/**
 * vim: set ts=4 :
 * =============================================================================
 * SourceMod (C)2004-2008 AlliedModders LLC.  All rights reserved.
 * =============================================================================
 *
 * This file is part of the SourceMod/SourcePawn SDK.
 *
 * This program is free software; you can redistribute it and/or modify it under
 * the terms of the GNU General Public License, version 3.0, as published by the
 * Free Software Foundation.
 * 
 * This program 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, see <http://www.gnu.org/licenses/>.
 *
 * As a special exception, AlliedModders LLC gives you permission to link the
 * code of this program (as well as its derivative works) to "Half-Life 2," the
 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
 * by the Valve Corporation.  You must obey the GNU General Public License in
 * all respects for all other code used.  Additionally, AlliedModders LLC grants
 * this exception to all derivative works.  AlliedModders LLC defines further
 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
 * or <http://www.sourcemod.net/license.php>.
 *
 * Version: $Id$
 */

#if defined _halflife_included
 #endinput
#endif
#define _halflife_included

#define SOURCE_SDK_UNKNOWN			0		/**< Could not determine the engine version */
#define SOURCE_SDK_ORIGINAL			10		/**< Original Source engine (still used by "The Ship") */
#define SOURCE_SDK_DARKMESSIAH		15		/**< Modified version of original engine used by Dark Messiah (no SDK) */
#define SOURCE_SDK_EPISODE1			20		/**< SDK+Engine released after Episode 1 */
#define SOURCE_SDK_EPISODE2			30		/**< SDK+Engine released after Episode 2/Orange Box */
#define SOURCE_SDK_BLOODYGOODTIME	32		/**< Modified version of ep2 engine used by Bloody Good Time (no SDK) */
#define SOURCE_SDK_EYE				33		/**< Modified version of ep2 engine used by E.Y.E Divine Cybermancy (no SDK) */
#define SOURCE_SDK_CSS				34		/**< Sometime-older version of Source 2009 SDK+Engine, used for Counter-Strike: Source */
#define SOURCE_SDK_EPISODE2VALVE	35		/**< SDK+Engine released after Episode 2/Orange Box, "Source 2009" or "Source MP" */
#define SOURCE_SDK_LEFT4DEAD		40		/**< Engine released after Left 4 Dead (no SDK yet) */
#define SOURCE_SDK_LEFT4DEAD2		50		/**< Engine released after Left 4 Dead 2 (no SDK yet) */
#define SOURCE_SDK_ALIENSWARM		60		/**< SDK+Engine released after Alien Swarm */
#define SOURCE_SDK_CSGO				80		/**< Engine released after CS:GO (no SDK yet) */
#define SOURCE_SDK_DOTA				90		/**< Engine released after Dota 2 (no SDK) */

#define MOTDPANEL_TYPE_TEXT		0	/**< Treat msg as plain text */
#define MOTDPANEL_TYPE_INDEX	1	/**< Msg is auto determined by the engine */
#define MOTDPANEL_TYPE_URL		2	/**< Treat msg as an URL link */
#define MOTDPANEL_TYPE_FILE		3	/**< Treat msg as a filename to be openned */

enum DialogType
{
	DialogType_Msg = 0,		/**< just an on screen message */
	DialogType_Menu, 		/**< an options menu */
	DialogType_Text, 		/**< a richtext dialog */
	DialogType_Entry, 		/**< an entry box */
	DialogType_AskConnect	/**< ask the client to connect to a specified IP */
};

enum EngineVersion
{
	Engine_Unknown,				/**< Could not determine the engine version */
	Engine_Original,				/**< Original Source Engine (used by The Ship) */
	Engine_SourceSDK2006,		/**< Episode 1 Source Engine (second major SDK) */
	Engine_SourceSDK2007,		/**< Orange Box Source Engine (third major SDK) */
	Engine_Left4Dead,			/**< Left 4 Dead */
	Engine_DarkMessiah,			/**< Dark Messiah Multiplayer (based on original engine) */
	Engine_Left4Dead2 = 7,		/**< Left 4 Dead 2 */
	Engine_AlienSwarm,			/**< Alien Swarm (and Alien Swarm SDK) */
	Engine_BloodyGoodTime,		/**< Bloody Good Time */
	Engine_EYE,					/**< E.Y.E Divine Cybermancy */
	Engine_Portal2,				/**< Portal 2 */
	Engine_CSGO,				/**< Counter-Strike: Global Offensive */
	Engine_CSS,					/**< Counter-Strike: Source */
	Engine_DOTA,				/**< Dota 2 */
	Engine_HL2DM,				/**< Half-Life 2 Deathmatch */
	Engine_DODS,				/**< Day of Defeat: Source */
	Engine_TF2,					/**< Team Fortress 2 */
	Engine_NuclearDawn			/**< Nuclear Dawn */
};

