forked from Mirrorlandia_minetest/minetest
488 lines
11 KiB
C++
488 lines
11 KiB
C++
/*
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Minetest
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Copyright (C) 2017 Dumbeldor, Vincent Glize <vincent.glize@live.fr>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "l_localplayer.h"
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#include "l_internal.h"
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#include "lua_api/l_item.h"
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#include "script/common/c_converter.h"
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#include "client/localplayer.h"
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#include "hud.h"
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#include "common/c_content.h"
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#include "client/content_cao.h"
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LuaLocalPlayer::LuaLocalPlayer(LocalPlayer *m) : m_localplayer(m)
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{
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}
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void LuaLocalPlayer::create(lua_State *L, LocalPlayer *m)
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{
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lua_getglobal(L, "core");
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luaL_checktype(L, -1, LUA_TTABLE);
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int objectstable = lua_gettop(L);
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lua_getfield(L, -1, "localplayer");
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// Duplication check
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if (lua_type(L, -1) == LUA_TUSERDATA) {
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lua_pop(L, 1);
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return;
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}
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LuaLocalPlayer *o = new LuaLocalPlayer(m);
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*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
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luaL_getmetatable(L, className);
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lua_setmetatable(L, -2);
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lua_pushvalue(L, lua_gettop(L));
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lua_setfield(L, objectstable, "localplayer");
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}
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int LuaLocalPlayer::l_get_velocity(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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push_v3f(L, player->getSpeed() / BS);
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return 1;
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}
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int LuaLocalPlayer::l_get_hp(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushinteger(L, player->hp);
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return 1;
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}
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int LuaLocalPlayer::l_get_name(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushstring(L, player->getName());
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return 1;
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}
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// get_wield_index(self)
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int LuaLocalPlayer::l_get_wield_index(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushinteger(L, player->getWieldIndex());
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return 1;
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}
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// get_wielded_item(self)
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int LuaLocalPlayer::l_get_wielded_item(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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ItemStack selected_item;
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player->getWieldedItem(&selected_item, nullptr);
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LuaItemStack::create(L, selected_item);
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return 1;
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}
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int LuaLocalPlayer::l_is_attached(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushboolean(L, player->getParent() != nullptr);
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return 1;
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}
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int LuaLocalPlayer::l_is_touching_ground(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushboolean(L, player->touching_ground);
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return 1;
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}
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int LuaLocalPlayer::l_is_in_liquid(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushboolean(L, player->in_liquid);
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return 1;
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}
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int LuaLocalPlayer::l_is_in_liquid_stable(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushboolean(L, player->in_liquid_stable);
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return 1;
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}
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int LuaLocalPlayer::l_get_liquid_viscosity(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushinteger(L, player->liquid_viscosity);
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return 1;
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}
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int LuaLocalPlayer::l_is_climbing(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushboolean(L, player->is_climbing);
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return 1;
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}
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int LuaLocalPlayer::l_swimming_vertical(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushboolean(L, player->swimming_vertical);
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return 1;
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}
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// get_physics_override(self)
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int LuaLocalPlayer::l_get_physics_override(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_newtable(L);
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lua_pushnumber(L, player->physics_override_speed);
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lua_setfield(L, -2, "speed");
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lua_pushnumber(L, player->physics_override_jump);
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lua_setfield(L, -2, "jump");
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lua_pushnumber(L, player->physics_override_gravity);
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lua_setfield(L, -2, "gravity");
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lua_pushboolean(L, player->physics_override_sneak);
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lua_setfield(L, -2, "sneak");
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lua_pushboolean(L, player->physics_override_sneak_glitch);
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lua_setfield(L, -2, "sneak_glitch");
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lua_pushboolean(L, player->physics_override_new_move);
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lua_setfield(L, -2, "new_move");
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return 1;
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}
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int LuaLocalPlayer::l_get_last_pos(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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push_v3f(L, player->last_position / BS);
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return 1;
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}
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int LuaLocalPlayer::l_get_last_velocity(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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push_v3f(L, player->last_speed);
