---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 10/26/22 1:16 AM
---

mcl_itemframes = {}
mcl_itemframes.item_frame_base = {}
mcl_itemframes.glow_frame_base = {}
mcl_itemframes.frames_registered = {}
mcl_itemframes.frames_registered.glowing = {}
mcl_itemframes.frames_registered.standard = {}

-- Set to true to get all of the DEBUG messages.
mcl_itemframes.DEBUG = false

if mcl_itemframes.DEBUG then
	minetest.log("action", "[mcl_itemframes] initialized.")
end

local S = minetest.get_translator(minetest.get_current_modname())
local table = table
local pairs = pairs

if mcl_itemframes.DEBUG then
	minetest.log("action", "[mcl_itemframes] API initialized.")
end

local VISUAL_SIZE = 0.3
local facedir = {}
local pi = math.pi

local glow_amount = 6 -- LIGHT_MAX is 15, but the items aren't supposed to be a light source.
local frame_item_base = {}
local map_item_base = {}

local TIMER_INTERVAL = 40.0

-- Time to Fleckenstein! (it just sounds cool lol)

--- self: the object to roll.
local function update_roll(self, pos)

	-- get the entity's metadata.
	local meta = minetest.get_meta(pos)

	-- using an integer, as it's the number of 45 degree turns. ie, 0 to 7
	local current_roll = meta:get_int("roll", 0)
	local new_roll = current_roll + 1

	if new_roll == 8 then
		new_roll = 0
	end
	meta:set_int("roll", new_roll)

	local new_roll_deg = new_roll * 45

	-- * `get_rotation()`: returns the rotation, a vector (radians)
	local rot = self:get_rotation()
	local Radians = 0

	-- Radians = Degrees * (pi / 180) degrees to radian formula
	-- Radian quick chart
	-- One full revolution is equal to 2π rad (or) 360°.
	-- 1° = 0.017453 radians and 1 rad = 57.2958°.
	-- To convert an angle from degrees to radians, we multiply it by π/180°.
	-- To convert an angle from radians to degrees, we multiply it by 180°/π.

	Radians = new_roll_deg * (pi / 180)
	rot.z = Radians

	self:set_rotation(rot)

end

--- self: the object to roll.
--- faceDeg: 0-7, inclusive.
local function set_roll(self, faceDeg)
	-- get the entity's metadata.
	local meta = minetest.get_meta(self:get_pos())

	-- using an integer, as it's the number of 45 degree turns. ie, 0 to 7
	local new_roll = faceDeg

	if new_roll >= 8 then
		new_roll = 7
	end
	if new_roll <= 0 then
		new_roll = 0
	end

	meta:set_int("roll", new_roll)

	local new_roll_deg = new_roll * 45

	-- * `get_rotation()`: returns the rotation, a vector (radians)
	local rot = self:get_rotation()
	local Radians = 0

	-- Radians = Degrees * (pi / 180) degrees to radian formula
	-- Radian quick chart
	-- One full revolution is equal to 2π rad (or) 360°.
	-- 1° = 0.017453 radians and 1 rad = 57.2958°.
	-- To convert an angle from degrees to radians, we multiply it by π/180°.
	-- To convert an angle from radians to degrees, we multiply it by 180°/π.

	Radians = new_roll_deg * (pi / 180)

	rot.z = Radians

	self:set_rotation(rot)
end

local function update_map_texture (self, staticdata)
	self.id = staticdata
	local result = true
	result = mcl_maps.load_map(self.id, function(texture)
		-- will not crash even if self.object is invalid by now
		-- update... quite possibly will screw up with each version of Minetest. >.<
		if not texture then
			minetest.log("error", "Failed to load the map texture using mcl_maps.")
		end

		self.object:set_properties({ textures = { texture } })
	end)
	if result ~= nil and result == false then
		minetest.log("error", "[mcl_itemframes] Error setting up Map Item.")
	end

end

local remove_item_entity = function(pos, node)

	local name_found = false
	local found_name_to_use = ""

	for k, v in pairs(mcl_itemframes.frames_registered.glowing) do
		if node.name == v then
			name_found = true
			found_name_to_use = v
			break
		end
	end

