#ifdef LUA_EQEMU #include "lua.hpp" #include #include "entity.h" #include "lua_entity.h" #include "lua_mob.h" #include "lua_client.h" #include "lua_npc.h" #include "lua_corpse.h" #include "lua_object.h" #include "lua_door.h" bool Lua_Entity::IsClient() { Lua_Safe_Call_Bool(); return self->IsClient(); } bool Lua_Entity::IsNPC() { Lua_Safe_Call_Bool(); return self->IsNPC(); } bool Lua_Entity::IsMob() { Lua_Safe_Call_Bool(); return self->IsMob(); } bool Lua_Entity::IsMerc() { Lua_Safe_Call_Bool(); return self->IsMerc(); } bool Lua_Entity::IsCorpse() { Lua_Safe_Call_Bool(); return self->IsCorpse(); } bool Lua_Entity::IsPlayerCorpse() { Lua_Safe_Call_Bool(); return self->IsPlayerCorpse(); } bool Lua_Entity::IsNPCCorpse() { Lua_Safe_Call_Bool(); return self->IsNPCCorpse(); } bool Lua_Entity::IsObject() { Lua_Safe_Call_Bool(); return self->IsObject(); } bool Lua_Entity::IsDoor() { Lua_Safe_Call_Bool(); return self->IsDoor(); } bool Lua_Entity::IsTrap() { Lua_Safe_Call_Bool(); return self->IsTrap(); } bool Lua_Entity::IsBeacon() { Lua_Safe_Call_Bool(); return self->IsBeacon(); } bool Lua_Entity::IsEncounter() { Lua_Safe_Call_Bool(); return self->IsEncounter(); } bool Lua_Entity::IsBot() { Lua_Safe_Call_Bool(); return self->IsBot(); } int Lua_Entity::GetID() { Lua_Safe_Call_Bool(); return self->GetID(); } Lua_Client Lua_Entity::CastToClient() { void *d = GetLuaPtrData(); Client *m = reinterpret_cast(d); return Lua_Client(m); } Lua_NPC Lua_Entity::CastToNPC() { void *d = GetLuaPtrData(); NPC *m = reinterpret_cast(d); return Lua_NPC(m); } Lua_Mob Lua_Entity::CastToMob() { void *d = GetLuaPtrData(); Mob *m = reinterpret_cast(d); return Lua_Mob(m); } Lua_Corpse Lua_Entity::CastToCorpse() { void *d = GetLuaPtrData(); Corpse *m = reinterpret_cast(d); return Lua_Corpse(m); } Lua_Object Lua_Entity::CastToObject() { void *d = GetLuaPtrData(); Object *m = reinterpret_cast(d); return Lua_Object(m); } Lua_Door Lua_Entity::CastToDoor() { void *d = GetLuaPtrData(); Doors *m = reinterpret_cast(d); return Lua_Door(m); } luabind::scope lua_register_entity() { return luabind::class_("Entity") .def(luabind::constructor<>()) .property("null", &Lua_Entity::Null) .property("valid", &Lua_Entity::Valid) .def("IsClient", &Lua_Entity::IsClient) .def("IsNPC", &Lua_Entity::IsNPC) .def("IsMob", &Lua_Entity::IsMob) .def("IsMerc", &Lua_Entity::IsMerc) .def("IsCorpse", &Lua_Entity::IsCorpse) .def("IsPlayerCorpse", &Lua_Entity::IsPlayerCorpse) .def("IsNPCCorpse", &Lua_Entity::IsNPCCorpse) .def("IsObject", &Lua_Entity::IsObject) .def("IsDoor", &Lua_Entity::IsDoor) .def("IsTrap", &Lua_Entity::IsTrap) .def("IsBeacon", &Lua_Entity::IsBeacon) .def("IsEncounter", &Lua_Entity::IsEncounter) .def("IsBot", &Lua_Entity::IsBot) .def("GetID", &Lua_Entity::GetID) .def("CastToClient", &Lua_Entity::CastToClient) .def("CastToNPC", &Lua_Entity::CastToNPC) .def("CastToMob", &Lua_Entity::CastToMob) .def("CastToCorpse", &Lua_Entity::CastToCorpse) .def("CastToObject", &Lua_Entity::CastToObject) .def("CastToDoor", &Lua_Entity::CastToDoor); } #endif