mirror of
https://github.com/EQEmu/Server.git
synced 2026-04-02 16:32:26 +00:00
- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE - This is confirmed by the inclusion of libraries that are incompatible with GPLv2 - This is also confirmed by KLS and the agreement of KLS's predecessors - Added GPLv3 license headers to the compilable source files - Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations - Removed individual contributor license headers since the project has been under the "developer" mantle for many years - Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
89 lines
2.5 KiB
C++
89 lines
2.5 KiB
C++
/* EQEmu: EQEmulator
|
|
|
|
Copyright (C) 2001-2026 EQEmu Development Team
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation; either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
#pragma once
|
|
|
|
#ifdef LUA_EQEMU
|
|
|
|
#include "zone/lua_mob.h"
|
|
|
|
class Corpse;
|
|
class Lua_Client;
|
|
struct Lua_Corpse_Loot_List;
|
|
|
|
namespace luabind {
|
|
struct scope;
|
|
}
|
|
|
|
luabind::scope lua_register_corpse();
|
|
luabind::scope lua_register_corpse_loot_list();
|
|
|
|
class Lua_Corpse : public Lua_Mob
|
|
{
|
|
typedef Corpse NativeType;
|
|
public:
|
|
Lua_Corpse() { SetLuaPtrData(nullptr); }
|
|
Lua_Corpse(Corpse *d) { SetLuaPtrData(reinterpret_cast<Entity*>(d)); }
|
|
virtual ~Lua_Corpse() { }
|
|
|
|
operator Corpse*() {
|
|
return reinterpret_cast<Corpse*>(GetLuaPtrData());
|
|
}
|
|
|
|
uint32 GetCharID();
|
|
uint32 GetDecayTime();
|
|
void Lock();
|
|
void UnLock();
|
|
bool IsLocked();
|
|
void ResetLooter();
|
|
uint32 GetDBID();
|
|
bool IsRezzed();
|
|
const char *GetOwnerName();
|
|
bool Save();
|
|
void Delete();
|
|
void Bury();
|
|
void Depop();
|
|
uint32 CountItems();
|
|
void AddItem(uint32 itemnum, uint16 charges);
|
|
void AddItem(uint32 itemnum, uint16 charges, int16 slot);
|
|
void AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5);
|
|
uint32 GetWornItem(int16 equipSlot);
|
|
void RemoveItem(uint16 lootslot);
|
|
void RemoveItemByID(uint32 item_id);
|
|
void RemoveItemByID(uint32 item_id, int quantity);
|
|
void SetCash(uint32 copper, uint32 silver, uint32 gold, uint32 platinum);
|
|
void RemoveLootCash();
|
|
bool IsEmpty();
|
|
void ResetDecayTimer();
|
|
void SetDecayTimer(uint32 decaytime);
|
|
bool CanMobLoot(int charid);
|
|
void AllowMobLoot(Lua_Mob them, uint8 slot);
|
|
bool Summon(Lua_Client client, bool spell, bool checkdistance);
|
|
uint32 GetCopper();
|
|
uint32 GetSilver();
|
|
uint32 GetGold();
|
|
uint32 GetPlatinum();
|
|
void AddLooter(Lua_Mob who);
|
|
bool HasItem(uint32 item_id);
|
|
uint32 CountItem(uint32 item_id);
|
|
uint32 GetItemIDBySlot(uint16 loot_slot);
|
|
uint16 GetFirstLootSlotByItemID(uint32 item_id);
|
|
Lua_Corpse_Loot_List GetLootList(lua_State* L);
|
|
};
|
|
|
|
#endif // LUA_EQEMU
|