mob *m = reinterpret_cast(d_); return m->SetMana(mana); } double Lua_Mob::GetManaRatio() { Mob *m = reinterpret_cast(d_); return m->GetManaRatio(); } int Lua_Mob::GetAC() { Mob *m = reinterpret_cast(d_); return m->GetAC(); } int Lua_Mob::GetATK() { Mob *m = reinterpret_cast(d_); return m->GetATK(); } int Lua_Mob::GetSTR() { Mob *m = reinterpret_cast(d_); return m->GetSTR(); } int Lua_Mob::GetSTA() { Mob *m = reinterpret_cast(d_); return m->GetSTA(); } int Lua_Mob::GetDEX() { Mob *m = reinterpret_cast(d_); return m->GetDEX(); } int Lua_Mob::GetAGI() { Mob *m = reinterpret_cast(d_); return m->GetAGI(); } int Lua_Mob::GetINT() { Mob *m = reinterpret_cast(d_); return m->GetINT(); } int Lua_Mob::GetWIS() { Mob *m = reinterpret_cast(d_); return m->GetWIS(); } int Lua_Mob::GetCHA() { Mob *m = reinterpret_cast(d_); return m->GetCHA(); } int Lua_Mob::GetMR() { Mob *m = reinterpret_cast(d_); return m->GetMR(); } int Lua_Mob::GetFR() { Mob *m = reinterpret_cast(d_); return m->GetFR(); } int Lua_Mob::GetDR() { Mob *m = reinterpret_cast(d_); return m->GetDR(); } int Lua_Mob::GetPR() { Mob *m = reinterpret_cast(d_); return m->GetPR(); } int Lua_Mob::GetCR() { Mob *m = reinterpret_cast(d_); return m->GetCR(); } int Lua_Mob::GetCorruption() { Mob *m = reinterpret_cast(d_); return m->GetCorrup(); } int Lua_Mob::GetMaxSTR() { Mob *m = reinterpret_cast(d_); return m->GetMaxSTR(); } int Lua_Mob::GetMaxSTA() { Mob *m = reinterpret_cast(d_); return m->GetMaxSTA(); } int Lua_Mob::GetMaxDEX() { Mob *m = reinterpret_cast(d_); return m->GetMaxDEX(); } int Lua_Mob::GetMaxAGI() { Mob *m = reinterpret_cast(d_); return m->GetMaxAGI(); } int Lua_Mob::GetMaxINT() { Mob *m = reinterpret_cast(d_); return m->GetMaxINT(); } int Lua_Mob::GetMaxWIS() { Mob *m = reinterpret_cast(d_); return m->GetMaxWIS(); } int Lua_Mob::GetMaxCHA() { Mob *m = reinterpret_cast(d_); return m->GetMaxCHA(); } double Lua_Mob::GetActSpellRange(int spell_id, double range) { return GetActSpellRange(spell_id, range, false); } double Lua_Mob::GetActSpellRange(int spell_id, double range, bool is_bard) { Mob *m = reinterpret_cast(d_); return m->GetActSpellRange(spell_id, range, is_bard); } int Lua_Mob::GetActSpellDamage(int spell_id, int value) { Mob *m = reinterpret_cast(d_); return m->GetActSpellDamage(spell_id, value); } int Lua_Mob::GetActSpellHealing(int spell_id, int value) { Mob *m = reinterpret_cast(d_); return m->GetActSpellHealing(spell_id, value); } int Lua_Mob::GetActSpellCost(int spell_id, int cost) { Mob *m = reinterpret_cast(d_); return m->GetActSpellCost(spell_id, cost); } int Lua_Mob::GetActSpellDuration(int spell_id, int duration) { Mob *m = reinterpret_cast(d_); return m->GetActSpellDuration(spell_id, duration); } int Lua_Mob::GetActSpellCasttime(int spell_id, int cast_time) { Mob *m = reinterpret_cast(d_); return m->GetActSpellCasttime(spell_id, cast_time); } double Lua_Mob::ResistSpell(int resist_type, int spell_id, Lua_Mob caster) { return ResistSpell(resist_type, spell_id, caster, false, 0, false); } double Lua_Mob::ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override) { return ResistSpell(resist_type, spell_id, caster, use_resist_override, 0, false); } double Lua_Mob::ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override, int resist_override) { return ResistSpell(resist_type, spell_id, caster, use_resist_override, resist_override, false); } double Lua_Mob::ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override, int resist_override, bool charisma_check) { Mob *m = reinterpret_cast(d_); Lua_Safe_Cast(Mob, c, caster); return m->ResistSpell(resist_type, spell_id, c, use_resist_override, resist_override, charisma_check); } int Lua_Mob::GetSpecializeSkillValue(int spell_id) { Mob *m = reinterpret_cast(d_); return m->GetSpecializeSkillValue(spell_id); } int Lua_Mob::GetNPCTypeID() { Mob *m = reinterpret_cast(d_); return m->GetNPCTypeID(); } bool Lua_Mob::IsTargeted() { Mob *m = reinterpret_cast(d_); return m->IsTargeted(); } double Lua_Mob::GetX() { Mob *m = reinterpret_cast(d_); return m->GetX(); } double Lua_Mob::GetY() { Mob *m = reinterpret_cast(d_); return m->GetY(); } double Lua_Mob::GetZ() { Mob *m = reinterpret_cast(d_); return m->GetZ(); } double Lua_Mob::GetHeading() { Mob *m = reinterpret_cast(d_); return m->GetHeading(); } double Lua_Mob::GetWaypointX() { Mob *m = reinterpret_cast(d_); return m->GetCWPX(); } double Lua_Mob::GetWaypointY() { Mob *m = reinterpret_cast(d_); return m->GetCWPY(); } double Lua_Mob::GetWaypointZ() { Mob *m = reinterpret_cast(d_); return m->GetCWPZ(); } double Lua_Mob::GetWaypointH() { Mob *m = reinterpret_cast(d_); return m->GetCWPH(); } double Lua_Mob::GetWaypointPause() { Mob *m = reinterpret_cast(d_); return m->GetCWPP(); } int Lua_Mob::GetWaypointID() { Mob *m = reinterpret_cast(d_); return m->GetCWP(); } void Lua_Mob::SetCurrentWP(int wp) { Mob *m = reinterpret_cast(d_); m->SetCurrentWP(wp); } double Lua_Mob::GetSize() { Mob *m = reinterpret_cast(d_); return m->GetSize(); } void Lua_Mob::SetFollowID(int id) { Mob *m = reinterpret_cast(d_); m->SetFollowID(id); } int Lua_Mob::GetFollowID() { Mob *m = reinterpret_cast(d_); return m->GetFollowID(); } void Lua_Mob::Message(int type, const char *message) { Mob *m = reinterpret_cast(d_); m->Message(type, message); } void Lua_Mob::Message_StringID(int type, int string_id, uint32 distance) { Mob *m = reinterpret_cast(d_); m->Message_StringID(type, string_id, distance); } void Lua_Mob::Say(const char *message) { Mob *m = reinterpret_cast(d_); m->Say(message); } void Lua_Mob::Shout(const char *message) { Mob *m = reinterpret_cast(d_); m->Shout(message); } void Lua_Mob::Emote(const char *message) { Mob *m = reinterpret_cast(d_); m->Emote(message); } void Lua_Mob::InterruptSpell() { InterruptSpell(65535U); } void Lua_Mob::InterruptSpell(int spell_id) { Mob *m = reinterpret_cast(d_); m->InterruptSpell(spell_id); } #endif