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* [Quest API] Add Scripting Support to Mercenaries * Cleanup * Cleanup * Update lua_merc.h * Update mob.cpp * XYZH * Final * Update attack.cpp * Update attack.cpp * Simplify event invocation * Inline example * Nullptr init example * EVENT_TIMER simplify add EventPlayerNpcBotMerc * EVENT_TIMER_START * Remove has_start_event * EVENT_TIMER_START with settimerMS * EVENT_POPUP_RESPONSE * Consolidation * Update attack.cpp * Push * Update quest_parser_collection.h * Comments * Cleanup per comments --------- Co-authored-by: Akkadius <akkadius1@gmail.com>
68 lines
1.1 KiB
C++
68 lines
1.1 KiB
C++
#ifndef EQEMU_LUA_ENTITY_H
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#define EQEMU_LUA_ENTITY_H
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#ifdef LUA_EQEMU
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#include "lua_ptr.h"
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class Entity;
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class Lua_Client;
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class Lua_Bot;
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class Lua_Merc;
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class Lua_NPC;
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class Lua_Mob;
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struct Lua_HateList;
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class Lua_Item;
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class Lua_ItemInst;
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class Lua_Corpse;
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class Lua_Object;
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class Lua_Door;
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namespace luabind {
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struct scope;
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}
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luabind::scope lua_register_entity();
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class Lua_Entity : public Lua_Ptr<Entity>
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{
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typedef Entity NativeType;
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public:
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Lua_Entity() : Lua_Ptr(nullptr) { }
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Lua_Entity(Entity *d) : Lua_Ptr(d) { }
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virtual ~Lua_Entity() { }
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operator Entity*() {
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return reinterpret_cast<Entity*>(GetLuaPtrData());
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}
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bool IsClient();
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bool IsNPC();
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bool IsMob();
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bool IsMerc();
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bool IsCorpse();
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bool IsPlayerCorpse();
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bool IsNPCCorpse();
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bool IsObject();
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bool IsDoor();
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bool IsTrap();
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bool IsBeacon();
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bool IsEncounter();
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bool IsBot();
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bool IsAura();
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bool IsOfClientBot();
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bool IsOfClientBotMerc();
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int GetID();
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Lua_Client CastToClient();
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Lua_NPC CastToNPC();
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Lua_Mob CastToMob();
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Lua_Corpse CastToCorpse();
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Lua_Object CastToObject();
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Lua_Door CastToDoor();
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Lua_Bot CastToBot();
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Lua_Merc CastToMerc();
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};
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#endif
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#endif
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