	-- try to cut down on excess looping, if possible.
	if name_found == false then
		for k, v in pairs(mcl_itemframes.frames_registered.standard) do
			if node.name == v then
				name_found = true
				found_name_to_use = v
				break
			end
		end
	end

	if mcl_itemframes.DEBUG then
		minetest.log("action", "mcl_itemframes] remove_item_entity: " .. found_name_to_use .. "'s displayed item.")
	end

	-- node.name == "mcl_itemframes:item_frame" or node.name == "mcl_itemframes:glow_item_frame" or
	if node.name == found_name_to_use then
		for _, obj in pairs(minetest.get_objects_inside_radius(pos, 0.5)) do
			local entity = obj:get_luaentity()
			if entity then
				-- remove old entities
				if entity.name == "mcl_itemframes:item" or entity.name == "mcl_itemframes:glow_item" or entity.name == "mcl_itemframes:map" or entity.name == "mcl_itemframes:glow_map" then
					local meta = minetest.get_meta(pos)
					local inv = meta:get_inventory()
					local item = inv:get_stack("main", 1)
					if not item:is_empty() then
						if (node.name == found_name_to_use) then
							minetest.add_item(pos, item)
						end
						meta:set_string("infotext", "")
					end
					obj:remove()
				end
				if entity.name == found_name_to_use .. "_item" or entity.name == found_name_to_use .. "_map" then
					if mcl_itemframes.DEBUG then
						minetest.log("action", "mcl_itemframes] remove_item_entity: " .. entity.name .. "-- the item.")
					end
					obj:remove()
				end
			end
		end
	end
end

mcl_itemframes.update_item_entity = function(pos, node, param2)

	if mcl_itemframes.DEBUG then
		minetest.log("action", "[mcl_itemframes] Update_Generic_Item:\nPosition: " .. dump(pos) .. "\nNode: " .. dump(node))
	end

	remove_item_entity(pos, node)
	local meta = minetest.get_meta(pos)
	local inv = meta:get_inventory()
	local item = inv:get_stack("main", 1)

	local name_found = false
	local found_name_to_use = ""
	local has_glow = false

	for k, v in pairs(mcl_itemframes.frames_registered.glowing) do
		if node.name == v then
			name_found = true
			has_glow = true
			found_name_to_use = v
			break
		end
	end

	-- try to cut down on excess looping, if possible.
	if name_found == false then
		for k, v in pairs(mcl_itemframes.frames_registered.standard) do
			if node.name == v then
				name_found = true
				has_glow = false
				found_name_to_use = v
				break
			end
		end
	end

	if name_found == false then
		minetest.log("error", "[mcl_itemframes] Update_Generic_Item:\nFailed to find registered node:\nNode name - " .. node.name)
		minetest.log("error", "[mcl_itemframes] Update_Generic_Item:\nRegistry definition:" .. dump(mcl_itemframes.frames_registered))
		return
	end

	if not item:is_empty() then
		-- update existing items placed.
		if not param2 then
			param2 = node.param2
		end
		local pos_adj = facedir[param2]

		if node.name == found_name_to_use then
			pos.x = pos.x + pos_adj.x * 6.5 / 16
			pos.y = pos.y + pos_adj.y * 6.5 / 16
			pos.z = pos.z + pos_adj.z * 6.5 / 16

			if mcl_itemframes.DEBUG then
				minetest.log("[mcl_itemframes] Update_Generic_Item:\nFound Name in Registry: " .. found_name_to_use)
			end
		end
		local yaw = pi * 2 - param2 * pi / 2
		local map_id = item:get_meta():get_string("mcl_maps:id")
		local map_id_entity = {}
		local map_id_lua = {}

		local timer = minetest.get_node_timer(pos)
		if map_id == "" then
			-- handle regular items placed into custom frame.
			if mcl_itemframes.DEBUG then
				minetest.log("action", "[mcl_itemframes] Update_Generic_Item:\nAdding entity: " .. node.name .. "_item")
			end

			if node.name == found_name_to_use then
				map_id_entity = minetest.add_entity(pos, node.name .. "_item")
			else
				local debug_string = "[mcl_itemframes] Update_Generic_Item:\nCouldn't find node name in registry: "
				minetest.log("error", debug_string .. found_name_to_use "\nregistry: " .. dump(mcl_itemframes.frames_registered))
				return
			end

			map_id_lua = map_id_entity:get_luaentity()
			map_id_lua._nodename = node.name

			local itemname = item:get_name()
			if itemname == "" or itemname == nil then
				map_id_lua._texture = "blank.png"
				map_id_lua._scale = 1