#define INVALID_ENT_REFERENCE 0xFFFFFFFF

/**
 * Logs a generic message to the HL2 logs.
 *
 * @param format		String format.
 * @param ...			Format arguments.
 * @noreturn
 */
native LogToGame(const String:format[], any:...);

/**
 * Sets the seed value for the global Half-Life 2 Random Stream.
 *
 * @param seed			Seed value.
 * @noreturn	
 */
native SetRandomSeed(seed);

/**
 * Returns a random floating point number from the Half-Life 2 Random Stream.
 *
 * @param fMin			Minimum random bound.
 * @param fMax			Maximum random bound.
 * @return				A random number between (inclusive) fMin and fMax.
 */
native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0);

/**
 * Returns a random number from the Half-Life 2 Random Stream.
 *
 * @param nmin			Minimum random bound.
 * @param nmax			Maximum random bound.
 * @return				A random number between (inclusive) nmin and nmax.
 */
native GetRandomInt(nmin, nmax);

/**
 * Returns whether a map is valid or not.
 * 
 * @param map 			Map name, excluding .bsp extension.
 * @return				True if valid, false otherwise.
 */
native bool:IsMapValid(const String:map[]);

/**
 * Returns whether the server is dedicated.
 *
 * @return				True if dedicated, false otherwise.
 */
native bool:IsDedicatedServer();

/**
 * Returns a high-precision time value for profiling the engine.
 *
 * @return				A floating point time value.
 */
native Float:GetEngineTime();

/** 
 * Returns the game time based on the game tick.
 *
 * @return				Game tick time.
 */
native Float:GetGameTime();

/** 
 * Returns the game's internal tick count.
 *
 * @return				Game tick count.
 */
native GetGameTickCount();

/**
 * Returns the game description from the mod.
 *
 * @param buffer		Buffer to store the description.
 * @param maxlength		Maximum size of the buffer.
 * @param original		If true, retrieves the original game description,
 *						ignoring any potential hooks from plugins.
 * @return				Number of bytes written to the buffer (UTF-8 safe).
 */
native GetGameDescription(String:buffer[], maxlength, bool:original=false);

/**
 * Returns the name of the game's directory.
 *
 * @param buffer		Buffer to store the directory name.
 * @param maxlength		Maximum size of the buffer.
 *
 * return				Number of bytes written to the buffer (UTF-8 safe).
 */
native GetGameFolderName(String:buffer[], maxlength);

/**
 * Returns the current map name.
 *
 * @param buffer		Buffer to store map name.
 * @param maxlength		Maximum length of buffer.
 * @return				Number of bytes written (UTF-8 safe).
 */
native GetCurrentMap(String:buffer[], maxlength);

/**
 * Precaches a given model.
 *
 * @param model			Name of the model to precache.
 * @param preload		If preload is true the file will be precached before level startup.
 * @return				Returns the model index, 0 for error.
 */
native PrecacheModel(const String:model[], bool:preload=false);

/**
 * Precaches a given sentence file.
 *
 * @param file			Name of the sentence file to precache.
 * @param preload		If preload is true the file will be precached before level startup.
 * @return				Returns a sentence file index.
 */
native PrecacheSentenceFile(const String:file[], bool:preload=false);

/**
 * Precaches a given decal.
 *
 * @param decal			Name of the decal to precache.
 * @param preload		If preload is true the file will be precached before level startup.
 * @return				Returns a decal index.
 */
native PrecacheDecal(const String:decal[], bool:preload=false);

