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https://github.com/EQEmu/Server.git
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- 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
2.2 KiB
C++
89 lines
2.2 KiB
C++
/* EQEmu: EQEmulator
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Copyright (C) 2001-2026 EQEmu Development Team
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#ifdef LUA_EQEMU
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#include "zone/lua_entity.h"
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class Object;
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namespace luabind {
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struct scope;
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}
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luabind::scope lua_register_object();
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class Lua_Object : public Lua_Entity
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{
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typedef Object NativeType;
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public:
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Lua_Object() { SetLuaPtrData(nullptr); }
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Lua_Object(Object *d) { SetLuaPtrData(reinterpret_cast<Entity*>(d)); }
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virtual ~Lua_Object() { }
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operator Object*() {
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void *d = GetLuaPtrData();
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if(d) {
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return reinterpret_cast<Object*>(d);
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}
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return nullptr;
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}
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void Depop();
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void Repop();
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void SetModelName(const char *name);
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const char *GetModelName();
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float GetX();
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float GetY();
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float GetZ();
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float GetHeading();
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void SetX(float x);
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void SetY(float y);
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void SetZ(float z);
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void SetHeading(float h);
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void SetLocation(float x, float y, float z);
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void SetItemID(uint32 item_id);
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uint32 GetItemID();
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void SetIcon(uint32 icon);
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uint32 GetIcon();
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void SetType(uint32 type);
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uint32 GetType();
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uint32 GetDBID();
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void ClearUser();
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void SetID(int user);
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int GetID();
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bool Save();
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uint32 VarSave();
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void DeleteItem(int index);
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void StartDecay();
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void Delete();
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void Delete(bool reset_state);
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bool IsGroundSpawn();
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void Close();
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bool ClearEntityVariables();
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bool DeleteEntityVariable(std::string variable_name);
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std::string GetEntityVariable(std::string variable_name);
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luabind::object GetEntityVariables(lua_State* L);
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void SetEntityVariable(std::string variable_name, std::string variable_value);
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bool EntityVariableExists(std::string variable_name);
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};
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#endif // LUA_EQEMU
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