tibia-client/src/otclient/otclientluafunctions.cpp

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/*
* Copyright (c) 2010-2011 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
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#include "otclient.h"
#include <framework/luascript/luainterface.h>
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#include <otclient/core/game.h>
#include <otclient/core/tile.h>
#include <otclient/core/item.h>
#include <otclient/core/creature.h>
#include <otclient/core/player.h>
#include <otclient/core/localplayer.h>
#include <otclient/core/map.h>
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#include <otclient/core/thingstype.h>
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#include <otclient/core/spritemanager.h>
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#include <otclient/net/protocollogin.h>
#include <otclient/net/protocolgame.h>
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#include <otclient/ui/uiitem.h>
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#include <otclient/ui/uicreature.h>
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#include <otclient/ui/uimap.h>
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#include <otclient/core/outfit.h>
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void OTClient::registerLuaFunctions()
{
g_lua.bindGlobalFunction("exit", std::bind(&OTClient::exit, &g_client));
g_lua.bindGlobalFunction("setOnClose", std::bind(&OTClient::setOnClose, &g_client, _1));
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g_lua.bindGlobalFunction("importDat", std::bind(&ThingsType::load, &g_thingsType, _1));
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g_lua.bindGlobalFunction("importSpr", std::bind(&SpriteManager::load, &g_sprites, _1));
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g_lua.bindGlobalFunction("getOufitColor", Outfit::getColor);
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g_lua.registerClass<ProtocolLogin, Protocol>();
g_lua.bindClassStaticFunction<ProtocolLogin>("create", &ProtocolLogin::create);
g_lua.bindClassMemberFunction("login", &ProtocolLogin::login);
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g_lua.bindClassMemberFunction("cancelLogin", &ProtocolLogin::cancelLogin);
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g_lua.registerClass<ProtocolGame, Protocol>();
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g_lua.registerClass<Thing>();
g_lua.registerClass<Creature>();
g_lua.registerClass<Player, Creature>();
g_lua.registerClass<LocalPlayer, Player>();
g_lua.registerClass<Item>();
g_lua.registerClass<Tile>();
g_lua.registerClass<Map>();
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g_lua.registerClass<Game>();
g_lua.bindClassStaticFunction<Game>("loginWorld", std::bind(&Game::loginWorld, &g_game, _1, _2, _3, _4, _5));
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g_lua.bindClassStaticFunction<Game>("logout", std::bind(&Game::logout, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("cancelLogin", std::bind(&Game::cancelLogin, &g_game));
g_lua.bindClassStaticFunction<Game>("isOnline", std::bind(&Game::isOnline, &g_game));
g_lua.bindClassStaticFunction<Game>("isOnline", std::bind(&Game::isOnline, &g_game));
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g_lua.bindClassStaticFunction<Game>("openOutfitWindow", std::bind(&Game::openOutfitWindow, &g_game));
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g_lua.registerClass<UIItem, UIWidget>();
g_lua.bindClassStaticFunction<UIItem>("create", &UIItem::create<UIItem>);
g_lua.bindClassMemberFunction<UIItem>("getItem", &UIItem::getItem);
g_lua.bindClassMemberFunction<UIItem>("setItem", &UIItem::setItem);
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g_lua.registerClass<UICreature, UIWidget>();
g_lua.bindClassStaticFunction<UICreature>("create", &UICreature::create<UICreature>);
g_lua.bindClassMemberFunction<UICreature>("getCreature", &UICreature::getCreature);
g_lua.bindClassMemberFunction<UICreature>("setCreature", &UICreature::setCreature);
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g_lua.bindClassMemberFunction<UICreature>("setOutfitType", &UICreature::setOutfitType);
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g_lua.registerClass<UIMap, UIWidget>();
g_lua.bindClassStaticFunction<UIMap>("create", &UIWidget::create<UIMap>);
#ifdef FORBIDDEN_FUNCTIONS
g_lua.bindClassStaticFunction<Game>("talkChannel", std::bind(&Game::talkChannel, &g_game, _1, _2, _3));
g_lua.bindClassStaticFunction<Game>("talkPrivate", std::bind(&Game::talkPrivate, &g_game, _1, _2, _3));
#endif
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}