/*
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 "script/common/c_converter.h"
#include "localplayer.h"

LuaLocalPlayer::LuaLocalPlayer(LocalPlayer *m) : m_localplayer(m)
{
}

void LuaLocalPlayer::create(lua_State *L, LocalPlayer *m)
{
	LuaLocalPlayer *o = new LuaLocalPlayer(m);
	*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
	luaL_getmetatable(L, className);
	lua_setmetatable(L, -2);

	// Keep localplayer object stack id
	int localplayer_object = lua_gettop(L);

	lua_getglobal(L, "core");
	luaL_checktype(L, -1, LUA_TTABLE);
	int coretable = lua_gettop(L);

	lua_pushvalue(L, localplayer_object);
	lua_setfield(L, coretable, "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;
}

int LuaLocalPlayer::l_is_attached(lua_State *L)
{
	LocalPlayer *player = getobject(L, 1);

	lua_pushboolean(L, player->isAttached);
	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;
}

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");

	return 1;
}

int LuaLocalPlayer::l_get_override_pos(lua_State *L)
{
	LocalPlayer *player = getobject(L, 1);

	push_v3f(L, player->overridePosition);
	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;
}

int LuaLocalPlayer::l_get_key_pressed(lua_State *L)
{
	LocalPlayer *player = getobject(L, 1);

	lua_pushinteger(L, player->last_keyPressed);
	return 1;
}

int LuaLocalPlayer::l_get_breath(lua_State *L)
{
	LocalPlayer *player = getobject(L, 1);

	lua_pushinteger(L, player->getBreath());
	return 1;
}

int LuaLocalPlayer::l_get_pos(lua_State *L)
{
	LocalPlayer *player = getobject(L, 1);

	push_v3f(L, player->getPosition() / BS);
	return 1;
}

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;
}

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;
}

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;
}

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_openlib(L, 0, methods, 0); // 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, 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),
		luamethod(LuaLocalPlayer, get_override_pos),
		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_breath),
		luamethod(LuaLocalPlayer, get_pos),
		luamethod(LuaLocalPlayer, get_movement_acceleration),
		luamethod(LuaLocalPlayer, get_movement_speed),
		luamethod(LuaLocalPlayer, get_movement),

		{0, 0}
};