				-- set up glow, as this is the default/initial clause on placement.
				if has_glow then
					map_id_lua.glow = glow_amount
				end

				-- if there's nothing to display, then kill the timer.
				if timer:is_started() == true then
					timer:stop()
				end
			else
				map_id_lua._texture = itemname
				local def = minetest.registered_items[itemname]
				map_id_lua._scale = def and def.wield_scale and def.wield_scale.x or 1

				-- fix for /ClearObjects
				if minetest.get_item_group(itemname, "clock") == 0 then
					-- Do timer related stuff - but only if there is something to display... and it's not a clock.
					if timer:is_started() == false then
						timer:start(TIMER_INTERVAL)
					else
						timer:stop()
						timer:start(TIMER_INTERVAL)
					end
				end

			end
			if mcl_itemframes.DEBUG then
				minetest.log("action", "[mcl_itemframes] Update_Generic_Item: item's name: " .. itemname)
			end
			map_id_lua:_update_texture()
			if node.name == found_name_to_use then
				map_id_entity:set_yaw(yaw)
			else
				minetest.log("error", "[mcl_itemframes] Update_Generic_Item: Failed to set Display Item's yaw. " .. node.name)
			end
		else
			-- handle map items placed into custom frame.
			if mcl_itemframes.DEBUG then
				minetest.log("action", "[mcl_itemframes] Update_Generic_Item: Placing map in a " .. found_name_to_use .. " frame.")
			end

			if node.name == found_name_to_use then
				map_id_entity = minetest.add_entity(pos, found_name_to_use .. "_map", map_id)
				map_id_entity:set_yaw(yaw)
			else
				minetest.log("error", "[mcl_itemframes] Update_Generic_Item: Failed to set Map Item in " .. found_name_to_use .. "'s frame.")
			end

			-- give maps a refresh timer.
			if timer:is_started() == false then
				timer:start(TIMER_INTERVAL)
			else
				timer:stop()
				timer:start(TIMER_INTERVAL)
			end

		end

		-- finally, set the rotation (roll) of the displayed object.
		local roll = meta:get_int("roll", 0)
		set_roll(map_id_entity, roll)
	end

end

function mcl_itemframes.drop_generic_item(pos, node, meta, clicker)
	local name_found = false
	local found_name_to_use = ""

	for k, v in pairs(mcl_itemframes.frames_registered.glowing) do
		if node.name == v then
			name_found = true
			found_name_to_use = v
			break
		end
	end

	-- try to cut down on excess looping, if possible.
	if name_found == false then
		for k, v in pairs(mcl_itemframes.frames_registered.standard) do
			if node.name == v then
				name_found = true
				found_name_to_use = v
				break
			end
		end
	end

	local cname = ""
	if clicker and clicker:is_player() then
		cname = clicker:get_player_name()
	end
	if not minetest.is_creative_enabled(cname) then
		if (node.name == found_name_to_use) then
			local inv = meta:get_inventory()
			local item = inv:get_stack("main", 1)
			if not item:is_empty() then
				minetest.add_item(pos, item)
			end
		end
	end

	meta:set_string("infotext", "")
	remove_item_entity(pos, node)

end

--- reworked to set up the base item definitions.
function mcl_itemframes.create_base_item_entity()
	if mcl_itemframes.DEBUG then
		minetest.log("action", "[mcl_itemframes] create_item_entity.")
	end

