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163 lines
4.1 KiB
C++
163 lines
4.1 KiB
C++
#ifdef LUA_EQEMU
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#include "masterentity.h"
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#include "lua_mob.h"
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const char *Lua_Mob::GetName() {
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Mob *m = reinterpret_cast<Mob*>(d_);
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return m->GetName();
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}
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void Lua_Mob::Depop() {
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Depop(true);
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}
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void Lua_Mob::Depop(bool start_spawn_timer) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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return m->Depop(start_spawn_timer);
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}
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void Lua_Mob::RogueAssassinate(Lua_Mob other) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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Mob *o = reinterpret_cast<Mob*>(other.d_);
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m->RogueAssassinate(o);
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}
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bool Lua_Mob::BehindMob() {
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return BehindMob(Lua_Mob(nullptr), 0.0f, 0.0f);
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}
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bool Lua_Mob::BehindMob(Lua_Mob other) {
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return BehindMob(other, 0.0f, 0.0f);
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}
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bool Lua_Mob::BehindMob(Lua_Mob other, float x) {
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return BehindMob(other, x, 0.0f);
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}
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bool Lua_Mob::BehindMob(Lua_Mob other, float x, float y) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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Mob *o = reinterpret_cast<Mob*>(other.d_);
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return m->BehindMob(o, x, y);
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}
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void Lua_Mob::SetLevel(int level) {
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SetLevel(level, false);
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}
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void Lua_Mob::SetLevel(int level, bool command) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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m->SetLevel(level, command);
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}
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void Lua_Mob::SendWearChange(int material_slot) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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m->SendWearChange(material_slot);
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}
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uint32 Lua_Mob::GetEquipment(int material_slot) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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return m->GetEquipment(material_slot);
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}
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int32 Lua_Mob::GetEquipmentMaterial(int material_slot) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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return m->GetEquipmentMaterial(material_slot);
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}
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uint32 Lua_Mob::GetEquipmentColor(int material_slot) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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return m->GetEquipmentColor(material_slot);
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}
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uint32 Lua_Mob::GetArmorTint(int i) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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return m->GetArmorTint(i);
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}
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bool Lua_Mob::IsMoving() {
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Mob *m = reinterpret_cast<Mob*>(d_);
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return m->IsMoving();
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}
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void Lua_Mob::GotoBind() {
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Mob *m = reinterpret_cast<Mob*>(d_);
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m->GoToBind();
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}
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void Lua_Mob::Gate() {
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Mob *m = reinterpret_cast<Mob*>(d_);
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m->Gate();
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}
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bool Lua_Mob::Attack(Lua_Mob other) {
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return Attack(other, 13, false, false, false);
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}
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bool Lua_Mob::Attack(Lua_Mob other, int hand) {
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return Attack(other, hand, false, false, false);
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}
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bool Lua_Mob::Attack(Lua_Mob other, int hand, bool from_riposte) {
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return Attack(other, hand, from_riposte, false, false);
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}
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bool Lua_Mob::Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough) {
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return Attack(other, hand, from_riposte, is_strikethrough, false);
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}
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bool Lua_Mob::Attack(Lua_Mob other, int hand, bool from_riposte, bool is_strikethrough, bool is_from_spell) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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Mob *o = reinterpret_cast<Mob*>(other.d_);
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return m->Attack(o, hand, from_riposte, is_strikethrough, is_from_spell);
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}
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void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill) {
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Damage(from, damage, spell_id, attack_skill, true, -1, false);
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}
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void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable) {
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Damage(from, damage, spell_id, attack_skill, avoidable, -1, false);
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}
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void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot) {
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Damage(from, damage, spell_id, attack_skill, avoidable, buffslot, false);
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}
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void Lua_Mob::Damage(Lua_Mob from, int damage, int spell_id, int attack_skill, bool avoidable, int buffslot, bool buff_tic) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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Mob *f = reinterpret_cast<Mob*>(from.d_);
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m->Damage(f, damage, spell_id, static_cast<SkillType>(attack_skill), avoidable, buffslot, buff_tic);
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}
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void Lua_Mob::RangedAttack(Lua_Mob other) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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Mob *o = reinterpret_cast<Mob*>(other.d_);
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m->RangedAttack(o);
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}
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void Lua_Mob::ThrowingAttack(Lua_Mob other) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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Mob *o = reinterpret_cast<Mob*>(other.d_);
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m->ThrowingAttack(o);
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}
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void Lua_Mob::Heal() {
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Mob *m = reinterpret_cast<Mob*>(d_);
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m->Heal();
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}
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void Lua_Mob::HealDamage(uint32 amount) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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HealDamage(amount, Lua_Mob(nullptr));
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}
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void Lua_Mob::HealDamage(uint32 amount, Lua_Mob other) {
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Mob *m = reinterpret_cast<Mob*>(d_);
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Mob *o = reinterpret_cast<Mob*>(other.d_);
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m->HealDamage(amount, o);
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}
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#endif
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