ctrl+g kinda working, but login/logout events still need a remake

master
Eduardo Bart 13 years ago
parent b859f66952
commit 8b2cb410c2

@ -1,13 +1,35 @@
function Game.createMainInterface()
-- private functions
local function onGameKeyPress(self, keyCode, keyChar, keyboardModifiers)
if keyboardModifiers == KeyboardCtrlModifier then
if keyCode == KeyG then
CharacterList.show()
return true
end
end
return false
end
local function createMainInterface()
gameUi = loadUI('/game/ui/gameinterface.otui', UI.root)
gameUi.onKeyPress = onGameKeyPress
end
function Game.onLogin()
local function destroyMainInterface()
if gameUi then
gameUi:destroy()
gameUi = nil
end
end
function Game.onLogin()
MainMenu.hide()
CharacterList.destroyLoadBox()
createMainInterface()
end
function Game.onLogout()
gameUi:destroy()
gameUi = nil
mainMenu:show()
MainMenu.show()
CharacterList.show()
destroyMainInterface()
end

@ -10,6 +10,4 @@ UIWidget
anchors.left: gameMap.right
anchors.top: parent.top
text: Logout
onClick: |
Game.logout()
Game.onLogout()
onClick: Game.logout()

@ -0,0 +1,93 @@
CharacterList = { }
-- private variables
local charactersWindow
local loadBox
local characterList
-- private functions
local function onCharactersWindowKeyPress(self, keyCode, keyChar, keyboardModifiers)
if keyboardModifiers == KeyboardNoModifier then
if keyCode == KeyUp or keyCode == KeyTab then
characterList:focusPreviousChild(ActiveFocusReason)
elseif keyCode == KeyDown then
characterList:focusNextChild(ActiveFocusReason)
end
end
return false
end
-- public functions
function CharacterList.create(characters, premDays)
if charactersWindow then
charactersWindow:destroy()
end
charactersWindow = UI.loadAndDisplayLocked('/mainmenu/ui/charlist.otui')
characterList = charactersWindow:getChildById('characterList')
local accountStatusLabel = charactersWindow:getChildById('accountStatusLabel')
charactersWindow.onKeyPress = onCharactersWindowKeyPress
for i,characterInfo in ipairs(characters) do
local characterName = characterInfo[1]
local worldName = characterInfo[2]
local worldHost = characterInfo[3]
local worldIp = characterInfo[4]
local label = UILabel.create()
characterList:addChild(label)
label:setText(characterName .. ' (' .. worldName .. ')')
label:setStyle('CharacterListLabel')
label.characterName = characterName
label.worldHost = worldHost
label.worldPort = worldIp
if i == 0 or Configs.get('lastUsedCharacter') == characterName then
characterList:focusChild(label, ActiveFocusReason)
end
end
if premDays > 0 then
accountStatusLabel:setText("Account Status:\nPremium Account (" .. premDays .. ' days left)')
end
end
function CharacterList.hide()
charactersWindow:unlock()
charactersWindow:hide()
end
function CharacterList.show()
charactersWindow:show()
charactersWindow:lock()
end
function CharacterList.doLogin()
local selected = charactersWindow:getChildById('characterList'):getFocusedChild()
if selected then
--if Game.isOnline() then
-- Game.logout()
--end
Game.loginWorld(EnterGame.account, EnterGame.password, selected.worldHost, selected.worldPort, selected.characterName)
CharacterList.hide()
loadBox = displayCancelBox('Please wait', 'Connecting to game server...')
function loadBox.onCancel()
Game.logout()
CharacterList.show()
end
-- save last used character
Configs.set('lastUsedCharacter', selected.characterName)
else
displayErrorBox('Error', 'You must select a character to login!')
end
end
function CharacterList.destroyLoadBox()
if loadBox then
loadBox:destroy()
loadBox = nil
end
end

