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Tortuga/server/monsters/monster_data.cpp
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Kayne Ruse 051ed0f14c Monster API clones from Entity API, read more
This is my solution for handling inheritance via lua. The Entity class is
only a base class, so the entity API is designed to be copied from, rather
than used directly.

linit.c: It should be noted that the Entity API must always be placed
before the utilizing child APIs. I don't know about how lua handles things
internally, but I'm assuming that this is the case.

There's no real meat in the API code yet, since that's just busy-work.
Right now I feel beter about writing the connective tissue. This case
could aslo extend to the waypoint and monster APIs.

The waypoint system had some API and class methods removed for brevity.
2015-01-11 19:08:31 +11:00

38 lines
1.2 KiB
C++

/* Copyright: (c) Kayne Ruse 2013-2015
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "monster_data.hpp"
std::string MonsterData::SetAvatar(std::string s) {
return avatar = s;
}
std::string MonsterData::GetAvatar() {
return avatar;
}
int MonsterData::SetScriptReference(int i) {
return scriptRef = i;
}
int MonsterData::GetScriptReference() {
return scriptRef;
}