One step closer to multiplayer

This commit is contained in:
InfiniteCoder
2024-03-02 22:59:31 +03:00
parent 9d9c9f5570
commit 0157213a56
26 changed files with 213 additions and 219 deletions
+18 -21
View File
@@ -11,9 +11,9 @@
/* == player library ==*/
int l_player_get_pos(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
glm::vec3 pos = scripting::level->player->hitbox->position;
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);
@@ -22,20 +22,19 @@ int l_player_get_pos(lua_State* L) {
int l_player_set_pos(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
lua::luanumber x = lua_tonumber(L, 2);
lua::luanumber y = lua_tonumber(L, 3);
lua::luanumber z = lua_tonumber(L, 4);
scripting::level->player->hitbox->position = glm::vec3(x, y, z);
auto player = scripting::level->getObject<Player>(playerid);
if (player) player->hitbox->position = glm::vec3(x, y, z);
return 0;
}
int l_player_get_vel(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
glm::vec3 vel = scripting::level->player->hitbox->velocity;
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);
@@ -44,20 +43,19 @@ int l_player_get_vel(lua_State* L) {
int l_player_set_vel(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
lua::luanumber x = lua_tonumber(L, 2);
lua::luanumber y = lua_tonumber(L, 3);
lua::luanumber z = lua_tonumber(L, 4);
scripting::level->player->hitbox->velocity = glm::vec3(x, y, z);
auto player = scripting::level->getObject<Player>(playerid);
if (player) player->hitbox->velocity = glm::vec3(x, y, z);
return 0;
}
int l_player_get_rot(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
glm::vec2 rot = scripting::level->player->cam;
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;
@@ -65,11 +63,11 @@ int l_player_get_rot(lua_State* L) {
int l_player_set_rot(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
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 = scripting::level->player->cam;
glm::vec2& cam = player->cam;
cam.x = x;
cam.y = y;
return 0;
@@ -77,9 +75,8 @@ int l_player_set_rot(lua_State* L) {
int l_player_get_inv(lua_State* L) {
int playerid = lua_tointeger(L, 1);
if (playerid != 1)
return 0;
auto player = scripting::level->player;
auto player = scripting::level->getObject<Player>(playerid);
if (!player) return 0;
lua_pushinteger(L, player->getInventory()->getId());
lua_pushinteger(L, player->getChosenSlot());
return 2;