@ -1,103 +1,56 @@
local account
local password
EnterGame = { }
function EnterGame_characterWindow_okClicked()
local charactersWindow = UI.root:getChildById('charactersWindow')
local selected = charactersWindow:getChildById('charactersList'):getFocusedChild()
if selected then
Game.loginWorld(account, password, selected.worldHost, selected.worldPort, selected.characterName)
Configs.set('lastUsedCharacter', selected.characterName)
charactersWindow:destroy()
mainMenu:hide()
Game.createMainInterface()
else
displayErrorBox('Error', 'You must select a character to login!')
end
-- private variables
local password
local loadBox
local enterGameWindow
-- private functions
local function onError(protocol, error)
loadBox:destroy()
local errorBox = displayErrorBox('Login Error', error)
errorBox.onOk = EnterGame.create()
end
local function showMotd(motdNumber, motdMessage)
local function onMotd(protocol, motd)
loadBox:destroy()
local motdNumber = string.sub(motd, 0, string.find(motd, "\n"))
local motdMessage = string.sub(motd, string.find(motd, "\n") + 1, string.len(motd))
if motdNumber ~= Configs.get("motd") then
displayInfoBox("Message of the day", motdMessage)
Configs.set("motd", motdNumber)
end
end
local function createCharactersWindow(characters, premDays)
local charactersWindow = UI.loadAndDisplayLocked('/mainmenu/ui/charlist.otui')
local charactersList = charactersWindow:getChildById('charactersList')
local accountStatusLabel = charactersWindow:getChildById('accountStatusLabel')
function charactersWindow:onKeyPress(keyCode, keyChar, keyboardModifiers)
if keyboardModifiers == KeyboardNoModifier then
if keyCode == KeyUp or keyCode == KeyTab then
charactersList:focusPreviousChild(ActiveFocusReason)
elseif keyCode == KeyDown then
charactersList:focusNextChild(ActiveFocusReason)
end
end
return false
end
for i,characterInfo in ipairs(characters) do
local characterName = characterInfo[1]
local worldName = characterInfo[2]
local worldHost = characterInfo[3]
local worldIp = characterInfo[4]
local label = UILabel.create()
charactersList:addChild(label)
label:setText(characterName .. ' (' .. worldName .. ')')
label:setStyle('CharactersListLabel')
label.characterName = characterName
label.worldHost = worldHost
label.worldPort = worldIp
local function onCharacterList(protocol, characters, premDays)
CharacterList.create(characters, premDays)
end
if i == 0 or Configs.get('lastUsedCharacter') == characterName then
charactersList:focusChild(label, ActiveFocusReason)
end
end
if premDays > 0 then
accountStatusLabel:setText("Account Status:\nPremium Account (" .. premDays .. ' days left)')
end
-- public functions
function EnterGame.create()
enterGameWindow = UI.loadAndDisplayLocked('/mainmenu/ui/entergamewindow.otui')
end
function EnterGame_connectToLoginServer()
local protocolLogin = ProtocolLogin.create()
function EnterGame.destroy()
enterGameWindow:destroy()
enterGameWindow = nil
end
local recreateEnterGame = function()
UI.loadAndDisplayLocked('/mainmenu/ui/entergamewindow.otui')
end
function EnterGame.doLogin()
EnterGame.account = enterGameWindow:getChildById('accountNameLineEdit'):getText()
EnterGame.password = enterGameWindow:getChildById('accountPasswordLineEdit'):getText()
EnterGame.destroy()
local loadBox = displayCancelBox('Please wait', 'Connecting to login server...')
local protocolLogin = ProtocolLogin.create()
protocolLogin.onError = onError
protocolLogin.onMotd = onMotd
protocolLogin.onCharacterList = onCharacterList
loadBox = displayCancelBox('Please wait', 'Connecting to login server...')
loadBox.onCancel = function(msgbox)
-- cancel protocol and reacreate enter game window
protocolLogin:cancelLogin()
recreateEnterGame()
EnterGame.create()
end
protocolLogin.onError = function(protocol, error)
loadBox:destroy()
local errorBox = displayErrorBox('Login Error', error)
errorBox.onOk = recreateEnterGame
end
protocolLogin.onMotd = function(protocol, motd)
loadBox:destroy()
local motdNumber = string.sub(motd, 0, string.find(motd, "\n"))
local motdMessage = string.sub(motd, string.find(motd, "\n") + 1, string.len(motd))
showMotd(motdNumber, motdMessage)
end
protocolLogin.onCharacterList = function(protocol, characters, premDays)
loadBox:destroy()
createCharactersWindow(characters, premDays)
end
local enterGameWindow = UI.root:getChildById('enterGameWindow')
account = enterGameWindow:getChildById('accountNameLineEdit'):getText()
password = enterGameWindow:getChildById('accountPasswordLineEdit'):getText()
protocolLogin:login(account, password)
enterGameWindow:destroy()
protocolLogin:login(EnterGame.account, EnterGame.password)
end

