add lua functions to support packet manipulation/send
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@ -25,8 +25,11 @@
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#include "declarations.h"
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#include "networkexception.h"
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#include <framework/luascript/luaobject.h>
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class OutputMessage
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typedef std::shared_ptr<OutputMessage> OutputMessagePtr;
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class OutputMessage : public LuaObject
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{
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public:
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enum {
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@ -89,6 +89,18 @@ void OTClient::registerLuaFunctions()
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g_lua.registerClass<ProtocolGame, Protocol>();
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g_lua.registerClass<OutputMessage>();
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g_lua.bindClassStaticFunction<OutputMessage>("new", []{ return OutputMessagePtr(new OutputMessage); });
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g_lua.bindClassMemberFunction<OutputMessage>("reset", &OutputMessage::reset);
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g_lua.bindClassMemberFunction<OutputMessage>("addU8", &OutputMessage::addU8);
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g_lua.bindClassMemberFunction<OutputMessage>("addU16", &OutputMessage::addU16);
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g_lua.bindClassMemberFunction<OutputMessage>("addU32", &OutputMessage::addU32);
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g_lua.bindClassMemberFunction<OutputMessage>("addU64", &OutputMessage::addU64);
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g_lua.bindClassMemberFunction<OutputMessage>("addString", (void(OutputMessage::*)(const std::string&))&OutputMessage::addString);
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g_lua.registerClass<Protocol>();
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g_lua.bindClassStaticFunction<Protocol>("send", [](const ProtocolPtr proto, OutputMessagePtr msg) { proto->send(*msg.get()); });
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g_lua.registerClass<Thing>();
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g_lua.bindClassMemberFunction<Thing>("setId", &Thing::setId);
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g_lua.bindClassMemberFunction<Thing>("setPos", &Thing::setPos);
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@ -202,6 +214,7 @@ void OTClient::registerLuaFunctions()
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g_lua.bindClassStaticFunction<Game>("talkPrivate", std::bind(&Game::talkPrivate, &g_game, _1, _2, _3));
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g_lua.bindClassStaticFunction<Game>("getLocalPlayer", std::bind(&Game::getLocalPlayer, &g_game));
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g_lua.bindClassStaticFunction<Game>("getProtocolVersion", std::bind(&Game::getProtocolVersion, &g_game));
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g_lua.bindClassStaticFunction<Game>("getProtocolGame", std::bind(&Game::getProtocolGame, &g_game));
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g_lua.bindClassStaticFunction<Game>("setSelectedThing", std::bind(&Game::setSelectedThing, &g_game, _1));
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g_lua.bindClassStaticFunction<Game>("getSelectedThing", std::bind(&Game::getSelectedThing, &g_game));
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