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387 lines
15 KiB
C++
387 lines
15 KiB
C++
#ifndef EQEMU_LUA_MOB_H
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#define EQEMU_LUA_MOB_H
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#ifdef LUA_EQEMU
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#include "lua_entity.h"
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class 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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namespace luabind {
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struct scope;
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namespace adl {
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class object;
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}
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}
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luabind::scope lua_register_mob();
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luabind::scope lua_register_special_abilities();
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class Lua_Mob : public Lua_Entity
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{
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typedef Mob NativeType;
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public:
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Lua_Mob() { SetLuaPtrData(nullptr); }
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Lua_Mob(Mob *d) { SetLuaPtrData(reinterpret_cast<Entity*>(d)); }
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virtual ~Lua_Mob() { }
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operator Mob*() {
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return reinterpret_cast<Mob*>(GetLuaPtrData());
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}
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const char *GetName();
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void Depop();
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void Depop(bool start_spawn_timer);
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bool BehindMob();
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bool BehindMob(Lua_Mob other);
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bool BehindMob(Lua_Mob other, float x);
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bool BehindMob(Lua_Mob other, float x, float y);
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void SetLevel(int level);
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void SetLevel(int level, bool command);
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void SendWearChange(int material_slot);
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bool IsMoving();
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bool IsFeared();
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bool IsBlind();
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void GotoBind();
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void Gate();
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bool Attack(Lua_Mob other);
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bool Attack(Lua_Mob other, int hand);
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bool Attack(Lua_Mob other, int hand, bool from_riposte);
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bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough);
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bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough, bool is_from_spell);
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bool Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough, bool is_from_spell, luabind::adl::object opts);
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void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill);
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void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable);
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void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot);
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void Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot, bool buff_tic);
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void RangedAttack(Lua_Mob other);
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void ThrowingAttack(Lua_Mob other);
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void Heal();
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void HealDamage(uint32 amount);
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void HealDamage(uint32 amount, Lua_Mob other);
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uint32 GetLevelCon(int other);
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uint32 GetLevelCon(int my, int other);
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void SetHP(int hp);
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void DoAnim(int anim_num);
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void DoAnim(int anim_num, int type);
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void DoAnim(int anim_num, int type, bool ackreq);
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void DoAnim(int anim_num, int type, bool ackreq, int filter);
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void ChangeSize(double in_size);
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void ChangeSize(double in_size, bool no_restriction);
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void GMMove(double x, double y, double z);
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void GMMove(double x, double y, double z, double heading);
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void GMMove(double x, double y, double z, double heading, bool send_update);
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bool HasProcs();
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bool IsInvisible();
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bool IsInvisible(Lua_Mob other);
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void SetInvisible(int state);
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bool FindBuff(int spell_id);
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bool FindType(int type);
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bool FindType(int type, bool offensive);
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bool FindType(int type, bool offensive, int threshold);
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int GetBuffSlotFromType(int slot);
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int GetBaseRace();
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int GetBaseGender();
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int GetDeity();
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int GetRace();
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int GetGender();
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int GetTexture();
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int GetHelmTexture();
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int GetHairColor();
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int GetBeardColor();
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int GetEyeColor1();
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int GetEyeColor2();
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int GetHairStyle();
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int GetLuclinFace();
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int GetBeard();
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int GetDrakkinHeritage();
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int GetDrakkinTattoo();
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int GetDrakkinDetails();
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int GetClass();
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int GetLevel();
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const char *GetCleanName();
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Lua_Mob GetTarget();
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void SetTarget(Lua_Mob t);
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double GetHPRatio();
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bool IsWarriorClass();
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int GetHP();
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int GetMaxHP();
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int GetItemHPBonuses();
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int GetSpellHPBonuses();
