/******************************************************************************/
/******************************************************************************/
-#ifndef C_CONTENT_H_
-#define C_CONTENT_H_
+#pragma once
extern "C" {
#include <lua.h>
}
#include <iostream>
-#include <map>
#include <vector>
#include "irrlichttypes_bloated.h"
#include "util/string.h"
+#include "itemgroup.h"
+#include "itemdef.h"
+#include "c_types.h"
+// We do a explicit path include because by default c_content.h include src/client/hud.h
+// prior to the src/hud.h, which is not good on server only build
+#include "../../hud.h"
namespace Json { class Value; }
struct MapNode;
-class INodeDefManager;
+class NodeDefManager;
struct PointedThing;
struct ItemStack;
struct ItemDefinition;
struct SimpleSoundSpec;
struct ServerSoundParams;
class Inventory;
+class InventoryList;
struct NodeBox;
struct ContentFeatures;
struct TileDef;
-class Server;
+class IGameDef;
struct DigParams;
struct HitParams;
struct EnumString;
struct NoiseParams;
-class DecoSchematic;
+class Schematic;
+class ServerActiveObject;
+struct collisionMoveResult;
+extern struct EnumString es_TileAnimationType[];
+
+void read_content_features (lua_State *L, ContentFeatures &f,
+ int index);
+void push_content_features (lua_State *L,
+ const ContentFeatures &c);
+
+void push_nodebox (lua_State *L,
+ const NodeBox &box);
+void push_box (lua_State *L,
+ const std::vector<aabb3f> &box);
+
+void push_palette (lua_State *L,
+ const std::vector<video::SColor> *palette);
-ContentFeatures read_content_features (lua_State *L, int index);
-TileDef read_tiledef (lua_State *L, int index);
-void read_soundspec (lua_State *L, int index,
- SimpleSoundSpec &spec);
-NodeBox read_nodebox (lua_State *L, int index);
+TileDef read_tiledef (lua_State *L, int index,
+ u8 drawtype);
-void read_server_sound_params (lua_State *L, int index,
- ServerSoundParams ¶ms);
+void read_soundspec (lua_State *L, int index,
+ SimpleSoundSpec &spec);
+NodeBox read_nodebox (lua_State *L, int index);
-void push_dig_params (lua_State *L,const DigParams ¶ms);
-void push_hit_params (lua_State *L,const HitParams ¶ms);
+void read_server_sound_params (lua_State *L, int index,
+ ServerSoundParams ¶ms);
-ItemStack read_item (lua_State *L, int index, Server* srv);
+void push_dig_params (lua_State *L,
+ const DigParams ¶ms);
+void push_hit_params (lua_State *L,
+ const HitParams ¶ms);
+ItemStack read_item (lua_State *L, int index, IItemDefManager *idef);
-ToolCapabilities read_tool_capabilities (lua_State *L,
- int table);
+struct TileAnimationParams read_animation_definition(lua_State *L, int index);
+void push_animation_definition(lua_State *L, struct TileAnimationParams anim);
+
+ToolCapabilities read_tool_capabilities (lua_State *L, int table);
void push_tool_capabilities (lua_State *L,
const ToolCapabilities &prop);
-ItemDefinition read_item_definition (lua_State *L,
- int index,
- ItemDefinition default_def);
-void read_object_properties (lua_State *L,
- int index,
+void read_item_definition (lua_State *L, int index, const ItemDefinition &default_def,
+ ItemDefinition &def);
+void push_item_definition (lua_State *L,
+ const ItemDefinition &i);
+void push_item_definition_full (lua_State *L,
+ const ItemDefinition &i);
+
+void read_object_properties (lua_State *L, int index,
+ ServerActiveObject *sao,
+ ObjectProperties *prop,
+ IItemDefManager *idef);
+void push_object_properties (lua_State *L,
ObjectProperties *prop);
+void push_inventory (lua_State *L,
