2024-03-05 13:58:08 +03:00

95 lines
2.9 KiB
C++

#include "lua_commons.h"
#include "api_lua.h"
#include "../scripting.h"
#include "../../../world/Level.h"
#include "../../../objects/Player.h"
#include "../../../physics/Hitbox.h"
#include "../../../window/Camera.h"
#include "../../../items/Inventory.h"
#include <glm/glm.hpp>
static int l_player_get_pos(lua_State* L) {
int playerid = lua_tointeger(L, 1);
auto player = scripting::level->getObject<Player>(playerid);
if (!player) return 0;
glm::vec3 pos = player->hitbox->position;
lua_pushnumber(L, pos.x);
lua_pushnumber(L, pos.y);
lua_pushnumber(L, pos.z);
return 3;
}
static int l_player_set_pos(lua_State* L) {
int playerid = lua_tointeger(L, 1);
lua::luanumber x = lua_tonumber(L, 2);
lua::luanumber y = lua_tonumber(L, 3);
lua::luanumber z = lua_tonumber(L, 4);
auto player = scripting::level->getObject<Player>(playerid);
if (player) player->hitbox->position = glm::vec3(x, y, z);
return 0;
}
static int l_player_get_vel(lua_State* L) {
int playerid = lua_tointeger(L, 1);
auto player = scripting::level->getObject<Player>(playerid);
if (!player) return 0;
glm::vec3 vel = player->hitbox->velocity;
lua_pushnumber(L, vel.x);
lua_pushnumber(L, vel.y);
lua_pushnumber(L, vel.z);
return 3;
}
static int l_player_set_vel(lua_State* L) {
int playerid = lua_tointeger(L, 1);
lua::luanumber x = lua_tonumber(L, 2);
lua::luanumber y = lua_tonumber(L, 3);
lua::luanumber z = lua_tonumber(L, 4);
auto player = scripting::level->getObject<Player>(playerid);
if (player) player->hitbox->velocity = glm::vec3(x, y, z);
return 0;
}
static int l_player_get_rot(lua_State* L) {
int playerid = lua_tointeger(L, 1);
auto player = scripting::level->getObject<Player>(playerid);
if (!player) return 0;
glm::vec2 rot = player->cam;
lua_pushnumber(L, rot.x);
lua_pushnumber(L, rot.y);
return 2;
}
static int l_player_set_rot(lua_State* L) {
int playerid = lua_tointeger(L, 1);
auto player = scripting::level->getObject<Player>(playerid);
if (!player) return 0;
lua::luanumber x = lua_tonumber(L, 2);
lua::luanumber y = lua_tonumber(L, 3);
glm::vec2& cam = player->cam;
cam.x = x;
cam.y = y;
return 0;
}
static int l_player_get_inv(lua_State* L) {
int playerid = lua_tointeger(L, 1);
auto player = scripting::level->getObject<Player>(playerid);
if (!player) return 0;
lua_pushinteger(L, player->getInventory()->getId());
lua_pushinteger(L, player->getChosenSlot());
return 2;
}
const luaL_Reg playerlib [] = {
{"get_pos", lua_wrap_errors<l_player_get_pos>},
{"set_pos", lua_wrap_errors<l_player_set_pos>},
{"get_vel", lua_wrap_errors<l_player_get_vel>},
{"set_vel", lua_wrap_errors<l_player_set_vel>},
{"get_rot", lua_wrap_errors<l_player_get_rot>},
{"set_rot", lua_wrap_errors<l_player_set_rot>},
{"get_inventory", lua_wrap_errors<l_player_get_inv>},
{NULL, NULL}
};