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luanti/src/script/lua_api/l_localplayer.cpp

506 lines
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C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2017 Dumbeldor, Vincent Glize <vincent.glize@live.fr>
#include "l_localplayer.h"
#include "l_internal.h"
#include "lua_api/l_item.h"
#include "script/common/c_converter.h"
#include "client/localplayer.h"
#include "hud.h"
#include "common/c_content.h"
#include "client/content_cao.h"
LuaLocalPlayer::LuaLocalPlayer(LocalPlayer *m) : m_localplayer(m)
{
}
void LuaLocalPlayer::create(lua_State *L, LocalPlayer *m)
{
lua_getglobal(L, "core");
luaL_checktype(L, -1, LUA_TTABLE);
int objectstable = lua_gettop(L);
lua_getfield(L, -1, "localplayer");
// Duplication check
if (lua_type(L, -1) == LUA_TUSERDATA) {
lua_pop(L, 1);
return;
}
LuaLocalPlayer *o = new LuaLocalPlayer(m);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
lua_pushvalue(L, lua_gettop(L));
lua_setfield(L, objectstable, "localplayer");
}
int LuaLocalPlayer::l_get_velocity(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
push_v3f(L, player->getSpeed() / BS);
return 1;
}
int LuaLocalPlayer::l_get_hp(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushinteger(L, player->hp);
return 1;
}
int LuaLocalPlayer::l_get_name(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushstring(L, player->getName().c_str());
return 1;
}
// get_wield_index(self)
int LuaLocalPlayer::l_get_wield_index(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushinteger(L, player->getWieldIndex());
return 1;
}
// get_wielded_item(self)
int LuaLocalPlayer::l_get_wielded_item(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
ItemStack selected_item;
player->getWieldedItem(&selected_item, nullptr);
LuaItemStack::create(L, selected_item);
return 1;
}
int LuaLocalPlayer::l_is_attached(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushboolean(L, player->getParent() != nullptr);
return 1;
}
int LuaLocalPlayer::l_is_touching_ground(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushboolean(L, player->touching_ground);
return 1;
}
int LuaLocalPlayer::l_is_in_liquid(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushboolean(L, player->in_liquid);
return 1;
}
int LuaLocalPlayer::l_is_in_liquid_stable(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushboolean(L, player->in_liquid_stable);
return 1;
}
int LuaLocalPlayer::l_get_move_resistance(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushinteger(L, player->move_resistance);
return 1;
}
int LuaLocalPlayer::l_is_climbing(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushboolean(L, player->is_climbing);
return 1;
}
int LuaLocalPlayer::l_swimming_vertical(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushboolean(L, player->swimming_vertical);
return 1;
}
// get_physics_override(self)
int LuaLocalPlayer::l_get_physics_override(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
const auto &phys = player->physics_override;
lua_newtable(L);
lua_pushnumber(L, phys.speed);
lua_setfield(L, -2, "speed");
lua_pushnumber(L, phys.jump);
lua_setfield(L, -2, "jump");
lua_pushnumber(L, phys.gravity);
lua_setfield(L, -2, "gravity");
lua_pushboolean(L, phys.sneak);
lua_setfield(L, -2, "sneak");
lua_pushboolean(L, phys.sneak_glitch);
lua_setfield(L, -2, "sneak_glitch");
lua_pushboolean(L, phys.new_move);
lua_setfield(L, -2, "new_move");
lua_pushnumber(L, phys.speed_climb);
lua_setfield(L, -2, "speed_climb");
lua_pushnumber(L, phys.speed_crouch);
lua_setfield(L, -2, "speed_crouch");
lua_pushnumber(L, phys.liquid_fluidity);
lua_setfield(L, -2, "liquid_fluidity");
lua_pushnumber(L, phys.liquid_fluidity_smooth);