/**
 * Precaches a given generic file.
 *
 * @param generic		Name of the generic file to precache.
 * @param preload		If preload is true the file will be precached before level startup.
 * @return				Returns a generic file index.
 */
native PrecacheGeneric(const String:generic[], bool:preload=false);

/**
 * Returns if a given model is precached.
 *
 * @param model			Name of the model to check.
 * @return				True if precached, false otherwise.
 */
native bool:IsModelPrecached(const String:model[]);

/**
 * Returns if a given decal is precached.
 *
 * @param decal			Name of the decal to check.
 * @return				True if precached, false otherwise.
 */
native bool:IsDecalPrecached(const String:decal[]);

/**
 * Returns if a given generic file is precached.
 *
 * @param generic		Name of the generic file to check.
 * @return				True if precached, false otherwise.
 */
native bool:IsGenericPrecached(const String:generic[]);

/**
 * Precaches a given sound.
 *
 * @param sound			Name of the sound to precache.
 * @param preload		If preload is true the file will be precached before level startup.
 * @return				True if successfully precached, false otherwise.
 */
native bool:PrecacheSound(const String:sound[], bool:preload=false);

/**
 * Returns if a given sound is precached.
 *
 * @param sound			Name of the sound to check.
 * @return				True if precached, false otherwise.
 */
native bool:IsSoundPrecached(const String:sound[]);

/**
 * Creates different types of ingame messages.
 *
 * @param client		Index of the client.
 * @param kv			KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information).
 * @param type			Message type to display ingame.
 * @noreturn
 * @error				Invalid client index, or client not connected.
 */
native CreateDialog(client, Handle:kv, DialogType:type);

/**
 * Guesses the SDK version a mod was compiled against.  If nothing 
 * specific is known about the game, the engine version is used instead.
 *
 * The return values are guaranteed to increase chronologically (that is, 
 * a later release will have a higher value).
 *
 * @return				SOURCE_SDK version code.
 */
#pragma deprecated See GetEngineVersion()
native GuessSDKVersion();

/**
 * Gets the engine version that the currently-loaded SM core was compiled against.
 *
 * The engine version values are not guaranteed to be in any particular order,
 * and should only be compared by (in)equality.
 *
 * @return				An EngineVersion value.
 */
native EngineVersion:GetEngineVersion();

/**
 * Prints a message to a specific client in the chat area.
 *
 * @param client		Client index.
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 * @noreturn
 * @error				If the client is not connected an error will be thrown.
 */
native PrintToChat(client, const String:format[], any:...);

/**
 * Prints a message to all clients in the chat area.
 *
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 * @noreturn
 */
stock PrintToChatAll(const String:format[], any:...)
{
	decl String:buffer[192];
	
	for (new i = 1; i <= MaxClients; i++)
	{
		if (IsClientInGame(i))
		{
			SetGlobalTransTarget(i);
			VFormat(buffer, sizeof(buffer), format, 2);
			PrintToChat(i, "%s", buffer);
		}
	}
}

/**
 * Prints a message to a specific client in the center of the screen.
 *
 * @param client		Client index.
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 * @noreturn
 * @error				If the client is not connected an error will be thrown.
 */
native PrintCenterText(client, const String:format[], any:...);

/**
 * Prints a message to all clients in the center of the screen.
 *
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 * @noreturn
 */
stock PrintCenterTextAll(const String:format[], any:...)
{
	decl String:buffer[192];

	for (new i = 1; i <= MaxClients; i++)
	{
		if (IsClientInGame(i))
		{
			SetGlobalTransTarget(i);
			VFormat(buffer, sizeof(buffer), format, 2);
			PrintCenterText(i, "%s", buffer);
		}
	}
}

/**
 * Prints a message to a specific client with a hint box.
 *
 * @param client		Client index.
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 * @noreturn
 * @error				If the client is not connected an error will be thrown.
 */
native PrintHintText(client, const String:format[], any:...);

/**
 * Prints a message to all clients with a hint box.
 *
 * @param format		Formatting rules.
 * @param ...			Variable number of format parameters.
 * @noreturn
 */
stock PrintHintTextToAll(const String:format[], any:...)
{
	decl String:buffer[192];
	
	for (new i = 1; i <= MaxClients; i++)
	{
		if (IsClientInGame(i))
		{
			SetGlobalTransTarget(i);
			VFormat(buffer, sizeof(buffer), format, 2);
			PrintHintText(i, "%s", buffer);
		}
	}
}

