#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 Schematic;
+class ServerActiveObject;
+struct collisionMoveResult;
+extern struct EnumString es_TileAnimationType[];
-ContentFeatures read_content_features (lua_State *L, int index);
+void read_content_features (lua_State *L, ContentFeatures &f,
+ int index);
void push_content_features (lua_State *L,
const ContentFeatures &c);
ItemStack read_item (lua_State *L, int index, IItemDefManager *idef);
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 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);
+ 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,
- Server *srv, int forcesize=-1);
+ IGameDef *gdef, int forcesize=-1);
MapNode readnode (lua_State *L, int index,
- INodeDefManager *ndef);
+ const NodeDefManager *ndef);
void pushnode (lua_State *L, const MapNode &n,
- INodeDefManager *ndef);
+ const NodeDefManager *ndef);
-NodeBox read_nodebox (lua_State *L, int index);
void read_groups (lua_State *L, int index,
ItemGroupList &result);
std::vector<ItemStack> read_items (lua_State *L,
int index,
- Server* srv);
+ IGameDef* gdef);
-void read_soundspec (lua_State *L,
- int index,
- SimpleSoundSpec &spec);
void push_soundspec (lua_State *L,
const SimpleSoundSpec &spec);
void read_json_value (lua_State *L, Json::Value &root,
int index, u8 recursion = 0);
-void push_pointed_thing (lua_State *L, const PointedThing &pointed, bool csm = false);
+/*!
+ * 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 push_objectRef (lua_State *L, const u16 id);
-extern struct EnumString es_TileAnimationType[];
+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);
+
+void push_physics_override (lua_State *L, float speed, float jump, float gravity, bool sneak, bool sneak_glitch, bool new_move);