eqemu-server/zone/lua_object.h
2013-06-03 16:49:47 -07:00

70 lines
1.3 KiB
C++

#ifndef EQEMU_LUA_OBJECT_H
#define EQEMU_LUA_OBJECT_H
#ifdef LUA_EQEMU
#include "lua_entity.h"
class Object;
namespace luabind {
struct scope;
}
luabind::scope lua_register_object();
class Lua_Object : public Lua_Entity
{
typedef Object NativeType;
public:
Lua_Object() { }
Lua_Object(Object *d) { SetLuaPtrData(d); }
virtual ~Lua_Object() { }
operator Object*() {
void *d = GetLuaPtrData();
if(d) {
return reinterpret_cast<Object*>(d);
}
return nullptr;
}
void Depop();
void Repop();
void SetModelName(const char *name);
const char *GetModelName();
float GetX();
float GetY();
float GetZ();
float GetHeading();
void SetX(float x);
void SetY(float y);
void SetZ(float z);
void SetHeading(float h);
void SetLocation(float x, float y, float z);
void SetItemID(uint32 item_id);
uint32 GetItemID();
void SetIcon(uint32 icon);
uint32 GetIcon();
void SetType(uint32 type);
uint32 GetType();
uint32 GetDBID();
void ClearUser();
void SetID(int user);
int GetID();
bool Save();
uint32 VarSave();
void DeleteItem(int index);
void StartDecay();
void Delete();
void Delete(bool reset_state);
bool IsGroundSpawn();
void Close();
const char *GetEntityVariable(const char *name);
void SetEntityVariable(const char *name, const char *value);
bool EntityVariableExists(const char *name);
};
#endif
#endif