/***
*
*	Copyright (c) 1999, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
//
// util.h
//

#include <windows.h>

#include "../engine/cvardef.h"

// Macros to hook function calls into the HUD object
#define HOOK_MESSAGE(x) gEngfuncs.pfnHookUserMsg(#x, __MsgFunc_##x );

#define DECLARE_MESSAGE(y, x) int __MsgFunc_##x(const char *pszName, int iSize, void *pbuf) \
							{ \
							return gHUD.##y.MsgFunc_##x(pszName, iSize, pbuf ); \
							}


#define HOOK_COMMAND(x, y) gEngfuncs.pfnAddCommand( x, __CmdFunc_##y );
#define DECLARE_COMMAND(y, x) void __CmdFunc_##x( void ) \
							{ \
								gHUD.##y.UserCmd_##x( ); \
							}

inline float CVAR_GET_FLOAT( const char *x ) {	return gEngfuncs.pfnGetCvarFloat( (char*)x ); }
inline char* CVAR_GET_STRING( const char *x ) {	return gEngfuncs.pfnGetCvarString( (char*)x ); }
inline void CVAR_CREATE( const char *cv, const char *val, const int flags ) {	gEngfuncs.pfnRegisterVariable( (char*)cv, (char*)val, flags ); }

#define SPR_Load (*gEngfuncs.pfnSPR_Load)
#define SPR_Set (*gEngfuncs.pfnSPR_Set)
#define SPR_Frames (*gEngfuncs.pfnSPR_Frames)
#define SPR_GetList (*gEngfuncs.pfnSPR_GetList)

// SPR_Draw  draws a the current sprite as solid
#define SPR_Draw (*gEngfuncs.pfnSPR_Draw)
// SPR_DrawHoles  draws the current sprites,  with color index255 not drawn (transparent)
#define SPR_DrawHoles (*gEngfuncs.pfnSPR_DrawHoles)
// SPR_DrawAdditive  adds the sprites RGB values to the background  (additive transulency)
#define SPR_DrawAdditive (*gEngfuncs.pfnSPR_DrawAdditive)

// SPR_EnableScissor  sets a clipping rect for HUD sprites.  (0,0) is the top-left hand corner of the screen.
#define SPR_EnableScissor (*gEngfuncs.pfnSPR_EnableScissor)
// SPR_DisableScissor  disables the clipping rect
#define SPR_DisableScissor (*gEngfuncs.pfnSPR_DisableScissor)
//
#define FillRGBA (*gEngfuncs.pfnFillRGBA)


// ScreenHeight returns the height of the screen, in pixels
#define ScreenHeight (gHUD.m_scrinfo.iHeight)
// ScreenWidth returns the width of the screen, in pixels
#define ScreenWidth (gHUD.m_scrinfo.iWidth)

#define GetScreenInfo (*gEngfuncs.pfnGetScreenInfo)
#define ServerCmd (*gEngfuncs.pfnServerCmd)
#define ClientCmd (*gEngfuncs.pfnClientCmd)
#define SetCrosshair (*gEngfuncs.pfnSetCrosshair)
#define AngleVectors (*gEngfuncs.pfnAngleVectors)


// Gets the height & width of a sprite,  at the specified frame
inline int SPR_Height( HSPRITE x, int f )	{ return gEngfuncs.pfnSPR_Height(x, f); }
inline int SPR_Width( HSPRITE x, int f )	{ return gEngfuncs.pfnSPR_Width(x, f); }

inline 	client_textmessage_t	*TextMessageGet( const char *pName ) { return gEngfuncs.pfnTextMessageGet( pName ); }
inline 	int						TextMessageDrawChar( int x, int y, int number, int r, int g, int b ) 
{ 
	return gEngfuncs.pfnDrawCharacter( x, y, number, r, g, b ); 
}

inline int DrawConsoleString( int x, int y, const char *string )
{
	return gEngfuncs.pfnDrawConsoleString( x, y, (char*) string );
}

inline void GetConsoleStringSize( const char *string, int *width, int *height )
{
	gEngfuncs.pfnDrawConsoleStringLen( string, width, height );
}

inline int ConsoleStringLen( const char *string )
{
	int _width, _height;
	GetConsoleStringSize( string, &_width, &_height );
	return _width;
}

inline void ConsolePrint( const char *string )
{
	gEngfuncs.pfnConsolePrint( string );
}

inline void CenterPrint( const char *string )
{
	gEngfuncs.pfnCenterPrint( string );
}

// returns the players name of entity no.
#define GetPlayerInfo (*gEngfuncs.pfnGetPlayerInfo)

// sound functions
inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); }
inline void PlaySound( int iSound, float vol ) { gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); }

#define max(a, b)  (((a) > (b)) ? (a) : (b))
#define min(a, b)  (((a) < (b)) ? (a) : (b))
#define fabs(x)	   ((x) > 0 ? (x) : 0 - (x))

void ScaleColors( int &r, int &g, int &b, int a );

#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}

// disable 'possible loss of data converting float to int' warning message
#pragma warning( disable: 4244 )
// disable 'truncation from 'const double' to 'float' warning message
#pragma warning( disable: 4305 )

inline void UnpackRGB(int &r, int &g, int &b, unsigned long ulRGB)\
{\
	r = (ulRGB & 0xFF0000) >>16;\
	g = (ulRGB & 0xFF00) >> 8;\
	b = ulRGB & 0xFF;\
}

HSPRITE LoadSprite(const char *pszName);
