eqemu-server/zone/lua_mob.cpp

163 lines
4.0 KiB
C++

#ifdef LUA_EQEMU
#include "masterentity.h"
#include "lua_mob.h"
const char *Lua_Mob::GetName() {
Mob *m = reinterpret_cast<Mob*>(d_);
return m->GetName();
}
void Lua_Mob::Depop() {
Depop(true);
}
void Lua_Mob::Depop(bool start_spawn_timer) {
Mob *m = reinterpret_cast<Mob*>(d_);
return m->Depop(start_spawn_timer);
}
void Lua_Mob::RogueAssassinate(Lua_Mob other) {
Mob *m = reinterpret_cast<Mob*>(d_);
Lua_Safe_Cast(Mob, o, other);
m->RogueAssassinate(o);
}
bool Lua_Mob::BehindMob() {
return BehindMob(nullptr, 0.0f, 0.0f);
}
bool Lua_Mob::BehindMob(Lua_Mob other) {
return BehindMob(other, 0.0f, 0.0f);
}
bool Lua_Mob::BehindMob(Lua_Mob other, float x) {
return BehindMob(other, x, 0.0f);
}
bool Lua_Mob::BehindMob(Lua_Mob other, float x, float y) {
Mob *m = reinterpret_cast<Mob*>(d_);
Lua_Safe_Cast(Mob, o, other);
return m->BehindMob(o, x, y);
}
void Lua_Mob::SetLevel(int level) {
SetLevel(level, false);
}
void Lua_Mob::SetLevel(int level, bool command) {
Mob *m = reinterpret_cast<Mob*>(d_);
m->SetLevel(level, command);
}
void Lua_Mob::SendWearChange(int material_slot) {
Mob *m = reinterpret_cast<Mob*>(d_);
m->SendWearChange(material_slot);
}
uint32 Lua_Mob::GetEquipment(int material_slot) {
Mob *m = reinterpret_cast<Mob*>(d_);
return m->GetEquipment(material_slot);
}
int32 Lua_Mob::GetEquipmentMaterial(int material_slot) {
Mob *m = reinterpret_cast<Mob*>(d_);
return m->GetEquipmentMaterial(material_slot);
}
uint32 Lua_Mob::GetEquipmentColor(int material_slot) {
Mob *m = reinterpret_cast<Mob*>(d_);
return m->GetEquipmentColor(material_slot);
}
uint32 Lua_Mob::GetArmorTint(int i) {
Mob *m = reinterpret_cast<Mob*>(d_);
return m->GetArmorTint(i);
}
bool Lua_Mob::IsMoving() {
Mob *m = reinterpret_cast<Mob*>(d_);
return m->IsMoving();
}
void Lua_Mob::GotoBind() {
Mob *m = reinterpret_cast<Mob*>(d_);
m->GoToBind();
}
void Lua_Mob::Gate() {
Mob *m = reinterpret_cast<Mob*>(d_);
m->Gate();
}
bool Lua_Mob::Attack(Lua_Mob other) {
return Attack(other, 13, false, false, false);
}
bool Lua_Mob::Attack(Lua_Mob other, int hand) {
return Attack(other, hand, false, false, false);
}
bool Lua_Mob::Attack(Lua_Mob other, int hand, bool from_riposte) {
return Attack(other, hand, from_riposte, false, false);
}
bool Lua_Mob::Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough) {
return Attack(other, hand, from_riposte, is_strikethrough, false);
}
bool Lua_Mob::Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough, bool is_from_spell) {
Mob *m = reinterpret_cast<Mob*>(d_);
Lua_Safe_Cast(Mob, o, other);
return m->Attack(o, hand, from_riposte, is_strikethrough, is_from_spell);
}
void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill) {
Damage(from, damage, spell_id, attack_skill, true, -1, false);
}
void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable) {
Damage(from, damage, spell_id, attack_skill, avoidable, -1, false);
}
void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot) {
Damage(from, damage, spell_id, attack_skill, avoidable, buffslot, false);
}
void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot, bool buff_tic) {
Mob *m = reinterpret_cast<Mob*>(d_);
Lua_Safe_Cast(Mob, f, from);
m->Damage(f, damage, spell_id, static_cast<SkillType>(attack_skill), avoidable, buffslot, buff_tic);
}
void Lua_Mob::RangedAttack(Lua_Mob other) {
Mob *m = reinterpret_cast<Mob*>(d_);
Lua_Safe_Cast(Mob, o, other);
m->RangedAttack(o);
}
void Lua_Mob::ThrowingAttack(Lua_Mob other) {
Mob *m = reinterpret_cast<Mob*>(d_);
Lua_Safe_Cast(Mob, o, other);
m->ThrowingAttack(o);
}
void Lua_Mob::Heal() {
Mob *m = reinterpret_cast<Mob*>(d_);
m->Heal();
}
void Lua_Mob::HealDamage(uint32 amount) {
Mob *m = reinterpret_cast<Mob*>(d_);
HealDamage(amount, nullptr);
}
void Lua_Mob::HealDamage(uint32 amount, Lua_Mob other) {
Mob *m = reinterpret_cast<Mob*>(d_);
Lua_Safe_Cast(Mob, o, other);
m->HealDamage(amount, o);
}
#endif