// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>


/******************************************************************************/
/******************************************************************************/
/* WARNING!!!! do NOT add this header in any include file or any code file    */
/*             not being a script/modapi file!!!!!!!!                         */
/******************************************************************************/
/******************************************************************************/

#pragma once

extern "C" {
#include <lua.h>
}

#include <iostream>
#include <vector>
#include <array>

#include "irrlichttypes_bloated.h"
#include "util/string.h"
#include "itemgroup.h"
#include "itemdef.h"
#include "util/pointabilities.h"
#include "c_types.h"
// We do an 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"
#include "content/mods.h"

namespace Json { class Value; }

struct MapNode;
class NodeDefManager;
struct PointedThing;
struct ItemStack;
struct ItemDefinition;
struct ToolCapabilities;
struct ObjectProperties;
struct SoundSpec;
struct ServerPlayingSound;
class Inventory;
class InventoryList;
struct NodeBox;
struct ContentFeatures;
struct TileDef;
class IGameDef;
struct DigParams;
struct HitParams;
struct EnumString;
struct NoiseParams;
class Schematic;
class ServerActiveObject;
struct collisionMoveResult;
namespace treegen { struct TreeDef; }

extern struct EnumString es_TileAnimationType[];


extern const std::array<const char *, 33> object_property_keys;

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_palette              (lua_State *L,
                                              const std::vector<video::SColor> *palette);

TileDef            read_tiledef              (lua_State *L, int index,
                                              u8 drawtype, bool special);

void               read_simplesoundspec      (lua_State *L, int index,
                                              SoundSpec &spec);
NodeBox            read_nodebox              (lua_State *L, int index);

void               read_server_sound_params  (lua_State *L, int index,
                                              ServerPlayingSound &params);

void               push_dig_params           (lua_State *L,
                                              const DigParams &params);
void               push_hit_params           (lua_State *L,
                                              const HitParams &params);

ItemStack          read_item                 (lua_State *L, int index, IItemDefManager *idef);

struct TileAnimationParams read_animation_definition(lua_State *L, int index);

PointabilityType   read_pointability_type    (lua_State *L, int index);
Pointabilities     read_pointabilities       (lua_State *L, int index);
void               push_pointability_type    (lua_State *L, PointabilityType pointable);
void               push_pointabilities       (lua_State *L, const Pointabilities &pointabilities);

ToolCapabilities   read_tool_capabilities    (lua_State *L, int table);
void               push_tool_capabilities    (lua_State *L,
                                              const ToolCapabilities &prop);
WearBarParams      read_wear_bar_params      (lua_State *L, int table);
void               push_wear_bar_params      (lua_State *L,
                                              const WearBarParams &prop);

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,
                                              const ObjectProperties *prop);

void               push_inventory_list       (lua_State *L,
                                              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);

MapNode            readnode                  (lua_State *L, int index);
void               pushnode                  (lua_State *L, const MapNode &n);


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,
                                              const char *fieldname,
                                              const EnumString *spec,
                                              int default_);

bool               getflagsfield             (lua_State *L, int table,
                                              const char *fieldname,
                                              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);

void               push_items                (lua_State *L,
                                              const std::vector<ItemStack> &items);

std::vector<ItemStack> read_items            (lua_State *L,
                                              int index,
                                              IGameDef* gdef);

void               push_simplesoundspec      (lua_State *L,
                                              const SoundSpec &spec);

bool               string_to_enum            (const EnumString *spec,
                                              int &result,
                                              const std::string &str);

bool               read_noiseparams          (lua_State *L, int index,
                                              NoiseParams *np);
void               push_noiseparams          (lua_State *L, NoiseParams *np);

bool               read_tree_def             (lua_State *L, int idx,
                                              const NodeDefManager *ndef,
                                              treegen::TreeDef &tree_def);

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, u16 max_depth);

/*!
 * 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);

void push_mod_spec(lua_State *L, const ModSpec &spec, bool include_unsatisfied);