lua_setfield(L, -2, "liquid_fluidity_smooth");
lua_pushnumber(L, phys.liquid_sink);
lua_setfield(L, -2, "liquid_sink");
lua_pushnumber(L, phys.acceleration_default);
lua_setfield(L, -2, "acceleration_default");
lua_pushnumber(L, phys.acceleration_air);
lua_setfield(L, -2, "acceleration_air");
lua_pushnumber(L, phys.speed_fast);
lua_setfield(L, -2, "speed_fast");
lua_pushnumber(L, phys.acceleration_fast);
lua_setfield(L, -2, "acceleration_fast");
lua_pushnumber(L, phys.speed_walk);
lua_setfield(L, -2, "speed_walk");
return 1;
}
int LuaLocalPlayer::l_get_last_pos(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
push_v3f(L, player->last_position / BS);
return 1;
}
int LuaLocalPlayer::l_get_last_velocity(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
push_v3f(L, player->last_speed);
return 1;
}
int LuaLocalPlayer::l_get_last_look_vertical(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushnumber(L, -1.0 * player->last_pitch * core::DEGTORAD);
return 1;
}
int LuaLocalPlayer::l_get_last_look_horizontal(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushnumber(L, (player->last_yaw + 90.) * core::DEGTORAD);
return 1;
}
// get_control(self)
int LuaLocalPlayer::l_get_control(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
const PlayerControl &c = player->getPlayerControl();
auto set = [L] (const char *name, bool value) {
lua_pushboolean(L, value);
lua_setfield(L, -2, name);
};
lua_createtable(L, 0, 12);
set("jump", c.jump);
set("aux1", c.aux1);
set("sneak", c.sneak);
set("zoom", c.zoom);
set("dig", c.dig);
set("place", c.place);
v2f movement = c.getMovement();
lua_pushnumber(L, movement.X);
lua_setfield(L, -2, "movement_x");
lua_pushnumber(L, movement.Y);
lua_setfield(L, -2, "movement_y");
set("up", c.direction_keys & (1 << 0));
set("down", c.direction_keys & (1 << 1));
set("left", c.direction_keys & (1 << 2));
set("right", c.direction_keys & (1 << 3));
return 1;
}
// get_breath(self)
int LuaLocalPlayer::l_get_breath(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushinteger(L, player->getBreath());
return 1;
}
// get_pos(self)
int LuaLocalPlayer::l_get_pos(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
push_v3f(L, player->getPosition() / BS);
return 1;
}
// get_movement_acceleration(self)
int LuaLocalPlayer::l_get_movement_acceleration(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_newtable(L);
lua_pushnumber(L, player->movement_acceleration_default);
lua_setfield(L, -2, "default");
lua_pushnumber(L, player->movement_acceleration_air);
lua_setfield(L, -2, "air");
lua_pushnumber(L, player->movement_acceleration_fast);
lua_setfield(L, -2, "fast");
return 1;
}
// get_movement_speed(self)
int LuaLocalPlayer::l_get_movement_speed(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_newtable(L);
lua_pushnumber(L, player->movement_speed_walk);
lua_setfield(L, -2, "walk");
lua_pushnumber(L, player->movement_speed_crouch);
lua_setfield(L, -2, "crouch");
lua_pushnumber(L, player->movement_speed_fast);
lua_setfield(L, -2, "fast");
lua_pushnumber(L, player->movement_speed_climb);
lua_setfield(L, -2, "climb");
lua_pushnumber(L, player->movement_speed_jump);
lua_setfield(L, -2, "jump");
return 1;
}
// get_movement(self)
int LuaLocalPlayer::l_get_movement(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_newtable(L);
lua_pushnumber(L, player->movement_liquid_fluidity);
lua_setfield(L, -2, "liquid_fluidity");
lua_pushnumber(L, player->movement_liquid_fluidity_smooth);
lua_setfield(L, -2, "liquid_fluidity_smooth");
lua_pushnumber(L, player->movement_liquid_sink);
lua_setfield(L, -2, "liquid_sink");
lua_pushnumber(L, player->movement_gravity);
lua_setfield(L, -2, "gravity");
return 1;
}
// get_armor_groups(self)
