eqemu-server/zone/lua_entity.cpp
2013-05-11 20:34:04 -07:00

89 lines
1.7 KiB
C++

#ifdef LUA_EQEMU
#include "masterentity.h"
#include "lua_entity.h"
#include "lua_mob.h"
#include "lua_client.h"
#include "lua_npc.h"
bool Lua_Entity::NullPtr() {
return d_ == nullptr;
}
bool Lua_Entity::IsClient() {
Entity *ent = reinterpret_cast<Entity*>(d_);
return ent->IsClient();
}
bool Lua_Entity::IsNPC() {
Entity *ent = reinterpret_cast<Entity*>(d_);
return ent->IsNPC();
}
bool Lua_Entity::IsMob() {
Entity *ent = reinterpret_cast<Entity*>(d_);
return ent->IsMob();
}
bool Lua_Entity::IsMerc() {
Entity *ent = reinterpret_cast<Entity*>(d_);
return ent->IsMerc();
}
bool Lua_Entity::IsCorpse() {
Entity *ent = reinterpret_cast<Entity*>(d_);
return ent->IsCorpse();
}
bool Lua_Entity::IsPlayerCorpse() {
Entity *ent = reinterpret_cast<Entity*>(d_);
return ent->IsPlayerCorpse();
}
bool Lua_Entity::IsNPCCorpse() {
Entity *ent = reinterpret_cast<Entity*>(d_);
return ent->IsNPCCorpse();
}
bool Lua_Entity::IsObject() {
Entity *ent = reinterpret_cast<Entity*>(d_);
return ent->IsObject();
}
bool Lua_Entity::IsDoor() {
Entity *ent = reinterpret_cast<Entity*>(d_);
return ent->IsDoor();
}
bool Lua_Entity::IsTrap() {
Entity *ent = reinterpret_cast<Entity*>(d_);
return ent->IsTrap();
}
bool Lua_Entity::IsBeacon() {
Entity *ent = reinterpret_cast<Entity*>(d_);
return ent->IsBeacon();
}
int Lua_Entity::GetID() {
Entity *ent = reinterpret_cast<Entity*>(d_);
return ent->GetID();
}
Lua_Client Lua_Entity::CastToClient() {
Client *m = reinterpret_cast<Client*>(d_);
return Lua_Client(m);
}
Lua_NPC Lua_Entity::CastToNPC() {
NPC *m = reinterpret_cast<NPC*>(d_);
return Lua_NPC(m);
}
Lua_Mob Lua_Entity::CastToMob() {
Mob *m = reinterpret_cast<Mob*>(d_);
return Lua_Mob(m);
}
#endif