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/*
* Copyright (c) 2010-2012 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.
*/
#include "otclient.h"
#include <framework/luascript/luainterface.h>
#include <otclient/luascript/luavaluecasts.h>
#include <otclient/core/game.h>
#include <otclient/core/tile.h>
#include <otclient/core/item.h>
#include <otclient/core/effect.h>
#include <otclient/core/missile.h>
#include <otclient/core/statictext.h>
#include <otclient/core/animatedtext.h>
#include <otclient/core/creature.h>
#include <otclient/core/player.h>
#include <otclient/core/localplayer.h>
#include <otclient/core/map.h>
#include <otclient/core/thingstype.h>
#include <otclient/core/spritemanager.h>
#include <otclient/net/protocollogin.h>
#include <otclient/net/protocolgame.h>
#include <otclient/ui/uiitem.h>
#include <otclient/ui/uicreature.h>
#include <otclient/ui/uimap.h>
#include <otclient/core/outfit.h>
void OTClient::registerLuaFunctions()
{
Application::registerLuaFunctions();
g_lua.registerStaticClass("g_thingsType");
g_lua.bindClassStaticFunction("g_thingsType", "load", std::bind(&ThingsType::load, &g_thingsType, _1));
g_lua.bindClassStaticFunction("g_thingsType", "isLoaded", std::bind(&ThingsType::isLoaded, &g_thingsType));
g_lua.bindClassStaticFunction("g_thingsType", "getSignature", std::bind(&ThingsType::getSignature, &g_thingsType));
g_lua.registerStaticClass("g_sprites");
g_lua.bindClassStaticFunction("g_sprites", "load", std::bind(&SpriteManager::load, &g_sprites, _1));
g_lua.bindClassStaticFunction("g_sprites", "isLoaded", std::bind(&SpriteManager::isLoaded, &g_sprites));
g_lua.bindClassStaticFunction("g_sprites", "getSignature", std::bind(&SpriteManager::getSignature, &g_sprites));
g_lua.bindClassStaticFunction("g_sprites", "preloadSprites", std::bind(&SpriteManager::preloadSprites, &g_sprites));
g_lua.registerStaticClass("g_map");
g_lua.bindClassStaticFunction("g_map", "isLookPossible", std::bind(&Map::isLookPossible, &g_map, _1));
g_lua.bindClassStaticFunction("g_map", "isCovered", std::bind(&Map::isCovered, &g_map, _1, _2));
g_lua.bindClassStaticFunction("g_map", "isCompletelyCovered", std::bind(&Map::isCompletelyCovered, &g_map, _1, _2));
g_lua.bindClassStaticFunction("g_map", "addThing", std::bind(&Map::addThing, &g_map, _1, _2, _3));
g_lua.bindClassStaticFunction("g_map", "getThing", std::bind(&Map::getThing, &g_map, _1, _2));
g_lua.bindClassStaticFunction("g_map", "removeThingByPos", std::bind(&Map::removeThingByPos, &g_map, _1, _2));
g_lua.bindClassStaticFunction("g_map", "removeThing", std::bind(&Map::removeThing, &g_map, _1));
g_lua.bindClassStaticFunction("g_map", "cleanTile", std::bind(&Map::cleanTile, &g_map, _1));
g_lua.bindClassStaticFunction("g_map", "getTile", std::bind(&Map::getTile, &g_map, _1));
g_lua.bindClassStaticFunction("g_map", "setCentralPosition", std::bind(&Map::setCentralPosition, &g_map, _1));
g_lua.bindClassStaticFunction("g_map", "getCentralPosition", std::bind(&Map::getCentralPosition, &g_map));
g_lua.bindClassStaticFunction("g_map", "getCreatureById", std::bind(&Map::getCreatureById, &g_map, _1));
g_lua.bindClassStaticFunction("g_map", "removeCreatureById", std::bind(&Map::removeCreatureById, &g_map, _1));
g_lua.bindClassStaticFunction("g_map", "getSpectators", std::bind(&Map::getSpectators, &g_map, _1, _2));
g_lua.registerStaticClass("g_game");
g_lua.bindClassStaticFunction("g_game", "loginWorld", std::bind(&Game::loginWorld, &g_game, _1, _2, _3, _4, _5));
g_lua.bindClassStaticFunction("g_game", "cancelLogin", std::bind(&Game::cancelLogin, &g_game));