int LuaLocalPlayer::l_get_armor_groups(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
push_groups(L, player->getCAO()->getGroups());
return 1;
}
// hud_add(self, form)
int LuaLocalPlayer::l_hud_add(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
HudElement *elem = new HudElement;
read_hud_element(L, elem);
u32 id = player->addHud(elem);
if (id == U32_MAX) {
delete elem;
return 0;
}
lua_pushnumber(L, id);
return 1;
}
// hud_remove(self, id)
int LuaLocalPlayer::l_hud_remove(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
u32 id = luaL_checkinteger(L, 2);
HudElement *element = player->removeHud(id);
if (!element)
lua_pushboolean(L, false);
else
lua_pushboolean(L, true);
delete element;
return 1;
}
// hud_change(self, id, stat, data)
int LuaLocalPlayer::l_hud_change(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
u32 id = luaL_checkinteger(L, 2);
HudElement *element = player->getHud(id);
if (!element)
return 0;
HudElementStat stat;
void *unused;
bool ok = read_hud_change(L, stat, element, &unused);
lua_pushboolean(L, ok);
return 1;
}
// hud_get(self, id)
int LuaLocalPlayer::l_hud_get(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
u32 id = luaL_checkinteger(L, -1);
HudElement *e = player->getHud(id);
if (!e) {
lua_pushnil(L);
return 1;
}
push_hud_element(L, e);
return 1;
}
// hud_get_all(self)
int LuaLocalPlayer::l_hud_get_all(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
if (player == nullptr)
return 0;
lua_newtable(L);
player->hudApply([&](const std::vector<HudElement*>& hud) {
for (std::size_t id = 0; id < hud.size(); ++id) {
HudElement *elem = hud[id];
if (elem != nullptr) {
push_hud_element(L, elem);
lua_rawseti(L, -2, id);
}
}
});
return 1;
}
LocalPlayer *LuaLocalPlayer::getobject(LuaLocalPlayer *ref)
{
return ref->m_localplayer;
}
LocalPlayer *LuaLocalPlayer::getobject(lua_State *L, int narg)
{
LuaLocalPlayer *ref = checkObject<LuaLocalPlayer>(L, narg);
assert(ref);
LocalPlayer *player = getobject(ref);
assert(player);
return player;
}
int LuaLocalPlayer::gc_object(lua_State *L)
{
LuaLocalPlayer *o = *(LuaLocalPlayer **)(lua_touserdata(L, 1));
delete o;
return 0;
}
void LuaLocalPlayer::Register(lua_State *L)
{
static const luaL_Reg metamethods[] = {
{"__gc", gc_object},
{0, 0}
};
registerClass<LuaLocalPlayer>(L, methods, metamethods);
}
const char LuaLocalPlayer::className[] = "LocalPlayer";
const luaL_Reg LuaLocalPlayer::methods[] = {
luamethod(LuaLocalPlayer, get_velocity),
luamethod(LuaLocalPlayer, get_hp),
luamethod(LuaLocalPlayer, get_name),
luamethod(LuaLocalPlayer, get_wield_index),
luamethod(LuaLocalPlayer, get_wielded_item),
luamethod(LuaLocalPlayer, is_attached),
luamethod(LuaLocalPlayer, is_touching_ground),
luamethod(LuaLocalPlayer, is_in_liquid),
luamethod(LuaLocalPlayer, is_in_liquid_stable),
luamethod(LuaLocalPlayer, is_climbing),
luamethod(LuaLocalPlayer, swimming_vertical),
luamethod(LuaLocalPlayer, get_physics_override),
// TODO: figure our if these are useful in any way
luamethod(LuaLocalPlayer, get_last_pos),
luamethod(LuaLocalPlayer, get_last_velocity),
luamethod(LuaLocalPlayer, get_last_look_horizontal),
luamethod(LuaLocalPlayer, get_last_look_vertical),
//
luamethod(LuaLocalPlayer, get_control),
luamethod(LuaLocalPlayer, get_breath),
luamethod(LuaLocalPlayer, get_pos),
luamethod(LuaLocalPlayer, get_movement_acceleration),
luamethod(LuaLocalPlayer, get_movement_speed),
luamethod(LuaLocalPlayer, get_movement),
luamethod(LuaLocalPlayer, get_armor_groups),
luamethod(LuaLocalPlayer, hud_add),
luamethod(LuaLocalPlayer, hud_remove),
luamethod(LuaLocalPlayer, hud_change),
luamethod(LuaLocalPlayer, hud_get),
luamethod(LuaLocalPlayer, hud_get_all),
luamethod(LuaLocalPlayer, get_move_resistance),
{0, 0}
};