+ Inventory *inventory);
+
void push_inventory_list (lua_State *L,
- Inventory *inv,
- const char *name);
-void read_inventory_list (lua_State *L,
- int tableindex,
- Inventory *inv,
- const char *name,
- Server* srv,
- int forcesize=-1);
-
-MapNode readnode (lua_State *L,
- int index,
- INodeDefManager *ndef);
-void pushnode (lua_State *L,
- const MapNode &n,
- INodeDefManager *ndef);
+ const InventoryList &invlist);
+void push_inventory_lists (lua_State *L,
+ const Inventory &inv);
+void read_inventory_list (lua_State *L, int tableindex,
+ Inventory *inv, const char *name,
+ IGameDef *gdef, int forcesize=-1);
-NodeBox read_nodebox (lua_State *L, int index);
+MapNode readnode (lua_State *L, int index,
+ const NodeDefManager *ndef);
+void pushnode (lua_State *L, const MapNode &n,
+ const NodeDefManager *ndef);
-void read_groups (lua_State *L,
- int index,
- std::map<std::string, int> &result);
+
+void read_groups (lua_State *L, int index,
+ ItemGroupList &result);
+
+void push_groups (lua_State *L,
+ const ItemGroupList &groups);
//TODO rename to "read_enum_field"
-int getenumfield (lua_State *L,
- int table,
+int getenumfield (lua_State *L, int table,
const char *fieldname,
const EnumString *spec,
int default_);
-u32 getflagsfield (lua_State *L, int table,
+bool getflagsfield (lua_State *L, int table,
const char *fieldname,
- FlagDesc *flagdesc, u32 *flagmask);
+ FlagDesc *flagdesc,
+ u32 *flags, u32 *flagmask);
+
+bool read_flags (lua_State *L, int index,
+ FlagDesc *flagdesc,
+ u32 *flags, u32 *flagmask);
+
+void push_flags_string (lua_State *L, FlagDesc *flagdesc,
+ u32 flags, u32 flagmask);
u32 read_flags_table (lua_State *L, int table,
FlagDesc *flagdesc, u32 *flagmask);
std::vector<ItemStack> read_items (lua_State *L,
int index,
- Server* srv);
-
-void read_soundspec (lua_State *L,
- int index,
- SimpleSoundSpec &spec);
+ IGameDef* gdef);
+void push_soundspec (lua_State *L,
+ const SimpleSoundSpec &spec);
bool string_to_enum (const EnumString *spec,
int &result,
const std::string &str);
-NoiseParams* read_noiseparams (lua_State *L, int index);
-
-bool read_noiseparams_nc (lua_State *L, int index,
+bool read_noiseparams (lua_State *L, int index,
NoiseParams *np);
-
-bool read_schematic (lua_State *L, int index,
- DecoSchematic *dschem,
- Server *server);
+void push_noiseparams (lua_State *L, NoiseParams *np);
void luaentity_get (lua_State *L,u16 id);
bool push_json_value (lua_State *L,
const Json::Value &value,
int nullindex);
-void read_json_value (lua_State *L,
- Json::Value &root,
- int index,
- u8 recursion = 0);
+void read_json_value (lua_State *L, Json::Value &root,
+ int index, u8 recursion = 0);
-extern struct EnumString es_TileAnimationType[];
+/*!
+ * Pushes a Lua `pointed_thing` to the given Lua stack.
+ * \param csm If true, a client side pointed thing is pushed
+ * \param hitpoint If true, the exact pointing location is also pushed
+ */
+void push_pointed_thing(lua_State *L, const PointedThing &pointed, bool csm =
+ false, bool hitpoint = false);
+
+void push_objectRef (lua_State *L, const u16 id);
+
+void read_hud_element (lua_State *L, HudElement *elem);
+
+void push_hud_element (lua_State *L, HudElement *elem);
+
+bool read_hud_change (lua_State *L, HudElementStat &stat, HudElement *elem, void **value);
+
+void push_collision_move_result(lua_State *L, const collisionMoveResult &res);
-#endif /* C_CONTENT_H_ */
+void push_physics_override (lua_State *L, float speed, float jump, float gravity, bool sneak, bool sneak_glitch, bool new_move);