/**
 * Shows a VGUI panel to a specific client.
 *
 * @param client		Client index.
 * @param name			Panel type name (Check viewport_panel_names.h to see a list of 
 *						some panel names).
 * @param Kv			KeyValues handle with all the data for the panel setup (Depends 
 *						on the panel type and may be unused).
 * @param show			True to show the panel, or false to remove it from the client screen.
 * @noreturn
 * @error				If the client is not connected an error will be thrown.
 */
native ShowVGUIPanel(client, const String:name[], Handle:Kv=INVALID_HANDLE, bool:show=true);

/**
 * Creates a HUD synchronization object.  This object is used to automatically assign and 
 * re-use channels for a set of messages.  
 *
 * The HUD has a hardcoded number of channels (usually 6) for displaying 
 * text.  You can use any channel for any area of the screen.  Text on 
 * different channels can overlap, but text on the same channel will 
 * erase the old text first.  This overlapping and overwriting gets problematic.
 *
 * A HUD synchronization object automatically selects channels for you based on 
 * the following heuristics:
 *  - If channel X was last used by the object, and hasn't been modified again, 
 *    channel X gets re-used.
 *  - Otherwise, a new channel is chosen based on the least-recently-used channel.
 *
 * This ensures that if you display text on a sync object, that the previous text 
 * displayed on it will always be cleared first.  This is because your new text 
 * will either overwrite the old text on the same channel, or because another 
 * channel has already erased your text.
 *
 * Note that messages can still overlap if they are on different synchronization 
 * objects, or they are displayed to manual channels.
 *
 * These are particularly useful for displaying repeating or refreshing HUD text, in 
 * addition to displaying multiple message sets in one area of the screen (for example, 
 * center-say messages that may pop up randomly that you don't want to overlap each 
 * other).
 *
 * @return				New HUD synchronization object.
 *						The Handle can be closed with CloseHandle().
 *						If HUD text is not supported on this mod, then 
 *						INVALID_HANDLE is returned.
 */
native Handle:CreateHudSynchronizer();

/**
 * Sets the HUD parameters for drawing text.  These parameters are stored 
 * globally, although nothing other than this function and SetHudTextParamsEx 
 * modify them.
 *
 * You must call this function before drawing text.  If you are drawing 
 * text to multiple clients, you can set the parameters once, since 
 * they won't be modified.  However, as soon as you pass control back 
 * to other plugins, you must reset the parameters next time you draw.
 *
 * @param x				x coordinate, from 0 to 1.  -1.0 is the center.
 * @param y				y coordinate, from 0 to 1.  -1.0 is the center.
 * @param holdTime		Number of seconds to hold the text.
 * @param r				Red color value.
 * @param g				Green color value.
 * @param b				Blue color value.
 * @param a				Alpha transparency value.
 * @param effect 		0/1 causes the text to fade in and fade out.
 *						2 causes the text to flash[?].
 * @param fxTime		Duration of chosen effect (may not apply to all effects).
 * @param fadeIn		Number of seconds to spend fading in.
 * @param fadeOut		Number of seconds to spend fading out.
 * @noreturn
 */
native SetHudTextParams(Float:x, Float:y, Float:holdTime, r, g, b, a, effect = 0,
						Float:fxTime=6.0, Float:fadeIn=0.1, Float:fadeOut=0.2);
						
/**
 * Sets the HUD parameters for drawing text.  These parameters are stored 
 * globally, although nothing other than this function and SetHudTextParams
 * modify them.
 *
 * This is the same as SetHudTextParams(), except it lets you set the alternate 
 * color for when effects require it.  
 *
 * @param x				x coordinate, from 0 to 1.  -1.0 is the center.
 * @param y				y coordinate, from 0 to 1.  -1.0 is the center.
 * @param holdTime		Number of seconds to hold the text.
 * @param color1		First color set, array values being [red, green, blue, alpha]
 * @param color2		Second color set, array values being [red, green, blue, alpha]
 * @param effect 		0/1 causes the text to fade in and fade out.
 *						2 causes the text to flash[?].
 * @param fxTime		Duration of chosen effect (may not apply to all effects).
 * @param fadeIn		Number of seconds to spend fading in.
 * @param fadeOut		Number of seconds to spend fading out.
 * @noreturn
 */
native SetHudTextParamsEx(Float:x, Float:y, Float:holdTime, color1[4], 
						  color2[4]={255,255,255,0}, effect = 0, Float:fxTime=6.0, 
						  Float:fadeIn=0.1, Float:fadeOut=0.2);

