mirror of
https://github.com/minetest/minetest.git
synced 2024-11-28 02:23:48 +01:00
417 lines
9.7 KiB
C++
417 lines
9.7 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 "script/common/c_converter.h"
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#include "l_localplayer.h"
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#include "l_internal.h"
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LuaLocalPlayer::LuaLocalPlayer(LocalPlayer *m)
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{
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m_localplayer = m;
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}
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void LuaLocalPlayer::create(lua_State *L, LocalPlayer *m)
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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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// Keep localplayer object stack id
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int localplayer_object = lua_gettop(L);
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lua_getglobal(L, "core");
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luaL_checktype(L, -1, LUA_TTABLE);
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int coretable = lua_gettop(L);
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lua_pushvalue(L, localplayer_object);
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lua_setfield(L, coretable, "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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int LuaLocalPlayer::l_is_teleported(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushboolean(L, player->got_teleported);
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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->isAttached);
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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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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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return 1;
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}
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int LuaLocalPlayer::l_get_override_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->overridePosition);
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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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int LuaLocalPlayer::l_get_key_pressed(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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lua_pushinteger(L, player->last_keyPressed);
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return 1;
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}
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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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int LuaLocalPlayer::l_get_look_dir(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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float pitch = -1.0 * player->getPitch() * core::DEGTORAD;
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float yaw = (player->getYaw() + 90.) * core::DEGTORAD;
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v3f v(cos(pitch) * cos(yaw), sin(pitch), cos(pitch) * sin(yaw));
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push_v3f(L, v);
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return 1;
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}
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int LuaLocalPlayer::l_get_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->getYaw() + 90.) * core::DEGTORAD);
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return 1;
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}
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int LuaLocalPlayer::l_get_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->getPitch() * core::DEGTORAD);
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return 1;
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}
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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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int LuaLocalPlayer::l_get_eye_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->getEyePosition());
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return 1;
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}
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int LuaLocalPlayer::l_get_eye_offset(lua_State *L)
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{
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LocalPlayer *player = getobject(L, 1);
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push_v3f(L, player->getEyeOffset());
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return 1;
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}
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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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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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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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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, is_teleported),
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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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luamethod(LuaLocalPlayer, get_override_pos),
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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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luamethod(LuaLocalPlayer, get_key_pressed),
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luamethod(LuaLocalPlayer, get_breath),
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luamethod(LuaLocalPlayer, get_look_dir),
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luamethod(LuaLocalPlayer, get_look_horizontal),
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luamethod(LuaLocalPlayer, get_look_vertical),
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luamethod(LuaLocalPlayer, get_pos),
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luamethod(LuaLocalPlayer, get_eye_pos),
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luamethod(LuaLocalPlayer, get_eye_offset),
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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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{0, 0}
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};
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