2024-07-08 20:36:56 +03:00

167 lines
4.2 KiB
C++

#include "api_lua.hpp"
#include "../../../world/Level.hpp"
#include "../../../objects/Player.hpp"
#include "../../../physics/Hitbox.hpp"
#include "../../../window/Camera.hpp"
#include "../../../items/Inventory.hpp"
#include <glm/glm.hpp>
using namespace scripting;
inline std::shared_ptr<Player> get_player(lua::State* L, int idx) {
return level->getObject<Player>(lua::tointeger(L, idx));
}
static int l_player_get_pos(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushvec3(L, player->hitbox->position);
}
return 0;
}
static int l_player_set_pos(lua::State* L) {
auto player = get_player(L, 1);
if (!player) {
return 0;
}
auto x = lua::tonumber(L, 2);
auto y = lua::tonumber(L, 3);
auto z = lua::tonumber(L, 4);
player->hitbox->position = glm::vec3(x, y, z);
return 0;
}
static int l_player_get_vel(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushvec3(L, player->hitbox->velocity);
}
return 0;
}
static int l_player_set_vel(lua::State* L) {
auto player = get_player(L, 1);
if (!player) {
return 0;
}
auto x = lua::tonumber(L, 2);
auto y = lua::tonumber(L, 3);
auto z = lua::tonumber(L, 4);
player->hitbox->velocity = glm::vec3(x, y, z);
return 0;
}
static int l_player_get_rot(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushvec3(L, player->cam);
}
return 0;
}
static int l_player_set_rot(lua::State* L) {
auto player = get_player(L, 1);
if (!player) {
return 0;
}
glm::vec3& cam = player->cam;
auto x = lua::tonumber(L, 2);
auto y = lua::tonumber(L, 3);
auto z = cam.z;
if (lua::isnumber(L, 4)) {
z = lua::tonumber(L, 4);
}
cam.x = x;
cam.y = y;
cam.z = z;
return 0;
}
static int l_player_get_inv(lua::State* L) {
auto player = get_player(L, 1);
if (!player) {
return 0;
}
lua::pushinteger(L, player->getInventory()->getId());
lua::pushinteger(L, player->getChosenSlot());
return 2;
}
static int l_player_is_flight(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushboolean(L, player->isFlight());
}
return 0;
}
static int l_player_set_flight(lua::State* L) {
if (auto player = get_player(L, 1)) {
player->setFlight(lua::toboolean(L, 2));
}
return 0;
}
static int l_player_is_noclip(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushboolean(L, player->isNoclip());
}
return 0;
}
static int l_player_set_noclip(lua::State* L) {
if (auto player = get_player(L, 1)) {
player->setNoclip(lua::toboolean(L, 2));
}
return 0;
}
static int l_player_get_selected_block(lua::State* L) {
if (auto player = get_player(L, 1)) {
if (player->selection.vox.id == BLOCK_VOID) {
return 0;
}
return lua::pushivec3(L, player->selection.position);
}
return 0;
}
static int l_player_get_spawnpoint(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushvec3(L, player->getSpawnPoint());
}
return 0;
}
static int l_player_set_spawnpoint(lua::State* L) {
auto player = get_player(L, 1);
if (player) {
auto x = lua::tonumber(L, 2);
auto y = lua::tonumber(L, 3);
auto z = lua::tonumber(L, 4);
player->setSpawnPoint(glm::vec3(x, y, z));
}
return 0;
}
const luaL_Reg playerlib [] = {
{"get_pos", lua::wrap<l_player_get_pos>},
{"set_pos", lua::wrap<l_player_set_pos>},
{"get_vel", lua::wrap<l_player_get_vel>},
{"set_vel", lua::wrap<l_player_set_vel>},
{"get_rot", lua::wrap<l_player_get_rot>},
{"set_rot", lua::wrap<l_player_set_rot>},
{"get_inventory", lua::wrap<l_player_get_inv>},
{"is_flight", lua::wrap<l_player_is_flight>},
{"set_flight", lua::wrap<l_player_set_flight>},
{"is_noclip", lua::wrap<l_player_is_noclip>},
{"set_noclip", lua::wrap<l_player_set_noclip>},
{"get_selected_block", lua::wrap<l_player_get_selected_block>},
{"set_spawnpoint", lua::wrap<l_player_set_spawnpoint>},
{"get_spawnpoint", lua::wrap<l_player_get_spawnpoint>},
{NULL, NULL}
};