@ -0,0 +1,22 @@
MainMenu = { }
-- private variables
local mainMenu
-- public functions
function MainMenu.create()
mainMenu = UI.loadAndDisplay("/mainmenu/ui/mainmenu.otui")
end
function MainMenu.destroy()
mainMenu:destroy()
mainMenu = nil
end
function MainMenu.hide()
mainMenu:hide()
end
function MainMenu.show()
mainMenu:show()
end

@ -9,17 +9,17 @@ Module
- core
onLoad: |
require('entergame')
require 'mainmenu'
require 'entergame'
require 'characterlist'
if not initialized then
mainMenu = UI.loadAndDisplay("/mainmenu/ui/mainmenu.otui")
MainMenu.create()
initialized = true
end
return true
onUnload: |
mainMenu:destroy()
mainMenu = nil
MainMenu.destroy()
initialized = false

@ -1,4 +1,4 @@
CharactersListLabel < Label
CharacterListLabel < Label
image: /core_ui/images/empty_rect.png
font: tibia-10px-monochrome
background-color: #00000000
@ -16,11 +16,11 @@ MainWindow
id: charactersWindow
title: Charlist
size: 250 250
onEnter: EnterGame_characterWindow_okClicked()
onEnter: CharacterList.doLogin()
onEscape: function(self) self:destroy() end
TextList
id: charactersList
id: characterList
anchors.fill: parent
anchors.bottom: next.top
margin.top: 30
@ -29,10 +29,12 @@ MainWindow
margin.right: 16
Label
id: accountStatusLabel
text: |-
Account Status:
Free Account
id: accountStatusLabel
font: helvetica-11px-bold
color: #33cc66
anchors.left: parent.left
anchors.right: parent.right
anchors.bottom: next.top
@ -55,7 +57,7 @@ MainWindow
anchors.bottom: parent.bottom
margin.bottom: 16
margin.right: 16
onClick: EnterGame_characterWindow_okClicked()
onClick: CharacterList.doLogin()
Button
id: buttonCancel
@ -65,4 +67,8 @@ MainWindow
anchors.bottom: parent.bottom
margin.bottom: 16
margin.right: 16
onClick: function(self) self:getParent():destroy() end
onClick: |
function(self)
self:getParent():unlock()
self:getParent():hide()
end

@ -2,7 +2,7 @@ MainWindow
id: enterGameWindow
title: Enter Game
size: 236 160
onEnter: EnterGame_connectToLoginServer()
onEnter: EnterGame.doLogin()
onEscape: function(self) self:destroy() end
LargerLabel
@ -43,7 +43,7 @@ MainWindow
anchors.bottom: parent.bottom
margin.bottom: 16
margin.right: 16
onClick: EnterGame_connectToLoginServer()
onClick: EnterGame.doLogin()
Button
text: Cancel

@ -24,7 +24,7 @@ Panel
MenuButton
text: Enter Game
margin.top: 18
onClick: UI.loadAndDisplayLocked("/mainmenu/ui/entergamewindow.otui")
onClick: EnterGame.create()
MenuButton
text: Options