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double GetWalkspeed();
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double GetRunspeed();
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int GetCasterLevel(int spell_id);
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int GetMaxMana();
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int GetMana();
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int SetMana(int mana);
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double GetManaRatio();
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int GetAC();
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int GetATK();
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int GetSTR();
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int GetSTA();
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int GetDEX();
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int GetAGI();
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int GetINT();
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int GetWIS();
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int GetCHA();
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int GetMR();
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int GetFR();
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int GetDR();
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int GetPR();
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int GetCR();
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int GetCorruption();
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int GetPhR();
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int GetMaxSTR();
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int GetMaxSTA();
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int GetMaxDEX();
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int GetMaxAGI();
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int GetMaxINT();
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int GetMaxWIS();
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int GetMaxCHA();
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double ResistSpell(int resist_type, int spell_id, Lua_Mob caster);
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double ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override);
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double ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override, int resist_override);
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double ResistSpell(int resist_type, int spell_id, Lua_Mob caster, bool use_resist_override, int resist_override, bool charisma_check);
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int GetSpecializeSkillValue(int spell_id);
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int GetNPCTypeID();
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bool IsTargeted();
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double GetX();
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double GetY();
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double GetZ();
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double GetHeading();
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double GetWaypointX();
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double GetWaypointY();
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double GetWaypointZ();
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double GetWaypointH();
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double GetWaypointPause();
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int GetWaypointID();
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void SetCurrentWP(int wp);
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double GetSize();
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void Message(int type, const char *message);
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void Message_StringID(int type, int string_id, uint32 distance);
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void Say(const char *message);
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void QuestSay(Lua_Client client, const char *message);
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void Shout(const char *message);
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void Emote(const char *message);
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void InterruptSpell();
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void InterruptSpell(int spell_id);
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bool CastSpell(int spell_id, int target_id);
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bool CastSpell(int spell_id, int target_id, int slot);
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bool CastSpell(int spell_id, int target_id, int slot, int cast_time);
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bool CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost);
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bool CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost, int item_slot);
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bool CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost, int item_slot, int timer, int timer_duration);
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bool CastSpell(int spell_id, int target_id, int slot, int cast_time, int mana_cost, int item_slot, int timer, int timer_duration,
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int resist_adjust);
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bool SpellFinished(int spell_id, Lua_Mob target);
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bool SpellFinished(int spell_id, Lua_Mob target, int slot);
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bool SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used);
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bool SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used, uint32 inventory_slot);
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bool SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used, uint32 inventory_slot, int resist_adjust);
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bool SpellFinished(int spell_id, Lua_Mob target, int slot, int mana_used, uint32 inventory_slot, int resist_adjust, bool proc);
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void SpellEffect(Lua_Mob caster, int spell_id, double partial);
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Lua_Mob GetPet();
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Lua_Mob GetOwner();
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Lua_HateList GetHateList();
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Lua_Mob GetHateTop();
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Lua_Mob GetHateDamageTop(Lua_Mob other);
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Lua_Mob GetHateRandom();
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void AddToHateList(Lua_Mob other);
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void AddToHateList(Lua_Mob other, int hate);
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void AddToHateList(Lua_Mob other, int hate, int damage);
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void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help);
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void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help, bool frenzy);
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void AddToHateList(Lua_Mob other, int hate, int damage, bool yell_for_help, bool frenzy, bool buff_tic);
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void SetHate(Lua_Mob other);
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void SetHate(Lua_Mob other, int hate);
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void SetHate(Lua_Mob other, int hate, int damage);
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void HalveAggro(Lua_Mob other);
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void DoubleAggro(Lua_Mob other);
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uint32 GetHateAmount(Lua_Mob target);
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uint32 GetHateAmount(Lua_Mob target, bool is_damage);
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uint32 GetDamageAmount(Lua_Mob target);
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void WipeHateList();
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bool CheckAggro(Lua_Mob other);
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void Stun(int duration);
