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