g_lua.bindClassStaticFunction("g_game", "forceLogout", std::bind(&Game::forceLogout, &g_game));
g_lua.bindClassStaticFunction("g_game", "safeLogout", std::bind(&Game::safeLogout, &g_game));
g_lua.bindClassStaticFunction("g_game", "walk", std::bind(&Game::walk, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "walkPath", std::bind(&Game::walkPath, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "forceWalk", std::bind(&Game::forceWalk, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "turn", std::bind(&Game::turn, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "stop", std::bind(&Game::stop, &g_game));
g_lua.bindClassStaticFunction("g_game", "look", std::bind(&Game::look, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "move", std::bind(&Game::move, &g_game, _1, _2, _3));
g_lua.bindClassStaticFunction("g_game", "rotate", std::bind(&Game::rotate, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "use", std::bind(&Game::use, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "useWith", std::bind(&Game::useWith, &g_game, _1, _2));
g_lua.bindClassStaticFunction("g_game", "useInventoryItem", std::bind(&Game::useInventoryItem, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "useInventoryItemWith", std::bind(&Game::useInventoryItemWith, &g_game, _1, _2));
g_lua.bindClassStaticFunction("g_game", "open", std::bind(&Game::open, &g_game, _1, _2));
g_lua.bindClassStaticFunction("g_game", "upContainer", std::bind(&Game::upContainer, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "refreshContainer", std::bind(&Game::refreshContainer, &g_game));
g_lua.bindClassStaticFunction("g_game", "attack", std::bind(&Game::attack, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "cancelAttack", std::bind(&Game::cancelAttack, &g_game));
g_lua.bindClassStaticFunction("g_game", "follow", std::bind(&Game::follow, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "cancelFollow", std::bind(&Game::cancelFollow, &g_game));
g_lua.bindClassStaticFunction("g_game", "cancelAttackAndFollow", std::bind(&Game::cancelAttackAndFollow, &g_game));
g_lua.bindClassStaticFunction("g_game", "talk", std::bind(&Game::talk, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "talkChannel", std::bind(&Game::talkChannel, &g_game, _1, _2, _3));
g_lua.bindClassStaticFunction("g_game", "talkPrivate", std::bind(&Game::talkPrivate, &g_game, _1, _2, _3));
g_lua.bindClassStaticFunction("g_game", "openPrivateChannel", std::bind(&Game::openPrivateChannel, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "requestChannels", std::bind(&Game::requestChannels, &g_game));
g_lua.bindClassStaticFunction("g_game", "joinChannel", std::bind(&Game::joinChannel, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "leaveChannel", std::bind(&Game::leaveChannel, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "closeNpcChannel", std::bind(&Game::closeNpcChannel, &g_game));
g_lua.bindClassStaticFunction("g_game", "openOwnChannel", std::bind(&Game::openOwnChannel, &g_game));
g_lua.bindClassStaticFunction("g_game", "inviteToOwnChannel", std::bind(&Game::inviteToOwnChannel, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "excludeFromOwnChannel", std::bind(&Game::excludeFromOwnChannel, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "partyInvite", std::bind(&Game::partyInvite, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "partyJoin", std::bind(&Game::partyJoin, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "partyRevokeInvitation", std::bind(&Game::partyRevokeInvitation, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "partyPassLeadership", std::bind(&Game::partyPassLeadership, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "partyLeave", std::bind(&Game::partyLeave, &g_game));
