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Removed ClearCorpseItems as it is no longer necessary as corpses deleted items appropriately when they are removed from the corpse General cleanup of functions and variables in corpse code
192 lines
5.2 KiB
C++
192 lines
5.2 KiB
C++
#ifdef LUA_EQEMU
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#include "lua.hpp"
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#include <luabind/luabind.hpp>
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#include "corpse.h"
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#include "lua_corpse.h"
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#include "lua_client.h"
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uint32 Lua_Corpse::GetCharID() {
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Lua_Safe_Call_Int();
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return self->GetCharID();
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}
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uint32 Lua_Corpse::GetDecayTime() {
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Lua_Safe_Call_Int();
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return self->GetDecayTime();
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}
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void Lua_Corpse::Lock() {
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Lua_Safe_Call_Void();
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self->Lock();
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}
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void Lua_Corpse::UnLock() {
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Lua_Safe_Call_Void();
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self->UnLock();
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}
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bool Lua_Corpse::IsLocked() {
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Lua_Safe_Call_Bool();
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return self->IsLocked();
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}
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void Lua_Corpse::ResetLooter() {
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Lua_Safe_Call_Void();
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self->ResetLooter();
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}
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uint32 Lua_Corpse::GetDBID() {
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Lua_Safe_Call_Int();
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return self->GetDBID();
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}
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bool Lua_Corpse::IsRezzed() {
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Lua_Safe_Call_Bool();
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return self->IsRezzed();
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}
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const char* Lua_Corpse::GetOwnerName() {
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Lua_Safe_Call_String();
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return self->GetOwnerName();
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}
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bool Lua_Corpse::Save() {
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Lua_Safe_Call_Bool();
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return self->Save();
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}
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void Lua_Corpse::Delete() {
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Lua_Safe_Call_Void();
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self->Delete();
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}
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void Lua_Corpse::Bury() {
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Lua_Safe_Call_Void();
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self->Bury();
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}
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void Lua_Corpse::Depop() {
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Lua_Safe_Call_Void();
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self->Depop();
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}
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uint32 Lua_Corpse::CountItems() {
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Lua_Safe_Call_Int();
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return self->CountItems();
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}
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void Lua_Corpse::AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5) {
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Lua_Safe_Call_Void();
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self->AddItem(itemnum, charges, slot, aug1, aug2, aug3, aug4, aug5);
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}
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uint32 Lua_Corpse::GetWornItem(int16 equipSlot) {
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Lua_Safe_Call_Int();
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return self->GetWornItem(equipSlot);
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}
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void Lua_Corpse::RemoveItem(uint16 lootslot) {
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Lua_Safe_Call_Void();
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self->RemoveItem(lootslot);
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}
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void Lua_Corpse::SetCash(uint32 copper, uint32 silver, uint32 gold, uint32 platinum) {
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Lua_Safe_Call_Void();
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self->SetCash(copper, silver, gold, platinum);
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}
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void Lua_Corpse::RemoveCash() {
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Lua_Safe_Call_Void();
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self->RemoveCash();
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}
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bool Lua_Corpse::IsEmpty() {
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Lua_Safe_Call_Bool();
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return self->IsEmpty();
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}
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void Lua_Corpse::SetDecayTimer(uint32 decaytime) {
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Lua_Safe_Call_Void();
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self->SetDecayTimer(decaytime);
