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* [Quest API] Add Entity Variable Methods to Perl/Lua. # Perl - Add `$mob->ClearEntityVariables()`. - Add `$mob->DeleteEntityVariable(variable_name)`. - Add `$object->ClearEntityVariables()`. - Add `$object->DeleteEntityVariable(variable_name)`. # Lua - Add `mob:ClearEntityVariables()`. - Add `mob:DeleteEntityVariable(variable_name)`. - Add `object:ClearEntityVariables()`. - Add `object:DeleteEntityVariable(variable_name)`. # Notes - Allows operators to clear all entity variables or delete one by name, previously you just had to set to an empty value to clear after being set. * Cleanup.
73 lines
1.5 KiB
C++
73 lines
1.5 KiB
C++
#ifndef EQEMU_LUA_OBJECT_H
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#define EQEMU_LUA_OBJECT_H
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#ifdef LUA_EQEMU
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#include "lua_entity.h"
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class Object;
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namespace luabind {
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struct scope;
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}
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luabind::scope lua_register_object();
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class Lua_Object : public Lua_Entity
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{
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typedef Object NativeType;
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public:
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Lua_Object() { SetLuaPtrData(nullptr); }
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Lua_Object(Object *d) { SetLuaPtrData(reinterpret_cast<Entity*>(d)); }
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virtual ~Lua_Object() { }
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operator Object*() {
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void *d = GetLuaPtrData();
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if(d) {
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return reinterpret_cast<Object*>(d);
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}
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return nullptr;
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}
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void Depop();
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void Repop();
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void SetModelName(const char *name);
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const char *GetModelName();
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float GetX();
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float GetY();
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float GetZ();
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float GetHeading();
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void SetX(float x);
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void SetY(float y);
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void SetZ(float z);
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void SetHeading(float h);
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void SetLocation(float x, float y, float z);
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void SetItemID(uint32 item_id);
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uint32 GetItemID();
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void SetIcon(uint32 icon);
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uint32 GetIcon();
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void SetType(uint32 type);
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uint32 GetType();
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uint32 GetDBID();
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void ClearUser();
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void SetID(int user);
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int GetID();
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bool Save();
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uint32 VarSave();
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void DeleteItem(int index);
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void StartDecay();
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void Delete();
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void Delete(bool reset_state);
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bool IsGroundSpawn();
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void Close();
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bool ClearEntityVariables();
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bool DeleteEntityVariable(std::string variable_name);
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std::string GetEntityVariable(std::string variable_name);
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luabind::object GetEntityVariables(lua_State* L);
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void SetEntityVariable(std::string variable_name, std::string variable_value);
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bool EntityVariableExists(std::string variable_name);
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};
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#endif
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#endif
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