eqemu-server/zone/lua_corpse.h

61 lines
1.3 KiB
C++

#ifndef EQEMU_LUA_CORPSE_H
#define EQEMU_LUA_CORPSE_H
#ifdef LUA_EQEMU
#include "lua_mob.h"
class Corpse;
class Lua_Client;
namespace luabind {
struct scope;
}
luabind::scope lua_register_corpse();
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, int16 slot, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5);
uint32 GetWornItem(int16 equipSlot);
void RemoveItem(uint16 lootslot);
void SetCash(uint32 copper, uint32 silver, uint32 gold, uint32 platinum);
void RemoveCash();
bool IsEmpty();
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);
};
#endif
#endif