#ifndef CMISC_H
#define CMISC_H

#include "amxxmodule.h"
#include "CRank.h"

#ifndef __linux__
	#define LINUXOFFSET 0
#else
	#define LINUXOFFSET 5
#endif

#define TFCMAX_CUSTOMWPNS		5
#define TFCMAX_WEAPONS		MAX_WEAPONS + TFCMAX_CUSTOMWPNS

#define PD_SENTRY_OWNER		83	+ LINUXOFFSET
#define PD_TIMER_OWNER		932	+ LINUXOFFSET

#define MAX_TRACE	13 
//#define NADE_OFFSET		24


#define ACT_NADE_NONE		0
#define ACT_NADE_SHOT		1<<0
#define ACT_NADE_PUT		1<<1

#define PD_AMMO_SHELLS		53	+ LINUXOFFSET
#define PD_AMMO_BULLETS		55	+ LINUXOFFSET 
#define PD_AMMO_CELLS		57	+ LINUXOFFSET 
#define PD_AMMO_ROCKETS		59	+ LINUXOFFSET 
#define PD_AMMO_NADE1		14	+ LINUXOFFSET 
#define PD_AMMO_NADE2		15	+ LINUXOFFSET 

enum {
	TFC_AMMO_SHELLS = 0, 
	TFC_AMMO_BULLETS, 
	TFC_AMMO_CELLS, 
	TFC_AMMO_ROCKETS, 
	TFC_AMMO_NADE1, 
	TFC_AMMO_NADE2, 
};

enum {
	TFC_WPN_NONE = 0,
	TFC_WPN_TIMER, // TFC_UNK_1,
	TFC_WPN_SENTRYGUN, //TFC_WPN_UNK2,
	TFC_WPN_MEDIKIT,
	TFC_WPN_SPANNER,
	TFC_WPN_AXE,
	TFC_WPN_SNIPERRIFLE,
	TFC_WPN_AUTORIFLE,
	TFC_WPN_SHOTGUN,
	TFC_WPN_SUPERSHOTGUN,
	TFC_WPN_NG,
	TFC_WPN_SUPERNG,
	TFC_WPN_GL,
	TFC_WPN_FLAMETHROWER,
	TFC_WPN_RPG,
	TFC_WPN_IC,
	TFC_WPN_FLAMES,//TFC_WPN_UNK16,
	TFC_WPN_AC,
	TFC_WPN_UNK18,
	TFC_WPN_UNK19,
	TFC_WPN_TRANQ,
	TFC_WPN_RAILGUN,
	TFC_WPN_PL,
	TFC_WPN_KNIFE,
	TFC_WPN_CALTROP, // 24
	TFC_WPN_CONCUSSIONGRENADE,
	TFC_WPN_NORMALGRENADE,
	TFC_WPN_NAILGRENADE,
	TFC_WPN_MIRVGRENADE,
	TFC_WPN_NAPALMGRENADE,
	TFC_WPN_GASGRENADE,
	TFC_WPN_EMPGRENADE,
};

enum {
	TFC_PC_SCOUT = 1,
	TFC_PC_SNIPER,
	TFC_PC_SOLDIER,
	TFC_PC_DEMOMAN,
	TFC_PC_MEDIC,
	TFC_PC_HWGUY,
	TFC_PC_PYRO,
	TFC_PC_SPY,
	TFC_PC_ENGENEER,
	TFC_PC_CIVILIAN,
};

struct weaponsVault {
  char* name;
  char* logName;
  short int ammoSlot;
  bool melee;
};

struct traceVault {
	char * szName;
	char szTag[6];
	int iId;
	int iAction;
	float fDel;
	int start;
	int stop;
};



// *****************************************************
// class CPlayer
// *****************************************************

struct CPlayer {

	edict_t* pEdict;
	char ip[32];
	int index;
	int aiming;
	int current;

	bool ingame;
	bool bot;
	float clearStats;
	RankSystem::RankStats*	rank;

	struct PlayerWeapon : Stats {
		const char* name;
		int	ammo;
		int	clip;
	};

	PlayerWeapon	weapons[MAX_WEAPONS];
	PlayerWeapon	attackers[33];
	PlayerWeapon	victims[33];
	Stats			weaponsRnd[MAX_WEAPONS]; // DEC-Weapon (Round) stats
	Stats			life;

	int teamId;
	int classId;

	void Init(  int pi, edict_t* pe );
	void Connect(const char* ip );
	void PutInServer();
	void Disconnect();
	void saveKill(CPlayer* pVictim, int weapon, int hs, int tk);
	void saveHit(CPlayer* pVictim, int weapon, int damage, int aiming);
	void saveShot(int weapon);
	void restartStats(bool all = true);
	void killPlayer();
	inline bool IsBot(){
		const char* auth= (*g_engfuncs.pfnGetPlayerAuthId)(pEdict);
		return ( auth && !strcmp( auth , "BOT" ) );
	}
	inline bool IsAlive(){
		return ((pEdict->v.deadflag==DEAD_NO)&&(pEdict->v.health>0));
	}
};

// *****************************************************
// class Grenades
// *****************************************************

class Grenades
{
  struct Obj 
  {
    CPlayer* player;
    edict_t* grenade;
    float time;
    int type;
    Obj* next;
    Obj* prev;
  } *head;


public:
  Grenades() { head = 0; }
  ~Grenades() { clear(); }
  void put( edict_t* grenade, float time, int type, CPlayer* player  );
  bool find( edict_t* enemy, CPlayer** p, int* type );
  void clear();
};

// *****************************************************
// class Forward
// *****************************************************

class Forward
{
	struct AmxCall {
		AMX *amx;
		int iFunctionIdx;
		AmxCall* next;
		AmxCall( AMX *a , int i, AmxCall* n ): amx(a), iFunctionIdx(i), next(n) {}
	} *head;
public:
	Forward() { head = 0; }
	~Forward() { clear(); }
	void clear();
	void put( AMX *a , int i );
	void exec(int p1,int p2,int p3,int p4,int p5,int p6);
	void exec(int p1,int p2,int p3,int p4,int p5);
	void exec(int p1,int p2);
};

#endif // CMISC_H