eqemu-server/zone/lua_entity_list.h

138 lines
4.6 KiB
C++

#ifndef EQEMU_LUA_ENTITY_LIST_H
#define EQEMU_LUA_ENTITY_LIST_H
#ifdef LUA_EQEMU
#include "lua_ptr.h"
class EntityList;
class Lua_Mob;
class Lua_Client;
#ifdef BOTS
class Lua_Bot;
#endif
class Lua_NPC;
class Lua_Door;
class Lua_Corpse;
class Lua_Object;
class Lua_Group;
class Lua_Raid;
class Lua_Spawn;
struct Lua_Mob_List;
struct Lua_Client_List;
#ifdef BOTS
struct Lua_Bot_List;
#endif
struct Lua_NPC_List;
struct Lua_Corpse_List;
struct Lua_Object_List;
struct Lua_Doors_List;
struct Lua_Spawn_List;
namespace luabind {
struct scope;
}
luabind::scope lua_register_entity_list();
luabind::scope lua_register_mob_list();
luabind::scope lua_register_client_list();
luabind::scope lua_register_npc_list();
luabind::scope lua_register_corpse_list();
luabind::scope lua_register_object_list();
luabind::scope lua_register_door_list();
luabind::scope lua_register_spawn_list();
#ifdef BOTS
luabind::scope lua_register_bot_list();
#endif
class Lua_EntityList : public Lua_Ptr<EntityList>
{
typedef EntityList NativeType;
public:
Lua_EntityList() : Lua_Ptr(nullptr) { }
Lua_EntityList(EntityList *d) : Lua_Ptr(d) { }
virtual ~Lua_EntityList() { }
operator EntityList*() {
return reinterpret_cast<EntityList*>(GetLuaPtrData());
}
Lua_Mob GetMobID(int id);
Lua_Mob GetMob(const char *name);
Lua_Mob GetMob(int id);
Lua_Mob GetMobByNpcTypeID(int npc_type);
bool IsMobSpawnedByNpcTypeID(int npc_type);
Lua_NPC GetNPCByID(int id);
Lua_NPC GetNPCByNPCTypeID(int npc_type);
Lua_NPC GetNPCBySpawnID(uint32 spawn_id);
Lua_Client GetClientByName(const char *name);
Lua_Client GetClientByAccID(uint32 acct_id);
Lua_Client GetClientByID(int id);
Lua_Client GetClientByCharID(uint32 char_id);
Lua_Client GetClientByWID(uint32 wid);
Lua_Object GetObjectByID(int id);
Lua_Object GetObjectByDBID(uint32 db_id);
Lua_Door GetDoorsByID(int id);
Lua_Door GetDoorsByDBID(uint32 db_id);
Lua_Door GetDoorsByDoorID(uint32 door_id);
Lua_Door FindDoor(uint32 id);
Lua_Group GetGroupByMob(Lua_Mob mob);
Lua_Group GetGroupByClient(Lua_Client client);
Lua_Group GetGroupByID(int id);
Lua_Group GetGroupByLeaderName(const char *name);
Lua_Raid GetRaidByID(int id);
Lua_Raid GetRaidByClient(Lua_Client client);
Lua_Corpse GetCorpseByOwner(Lua_Client client);
Lua_Corpse GetCorpseByID(int id);
Lua_Corpse GetCorpseByName(const char *name);
Lua_Spawn GetSpawnByID(uint32 id);
void ClearClientPetitionQueue();
bool CanAddHateForMob(Lua_Mob p);
void Message(uint32 guild_dbid, uint32 type, const char *message);
void MessageStatus(uint32 guild_dbid, int min_status, uint32 type, const char *message);
void MessageClose(Lua_Mob sender, bool skip_sender, float dist, uint32 type, const char *message);
void FilteredMessageClose(Lua_Mob sender, bool skip_sender, float dist, uint32 type, int filter, const char *message);
void RemoveFromTargets(Lua_Mob mob);
void RemoveFromTargets(Lua_Mob mob, bool RemoveFromXTargets);
void ReplaceWithTarget(Lua_Mob target, Lua_Mob new_target);
void OpenDoorsNear(Lua_Mob opener);
std::string MakeNameUnique(const char *name);
std::string RemoveNumbers(const char *name);
void SignalMobsByNPCID(uint32 npc_id, int signal);
uint32 DeleteNPCCorpses();
uint32 DeletePlayerCorpses();
void HalveAggro(Lua_Mob who);
void DoubleAggro(Lua_Mob who);
void ClearFeignAggro(Lua_Mob who);
bool Fighting(Lua_Mob who);
void RemoveFromHateLists(Lua_Mob who);
void RemoveFromHateLists(Lua_Mob who, bool set_to_one);
void MessageGroup(Lua_Mob who, bool skip_close, uint32 type, const char *message);
Lua_Client GetRandomClient(float x, float y, float z, float distance);
Lua_Client GetRandomClient(float x, float y, float z, float distance, Lua_Client exclude_client);
Lua_Mob GetRandomMob(float x, float y, float z, float distance);
Lua_Mob GetRandomMob(float x, float y, float z, float distance, Lua_Mob exclude_mob);
Lua_NPC GetRandomNPC(float x, float y, float z, float distance);
Lua_NPC GetRandomNPC(float x, float y, float z, float distance, Lua_NPC exclude_npc);
Lua_Mob_List GetMobList();
Lua_Client_List GetClientList();
Lua_Client_List GetShuffledClientList();
Lua_NPC_List GetNPCList();
Lua_Corpse_List GetCorpseList();
Lua_Object_List GetObjectList();
Lua_Doors_List GetDoorsList();
Lua_Spawn_List GetSpawnList();
void SignalAllClients(int signal);
void ChannelMessage(Lua_Mob from, int channel_num, int language, const char *message);
#ifdef BOTS
Lua_Bot GetBotByID(uint32 bot_id);
Lua_Bot GetBotByName(std::string bot_name);
Lua_Bot_List GetBotList();
Lua_Bot_List GetBotListByCharacterID(uint32 character_id);
Lua_Bot_List GetBotListByClientName(std::string client_name);
#endif
};
#endif
#endif