@ -59,8 +59,18 @@ void LuaInterface::registerFunctions()
g_lua.bindClassMemberFunction<UIWidget>("setMarginLeft", &UIWidget::setMarginLeft);
g_lua.bindClassMemberFunction<UIWidget>("getMarginRight", &UIWidget::getMarginRight);
g_lua.bindClassMemberFunction<UIWidget>("setMarginRight", &UIWidget::setMarginRight);
g_lua.bindClassMemberFunction<UIWidget>("isVisible", &UIWidget::isVisible);
g_lua.bindClassMemberFunction<UIWidget>("isHidden", &UIWidget::isHidden);
g_lua.bindClassMemberFunction<UIWidget>("isHovered", &UIWidget::isHovered);
g_lua.bindClassMemberFunction<UIWidget>("isFocused", &UIWidget::isFocused);
g_lua.bindClassMemberFunction<UIWidget>("isPressed", &UIWidget::isPressed);
g_lua.bindClassMemberFunction<UIWidget>("isEnabled", &UIWidget::isEnabled);
g_lua.bindClassMemberFunction<UIWidget>("isDisabled", &UIWidget::isDisabled);
g_lua.bindClassMemberFunction<UIWidget>("isActive", &UIWidget::isActive);
g_lua.bindClassMemberFunction<UIWidget>("hide", &UIWidget::hide);
g_lua.bindClassMemberFunction<UIWidget>("show", &UIWidget::show);
g_lua.bindClassMemberFunction<UIWidget>("lock", &UIWidget::lock);
g_lua.bindClassMemberFunction<UIWidget>("unlock", &UIWidget::unlock);
g_lua.bindClassMemberFunction<UIWidget>("getChildById", &UIWidget::getChildById);
g_lua.bindClassMemberFunction<UIWidget>("getChildByIndex", &UIWidget::getChildByIndex);
g_lua.bindClassMemberFunction<UIWidget>("getChildCount", &UIWidget::getChildCount);
@ -72,6 +82,7 @@ void LuaInterface::registerFunctions()
g_lua.bindClassMemberFunction<UIWidget>("focusNextChild", &UIWidget::focusNextChild);
g_lua.bindClassMemberFunction<UIWidget>("focusPreviousChild", &UIWidget::focusPreviousChild);
g_lua.bindClassMemberFunction<UIWidget>("lockChild", &UIWidget::lockChild);
g_lua.bindClassMemberFunction<UIWidget>("unlockChild", &UIWidget::unlockChild);
g_lua.bindClassMemberFunction<UIWidget>("updateLayout", &UIWidget::updateLayout);
g_lua.bindClassMemberFunction<UIWidget>("updateParentLayout", &UIWidget::updateParentLayout);
g_lua.bindClassMemberFunction<UIWidget>("destroy", &UIWidget::destroy);

@ -775,6 +775,16 @@ void LuaInterface::getGlobal(const std::string& key)
lua_getglobal(L, key.c_str());
}
void LuaInterface::getGlobalField(const std::string& globalKey, const std::string& fieldKey)
{
getGlobal(globalKey);
if(!isNil()) {
assert(isTable() || isUserdata());
getField(fieldKey);
remove(-2);
}
}
void LuaInterface::setGlobal(const std::string& key)
{
assert(hasIndex(-1));

@ -164,6 +164,12 @@ public:
/// prevents new variables in this new environment to be set on the global environment
void newEnvironment();
template<typename... T>
int callGlobalField(const std::string& global, const std::string& field, const T&... args);
template<typename R, typename... T>
R callGlobalField(const std::string& global, const std::string& field, const T&... args);
private:
/// Load scripts requested by lua 'require'
static int luaScriptLoader(lua_State* L);
@ -221,6 +227,7 @@ public:
void setEnv(int index = -2);
void getGlobal(const std::string& key);
void getGlobalField(const std::string& globalKey, const std::string& fieldKey);
void setGlobal(const std::string& key);
void rawGet(int index = -1);
@ -347,4 +354,27 @@ T LuaInterface::castValue(int index) {
return o;
}
template<typename... T>
int LuaInterface::callGlobalField(const std::string& global, const std::string& field, const T&... args) {
g_lua.getGlobalField(global, field);
if(!g_lua.isNil()) {
g_lua.polymorphicPush(args...);
return g_lua.protectedCall(sizeof...(args));
} else
g_lua.pop(1);
return 0;
}
template<typename R, typename... T>
R LuaInterface::callGlobalField(const std::string& global, const std::string& field, const T&... args) {
R result;
int rets = callGlobalField(global, field, args...);
if(rets > 0) {
assert(rets == 1);
result = g_lua.polymorphicPop<R>();
} else
result = R();
return result;
}
#endif

@ -188,13 +188,7 @@ UIWidgetPtr UIManager::loadWidgetFromOTML(const OTMLNodePtr& widgetNode, const U
std::string widgetType = styleNode->valueAt("__widgetType");
// call widget creation from lua
//g_lua.getGlobalField(widgetType, "create");
g_lua.getGlobal(widgetType);
g_lua.getField("create");
g_lua.remove(-2);
g_lua.protectedCall(0, 1);
UIWidgetPtr widget = g_lua.polymorphicPop<UIWidgetPtr>();
UIWidgetPtr widget = g_lua.callGlobalField<UIWidgetPtr>(widgetType, "create");
if(parent)
parent->addChild(widget);

