//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Shared util code between client and server.
//
//=============================================================================//

#ifndef UTIL_SHARED_H
#define UTIL_SHARED_H
#ifdef _WIN32
#pragma once
#endif

#include "mathlib/vector.h"
#include "cmodel.h"
#include "utlvector.h"
#include "networkvar.h"
#include "engine/IEngineTrace.h"
#include "engine/IStaticPropMgr.h"
#include "shared_classnames.h"

#ifdef CLIENT_DLL
#include "cdll_client_int.h"
#endif

#ifdef PORTAL
#include "portal_util_shared.h"
#endif

//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CGameTrace;
class CBasePlayer;
typedef CGameTrace trace_t;

extern ConVar developer;	// developer mode


//-----------------------------------------------------------------------------
// Language IDs.
//-----------------------------------------------------------------------------
#define LANGUAGE_ENGLISH				0
#define LANGUAGE_GERMAN					1
#define LANGUAGE_FRENCH					2
#define LANGUAGE_BRITISH				3


//-----------------------------------------------------------------------------
// Pitch + yaw
//-----------------------------------------------------------------------------
float		UTIL_VecToYaw			(const Vector &vec);
float		UTIL_VecToPitch			(const Vector &vec);
float		UTIL_VecToYaw			(const matrix3x4_t& matrix, const Vector &vec);
float		UTIL_VecToPitch			(const matrix3x4_t& matrix, const Vector &vec);
Vector		UTIL_YawToVector		( float yaw );

//-----------------------------------------------------------------------------
// Shared random number generators for shared/predicted code:
// whenever generating random numbers in shared/predicted code, these functions
// have to be used. Each call should specify a unique "sharedname" string that
// seeds the random number generator. In loops make sure the "additionalSeed"
// is increased with the loop counter, otherwise it will always return the
// same random number
//-----------------------------------------------------------------------------
float	SharedRandomFloat( const char *sharedname, float flMinVal, float flMaxVal, int additionalSeed = 0 );
int		SharedRandomInt( const char *sharedname, int iMinVal, int iMaxVal, int additionalSeed = 0 );
Vector	SharedRandomVector( const char *sharedname, float minVal, float maxVal, int additionalSeed = 0 );
QAngle	SharedRandomAngle( const char *sharedname, float minVal, float maxVal, int additionalSeed = 0 );

//-----------------------------------------------------------------------------
// Standard collision filters...
//-----------------------------------------------------------------------------
bool PassServerEntityFilter( const IHandleEntity *pTouch, const IHandleEntity *pPass );
bool StandardFilterRules( IHandleEntity *pHandleEntity, int fContentsMask );


//-----------------------------------------------------------------------------
// Converts an IHandleEntity to an CBaseEntity
//-----------------------------------------------------------------------------
inline const CBaseEntity *EntityFromEntityHandle( const IHandleEntity *pConstHandleEntity )
{
	IHandleEntity *pHandleEntity = const_cast<IHandleEntity*>(pConstHandleEntity);

#ifdef CLIENT_DLL
	IClientUnknown *pUnk = (IClientUnknown*)pHandleEntity;
	return pUnk->GetBaseEntity();
#else
	if ( staticpropmgr->IsStaticProp( pHandleEntity ) )
		return NULL;

	IServerUnknown *pUnk = (IServerUnknown*)pHandleEntity;
	return pUnk->GetBaseEntity();
#endif
}

inline CBaseEntity *EntityFromEntityHandle( IHandleEntity *pHandleEntity )
{
#ifdef CLIENT_DLL
	IClientUnknown *pUnk = (IClientUnknown*)pHandleEntity;
	return pUnk->GetBaseEntity();
#else
	if ( staticpropmgr->IsStaticProp( pHandleEntity ) )
		return NULL;

	IServerUnknown *pUnk = (IServerUnknown*)pHandleEntity;
	return pUnk->GetBaseEntity();
#endif
}


//-----------------------------------------------------------------------------
// traceline methods
//-----------------------------------------------------------------------------
class CTraceFilterSimple : public CTraceFilter
{
public:
	// It does have a base, but we'll never network anything below here..
	DECLARE_CLASS_NOBASE( CTraceFilterSimple );
	