/**
 * Shows a synchronized HUD message to a client.  
 *
 * As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
 *
 * @param client		Client index to send the message to.
 * @param sync			Synchronization object.
 * @param message		Message text or formatting rules.
 * @param ...			Message formatting parameters.
 * @return				-1 on failure, anything else on success.
 *						This function fails if the mod does not support it.
 * @error				Client not in-game, or sync object not valid.
 */
native ShowSyncHudText(client, Handle:sync, const String:message[], any:...);

/**
 * Clears the text on a synchronized HUD channel. 
 *
 * This is not the same as sending "" because it guarantees that it won't 
 * overwrite text on another channel.  For example, consider the scenario: 
 *
 * 1. Your synchronized message goes to channel 3.
 * 2. Someone else's non-synchronized message goes to channel 3.
 *
 * If you were to simply send "" on your synchronized message, 
 * then someone else's text could be overwritten.
 *
 * @param client		Client index to send the message to.
 * @param sync			Synchronization object.
 * @noreturn
 * @error				Client not in-game, or sync object not valid.
 */
native ClearSyncHud(client, Handle:sync);

/**
 * Shows a HUD message to a client on the given channel.
 *
 * As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
 * 
 * @param client		Client index to send the message to.
 * @param channel		A channel number.
 *						If -1, then a channel will automatically be selected 
 *						based on the least-recently-used channel.  If the 
 *						channel is any other number, it will be modulo'd with 
 *						the channel count to get a final channel number.
 * @param message		Message text or formatting rules.
 * @param ...			Message formatting parameters.
 * @return				-1 on failure (lack of mod support).
 *						Any other return value is the channel number that was 
 *						used to render the text.
 */
native ShowHudText(client, channel, const String:message[], any:...);

/**
 * Shows a MOTD panel to a specific client.
 *
 * @param client		Client index.
 * @param title			Title of the panel (printed on the top border of the window).
 * @param msg			Contents of the panel, it can be treated as an url, filename or plain text
 *				 		depending on the type parameter (WARNING: msg has to be 192 bytes maximum!)
 * @param type			Determines the way to treat the message body of the panel.
 * @noreturn
 * @error				If the client is not connected an error will be thrown.
 */
stock ShowMOTDPanel(client, const String:title[], const String:msg[], type=MOTDPANEL_TYPE_INDEX)
{
	decl String:num[3];
	new Handle:Kv = CreateKeyValues("data");
	IntToString(type, num, sizeof(num));

	KvSetString(Kv, "title", title);
	KvSetString(Kv, "type", num);
	KvSetString(Kv, "msg", msg);
	ShowVGUIPanel(client, "info", Kv);
	CloseHandle(Kv);
}

/**
 * Displays a panel asking the client to connect to a specified IP.
 *
 * @param client		Client index.
 * @param time			Duration to hold the panel on the client's screen.
 * @param ip			Destionation IP.
 * @noreturn
 */
stock DisplayAskConnectBox(client, Float:time, const String:ip[])
{
	new Handle:Kv = CreateKeyValues("data");
	KvSetFloat(Kv, "time", time);
	KvSetString(Kv, "title", ip);
	CreateDialog(client, Kv, DialogType_AskConnect);
	CloseHandle(Kv);
}

/**
 * Converts an entity index into a serial encoded entity reference.
 *
 * @param entity		Entity index.
 * @return				Entity reference.
 */
native EntIndexToEntRef(entity);

/**
 * Retrieves the entity index from a reference.
 *
 * @param ref			Entity reference.
 * @return				Entity index.
 */
native EntRefToEntIndex(ref);

/**
 * Converts a reference into a backwards compatible version.
 *
 * @param ref			Entity reference.
 * @return				Bcompat reference.
 */
native MakeCompatEntRef(ref);

