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* [Quest API] Add GetBotListByClientName(client_name) to Perl/Lua. - Add $entity_list->GetBotListByClientName(client_name) to Perl. - Add eq.get_entity_list():GetBotListByClientName(client_name) to Lua. - Allows you to get a bot list comprised solely of a specific character's bots. * Update lua_entity_list.cpp
137 lines
4.5 KiB
C++
137 lines
4.5 KiB
C++
#ifndef EQEMU_LUA_ENTITY_LIST_H
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#define EQEMU_LUA_ENTITY_LIST_H
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#ifdef LUA_EQEMU
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#include "lua_ptr.h"
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class EntityList;
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class Lua_Mob;
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class Lua_Client;
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#ifdef BOTS
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class Lua_Bot;
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#endif
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class Lua_NPC;
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class Lua_Door;
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class Lua_Corpse;
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class Lua_Object;
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class Lua_Group;
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class Lua_Raid;
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class Lua_Spawn;
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struct Lua_Mob_List;
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struct Lua_Client_List;
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#ifdef BOTS
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struct Lua_Bot_List;
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#endif
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struct Lua_NPC_List;
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struct Lua_Corpse_List;
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struct Lua_Object_List;
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struct Lua_Doors_List;
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struct Lua_Spawn_List;
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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_list();
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luabind::scope lua_register_mob_list();
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luabind::scope lua_register_client_list();
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luabind::scope lua_register_npc_list();
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luabind::scope lua_register_corpse_list();
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luabind::scope lua_register_object_list();
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luabind::scope lua_register_door_list();
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luabind::scope lua_register_spawn_list();
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#ifdef BOTS
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luabind::scope lua_register_bot_list();
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#endif
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class Lua_EntityList : public Lua_Ptr<EntityList>
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{
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typedef EntityList NativeType;
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public:
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Lua_EntityList() : Lua_Ptr(nullptr) { }
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Lua_EntityList(EntityList *d) : Lua_Ptr(d) { }
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virtual ~Lua_EntityList() { }
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operator EntityList*() {
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return reinterpret_cast<EntityList*>(GetLuaPtrData());
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}
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Lua_Mob GetMobID(int id);
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Lua_Mob GetMob(const char *name);
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Lua_Mob GetMob(int id);
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Lua_Mob GetMobByNpcTypeID(int npc_type);
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bool IsMobSpawnedByNpcTypeID(int npc_type);
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Lua_NPC GetNPCByID(int id);
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Lua_NPC GetNPCByNPCTypeID(int npc_type);
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Lua_NPC GetNPCBySpawnID(uint32 spawn_id);
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Lua_Client GetClientByName(const char *name);
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Lua_Client GetClientByAccID(uint32 acct_id);
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Lua_Client GetClientByID(int id);
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Lua_Client GetClientByCharID(uint32 char_id);
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Lua_Client GetClientByWID(uint32 wid);
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Lua_Object GetObjectByID(int id);
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Lua_Object GetObjectByDBID(uint32 db_id);
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Lua_Door GetDoorsByID(int id);
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Lua_Door GetDoorsByDBID(uint32 db_id);
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Lua_Door GetDoorsByDoorID(uint32 door_id);
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Lua_Door FindDoor(uint32 id);
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Lua_Group GetGroupByMob(Lua_Mob mob);
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Lua_Group GetGroupByClient(Lua_Client client);
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Lua_Group GetGroupByID(int id);
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Lua_Group GetGroupByLeaderName(const char *name);
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Lua_Raid GetRaidByID(int id);
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Lua_Raid GetRaidByClient(Lua_Client client);
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Lua_Corpse GetCorpseByOwner(Lua_Client client);
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Lua_Corpse GetCorpseByID(int id);
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Lua_Corpse GetCorpseByName(const char *name);
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Lua_Spawn GetSpawnByID(uint32 id);
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void ClearClientPetitionQueue();
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bool CanAddHateForMob(Lua_Mob p);
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void Message(uint32 guild_dbid, uint32 type, const char *message);
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void MessageStatus(uint32 guild_dbid, int min_status, uint32 type, const char *message);
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void MessageClose(Lua_Mob sender, bool skip_sender, float dist, uint32 type, const char *message);
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void FilteredMessageClose(Lua_Mob sender, bool skip_sender, float dist, uint32 type, int filter, const char *message);
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void RemoveFromTargets(Lua_Mob mob);
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void RemoveFromTargets(Lua_Mob mob, bool RemoveFromXTargets);
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void ReplaceWithTarget(Lua_Mob target, Lua_Mob new_target);
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void OpenDoorsNear(Lua_Mob opener);
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std::string MakeNameUnique(const char *name);
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std::string RemoveNumbers(const char *name);
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void SignalMobsByNPCID(uint32 npc_id, int signal);
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uint32 DeleteNPCCorpses();
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uint32 DeletePlayerCorpses();
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void HalveAggro(Lua_Mob who);
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void DoubleAggro(Lua_Mob who);
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void ClearFeignAggro(Lua_Mob who);
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bool Fighting(Lua_Mob who);
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void RemoveFromHateLists(Lua_Mob who);
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void RemoveFromHateLists(Lua_Mob who, bool set_to_one);
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void MessageGroup(Lua_Mob who, bool skip_close, uint32 type, const char *message);
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Lua_Client GetRandomClient(float x, float y, float z, float distance);
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Lua_Client GetRandomClient(float x, float y, float z, float distance, Lua_Client exclude_client);
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Lua_Mob GetRandomMob(float x, float y, float z, float distance);
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Lua_Mob GetRandomMob(float x, float y, float z, float distance, Lua_Mob exclude_mob);
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Lua_NPC GetRandomNPC(float x, float y, float z, float distance);
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Lua_NPC GetRandomNPC(float x, float y, float z, float distance, Lua_NPC exclude_npc);
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Lua_Mob_List GetMobList();
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Lua_Client_List GetClientList();
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Lua_Client_List GetShuffledClientList();
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Lua_NPC_List GetNPCList();
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Lua_Corpse_List GetCorpseList();
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Lua_Object_List GetObjectList();
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Lua_Doors_List GetDoorsList();
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Lua_Spawn_List GetSpawnList();
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void SignalAllClients(int signal);
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void ChannelMessage(Lua_Mob from, int channel_num, int language, const char *message);
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#ifdef BOTS
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Lua_Bot GetBotByID(uint32 bot_id);
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Lua_Bot GetBotByName(std::string bot_name);
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Lua_Bot_List GetBotList();
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Lua_Bot_List GetBotListByClientName(std::string client_name);
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#endif
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};
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#endif
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#endif
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