	CTraceFilterSimple( const IHandleEntity *passentity, int collisionGroup );
	virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
	virtual void SetPassEntity( const IHandleEntity *pPassEntity ) { m_pPassEnt = pPassEntity; }
	virtual void SetCollisionGroup( int iCollisionGroup ) { m_collisionGroup = iCollisionGroup; }

	const IHandleEntity *GetPassEntity( void ){ return m_pPassEnt;}

private:
	const IHandleEntity *m_pPassEnt;
	int m_collisionGroup;
};

class CTraceFilterSkipTwoEntities : public CTraceFilterSimple
{
public:
	// It does have a base, but we'll never network anything below here..
	DECLARE_CLASS( CTraceFilterSkipTwoEntities, CTraceFilterSimple );
	
	CTraceFilterSkipTwoEntities( const IHandleEntity *passentity, const IHandleEntity *passentity2, int collisionGroup );
	virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
	virtual void SetPassEntity2( const IHandleEntity *pPassEntity2 ) { m_pPassEnt2 = pPassEntity2; }

private:
	const IHandleEntity *m_pPassEnt2;
};

class CTraceFilterSimpleList : public CTraceFilterSimple
{
public:
	CTraceFilterSimpleList( int collisionGroup );
	virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );

	void	AddEntityToIgnore( IHandleEntity *pEntity );
protected:
	CUtlVector<IHandleEntity*>	m_PassEntities;
};

class CTraceFilterOnlyNPCsAndPlayer : public CTraceFilterSimple
{
public:
	CTraceFilterOnlyNPCsAndPlayer( const IHandleEntity *passentity, int collisionGroup )
		: CTraceFilterSimple( passentity, collisionGroup )
	{
	}

	virtual TraceType_t	GetTraceType() const
	{
		return TRACE_ENTITIES_ONLY;
	}

	virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
};

class CTraceFilterNoNPCsOrPlayer : public CTraceFilterSimple
{
public:
	CTraceFilterNoNPCsOrPlayer( const IHandleEntity *passentity, int collisionGroup )
		: CTraceFilterSimple( passentity, collisionGroup )
	{
	}

	virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
};

//-----------------------------------------------------------------------------
// Purpose: Custom trace filter used for NPC LOS traces
//-----------------------------------------------------------------------------
class CTraceFilterLOS : public CTraceFilterSkipTwoEntities
{
public:
	CTraceFilterLOS( IHandleEntity *pHandleEntity, int collisionGroup, IHandleEntity *pHandleEntity2 = NULL );
	bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
};

class CTraceFilterSkipClassname : public CTraceFilterSimple
{
public:
	CTraceFilterSkipClassname( const IHandleEntity *passentity, const char *pchClassname, int collisionGroup );
	virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );

private:

	const char *m_pchClassname;
};

class CTraceFilterSkipTwoClassnames : public CTraceFilterSkipClassname
{
public:
	// It does have a base, but we'll never network anything below here..
	DECLARE_CLASS( CTraceFilterSkipTwoClassnames, CTraceFilterSkipClassname );

	CTraceFilterSkipTwoClassnames( const IHandleEntity *passentity, const char *pchClassname, const char *pchClassname2, int collisionGroup );
	virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );

private:
	const char *m_pchClassname2;
};

class CTraceFilterSimpleClassnameList : public CTraceFilterSimple
{
public:
	CTraceFilterSimpleClassnameList( const IHandleEntity *passentity, int collisionGroup );
	virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );

	void	AddClassnameToIgnore( const char *pchClassname );
private:
	CUtlVector<const char*>	m_PassClassnames;
};

class CTraceFilterChain : public CTraceFilter
{
public:
	CTraceFilterChain( ITraceFilter *pTraceFilter1, ITraceFilter *pTraceFilter2 );
	virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );

private:
	ITraceFilter	*m_pTraceFilter1;
	ITraceFilter	*m_pTraceFilter2;
};

// helper
void DebugDrawLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, int r, int g, int b, bool test, float duration );

extern ConVar r_visualizetraces;

inline void UTIL_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, 
					 const IHandleEntity *ignore, int collisionGroup, trace_t *ptr )
{
	Ray_t ray;
	ray.Init( vecAbsStart, vecAbsEnd );
	CTraceFilterSimple traceFilter( ignore, collisionGroup );

	enginetrace->TraceRay( ray, mask, &traceFilter, ptr );

	if( r_visualizetraces.GetBool() )
	{
		DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, -1.0f );
	}
}

inline void UTIL_TraceLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, 
					 ITraceFilter *pFilter, trace_t *ptr )
{
	Ray_t ray;
	ray.Init( vecAbsStart, vecAbsEnd );