@ -167,6 +167,18 @@ void UIWidget::setRect(const Rect& rect)
m_updateEventScheduled = true;
}
void UIWidget::lock()
{
if(UIWidgetPtr parent = getParent())
parent->lockChild(asUIWidget());
}
void UIWidget::unlock()
{
if(UIWidgetPtr parent = getParent())
parent->unlockChild(asUIWidget());
}
bool UIWidget::isVisible()
{
if(!m_visible)
@ -365,8 +377,11 @@ void UIWidget::removeChild(const UIWidgetPtr& child)
auto it = std::find(m_children.begin(), m_children.end(), child);
if(it != m_children.end()) {
// defocus if needed
if(m_focusedChild == child)
bool focusAnother = false;
if(m_focusedChild == child) {
focusChild(nullptr, Fw::ActiveFocusReason);
focusAnother = true;
}
// unlock child if it was locked
unlockChild(child);
@ -381,6 +396,9 @@ void UIWidget::removeChild(const UIWidgetPtr& child)
// update child states
child->updateStates();
if(focusAnother)
focusPreviousChild(Fw::ActiveFocusReason);
} else
logError("attempt to remove an unknown child from a UIWidget");
}

@ -73,6 +73,8 @@ public:
void show() { setVisible(true); }
void disable() { setEnabled(false); }
void enable() { setEnabled(true); }
void lock();
void unlock();
bool isActive() const { return hasState(Fw::ActiveState); }
bool isEnabled() const { return !hasState(Fw::DisabledState); }
@ -81,6 +83,7 @@ public:
bool isHovered() const { return hasState(Fw::HoverState); }
bool isPressed() const { return hasState(Fw::PressedState); }
bool isVisible();
bool isHidden() { return !isVisible(); }
bool isExplicitlyEnabled() const { return m_enabled; }
bool isExplicitlyVisible() const { return m_visible; }
bool isFocusable() const { return m_focusable; }
@ -143,9 +146,6 @@ public:
UIWidgetPtr asUIWidget() { return std::static_pointer_cast<UIWidget>(shared_from_this()); }
private:
void internalDestroy();
void internalDestroyCheck();
bool m_updateEventScheduled;
protected:

@ -26,6 +26,7 @@
#include "thing.h"
#include <framework/graphics/fontmanager.h>
//TODO: create Outfit class and move to a separate file
struct Outfit {
uint16 type;
uint8 head;

@ -22,6 +22,7 @@
#include "datmanager.h"
#include "spritemanager.h"
#include "thing.h"
#include <framework/core/resourcemanager.h>
DatManager g_dat;

@ -24,7 +24,7 @@
#define DATMANAGER_H
#include <framework/global.h>
#include "thing.h"
#include "thingattributes.h"
class DatManager
{

@ -46,17 +46,19 @@ void Game::loginWorld(const std::string& account, const std::string& password, c
void Game::logout()
{
m_protocolGame->sendLogout();
onLogout();
processLogout();
}
void Game::onLogin()
void Game::processLogin(const LocalPlayerPtr& localPlayer)
{
m_localPlayer = LocalPlayerPtr(new LocalPlayer);
m_localPlayer = localPlayer;
m_online = true;
g_lua.callGlobalField("Game", "onLogin", m_localPlayer);
}
void Game::onLogout()
void Game::processLogout()
{
g_lua.callGlobalField("Game", "onLogout", m_localPlayer);
if(m_protocolGame) {
m_protocolGame->disconnect();
m_protocolGame.reset();
@ -72,7 +74,7 @@ void Game::walk(Otc::Direction direction)
// TODO: check if we can walk.
m_localPlayer->setDirection(direction);
//m_localPlayer->setDirection(direction);
switch(direction) {
case Otc::North:

@ -36,10 +36,11 @@ public:
const std::string& password,
const std::string& worldHost, int worldPort,
const std::string& characterName);
void cancelLogin();
void logout();
void onLogin();
void onLogout();
void processLogin(const LocalPlayerPtr& localPlayer);
void processLogout();
void walk(Otc::Direction direction);
void turn(Otc::Direction direction);

