////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2025, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D 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 General Public License for more details.
//
//    You should have received a copy of the GNU 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.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_LUAScript_hpp_INCLUDE__
#define __INCLUDE_LUAScript_hpp_INCLUDE__

#include <string>
#include <common/FixedVector.hpp>

#include <lua.hpp>

class Weapon;
class ScorchedContext;

class LUAScript
{
public:
	LUAScript( ScorchedContext* context );
	~LUAScript();

	bool loadFromFile( const std::string& filename, std::string& error );

	void addWeaponFunctions();

	bool functionExists( const std::string& functionName );
	bool startFunction( const std::string& functionName );
	bool endFunction( int argCount );

	bool addStringParameter( const std::string& str );
	bool addNumberParameter( fixed number );
	bool addBoolParameter( bool boolean );
	bool addVectorParameter( const FixedVector& vector );

	bool setGlobal( const std::string& name, fixed value );

	ScorchedContext* getContext() { return context_; }

	// clang-format off
	// uncrustify off
	void    setWeapon( Weapon* weapon ) { weapon_ = weapon; }
	Weapon* getWeapon()                 { return weapon_; }
	// uncrustify on
	// clang-format on

protected:
	ScorchedContext* context_;
	lua_State*       L_;
	Weapon*          weapon_;
};

#endif  // __INCLUDE_LUAScript_hpp_INCLUDE__
