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