g_lua.bindClassStaticFunction("g_game", "partyShareExperience", std::bind(&Game::partyShareExperience, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "requestOutfit", std::bind(&Game::requestOutfit, &g_game));
g_lua.bindClassStaticFunction("g_game", "changeOutfit", std::bind(&Game::changeOutfit, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "addVip", std::bind(&Game::addVip, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "removeVip", std::bind(&Game::removeVip, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "setChaseMode", std::bind(&Game::setChaseMode, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "setFightMode", std::bind(&Game::setFightMode, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "setSafeFight", std::bind(&Game::setSafeFight, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "getChaseMode", std::bind(&Game::getChaseMode, &g_game));
g_lua.bindClassStaticFunction("g_game", "getFightMode", std::bind(&Game::getFightMode, &g_game));
g_lua.bindClassStaticFunction("g_game", "isSafeFight", std::bind(&Game::isSafeFight, &g_game));
g_lua.bindClassStaticFunction("g_game", "inspectNpcTrade", std::bind(&Game::inspectNpcTrade, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "buyItem", std::bind(&Game::buyItem, &g_game, _1, _2, _3, _4));
g_lua.bindClassStaticFunction("g_game", "sellItem", std::bind(&Game::sellItem, &g_game, _1, _2, _3));
g_lua.bindClassStaticFunction("g_game", "closeNpcTrade", std::bind(&Game::closeNpcTrade, &g_game));
g_lua.bindClassStaticFunction("g_game", "requestTrade", std::bind(&Game::requestTrade, &g_game, _1, _2));
g_lua.bindClassStaticFunction("g_game", "inspectTrade", std::bind(&Game::inspectTrade, &g_game, _1, _2));
g_lua.bindClassStaticFunction("g_game", "acceptTrade", std::bind(&Game::acceptTrade, &g_game));
g_lua.bindClassStaticFunction("g_game", "rejectTrade", std::bind(&Game::rejectTrade, &g_game));
g_lua.bindClassStaticFunction("g_game", "editText", std::bind(&Game::editText, &g_game, _1, _2));
g_lua.bindClassStaticFunction("g_game", "editList", std::bind(&Game::editList, &g_game, _1, _2, _3));
g_lua.bindClassStaticFunction("g_game", "requestQuestLog", std::bind(&Game::requestQuestLog, &g_game));
g_lua.bindClassStaticFunction("g_game", "requestQuestLine", std::bind(&Game::requestQuestLine, &g_game, _1));
g_lua.bindClassStaticFunction("g_game", "canPerformGameAction", std::bind(&Game::canPerformGameAction, &g_game));
g_lua.bindClassStaticFunction("g_game", "checkBotProtection", std::bind(&Game::checkBotProtection, &g_game));
g_lua.bindClassStaticFunction("g_game", "isOnline", std::bind(&Game::isOnline, &g_game));
g_lua.bindClassStaticFunction("g_game", "isDead", std::bind(&Game::isDead, &g_game));
g_lua.bindClassStaticFunction("g_game", "isAttacking", std::bind(&Game::isAttacking, &g_game));
g_lua.bindClassStaticFunction("g_game", "isFollowing", std::bind(&Game::isFollowing, &g_game));
g_lua.bindClassStaticFunction("g_game", "getAttackingCreature", std::bind(&Game::getAttackingCreature, &g_game));
g_lua.bindClassStaticFunction("g_game", "getFollowingCreature", std::bind(&Game::getFollowingCreature, &g_game));
g_lua.bindClassStaticFunction("g_game", "getServerBeat", std::bind(&Game::getServerBeat, &g_game));
g_lua.bindClassStaticFunction("g_game", "getLocalPlayer", std::bind(&Game::getLocalPlayer, &g_game));
g_lua.bindClassStaticFunction("g_game", "getProtocolGame", std::bind(&Game::getProtocolGame, &g_game));