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}
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bool Lua_Corpse::CanMobLoot(int charid) {
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Lua_Safe_Call_Bool();
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return self->CanPlayerLoot(charid);
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}
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void Lua_Corpse::AllowMobLoot(Lua_Mob them, uint8 slot) {
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Lua_Safe_Call_Void();
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self->AllowMobLoot(them, slot);
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}
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bool Lua_Corpse::Summon(Lua_Client client, bool spell, bool checkdistance) {
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Lua_Safe_Call_Bool();
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return self->Summon(client, spell, checkdistance);
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}
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uint32 Lua_Corpse::GetCopper() {
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Lua_Safe_Call_Int();
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return self->GetCopper();
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}
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uint32 Lua_Corpse::GetSilver() {
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Lua_Safe_Call_Int();
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return self->GetSilver();
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}
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uint32 Lua_Corpse::GetGold() {
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Lua_Safe_Call_Int();
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return self->GetGold();
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}
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uint32 Lua_Corpse::GetPlatinum() {
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Lua_Safe_Call_Int();
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return self->GetPlatinum();
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}
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void Lua_Corpse::AddLooter(Lua_Mob who) {
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Lua_Safe_Call_Void();
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self->AddLooter(who);
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}
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luabind::scope lua_register_corpse() {
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return luabind::class_<Lua_Corpse, Lua_Mob>("Corpse")
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.def(luabind::constructor<>())
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.property("null", &Lua_Corpse::Null)
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.property("valid", &Lua_Corpse::Valid)
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.def("GetCharID", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetCharID)
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.def("GetDecayTime", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetDecayTime)
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.def("Lock", (void(Lua_Corpse::*)(void))&Lua_Corpse::Lock)
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.def("UnLock", (void(Lua_Corpse::*)(void))&Lua_Corpse::UnLock)
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.def("IsLocked", (bool(Lua_Corpse::*)(void))&Lua_Corpse::IsLocked)
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.def("ResetLooter", (void(Lua_Corpse::*)(void))&Lua_Corpse::ResetLooter)
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.def("GetDBID", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetDBID)
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.def("IsRezzed", (bool(Lua_Corpse::*)(void))&Lua_Corpse::IsRezzed)
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.def("GetOwnerName", (const char *(Lua_Corpse::*)(void))&Lua_Corpse::GetOwnerName)
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.def("Save", (bool(Lua_Corpse::*)(void))&Lua_Corpse::Save)
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.def("Delete", (void(Lua_Corpse::*)(void))&Lua_Corpse::Delete)
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.def("Bury", (void(Lua_Corpse::*)(void))&Lua_Corpse::Bury)
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.def("Depop", (void(Lua_Corpse::*)(void))&Lua_Corpse::Depop)
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.def("CountItems", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::CountItems)
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.def("AddItem", (void(Lua_Corpse::*)(uint32, uint16, int16, uint32, uint32, uint32, uint32, uint32))&Lua_Corpse::AddItem)
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.def("GetWornItem", (uint32(Lua_Corpse::*)(int16))&Lua_Corpse::GetWornItem)
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.def("RemoveItem", (void(Lua_Corpse::*)(uint16))&Lua_Corpse::RemoveItem)
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.def("SetCash", (void(Lua_Corpse::*)(uint32, uint32, uint32, uint32))&Lua_Corpse::SetCash)
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.def("RemoveCash", (void(Lua_Corpse::*)(void))&Lua_Corpse::RemoveCash)
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.def("IsEmpty", (bool(Lua_Corpse::*)(void))&Lua_Corpse::IsEmpty)
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.def("SetDecayTimer", (void(Lua_Corpse::*)(uint32))&Lua_Corpse::SetDecayTimer)
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.def("CanMobLoot", (bool(Lua_Corpse::*)(int))&Lua_Corpse::CanMobLoot)
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.def("AllowMobLoot", (void(Lua_Corpse::*)(Lua_Mob, uint8))&Lua_Corpse::AllowMobLoot)
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.def("Summon", (bool(Lua_Corpse::*)(Lua_Client, bool, bool))&Lua_Corpse::Summon)
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.def("GetCopper", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetCopper)
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.def("GetSilver", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetSilver)
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.def("GetGold", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetGold)
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.def("GetPlatinum", (uint32(Lua_Corpse::*)(void))&Lua_Corpse::GetPlatinum)
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.def("AddLooter", (void(Lua_Corpse::*)(Lua_Mob))&Lua_Corpse::AddLooter);
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}
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#endif
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