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void UnStun();
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bool IsStunned();
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void Spin();
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void Kill();
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bool CanThisClassDoubleAttack();
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bool CanThisClassDualWield();
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bool CanThisClassRiposte();
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bool CanThisClassDodge();
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bool CanThisClassParry();
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bool CanThisClassBlock();
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void SetInvul(bool value);
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bool GetInvul();
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void SetExtraHaste(int haste);
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int GetHaste();
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int GetHandToHandDamage();
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int GetHandToHandDelay();
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void Mesmerize();
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bool IsMezzed();
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bool IsEnraged();
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int GetReverseFactionCon(Lua_Mob other);
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bool IsAIControlled();
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float GetAggroRange();
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float GetAssistRange();
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void SetPetOrder(int order);
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int GetPetOrder();
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bool IsRoamer();
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bool IsRooted();
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bool IsEngaged();
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void FaceTarget(Lua_Mob target);
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void SetHeading(double in);
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double CalculateHeadingToTarget(double in_x, double in_y);
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bool CalculateNewPosition(double x, double y, double z, double speed);
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bool CalculateNewPosition(double x, double y, double z, double speed, bool check_z);
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bool CalculateNewPosition2(double x, double y, double z, double speed);
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bool CalculateNewPosition2(double x, double y, double z, double speed, bool check_z);
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float CalculateDistance(double x, double y, double z);
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void SendTo(double x, double y, double z);
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void SendToFixZ(double x, double y, double z);
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void NPCSpecialAttacks(const char *parse, int perm);
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void NPCSpecialAttacks(const char *parse, int perm, bool reset);
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void NPCSpecialAttacks(const char *parse, int perm, bool reset, bool remove);
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int GetResist(int type);
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bool Charmed();
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int CheckAggroAmount(int spell_id);
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int CheckAggroAmount(int spell_id, bool is_proc);
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int CheckHealAggroAmount(int spell_id);
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int CheckHealAggroAmount(int spell_id, uint32 heal_possible);
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int GetAA(int id);
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int GetAAByAAID(int id);
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bool SetAA(int rank_id, int new_value);
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bool SetAA(int rank_id, int new_value, int charges);
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bool DivineAura();
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void SetOOCRegen(int regen);
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const char* GetEntityVariable(const char *name);
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void SetEntityVariable(const char *name, const char *value);
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bool EntityVariableExists(const char *name);
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void Signal(uint32 id);
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bool CombatRange(Lua_Mob other);
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void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage);
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void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage);
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void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override);
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void DoSpecialAttackDamage(Lua_Mob other, int skill, int max_damage, int min_damage, int hate_override, int reuse_time);
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void DoThrowingAttackDmg(Lua_Mob other);
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void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon);
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void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item);
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void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage);
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void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage, int chance_mod);
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void DoThrowingAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_Item item, int weapon_damage, int chance_mod, int focus);
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void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill);
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void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod);
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void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod, int focus);
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void DoMeleeSkillAttackDmg(Lua_Mob other, int weapon_damage, int skill, int chance_mod, int focus, bool can_riposte);
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void DoArcheryAttackDmg(Lua_Mob other);
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void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon);
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void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo);
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void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage);
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void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage, int chance_mod);
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void DoArcheryAttackDmg(Lua_Mob other, Lua_ItemInst range_weapon, Lua_ItemInst ammo, int weapon_damage, int chance_mod, int focus);
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bool CheckLoS(Lua_Mob other);
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bool CheckLoSToLoc(double x, double y, double z);
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bool CheckLoSToLoc(double x, double y, double z, double mob_size);
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double FindGroundZ(double x, double y);
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double FindGroundZ(double x, double y, double z);
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void ProjectileAnimation(Lua_Mob to, int item_id);
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void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow);
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void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed);
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void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle);
