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- /*
- Minetest
- Copyright (C) 2017 Dumbeldor, Vincent Glize <vincent.glize@live.fr>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #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());
- 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_liquid_viscosity(lua_State *L)
- {
- LocalPlayer *player = getobject(L, 1);
- lua_pushinteger(L, player->liquid_viscosity);
- 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);
- lua_newtable(L);
- lua_pushnumber(L, player->physics_override_speed);
- lua_setfield(L, -2, "speed");
- lua_pushnumber(L, player->physics_override_jump);
- lua_setfield(L, -2, "jump");
- lua_pushnumber(L, player->physics_override_gravity);
- lua_setfield(L, -2, "gravity");
- lua_pushboolean(L, player->physics_override_sneak);
- lua_setfield(L, -2, "sneak");
- lua_pushboolean(L, player->physics_override_sneak_glitch);
- lua_setfield(L, -2, "sneak_glitch");
- lua_pushboolean(L, player->physics_override_new_move);
- lua_setfield(L, -2, "new_move");
- 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);
- // Player movement in polar coordinates and non-binary speed
- set("movement_speed", c.movement_speed);
- set("movement_direction", c.movement_direction);
- // Provide direction keys to ensure compatibility
- set("up", player->keyPressed & (1 << 0)); // Up, down, left, and right were removed in favor of
- set("down", player->keyPressed & (1 << 1)); // analog direction indicators and are therefore not
- set("left", player->keyPressed & (1 << 2)); // available as booleans anymore. The corresponding values
- set("right", player->keyPressed & (1 << 3)); // can still be read from the keyPressed bits though.
- 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;
- }
- LuaLocalPlayer *LuaLocalPlayer::checkobject(lua_State *L, int narg)
- {
- luaL_checktype(L, narg, LUA_TUSERDATA);
- void *ud = luaL_checkudata(L, narg, className);
- if (!ud)
- luaL_typerror(L, narg, className);
- return *(LuaLocalPlayer **)ud;
- }
- LocalPlayer *LuaLocalPlayer::getobject(LuaLocalPlayer *ref)
- {
- return ref->m_localplayer;
- }
- LocalPlayer *LuaLocalPlayer::getobject(lua_State *L, int narg)
- {
- LuaLocalPlayer *ref = checkobject(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)
- {
- lua_newtable(L);
- int methodtable = lua_gettop(L);
- luaL_newmetatable(L, className);
- int metatable = lua_gettop(L);
- lua_pushliteral(L, "__metatable");
- lua_pushvalue(L, methodtable);
- lua_settable(L, metatable); // hide metatable from lua getmetatable()
- lua_pushliteral(L, "__index");
- lua_pushvalue(L, methodtable);
- lua_settable(L, metatable);
- lua_pushliteral(L, "__gc");
- lua_pushcfunction(L, gc_object);
- lua_settable(L, metatable);
- lua_pop(L, 1); // Drop metatable
- luaL_register(L, nullptr, methods); // fill methodtable
- lua_pop(L, 1); // Drop methodtable
- }
- 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, get_liquid_viscosity),
- 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),
- {0, 0}
- };
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