#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/client.h"
+#include "client/content_cao.h"
+#include "client/game.h"
LuaLocalPlayer::LuaLocalPlayer(LocalPlayer *m) : m_localplayer(m)
{
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;
+}
+
+// set_wield_index(self)
+int LuaLocalPlayer::l_set_wield_index(lua_State *L)
+{
+ LocalPlayer *player = getobject(L, 1);
+ u32 index = luaL_checkinteger(L, 2);
+
+ player->setWieldIndex(index);
+ g_game->processItemSelection(&g_game->runData.new_playeritem);
+ return 0;
+}
+
+// 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);
return 1;
}
+// get_physics_override(self)
int LuaLocalPlayer::l_get_physics_override(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
lua_pushboolean(L, player->physics_override_sneak_glitch);
lua_setfield(L, -2, "sneak_glitch");
- return 1;
-}
+ lua_pushboolean(L, player->physics_override_new_move);
+ lua_setfield(L, -2, "new_move");
-int LuaLocalPlayer::l_get_override_pos(lua_State *L)
-{
- LocalPlayer *player = getobject(L, 1);
-
- push_v3f(L, player->getPosition());
return 1;
}
return 1;
}
-int LuaLocalPlayer::l_get_key_pressed(lua_State *L)
+// 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("up", c.up);
+ set("down", c.down);
+ set("left", c.left);
+ set("right", c.right);
+ set("jump", c.jump);
+ set("aux1", c.aux1);
+ set("sneak", c.sneak);
+ set("zoom", c.zoom);
+ set("LMB", c.LMB);
+ set("RMB", c.RMB);
- lua_pushinteger(L, player->last_keyPressed);
return 1;
}
+// get_breath(self)
int LuaLocalPlayer::l_get_breath(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
return 1;
}
+// get_pos(self)
int LuaLocalPlayer::l_get_pos(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
return 1;
}
+// set_pos(self, pos)
int LuaLocalPlayer::l_set_pos(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
v3f pos = checkFloatPos(L, 2);
player->setPosition(pos);
+ getClient(L)->sendPlayerPos();
return 0;
}
+// get_movement_acceleration(self)
int LuaLocalPlayer::l_get_movement_acceleration(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
return 1;
}
+// get_movement_speed(self)
int LuaLocalPlayer::l_get_movement_speed(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
return 1;
}
+// get_movement(self)
int LuaLocalPlayer::l_get_movement(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
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)
luamethod(LuaLocalPlayer, get_velocity),
luamethod(LuaLocalPlayer, get_hp),
luamethod(LuaLocalPlayer, get_name),
+ luamethod(LuaLocalPlayer, get_wield_index),
+ luamethod(LuaLocalPlayer, set_wield_index),
+ luamethod(LuaLocalPlayer, get_wielded_item),
luamethod(LuaLocalPlayer, is_attached),
luamethod(LuaLocalPlayer, is_touching_ground),
luamethod(LuaLocalPlayer, is_in_liquid),
luamethod(LuaLocalPlayer, is_climbing),
luamethod(LuaLocalPlayer, swimming_vertical),
luamethod(LuaLocalPlayer, get_physics_override),
- luamethod(LuaLocalPlayer, get_override_pos),
+ // 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_key_pressed),
+ //
+ luamethod(LuaLocalPlayer, get_control),
luamethod(LuaLocalPlayer, get_breath),
luamethod(LuaLocalPlayer, get_pos),
luamethod(LuaLocalPlayer, set_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),