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return 1;
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}
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int LuaLocalPlayer::l_get_last_look_vertical(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushnumber(L, -1.0 * player->last_pitch * core::DEGTORAD);
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return 1;
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}
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int LuaLocalPlayer::l_get_last_look_horizontal(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushnumber(L, (player->last_yaw + 90.) * core::DEGTORAD);
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return 1;
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}
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// get_control(self)
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int LuaLocalPlayer::l_get_control(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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const PlayerControl &c = player->getPlayerControl();
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auto set = [L] (const char *name, bool value) {
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lua_pushboolean(L, value);
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lua_setfield(L, -2, name);
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};
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lua_createtable(L, 0, 12);
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set("up", c.up);
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set("down", c.down);
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set("left", c.left);
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set("right", c.right);
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set("jump", c.jump);
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set("aux1", c.aux1);
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set("sneak", c.sneak);
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set("zoom", c.zoom);
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set("LMB", c.LMB);
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set("RMB", c.RMB);
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return 1;
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}
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// get_breath(self)
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int LuaLocalPlayer::l_get_breath(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushinteger(L, player->getBreath());
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return 1;
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}
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// get_pos(self)
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int LuaLocalPlayer::l_get_pos(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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push_v3f(L, player->getPosition() / BS);
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return 1;
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}
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// get_movement_acceleration(self)
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int LuaLocalPlayer::l_get_movement_acceleration(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_newtable(L);
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lua_pushnumber(L, player->movement_acceleration_default);
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lua_setfield(L, -2, "default");
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lua_pushnumber(L, player->movement_acceleration_air);
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lua_setfield(L, -2, "air");
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lua_pushnumber(L, player->movement_acceleration_fast);
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lua_setfield(L, -2, "fast");
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return 1;
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}
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// get_movement_speed(self)
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int LuaLocalPlayer::l_get_movement_speed(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_newtable(L);
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lua_pushnumber(L, player->movement_speed_walk);
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lua_setfield(L, -2, "walk");
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lua_pushnumber(L, player->movement_speed_crouch);
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lua_setfield(L, -2, "crouch");
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lua_pushnumber(L, player->movement_speed_fast);
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lua_setfield(L, -2, "fast");
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lua_pushnumber(L, player->movement_speed_climb);
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lua_setfield(L, -2, "climb");
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lua_pushnumber(L, player->movement_speed_jump);
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lua_setfield(L, -2, "jump");
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return 1;
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}
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// get_movement(self)
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int LuaLocalPlayer::l_get_movement(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_newtable(L);
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lua_pushnumber(L, player->movement_liquid_fluidity);
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lua_setfield(L, -2, "liquid_fluidity");
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lua_pushnumber(L, player->movement_liquid_fluidity_smooth);
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lua_setfield(L, -2, "liquid_fluidity_smooth");
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lua_pushnumber(L, player->movement_liquid_sink);
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lua_setfield(L, -2, "liquid_sink");
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lua_pushnumber(L, player->movement_gravity);
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lua_setfield(L, -2, "gravity");
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return 1;
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}
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// get_armor_groups(self)
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int LuaLocalPlayer::l_get_armor_groups(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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push_groups(L, player->getCAO()->getGroups());
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return 1;
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}
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// hud_add(self, form)
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int LuaLocalPlayer::l_hud_add(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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HudElement *elem = new HudElement;
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read_hud_element(L, elem);
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u32 id = player->addHud(elem);
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if (id == U32_MAX) {
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delete elem;
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return 0;
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}
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lua_pushnumber(L, id);
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return 1;
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}
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// hud_remove(self, id)
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int LuaLocalPlayer::l_hud_remove(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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u32 id = luaL_checkinteger(L, 2);
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HudElement *element = player->removeHud(id);
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if (!element)
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lua_pushboolean(L, false);
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else
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lua_pushboolean(L, true);
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delete element;