	enginetrace->TraceRay( ray, mask, pFilter, ptr );

	if( r_visualizetraces.GetBool() )
	{
		DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, -1.0f );
	}
}

inline void UTIL_TraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin, 
					 const Vector &hullMax,	unsigned int mask, const IHandleEntity *ignore, 
					 int collisionGroup, trace_t *ptr )
{
	Ray_t ray;
	ray.Init( vecAbsStart, vecAbsEnd, hullMin, hullMax );
	CTraceFilterSimple traceFilter( ignore, collisionGroup );

	enginetrace->TraceRay( ray, mask, &traceFilter, ptr );

	if( r_visualizetraces.GetBool() )
	{
		DebugDrawLine( ptr->startpos, ptr->endpos, 255, 255, 0, true, -1.0f );
	}
}

inline void UTIL_TraceHull( const Vector &vecAbsStart, const Vector &vecAbsEnd, const Vector &hullMin, 
					 const Vector &hullMax,	unsigned int mask, ITraceFilter *pFilter, trace_t *ptr )
{
	Ray_t ray;
	ray.Init( vecAbsStart, vecAbsEnd, hullMin, hullMax );

	enginetrace->TraceRay( ray, mask, pFilter, ptr );

	if( r_visualizetraces.GetBool() )
	{
		DebugDrawLine( ptr->startpos, ptr->endpos, 255, 255, 0, true, -1.0f );
	}
}

inline void UTIL_TraceRay( const Ray_t &ray, unsigned int mask, 
						  const IHandleEntity *ignore, int collisionGroup, trace_t *ptr )
{
	CTraceFilterSimple traceFilter( ignore, collisionGroup );

	enginetrace->TraceRay( ray, mask, &traceFilter, ptr );
	
	if( r_visualizetraces.GetBool() )
	{
		DebugDrawLine( ptr->startpos, ptr->endpos, 255, 0, 0, true, -1.0f );
	}
}

// Sweeps a particular entity through the world
void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, unsigned int mask, trace_t *ptr );
void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, 
					  unsigned int mask, ITraceFilter *pFilter, trace_t *ptr );
void UTIL_TraceEntity( CBaseEntity *pEntity, const Vector &vecAbsStart, const Vector &vecAbsEnd, 
					  unsigned int mask, const IHandleEntity *ignore, int collisionGroup, trace_t *ptr );

bool UTIL_EntityHasMatchingRootParent( CBaseEntity *pRootParent, CBaseEntity *pEntity );

inline int UTIL_PointContents( const Vector &vec )
{
	return enginetrace->GetPointContents( vec );
}

// Sweeps against a particular model, using collision rules 
void UTIL_TraceModel( const Vector &vecStart, const Vector &vecEnd, const Vector &hullMin, 
					  const Vector &hullMax, CBaseEntity *pentModel, int collisionGroup, trace_t *ptr );

void UTIL_ClipTraceToPlayers( const Vector& vecAbsStart, const Vector& vecAbsEnd, unsigned int mask, ITraceFilter *filter, trace_t *tr );

// Particle effect tracer
void		UTIL_ParticleTracer( const char *pszTracerEffectName, const Vector &vecStart, const Vector &vecEnd, int iEntIndex = 0, int iAttachment = 0, bool bWhiz = false );

// Old style, non-particle system, tracers
void		UTIL_Tracer( const Vector &vecStart, const Vector &vecEnd, int iEntIndex = 0, int iAttachment = TRACER_DONT_USE_ATTACHMENT, float flVelocity = 0, bool bWhiz = false, const char *pCustomTracerName = NULL, int iParticleID = 0 );

bool		UTIL_IsLowViolence( void );
bool		UTIL_ShouldShowBlood( int bloodColor );
void		UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount );

void		UTIL_BloodImpact( const Vector &pos, const Vector &dir, int color, int amount );
void		UTIL_BloodDecalTrace( trace_t *pTrace, int bloodColor );
void		UTIL_DecalTrace( trace_t *pTrace, char const *decalName );
bool		UTIL_IsSpaceEmpty( CBaseEntity *pMainEnt, const Vector &vMin, const Vector &vMax );

void		UTIL_StringToVector( float *pVector, const char *pString );
void		UTIL_StringToIntArray( int *pVector, int count, const char *pString );
void		UTIL_StringToFloatArray( float *pVector, int count, const char *pString );
void		UTIL_StringToColor32( color32 *color, const char *pString );