g_lua.bindClassStaticFunction("g_game", "getProtocolVersion", std::bind(&Game::getProtocolVersion, &g_game));
g_lua.bindGlobalFunction("getOufitColor", Outfit::getColor);
g_lua.registerClass<ProtocolLogin, Protocol>();
g_lua.bindClassStaticFunction<ProtocolLogin>("create", &ProtocolLogin::create);
g_lua.bindClassMemberFunction<ProtocolLogin>("login", &ProtocolLogin::login);
g_lua.bindClassMemberFunction<ProtocolLogin>("cancelLogin", &ProtocolLogin::cancelLogin);
g_lua.registerClass<ProtocolGame, Protocol>();
g_lua.registerClass<Thing>();
g_lua.bindClassMemberFunction<Thing>("setId", &Thing::setId);
g_lua.bindClassMemberFunction<Thing>("setPosition", &Thing::setPosition);
g_lua.bindClassMemberFunction<Thing>("getId", &Thing::getId);
g_lua.bindClassMemberFunction<Thing>("getPosition", &Thing::getPosition);
g_lua.bindClassMemberFunction<Thing>("getStackPriority", &Thing::getStackPriority);
g_lua.bindClassMemberFunction<Thing>("getAnimationPhases", &Thing::getAnimationPhases);
g_lua.bindClassMemberFunction<Thing>("asThing", &Thing::asThing);
g_lua.bindClassMemberFunction<Thing>("asItem", &Thing::asItem);
g_lua.bindClassMemberFunction<Thing>("asCreature", &Thing::asCreature);
g_lua.bindClassMemberFunction<Thing>("asEffect", &Thing::asEffect);
g_lua.bindClassMemberFunction<Thing>("asMissile", &Thing::asMissile);
g_lua.bindClassMemberFunction<Thing>("asPlayer", &Thing::asPlayer);
g_lua.bindClassMemberFunction<Thing>("asLocalPlayer", &Thing::asLocalPlayer);
g_lua.bindClassMemberFunction<Thing>("asAnimatedText", &Thing::asAnimatedText);
g_lua.bindClassMemberFunction<Thing>("asStaticText", &Thing::asStaticText);
g_lua.bindClassMemberFunction<Thing>("isGround", &Thing::isGround);
g_lua.bindClassMemberFunction<Thing>("isGroundBorder", &Thing::isGroundBorder);
g_lua.bindClassMemberFunction<Thing>("isOnBottom", &Thing::isOnBottom);
g_lua.bindClassMemberFunction<Thing>("isOnTop", &Thing::isOnTop);
g_lua.bindClassMemberFunction<Thing>("isContainer", &Thing::isContainer);
g_lua.bindClassMemberFunction<Thing>("isForceUse", &Thing::isForceUse);
g_lua.bindClassMemberFunction<Thing>("isMultiUse", &Thing::isMultiUse);
g_lua.bindClassMemberFunction<Thing>("isRotateable", &Thing::isRotateable);
g_lua.bindClassMemberFunction<Thing>("isNotMoveable", &Thing::isNotMoveable);
g_lua.bindClassMemberFunction<Thing>("isPickupable", &Thing::isPickupable);
g_lua.bindClassMemberFunction<Thing>("isIgnoreLook", &Thing::isIgnoreLook);
g_lua.bindClassMemberFunction<Thing>("isStackable", &Thing::isStackable);
g_lua.bindClassMemberFunction<Thing>("isHookSouth", &Thing::isHookSouth);
g_lua.bindClassMemberFunction<Thing>("isTranslucent", &Thing::isTranslucent);
g_lua.bindClassMemberFunction<Thing>("isFullGround", &Thing::isFullGround);
g_lua.registerClass<Creature, Thing>();
g_lua.bindClassMemberFunction<Creature>("getId", &Creature::getId);
g_lua.bindClassMemberFunction<Creature>("getName", &Creature::getName);
g_lua.bindClassMemberFunction<Creature>("getHealthPercent", &Creature::getHealthPercent);
g_lua.bindClassMemberFunction<Creature>("getSkull", &Creature::getSkull);
g_lua.bindClassMemberFunction<Creature>("getShield", &Creature::getShield);
g_lua.bindClassMemberFunction<Creature>("getEmblem", &Creature::getEmblem);
g_lua.bindClassMemberFunction<Creature>("setOutfit", &Creature::setOutfit);
g_lua.bindClassMemberFunction<Creature>("getOutfit", &Creature::getOutfit);
g_lua.bindClassMemberFunction<Creature>("setSkullTexture", &Creature::setSkullTexture);
g_lua.bindClassMemberFunction<Creature>("setShieldTexture", &Creature::setShieldTexture);
g_lua.bindClassMemberFunction<Creature>("setEmblemTexture", &Creature::setEmblemTexture);