@ -23,6 +23,7 @@
#include "map.h"
#include "game.h"
#include "localplayer.h"
#include "tile.h"
#include <framework/graphics/graphics.h>
#include <framework/graphics/framebuffer.h>
@ -187,7 +188,7 @@ void Map::cleanTile(const Position& pos)
CreaturePtr Map::getCreatureById(uint32 id)
{
if(g_game.getLocalPlayer()->getId() == id)
if(g_game.getLocalPlayer() && g_game.getLocalPlayer()->getId() == id)
return g_game.getLocalPlayer();
return m_creatures[id];
}

@ -23,7 +23,6 @@
#ifndef MAP_H
#define MAP_H
#include "tile.h"
#include "creature.h"
#include <framework/graphics/declarations.h>

@ -99,12 +99,6 @@ void Tile::addThing(ThingPtr thing, int stackpos)
const ThingAttributes& thingAttributes = thing->getAttributes();
if(thing->getPosition() == g_game.getLocalPlayer()->getPosition() + Position(-1, 0, 0) && thingAttributes.group == Otc::ThingGroundGroup) {
logDebug((int)thing->getId());
}
if(thing->asItem()) {
if(thingAttributes.group == Otc::ThingGroundGroup)
m_ground = thing;

@ -22,6 +22,8 @@
#include <otclient/net/protocolgame.h>
#include <otclient/core/game.h>
#include <otclient/core/player.h>
#include <otclient/core/item.h>
ProtocolGame::ProtocolGame()
{
@ -69,6 +71,6 @@ void ProtocolGame::onRecv(InputMessage& inputMessage)
void ProtocolGame::onError(const boost::system::error_code& error)
{
// already disconnected, just fire onLogout
g_game.onLogout();
g_game.processLogout();
}

@ -24,10 +24,9 @@
#define PROTOCOLGAME_H
#include "declarations.h"
#include <otclient/core/declarations.h>
#include <framework/net/protocol.h>
#include <otclient/core/player.h>
#include <otclient/core/item.h>
#include <otclient/core/creature.h>
class ProtocolGame : public Protocol
{

@ -26,7 +26,9 @@
#include <otclient/core/datmanager.h>
#include <otclient/core/game.h>
#include <otclient/core/map.h>
#include <otclient/core/item.h>
#include <otclient/core/effect.h>
#include <framework/core/eventdispatcher.h>
void ProtocolGame::parseMessage(InputMessage& msg)
{
@ -258,9 +260,7 @@ void ProtocolGame::parsePlayerLogin(InputMessage& msg)
int playerDrawSpeed = msg.getU16();
int playerCanReportBugs = msg.getU8();
g_game.onLogin();
m_localPlayer = g_game.getLocalPlayer();
m_localPlayer = LocalPlayerPtr(new LocalPlayer);
m_localPlayer->setId(playerId);
m_localPlayer->setDrawSpeed(playerDrawSpeed);
m_localPlayer->setCanReportBugs(playerCanReportBugs);
@ -975,9 +975,8 @@ ThingPtr ProtocolGame::internalGetThing(InputMessage& msg)
g_map.removeCreatureById(removeId);
LocalPlayerPtr localPlayer = g_game.getLocalPlayer();
if(localPlayer->getId() == id)
creature = localPlayer->asCreature();
if(m_localPlayer->getId() == id)
creature = m_localPlayer->asCreature();
creature->setId(id);
creature->setName(name);
@ -1013,6 +1012,11 @@ ThingPtr ProtocolGame::internalGetThing(InputMessage& msg)
thing = creature;
// login event is generated the first time that local player gets known
if(!g_game.isOnline() && creature == m_localPlayer) {
// this event must be scheduled because the entire map description is not known yet
g_dispatcher.addEvent(std::bind(&Game::processLogin, &g_game, m_localPlayer));
}
}
else if(thingId == 0x0063) { // creature turn
parseCreatureTurn(msg);

@ -24,6 +24,12 @@
#include <framework/luascript/luainterface.h>
#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>
#include <otclient/core/datmanager.h>
#include <otclient/core/spritemanager.h>
#include <otclient/net/protocollogin.h>
@ -44,6 +50,14 @@ void OTClient::registerLuaFunctions()
g_lua.registerClass<ProtocolGame, Protocol>();
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>();
g_lua.registerClass<Game>();
g_lua.bindClassStaticFunction<Game>("loginWorld", std::bind(&Game::loginWorld, &g_game, _1, _2, _3, _4, _5));
g_lua.bindClassStaticFunction<Game>("logout", std::bind(&Game::logout, &g_game));

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