eqemu-server/zone/lua_entity.h
Knightly 7ab909ee47 Standardize Licensing
- 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)
2026-04-01 17:09:57 -07:00

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/* 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_ptr.h"
class Entity;
class Lua_Client;
class Lua_Bot;
class Lua_Merc;
class Lua_NPC;
class Lua_Mob;
struct Lua_HateList;
class Lua_Item;
class Lua_ItemInst;
class Lua_Corpse;
class Lua_Object;
class Lua_Door;
namespace luabind {
struct scope;
}
luabind::scope lua_register_entity();
class Lua_Entity : public Lua_Ptr<Entity>
{
typedef Entity NativeType;
public:
Lua_Entity() : Lua_Ptr(nullptr) { }
Lua_Entity(Entity *d) : Lua_Ptr(d) { }
virtual ~Lua_Entity() { }
operator Entity*() {
return reinterpret_cast<Entity*>(GetLuaPtrData());
}
bool IsClient();
bool IsNPC();
bool IsMob();
bool IsMerc();
bool IsCorpse();
bool IsPlayerCorpse();
bool IsNPCCorpse();
bool IsObject();
bool IsDoor();
bool IsTrap();
bool IsBeacon();
bool IsEncounter();
bool IsBot();
bool IsAura();
bool IsOfClientBot();
bool IsOfClientBotMerc();
int GetID();
Lua_Client CastToClient();
Lua_NPC CastToNPC();
Lua_Mob CastToMob();
Lua_Corpse CastToCorpse();
Lua_Object CastToObject();
Lua_Door CastToDoor();
Lua_Bot CastToBot();
Lua_Merc CastToMerc();
};
#endif // LUA_EQEMU