g_lua.bindClassMemberFunction<Creature>("showStaticSquare", &Creature::showStaticSquare);
g_lua.bindClassMemberFunction<Creature>("hideStaticSquare", &Creature::hideStaticSquare);
g_lua.bindClassMemberFunction<Creature>("asMonster", &Creature::asMonster);
g_lua.bindClassMemberFunction<Creature>("asNpc", &Creature::asNpc);
g_lua.registerClass<Item, Thing>();
g_lua.bindClassStaticFunction<Item>("create", &Item::create);
g_lua.bindClassMemberFunction<Item>("getCount", &Item::getCount);
g_lua.registerClass<Effect, Thing>();
g_lua.registerClass<Missile, Thing>();
g_lua.registerClass<StaticText, Thing>();
g_lua.registerClass<AnimatedText, Thing>();
g_lua.registerClass<Player, Creature>();
g_lua.bindClassMemberFunction<Creature>("isWalking", &Creature::isWalking);
g_lua.registerClass<Npc, Creature>();
g_lua.registerClass<Monster, Creature>();
g_lua.registerClass<LocalPlayer, Player>();
g_lua.bindClassMemberFunction<LocalPlayer>("unlockWalk", &LocalPlayer::unlockWalk);
g_lua.bindClassMemberFunction<LocalPlayer>("lockWalk", &LocalPlayer::lockWalk);
g_lua.bindClassMemberFunction<LocalPlayer>("canWalk", &LocalPlayer::canWalk);
g_lua.bindClassMemberFunction<LocalPlayer>("setStates", &LocalPlayer::setStates);
g_lua.bindClassMemberFunction<LocalPlayer>("setSkill", &LocalPlayer::setSkill);
g_lua.bindClassMemberFunction<LocalPlayer>("setHealth", &LocalPlayer::setHealth);
g_lua.bindClassMemberFunction<LocalPlayer>("setFreeCapacity", &LocalPlayer::setFreeCapacity);
g_lua.bindClassMemberFunction<LocalPlayer>("setExperience", &LocalPlayer::setExperience);
g_lua.bindClassMemberFunction<LocalPlayer>("setLevel", &LocalPlayer::setLevel);
g_lua.bindClassMemberFunction<LocalPlayer>("setMana", &LocalPlayer::setMana);
g_lua.bindClassMemberFunction<LocalPlayer>("setMagicLevel", &LocalPlayer::setMagicLevel);
g_lua.bindClassMemberFunction<LocalPlayer>("setSoul", &LocalPlayer::setSoul);
g_lua.bindClassMemberFunction<LocalPlayer>("setStamina", &LocalPlayer::setStamina);
g_lua.bindClassMemberFunction<LocalPlayer>("setKnown", &LocalPlayer::setKnown);
g_lua.bindClassMemberFunction<LocalPlayer>("getStates", &LocalPlayer::getStates);
g_lua.bindClassMemberFunction<LocalPlayer>("getSkillLevel", &LocalPlayer::getSkillLevel);
g_lua.bindClassMemberFunction<LocalPlayer>("getSkillLevelPercent", &LocalPlayer::getSkillLevelPercent);
g_lua.bindClassMemberFunction<LocalPlayer>("getHealth", &LocalPlayer::getHealth);
g_lua.bindClassMemberFunction<LocalPlayer>("getMaxHealth", &LocalPlayer::getMaxHealth);
g_lua.bindClassMemberFunction<LocalPlayer>("getFreeCapacity", &LocalPlayer::getFreeCapacity);
g_lua.bindClassMemberFunction<LocalPlayer>("getExperience", &LocalPlayer::getExperience);
g_lua.bindClassMemberFunction<LocalPlayer>("getLevel", &LocalPlayer::getLevel);
g_lua.bindClassMemberFunction<LocalPlayer>("getLevelPercent", &LocalPlayer::getLevelPercent);
g_lua.bindClassMemberFunction<LocalPlayer>("getMana", &LocalPlayer::getMana);
g_lua.bindClassMemberFunction<LocalPlayer>("getMaxMana", &LocalPlayer::getMaxMana);
g_lua.bindClassMemberFunction<LocalPlayer>("getMagicLevel", &LocalPlayer::getMagicLevel);
g_lua.bindClassMemberFunction<LocalPlayer>("getMagicLevelPercent", &LocalPlayer::getMagicLevelPercent);
g_lua.bindClassMemberFunction<LocalPlayer>("getSoul", &LocalPlayer::getSoul);
g_lua.bindClassMemberFunction<LocalPlayer>("getStamina", &LocalPlayer::getStamina);
g_lua.bindClassMemberFunction<LocalPlayer>("isKnown", &LocalPlayer::isKnown);
g_lua.bindClassMemberFunction<LocalPlayer>("isPreWalking", &LocalPlayer::isPreWalking);
