/**
 * vim: set ts=4 :
 * =============================================================================
 * SourceMod (C)2004-2007 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 _timers_included
 #endinput
#endif
#define _timers_included

#include <datapack>

#define TIMER_REPEAT			(1<<0)		/**< Timer will repeat until it returns Plugin_Stop */
#define TIMER_FLAG_NO_MAPCHANGE	(1<<1)		/**< Timer will not carry over mapchanges */
#define TIMER_HNDL_CLOSE		(1<<9)		/**< Timer will automatically call CloseHandle() on its value when finished */

/**
 * Any of the following prototypes will work for a timed function.
 */
funcenum Timer
{
	/**
 	 * Called when the timer interval has elapsed.
 	 * 
 	 * @param timer			Handle to the timer object.
 	 * @param hndl			Handle passed when the timer was created.
 	 * @return				Plugin_Stop to stop a repeating timer, any other value for
 	 *						default behavior.
 	 */
	Action:public(Handle:timer, Handle:hndl),
	
	/**
 	 * Called when the timer interval has elapsed.
 	 * 
 	 * @param timer			Handle to the timer object.
 	 * @param value			Value passed when the timer was created.
 	 * @return				Plugin_Stop to stop a repeating timer, any other value for
 	 *						default behavior.
 	 */
	Action:public(Handle:timer, any:value),
	
	/**
 	 * Called when the timer interval has elapsed.
 	 * 
 	 * @param timer			Handle to the timer object.
 	 * @return				Plugin_Stop to stop a repeating timer, any other value for
 	 *						default behavior.
 	 */
	Action:public(Handle:timer),
};

/**
 * Creates a basic timer.  Calling CloseHandle() on a timer will end the timer.
 *
 * @param interval			Interval from the current game time to execute the given function.
 * @param func				Function to execute once the given interval has elapsed.
 * @param value				Handle or value to give to the timer function.
 * @param flags				Flags to set (such as repeatability or auto-Handle closing).
 * @return					Handle to the timer object.  You do not need to call CloseHandle().
 */
native Handle:CreateTimer(Float:interval, Timer:func, any:value=INVALID_HANDLE, flags=0);

/**
 * Kills a timer.  Use this instead of CloseHandle() if you need more options.
 *
 * @param autoClose			If autoClose is true, the timer's value will be 
 *							closed as a handle if TIMER_HNDL_CLOSE was not specified.
 * @noreturn
 */
native KillTimer(Handle:timer, bool:autoClose=false);

/**
 * Manually triggers a timer so its function will be called.
 *
 * @param timer				Timer Handle to trigger.
 * @param reset				If reset is true, the elapsed time counter is reset
 *							so the full interval must pass again.
 * @noreturn
 */
native TriggerTimer(Handle:timer, bool:reset=false);

/**
 * Returns the simulated game time.
 *
 * @param simulated			Retrieves whether or not the tick count
 *							is being manually simulated by SourceMod.
 *							This is the case if no players have joined
 *							the map yet.
 * @return					Time based on the game tick count.
 */
native Float:GetTickedTime(&bool:simulated);

/**
 * Creates a timer associated with a new data pack, and returns the datapack.
 * @note The datapack is automatically freed when the timer ends.
 * @note The position of the datapack is not reset or changed for the timer function.
 *
 * @param interval			Interval from the current game time to execute the given function.
 * @param func				Function to execute once the given interval has elapsed.
 * @param data				The newly created datapack is passed though this by-reference parameter.
 * @param flags				Timer flags.
 * @return					Handle to the timer object.  You do not need to call CloseHandle().
 */
stock Handle:CreateDataTimer(Float:interval, Timer:func, &Handle:data, flags=0)
{
	data = CreateDataPack();
	flags |= TIMER_HNDL_CLOSE;
	return CreateTimer(interval, func, data, flags);
}