CBasePlayer *UTIL_PlayerByIndex( int entindex );

// decodes a buffer using a 64bit ICE key (inplace)
void		UTIL_DecodeICE( unsigned char * buffer, int size, const unsigned char *key);

unsigned short UTIL_GetAchievementEventMask( void );	


//--------------------------------------------------------------------------------------------------------------
/**
 * Given a position and a ray, return the shortest distance between the two.
 * If 'pos' is beyond either end of the ray, the returned distance is negated.
 */
inline float DistanceToRay( const Vector &pos, const Vector &rayStart, const Vector &rayEnd, float *along = NULL, Vector *pointOnRay = NULL )
{
	Vector to = pos - rayStart;
	Vector dir = rayEnd - rayStart;
	float length = dir.NormalizeInPlace();

	float rangeAlong = DotProduct( dir, to );
	if (along)
	{
		*along = rangeAlong;
	}

	float range;

	if (rangeAlong < 0.0f)
	{
		// off start point
		range = -(pos - rayStart).Length();

		if (pointOnRay)
		{
			*pointOnRay = rayStart;
		}
	}
	else if (rangeAlong > length)
	{
		// off end point
		range = -(pos - rayEnd).Length();

		if (pointOnRay)
		{
			*pointOnRay = rayEnd;
		}
	}
	else // within ray bounds
	{
		Vector onRay = rayStart + rangeAlong * dir;
		range = (pos - onRay).Length();

		if (pointOnRay)
		{
			*pointOnRay = onRay;
		}
	}

	return range;
}


//--------------------------------------------------------------------------------------------------------------
/**
 * Simple class for tracking intervals of game time.
 * Upon creation, the timer is invalidated.  To measure time intervals, start the timer via Start().
 */
class IntervalTimer
{
public:
	IntervalTimer( void )
	{
		m_timestamp = -1.0f;
	}

	void Reset( void )
	{
		m_timestamp = Now();
	}		

	void Start( void )
	{
		m_timestamp = Now();
	}

	void Invalidate( void )
	{
		m_timestamp = -1.0f;
	}		

	bool HasStarted( void ) const
	{
		return (m_timestamp > 0.0f);
	}

	/// if not started, elapsed time is very large
	float GetElapsedTime( void ) const
	{
		return (HasStarted()) ? (Now() - m_timestamp) : 99999.9f;
	}

	bool IsLessThen( float duration ) const
	{
		return (Now() - m_timestamp < duration) ? true : false;
	}

	bool IsGreaterThen( float duration ) const
	{
		return (Now() - m_timestamp > duration) ? true : false;
	}

private:
	float m_timestamp;
	float Now( void ) const;		// work-around since client header doesn't like inlined gpGlobals->curtime
};


//--------------------------------------------------------------------------------------------------------------
/**
 * Simple class for counting down a short interval of time.
 * Upon creation, the timer is invalidated.  Invalidated countdown timers are considered to have elapsed.
 */
class CountdownTimer
{
public:
	CountdownTimer( void )
	{
		m_timestamp = -1.0f;
		m_duration = 0.0f;
	}

	void Reset( void )
	{
		m_timestamp = Now() + m_duration;
	}		

	void Start( float duration )
	{
		m_timestamp = Now() + duration;
		m_duration = duration;
	}

	void Invalidate( void )
	{
		m_timestamp = -1.0f;
	}		

	bool HasStarted( void ) const
	{
		return (m_timestamp > 0.0f);
	}

	bool IsElapsed( void ) const
	{
		return (Now() > m_timestamp);
	}

	float GetElapsedTime( void ) const
	{
		return Now() - m_timestamp + m_duration;
	}

	float GetRemainingTime( void ) const
	{
		return (m_timestamp - Now());
	}

	/// return original countdown time
	float GetCountdownDuration( void ) const
	{
		return (m_timestamp > 0.0f) ? m_duration : 0.0f;
	}

private:
	float m_duration;
	float m_timestamp;
	float Now( void ) const;		// work-around since client header doesn't like inlined gpGlobals->curtime
};

const char* ReadAndAllocStringValue( KeyValues *pSub, const char *pName, const char *pFilename = NULL );

int UTIL_StringFieldToInt( const char *szValue, const char **pValueStrings, int iNumStrings );

#endif // UTIL_SHARED_H