g_lua.bindClassMemberFunction<LocalPlayer>("asLocalPlayer", &LocalPlayer::asLocalPlayer);
g_lua.registerClass<Tile>();
g_lua.bindClassMemberFunction<Tile>("clean", &Tile::clean);
g_lua.bindClassMemberFunction<Tile>("addThing", &Tile::addThing);
g_lua.bindClassMemberFunction<Tile>("getThing", &Tile::getThing);
g_lua.bindClassMemberFunction<Tile>("getThingStackpos", &Tile::getThingStackpos);
g_lua.bindClassMemberFunction<Tile>("getTopThing", &Tile::getTopThing);
g_lua.bindClassMemberFunction<Tile>("removeThing", &Tile::removeThing);
g_lua.bindClassMemberFunction<Tile>("getTopLookThing", &Tile::getTopLookThing);
g_lua.bindClassMemberFunction<Tile>("getTopUseThing", &Tile::getTopUseThing);
g_lua.bindClassMemberFunction<Tile>("getTopCreature", &Tile::getTopCreature);
g_lua.bindClassMemberFunction<Tile>("getTopMoveThing", &Tile::getTopMoveThing);
g_lua.bindClassMemberFunction<Tile>("getTopMultiUseThing", &Tile::getTopMultiUseThing);
g_lua.bindClassMemberFunction<Tile>("getPosition", &Tile::getPosition);
g_lua.bindClassMemberFunction<Tile>("getDrawElevation", &Tile::getDrawElevation);
g_lua.bindClassMemberFunction<Tile>("getCreatures", &Tile::getCreatures);
g_lua.bindClassMemberFunction<Tile>("getGround", &Tile::getGround);
g_lua.bindClassMemberFunction<Tile>("isWalkable", &Tile::isWalkable);
g_lua.bindClassMemberFunction<Tile>("isFullGround", &Tile::isFullGround);
g_lua.bindClassMemberFunction<Tile>("isFullyOpaque", &Tile::isFullyOpaque);
g_lua.bindClassMemberFunction<Tile>("isLookPossible", &Tile::isLookPossible);
g_lua.bindClassMemberFunction<Tile>("hasCreature", &Tile::hasCreature);
g_lua.bindClassMemberFunction<Tile>("isEmpty", &Tile::isEmpty);
g_lua.bindClassMemberFunction<Tile>("isClickable", &Tile::isClickable);
g_lua.registerClass<UIItem, UIWidget>();
g_lua.bindClassStaticFunction<UIItem>("create", []{ return UIItemPtr(new UIItem); });
g_lua.bindClassMemberFunction<UIItem>("setItemId", &UIItem::setItemId);
g_lua.bindClassMemberFunction<UIItem>("setItemCount", &UIItem::setItemCount);
g_lua.bindClassMemberFunction<UIItem>("setItemSubType", &UIItem::setItemSubType);
g_lua.bindClassMemberFunction<UIItem>("setItem", &UIItem::setItem);
g_lua.bindClassMemberFunction<UIItem>("setVirtual", &UIItem::setVirtual);
g_lua.bindClassMemberFunction<UIItem>("clearItem", &UIItem::clearItem);
g_lua.bindClassMemberFunction<UIItem>("getItemId", &UIItem::getItemId);
g_lua.bindClassMemberFunction<UIItem>("getItemCount", &UIItem::getItemCount);
g_lua.bindClassMemberFunction<UIItem>("getItemSubType", &UIItem::getItemSubType);
g_lua.bindClassMemberFunction<UIItem>("getItem", &UIItem::getItem);
g_lua.bindClassMemberFunction<UIItem>("isVirtual", &UIItem::isVirtual);
g_lua.registerClass<UICreature, UIWidget>();
g_lua.bindClassStaticFunction<UICreature>("create", []{ return UICreaturePtr(new UICreature); } );
g_lua.bindClassMemberFunction<UICreature>("setCreature", &UICreature::setCreature);
g_lua.bindClassMemberFunction<UICreature>("setFixedCreatureSize", &UICreature::setFixedCreatureSize);
g_lua.bindClassMemberFunction<UICreature>("getCreature", &UICreature::getCreature);
g_lua.bindClassMemberFunction<UICreature>("isFixedCreatureSize", &UICreature::isFixedCreatureSize);
g_lua.registerClass<UIMap, UIWidget>();
g_lua.bindClassStaticFunction<UIMap>("create", []{ return UIMapPtr(new UIMap); } );
g_lua.bindClassMemberFunction<UIMap>("followCreature", &UIMap::followCreature);
g_lua.bindClassMemberFunction<UIMap>("getTile", &UIMap::getTile);
g_lua.bindClassMemberFunction<UIMap>("zoomIn", &UIMap::zoomIn);
g_lua.bindClassMemberFunction<UIMap>("zoomOut", &UIMap::zoomOut);
}