#ifndef EQEMU_LUA_ENTITY_H #define EQEMU_LUA_ENTITY_H #ifdef LUA_EQEMU class Entity; class Lua_Client; class Lua_NPC; class Lua_Mob; //class Lua_Merc; //class Lua_Corpse; //class Lua_Object; //class Lua_Doors; //class Lua_Trap; //class Lua_Item; //TODO: Remove the error checking by a flag since this adds significant overhead to each c call #define Lua_Safe_Call_Void(Type) if(!d_) { return; } Type *self = reinterpret_cast(d_); #define Lua_Safe_Call_Bool(Type) if(!d_) { return false; } Type *self = reinterpret_cast(d_); #define Lua_Safe_Call_Int(Type) if(!d_) { return 0; } Type *self = reinterpret_cast(d_); #define Lua_Safe_Call_Real(Type) if(!d_) { return 0.0; } Type *self = reinterpret_cast(d_); #define Lua_Safe_Call_String(Type) if(!d_) { return ""; } Type *self = reinterpret_cast(d_); #define Lua_Safe_Call_Entity(Type) if(!d_) { return Lua_Entity(); } Type *self = reinterpret_cast(d_); #define Lua_Safe_Call_Mob(Type) if(!d_) { return Lua_Mob(); } Type *self = reinterpret_cast(d_); #define Lua_Safe_Call_NPC(Type) if(!d_) { return Lua_NPC(); } Type *self = reinterpret_cast(d_); #define Lua_Safe_Call_Client(Type) if(!d_) { return Lua_Client(); } Type *self = reinterpret_cast(d_); class Lua_Entity { public: Lua_Entity() { d_ = nullptr; } Lua_Entity(Entity *d) : d_(d) { } virtual ~Lua_Entity() { } operator Entity* () { if(d_) { return reinterpret_cast(d_); } return nullptr; } bool Null(); bool Valid(); bool IsClient(); bool IsNPC(); bool IsMob(); bool IsMerc(); bool IsCorpse(); bool IsPlayerCorpse(); bool IsNPCCorpse(); bool IsObject(); bool IsDoor(); bool IsTrap(); bool IsBeacon(); int GetID(); Lua_Client CastToClient(); Lua_NPC CastToNPC(); Lua_Mob CastToMob(); //Lua_Merc CastToMerc(); //Lua_Corpse CastToCorpse(); //Lua_Object CastToObject(); //Lua_Doors CastToDoors(); //Lua_Trap CastToTrap(); //Lua_Beacon CastToBeacon(); void *d_; }; #endif #endif