	--"mcl_itemframes:item",
	frame_item_base = {
		hp_max = 1,
		visual = "wielditem",
		visual_size = { x = VISUAL_SIZE, y = VISUAL_SIZE },
		physical = false,
		pointable = false,
		textures = { "blank.png" },
		_texture = "blank.png",
		_scale = 1,
		groups = { immortal = 1, },
		on_activate = function(self, staticdata)
			if staticdata and staticdata ~= "" then
				local data = staticdata:split(";")
				if data and data[1] and data[2] then
					self._nodename = data[1]
					self._texture = data[2]
					if data[3] then
						self._scale = data[3]
					else
						self._scale = 1
					end
				end
			end
			if self._texture then
				self.object:set_properties({
					textures = { self._texture },
					visual_size = { x = VISUAL_SIZE / self._scale, y = VISUAL_SIZE / self._scale },
				})
			end
		end,
		get_staticdata = function(self)
			if self._nodename and self._texture then
				local ret = self._nodename .. ";" .. self._texture
				if self._scale then
					ret = ret .. ";" .. self._scale
				end
				return ret
			end
			return ""
		end,
		on_punch = function() return true end,
		_update_texture = function(self)
			if self._texture then
				self.object:set_properties({
					textures = { self._texture },
					visual_size = { x = VISUAL_SIZE / self._scale, y = VISUAL_SIZE / self._scale },
				})
			end
		end,
	}
	-- "mcl_itemframes:map",
	map_item_base = {
		initial_properties = {
			visual = "upright_sprite",
			visual_size = { x = 1, y = 1 },
			pointable = false,
			physical = false,
			collide_with_objects = false,
			textures = { "blank.png" },
		},
		on_activate = function(self, staticdata)
			if mcl_itemframes.DEBUG then
				minetest.log("action", "[mcl_itemframes] map_item:on_activate.")
			end
			update_map_texture(self, staticdata)
		end,

		get_staticdata = function(self)
			return self.id
		end,
	}

end

function mcl_itemframes.create_custom_items(name, has_glow)
	local custom_frame_item = table.copy(frame_item_base)
	local custom_frame_map_item = table.copy(map_item_base)
	if has_glow then
		custom_frame_map_item.glow = glow_amount
		custom_frame_item.glow = glow_amount
		if mcl_itemframes.DEBUG then
			minetest.log("action", "\n[mcl_itemframes] create_custom_item_entity: glow name: " .. name .. "_item")
			minetest.log("action", "[mcl_itemframes] create_custom_item_entity: glow name: " .. name .. "_map\n")
		end
	else
		if mcl_itemframes.DEBUG then
			minetest.log("action", "\n[mcl_itemframes] create_custom_item_entity: name: " .. name .. "_item")
			minetest.log("action", "[mcl_itemframes] create_custom_item_entity: name: " .. name .. "_map\n")
		end
	end
	minetest.register_entity(":" .. name .. "_item", custom_frame_item)
	minetest.register_entity(":" .. name .. "_map", custom_frame_map_item)
end

function mcl_itemframes.update_frame_registry(modname, name, has_glow)
	local mod_name_pass = false
	if modname ~= "" and modname ~= "false" then
		if minetest.get_modpath(modname) then
			mod_name_pass = true
		end
		if mod_name_pass == false then
			return
		end
	end

	local frame = name -- should only be called within the create_frames functions.
	if has_glow == true then
		table.insert(mcl_itemframes.frames_registered.glowing, frame)
	else
		table.insert(mcl_itemframes.frames_registered.standard, frame)
	end

end

--- name: The name used to distinguish the item frame. Prepends "mcl_itemframes:" to the name. Example usage:
--- "glow_item_frame" creates a node named ":mcl_itemframes:glow_item_frame".
function mcl_itemframes.create_custom_frame(modname, name, has_glow, tiles, color, ttframe, description, inv_wield_image)
	local mod_name_pass = false
	if modname ~= "" and modname ~= "false" then
		if minetest.get_modpath(modname) then
			mod_name_pass = true
		end
		if mod_name_pass == false then
			return
		end
	end
	if name == nil then
		name = ""
	end

	if name == "" then
		minetest.log("error", "attempted to create an item frame WITHOUT a name!")
		return
	end

	if has_glow == nil or has_glow == "" then
		has_glow = false
	end

	if tiles == nil or tiles == "" then
		minetest.log("error", "No textures passed to Create_Custom_Frame!! Exiting frame creation.")
		return
	end

	local working_name = "mcl_itemframes:" .. name

	if mcl_itemframes.DEBUG then
		minetest.log("action", "[mcl_itemframes] create_custom_frame: " .. working_name)
		minetest.log("action", "[mcl_itemframes] create_custom_frame - calling create_custom_items " .. working_name)
	end