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return 1;
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}
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// hud_change(self, id, stat, data)
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int LuaLocalPlayer::l_hud_change(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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u32 id = luaL_checkinteger(L, 2);
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HudElement *element = player->getHud(id);
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if (!element)
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return 0;
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void *unused;
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read_hud_change(L, element, &unused);
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lua_pushboolean(L, true);
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return 1;
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}
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// hud_get(self, id)
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int LuaLocalPlayer::l_hud_get(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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u32 id = luaL_checkinteger(L, -1);
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HudElement *e = player->getHud(id);
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if (!e) {
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lua_pushnil(L);
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return 1;
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}
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push_hud_element(L, e);
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return 1;
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}
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LuaLocalPlayer *LuaLocalPlayer::checkobject(lua_State *L, int narg)
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{
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luaL_checktype(L, narg, LUA_TUSERDATA);
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void *ud = luaL_checkudata(L, narg, className);
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if (!ud)
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luaL_typerror(L, narg, className);
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return *(LuaLocalPlayer **)ud;
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}
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LocalPlayer *LuaLocalPlayer::getobject(LuaLocalPlayer *ref)
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{
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return ref->m_localplayer;
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}
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LocalPlayer *LuaLocalPlayer::getobject(lua_State *L, int narg)
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{
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LuaLocalPlayer *ref = checkobject(L, narg);
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assert(ref);
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LocalPlayer *player = getobject(ref);
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assert(player);
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return player;
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}
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int LuaLocalPlayer::gc_object(lua_State *L)
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{
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LuaLocalPlayer *o = *(LuaLocalPlayer **)(lua_touserdata(L, 1));
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delete o;
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return 0;
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}
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void LuaLocalPlayer::Register(lua_State *L)
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{
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lua_newtable(L);
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int methodtable = lua_gettop(L);
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luaL_newmetatable(L, className);
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int metatable = lua_gettop(L);
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lua_pushliteral(L, "__metatable");
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lua_pushvalue(L, methodtable);
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lua_settable(L, metatable); // hide metatable from lua getmetatable()
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lua_pushliteral(L, "__index");
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lua_pushvalue(L, methodtable);
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lua_settable(L, metatable);
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lua_pushliteral(L, "__gc");
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lua_pushcfunction(L, gc_object);
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lua_settable(L, metatable);
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lua_pop(L, 1); // Drop metatable
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luaL_openlib(L, 0, methods, 0); // fill methodtable
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lua_pop(L, 1); // Drop methodtable
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}
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const char LuaLocalPlayer::className[] = "LocalPlayer";
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const luaL_Reg LuaLocalPlayer::methods[] = {
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luamethod(LuaLocalPlayer, get_velocity),
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luamethod(LuaLocalPlayer, get_hp),
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luamethod(LuaLocalPlayer, get_name),
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luamethod(LuaLocalPlayer, get_wield_index),
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luamethod(LuaLocalPlayer, get_wielded_item),
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luamethod(LuaLocalPlayer, is_attached),
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luamethod(LuaLocalPlayer, is_touching_ground),
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luamethod(LuaLocalPlayer, is_in_liquid),
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luamethod(LuaLocalPlayer, is_in_liquid_stable),
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luamethod(LuaLocalPlayer, get_liquid_viscosity),
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luamethod(LuaLocalPlayer, is_climbing),
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luamethod(LuaLocalPlayer, swimming_vertical),
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luamethod(LuaLocalPlayer, get_physics_override),
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// TODO: figure our if these are useful in any way
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luamethod(LuaLocalPlayer, get_last_pos),
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luamethod(LuaLocalPlayer, get_last_velocity),
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luamethod(LuaLocalPlayer, get_last_look_horizontal),
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luamethod(LuaLocalPlayer, get_last_look_vertical),
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//
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luamethod(LuaLocalPlayer, get_control),
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luamethod(LuaLocalPlayer, get_breath),
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luamethod(LuaLocalPlayer, get_pos),
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luamethod(LuaLocalPlayer, get_movement_acceleration),
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luamethod(LuaLocalPlayer, get_movement_speed),
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luamethod(LuaLocalPlayer, get_movement),
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luamethod(LuaLocalPlayer, get_armor_groups),
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luamethod(LuaLocalPlayer, hud_add),
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luamethod(LuaLocalPlayer, hud_remove),
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luamethod(LuaLocalPlayer, hud_change),
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luamethod(LuaLocalPlayer, hud_get),
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{0, 0}
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};
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