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void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle, double tilt);
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void ProjectileAnimation(Lua_Mob to, int item_id, bool is_arrow, double speed, double angle, double tilt, double arc);
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bool HasNPCSpecialAtk(const char *parse);
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void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5);
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void SendAppearanceEffect(uint32 parm1, uint32 parm2, uint32 parm3, uint32 parm4, uint32 parm5, Lua_Client specific_target);
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void SetFlyMode(int in);
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void SetTexture(int in);
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void SetRace(int in);
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void SetGender(int in);
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void SendIllusionPacket(luabind::adl::object illusion);
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void CameraEffect(uint32 duration, uint32 intensity);
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void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c);
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void CameraEffect(uint32 duration, uint32 intensity, Lua_Client c, bool global);
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void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide,
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uint32 unk020);
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void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide,
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uint32 unk020, bool perm_effect);
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void SendSpellEffect(uint32 effect_id, uint32 duration, uint32 finish_delay, bool zone_wide,
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uint32 unk020, bool perm_effect, Lua_Client c);
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void TempName();
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void TempName(const char *newname);
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std::string GetGlobal(const char *varname);
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void SetGlobal(const char *varname, const char *newvalue, int options, const char *duration);
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void SetGlobal(const char *varname, const char *newvalue, int options, const char *duration, Lua_Mob other);
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void TarGlobal(const char *varname, const char *value, const char *duration, int npc_id, int char_id, int zone_id);
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void DelGlobal(const char *varname);
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void SetSlotTint(int material_slot, int red_tint, int green_tint, int blue_tint);
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void WearChange(int material_slot, int texture, uint32 color);
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void DoKnockback(Lua_Mob caster, uint32 pushback, uint32 pushup);
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void RemoveNimbusEffect(int effect_id);
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bool IsRunning();
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void SetRunning(bool running);
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void SetBodyType(int new_body, bool overwrite_orig);
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void SetTargetable(bool on);
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void ModSkillDmgTaken(int skill, int value);
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int GetModSkillDmgTaken(int skill);
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int GetSkillDmgTaken(int skill);
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void SetAllowBeneficial(bool value);
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bool GetAllowBeneficial();
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bool IsBeneficialAllowed(Lua_Mob target);
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void ModVulnerability(int resist, int value);
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int GetModVulnerability(int resist);
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void SetDisableMelee(bool disable);
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bool IsMeleeDisabled();
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void SetFlurryChance(int value);
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int GetFlurryChance();
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int GetSkill(int skill_id);
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void CalcBonuses();
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int GetSpecialAbility(int ability);
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int GetSpecialAbilityParam(int ability, int param);
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void SetSpecialAbility(int ability, int level);
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void SetSpecialAbilityParam(int ability, int param, int value);
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void ClearSpecialAbilities();
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void ProcessSpecialAbilities(std::string str);
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void SetAppearance(int app);
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uint32 GetAppearance();
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void SetAppearance(int app, bool ignore_self);
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void SetDestructibleObject(bool set);
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bool IsImmuneToSpell(int spell_id, Lua_Mob caster);
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void BuffFadeBySpellID(int spell_id);
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void BuffFadeByEffect(int effect_id);
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void BuffFadeByEffect(int effect_id, int skipslot);
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void BuffFadeAll();
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void BuffFadeBySlot(int slot);
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void BuffFadeBySlot(int slot, bool recalc_bonuses);
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int CanBuffStack(int spell_id, int caster_level);
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int CanBuffStack(int spell_id, int caster_level, bool fail_if_overwrite);
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void SetPseudoRoot(bool in);
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uint8 SeeInvisible();
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bool SeeInvisibleUndead();
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bool SeeHide();
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bool SeeImprovedHide();
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uint8 GetNimbusEffect1();
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uint8 GetNimbusEffect2();
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uint8 GetNimbusEffect3();
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bool IsTargetable();
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bool HasShieldEquiped();
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bool HasTwoHandBluntEquiped();
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bool HasTwoHanderEquipped();
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uint32 GetHerosForgeModel(uint8 material_slot);
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uint32 IsEliteMaterialItem(uint8 material_slot);
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float GetBaseSize();
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bool HasOwner();
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bool IsPet();
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bool HasPet();
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bool IsSilenced();
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bool IsAmnesiad();
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int32 GetMeleeMitigation();
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};
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#endif
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#endif
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