	-- make any special frame items.
	mcl_itemframes.create_custom_items(working_name, has_glow)

	local custom_itemframe_definition = {}

	if has_glow == false then
		custom_itemframe_definition = table.copy(mcl_itemframes.item_frame_base)
	else
		custom_itemframe_definition = table.copy(mcl_itemframes.glow_frame_base)
	end

	if inv_wield_image ~= nil and inv_wield_image ~= "" then
		custom_itemframe_definition.glow_frame_base.inventory_image = { "(" .. inv_wield_image .. "^[multiply:" .. color .. ")" }
		custom_itemframe_definition.glow_frame_base.wield_image = { "(" .. inv_wield_image .. "^[multiply:" .. color .. ")" }
	end

	custom_itemframe_definition.tiles = { "(" .. tiles .. "^[multiply:" .. color .. ")" }
	custom_itemframe_definition._tt_help = ttframe
	custom_itemframe_definition.description = description

	minetest.register_node(":" .. working_name, custom_itemframe_definition)

	mcl_itemframes.update_frame_registry(modname, working_name, has_glow)

	-- register Doc entry
	if minetest.get_modpath("doc") then
		doc.add_entry_alias("nodes", "mcl_itemframes:item_frame", "nodes", working_name)
	end

end

function mcl_itemframes.custom_register_lbm()

	local registered_frame_nodenames = {}

	for i = 0, #mcl_itemframes.frames_registered.glowing do
		table.insert(registered_frame_nodenames, mcl_itemframes.frames_registered.glowing[i])
	end

	for i = 0, #mcl_itemframes.frames_registered.standard do
		table.insert(registered_frame_nodenames, mcl_itemframes.frames_registered.standard[i])
	end

	minetest.register_lbm({
		label = "Respawn item frame item entities",
		name = "mcl_itemframes:respawn_entities",
		nodenames = registered_frame_nodenames,
		run_at_every_load = true,
		action = function(pos, node)
			mcl_itemframes.update_item_entity(pos, node)
		end,
	})

end

local function register_frame_achievements()

	awards.register_achievement("mcl_itemframes:glowframe", {
		title = S("Glow and Behold!"),
		description = S("Craft a glow item frame."),
		icon = "mcl_itemframes_glow_item_frame.png",
		trigger = {
			type = "craft",
			item = "mcl_itemframes:glow_item_frame",
			target = 1
		},
		type = "Advancement",
		group = "Overworld",
	})

end

function mcl_itemframes.create_base_definitions()
	if mcl_itemframes.DEBUG then
		minetest.log("action", "[mcl_itemframes] create_base_definitions.")
	end

	-- set up the facedir information.
	facedir[0] = { x = 0, y = 0, z = 1 }
	facedir[1] = { x = 1, y = 0, z = 0 }
	facedir[2] = { x = 0, y = 0, z = -1 }
	facedir[3] = { x = -1, y = 0, z = 0 }

	mcl_itemframes.item_frame_base = {
		description = S("Item Frame"),
		name = "mcl_itemframes:item_frame",
		_tt_help = S("Can hold an item."),
		_doc_items_longdesc = S("Item frames are decorative blocks in which items can be placed."),
		_doc_items_usagehelp = S("Just place any item on the item frame. Use the item frame again to retrieve the item."),
		drawtype = "mesh",
		is_ground_content = false,
		mesh = "mcl_itemframes_itemframe1facedir.obj",
		selection_box = { type = "fixed", fixed = { -6 / 16, -6 / 16, 7 / 16, 6 / 16, 6 / 16, 0.5 } },
		collision_box = { type = "fixed", fixed = { -6 / 16, -6 / 16, 7 / 16, 6 / 16, 6 / 16, 0.5 } },
		tiles = { "mcl_itemframes_item_frame_back.png", "mcl_itemframes_item_frame_back.png", "mcl_itemframes_item_frame_back.png", "mcl_itemframes_item_frame_back.png", "default_wood.png", "mcl_itemframes_item_frame_back.png" },
		inventory_image = "mcl_itemframes_item_frame.png",
		wield_image = "mcl_itemframes_item_frame.png",
		use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
		paramtype = "light",
		paramtype2 = "facedir",
		sunlight_propagates = true,
		groups = { dig_immediate = 3, deco_block = 1, dig_by_piston = 1, container = 1, }, -- attached_node_facedir = 1 }, -- allows for more placement options.
		sounds = mcl_sounds.node_sound_defaults(),
		node_placement_prediction = "",

		on_timer = function(pos)
			local inv = minetest.get_meta(pos):get_inventory()
			local stack = inv:get_stack("main", 1)
			local itemname = stack:get_name()
			local node = {}
			if minetest.get_item_group(itemname, "clock") > 0 then
				local new_name = "mcl_clock:clock_" .. (mcl_worlds.clock_works(pos) and mcl_clock.old_time or mcl_clock.random_frame)
				if itemname ~= new_name then
					stack:set_name(new_name)
					inv:set_stack("main", 1, stack)
					node = minetest.get_node(pos)
					mcl_itemframes.update_item_entity(pos, node, node.param2)
				end
				minetest.get_node_timer(pos):start(1.0)
			else
				node = minetest.get_node(pos)
				mcl_itemframes.update_item_entity(pos, node, node.param2)
			end
		end,

		on_place = function(itemstack, placer, pointed_thing)
			if pointed_thing.type ~= "node" then
				return itemstack
			end

			local dir = vector.subtract(pointed_thing.under, pointed_thing.above)
			local wdir = minetest.dir_to_wallmounted(dir)

			-- remove bottom and top of objects.
			if wdir == 0 or wdir == 1 then
				return itemstack
			end

			-- Use pointed node's on_rightclick function first, if present
			local node = minetest.get_node(pointed_thing.under)
			if placer and not placer:get_player_control().sneak then
				if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
					return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
				end
			end

			return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
		end,

		on_construct = function(pos)
			local meta = minetest.get_meta(pos)
			local inv = meta:get_inventory()
			inv:set_size("main", 1)
		end,

		on_rightclick = function(pos, node, clicker, itemstack)
			if not itemstack then
				return
			end
			local pname = clicker:get_player_name()
			if minetest.is_protected(pos, pname) then
				minetest.record_protection_violation(pos, pname)
				return
			end
			local meta = minetest.get_meta(pos)
			mcl_itemframes.drop_generic_item(pos, node, meta, clicker)

			local inv = meta:get_inventory()
			if itemstack:is_empty() then
				remove_item_entity(pos, node)
				meta:set_string("infotext", "")
				inv:set_stack("main", 1, "")
				return itemstack
			end
			local put_itemstack = ItemStack(itemstack)
			put_itemstack:set_count(1)
			local itemname = put_itemstack:get_name()
			if minetest.get_item_group(itemname, "compass") > 0 then
				put_itemstack:set_name(mcl_compass.get_compass_itemname(pos, minetest.dir_to_yaw(minetest.facedir_to_dir(node.param2)), put_itemstack))
			end
			if minetest.get_item_group(itemname, "clock") > 0 then
				minetest.get_node_timer(pos):start(1.0)
			end

			inv:set_stack("main", 1, put_itemstack)
			mcl_itemframes.update_item_entity(pos, node)

			-- Add node infotext when item has been named
			local imeta = itemstack:get_meta()
			local iname = imeta:get_string("name")
			if iname then
				meta:set_string("infotext", iname)
			end

			if not minetest.is_creative_enabled(clicker:get_player_name()) then
				itemstack:take_item()
			end
			return itemstack
		end,

		allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
			local name = player:get_player_name()
			if minetest.is_protected(pos, name) then
				minetest.record_protection_violation(pos, name)
				return 0
			else
				return count
			end
		end,

		allow_metadata_inventory_take = function(pos, listname, index, stack, player)
			local name = player:get_player_name()
			if minetest.is_protected(pos, name) then
				minetest.record_protection_violation(pos, name)
				return 0
			else
				return stack:get_count()
			end
		end,

		allow_metadata_inventory_put = function(pos, listname, index, stack, player)
			local name = player:get_player_name()
			if minetest.is_protected(pos, name) then
				minetest.record_protection_violation(pos, name)
				return 0
			else
				return stack:get_count()
			end
		end,

		on_destruct = function(pos)
			local meta = minetest.get_meta(pos)
			local node = minetest.get_node(pos)

			mcl_itemframes.drop_generic_item(pos, node, meta)

		end,

		on_rotate = function(pos, node, user, mode, param2)
			--local meta = minetest.get_meta(pos)
			local node = minetest.get_node(pos)

			local objs = nil
			local name_found = false
			local found_name_to_use = ""
			name_found = false
			found_name_to_use = ""

			for k, v in pairs(mcl_itemframes.frames_registered.glowing) do
				if node.name == v then
					name_found = true
					found_name_to_use = v
					break
				end
			end

			-- try to cut down on excess looping, if possible.
			if name_found == false then
				for k, v in pairs(mcl_itemframes.frames_registered.standard) do
					if node.name == v then
						name_found = true
						found_name_to_use = v
						break
					end
				end
			end

			if node.name == found_name_to_use then
				objs = minetest.get_objects_inside_radius(pos, 0.5)
			else
				return -- short circuit if it's somehow not the right thing.
			end

			if objs then
				if mode == screwdriver.ROTATE_FACE or mode == screwdriver.ROTATE_AXIS then
					for _, obj in ipairs(objs) do
						if obj and obj:get_luaentity() then
							local obj_name = obj:get_luaentity().name
							if obj_name == found_name_to_use .. "_item" then
								if mode == screwdriver.ROTATE_AXIS then
									update_roll(obj, pos)
								end
								break
							end
						end
					end
					return false
				end
			end
		end,
	}

	-- make the base items for the base frames.
	mcl_itemframes.create_base_item_entity()

	-- minetest.register_node("mcl_itemframes:item_frame", mcl_itemframes.item_frame_base)

	-- make glow frame from the base item_frame.
	mcl_itemframes.glow_frame_base = table.copy(mcl_itemframes.item_frame_base)
	mcl_itemframes.glow_frame_base.description = S("Glowing Item Frame")
	mcl_itemframes.glow_frame_base._tt_help = S("Can hold an item and glows.")
	mcl_itemframes.glow_frame_base.longdesc = S("Glowing item frames are decorative blocks in which items can be placed and made to glow.")
	mcl_itemframes.glow_frame_base.tiles = { "mcl_itemframes_glow_item_frame.png" }
	mcl_itemframes.glow_frame_base.inventory_image = "mcl_itemframes_glow_item_frame.png"
	mcl_itemframes.glow_frame_base.wield_image = "mcl_itemframes_glow_item_frame.png"
	mcl_itemframes.glow_frame_base.mesh = "mcl_itemframes_glow_item_frame.obj"
	mcl_itemframes.glow_frame_base.glow = 1 --make the glow frames have some glow at night, but not enough to be a light source.

	-- set up the achievement for glow frames.
	register_frame_achievements()

end

-- for compatibility:
function mcl_itemframes.backwards_compatibility ()
	minetest.register_lbm({
		label = "Update legacy item frames",
		name = "mcl_itemframes:update_legacy_item_frames",
		nodenames = { "itemframes:frame" },
		action = function(pos, node)
			-- Swap legacy node, then respawn entity
			node.name = "mcl_itemframes:item_frame"
			local meta = minetest.get_meta(pos)
			local item = meta:get_string("item")
			minetest.swap_node(pos, node)
			if item ~= "" then
				local itemstack = ItemStack(minetest.deserialize(meta:get_string("itemdata")))
				local inv = meta:get_inventory()
				inv:set_size("main", 1)
				if not itemstack:is_empty() then
					inv:set_stack("main", 1, itemstack)
				end
			end
			mcl_itemframes.update_item_entity(pos, node)
		end,
	})
	minetest.register_alias("itemframes:frame", "mcl_itemframes:item_frame")

	-- adds backwards compatibility
	minetest.register_alias("mcl_itemframes:item", "mcl_itemframes:item_frame_item")
	minetest.register_alias("mcl_itemframes:map", "mcl_itemframes:item_frame_map")
	minetest.register_alias("mcl_itemframes:glow_item", "mcl_itemframes:glow_item_frame_item")
	minetest.register_alias("mcl_itemframes:glow_map", "mcl_itemframes:glow_item_frame_map")

	minetest.register_entity("mcl_itemframes:item", frame_item_base)
	minetest.register_entity("mcl_itemframes:map", map_item_base)
	minetest.register_entity("mcl_itemframes:glow_item", frame_item_base)
	minetest.register_entity("mcl_itemframes:glow_map", map_item_base)

end
