

include( 'shared.lua' )
include( 'cl_scoreboard.lua' )
include( 'cl_targetid.lua' )
include( 'cl_hudpickup.lua' )
include( 'cl_spawnmenu.lua' )
include( 'cl_deathnotice.lua' )


/*---------------------------------------------------------
   Name: gamemode:Initialize( )
   Desc: Called immediately after starting the gamemode 
---------------------------------------------------------*/
function GM:Initialize( )

	GAMEMODE.ShowScoreboard = false
	
	surface.CreateFont( "coolvetica", 48, 500, true, false, "ScoreboardHead" )
	surface.CreateFont( "coolvetica", 24, 500, true, false, "ScoreboardSub" )
	surface.CreateFont( "Tahoma", 16, 1000, true, false, "ScoreboardText" )
	
end

/*---------------------------------------------------------
   Name: gamemode:InitPostEntity( )
   Desc: Called as soon as all map entities have been spawned
---------------------------------------------------------*/
function GM:InitPostEntity( )	
end


/*---------------------------------------------------------
   Name: gamemode:Think( )
   Desc: Called every frame
---------------------------------------------------------*/
function GM:Think( )
end

/*---------------------------------------------------------
   Name: gamemode:PlayerDeath( )
   Desc: Called when a player dies. If the attacker was
		  a player then attacker will become a Player instead
		  of an Entity. 		 
---------------------------------------------------------*/
function GM:PlayerDeath( ply, attacker )
end

/*---------------------------------------------------------
   Name: gamemode:PlayerBindPress( )
   Desc: A player pressed a bound key - return true to override action		 
---------------------------------------------------------*/
function GM:PlayerBindPress( pl, bind, down )
	return false	
end

/*---------------------------------------------------------
   Name: gamemode:HUDShouldDraw( name )
   Desc: return true if we should draw the named element
---------------------------------------------------------*/
function GM:HUDShouldDraw( name )

	// Allow the weapon to override this
	local ply = LocalPlayer()
	if (ply && ply:IsValid()) then
	
		local wep = ply:GetActiveWeapon()
		
		if (wep && wep:IsValid() && wep:GetTable().HUDShouldDraw != nil) then
		
			return wep:GetTable().HUDShouldDraw( wep, name )
			
		end
		
	end

	return true;
end

/*---------------------------------------------------------
   Name: gamemode:HUDPaint( )
   Desc: Use this section to paint your HUD
---------------------------------------------------------*/
function GM:HUDPaint()
	GAMEMODE:HUDDrawTargetID()
	GAMEMODE:HUDDrawPickupHistory()
	GAMEMODE:DrawDeathNotice( 0.85, 0.04 )
end

/*---------------------------------------------------------
   Name: gamemode:HUDPaintBackground( )
   Desc: Same as HUDPaint except drawn before
---------------------------------------------------------*/
function GM:HUDPaintBackground()
end

/*---------------------------------------------------------
   Name: gamemode:CreateMove( command )
   Desc: Allows the client to change the move commands 
			before it's send to the server
---------------------------------------------------------*/
function GM:CreateMove( cmd )
end

/*---------------------------------------------------------
   Name: gamemode:GUIMousePressed( mousecode )
   Desc: The mouse has been pressed on the game screen
---------------------------------------------------------*/
function GM:GUIMousePressed( mousecode )

end

/*---------------------------------------------------------
   Name: gamemode:GUIMouseReleased( mousecode )
   Desc: The mouse has been released on the game screen
---------------------------------------------------------*/
function GM:GUIMouseReleased( mousecode )

end

/*---------------------------------------------------------
   Name: gamemode:GUIMouseReleased( mousecode )
   Desc: The mouse was double clicked
---------------------------------------------------------*/
function GM:GUIMouseDoublePressed( mousecode )
	// We don't capture double clicks by default, 
	// We just treat them as regular presses
	GAMEMODE:GUIMousePressed( mousecode )
end

/*---------------------------------------------------------
   Name: gamemode:ShutDown( )
   Desc: Called when the Lua system is about to shut down
---------------------------------------------------------*/
function GM:ShutDown( )
end


/*---------------------------------------------------------
   Name: gamemode:RenderScreenspaceEffects( )
   Desc: Bloom etc should be drawn here (or using this hook)
---------------------------------------------------------*/
function GM:RenderScreenspaceEffects()
end

/*---------------------------------------------------------
   Name: gamemode:GetTeamColor( ent )
   Desc: Return the color for this ent's team
		This is for chat and deathnotice text
---------------------------------------------------------*/
function GM:GetTeamColor( ent )

	local team = TEAM_UNASSIGNED
	if (ent.Team) then team = ent:Team() end
	return GAMEMODE:GetTeamNumColor( team )

end


/*---------------------------------------------------------
   Name: gamemode:GetTeamNumColor( num )
   Desc: returns the colour for this team num
---------------------------------------------------------*/
function GM:GetTeamNumColor( num )

	return team.GetColor( num )

end

/*---------------------------------------------------------
   Name: gamemode:OnChatTab( str )
   Desc: Tab is pressed when typing (Auto-complete names, IRC style)
---------------------------------------------------------*/
function GM:OnChatTab( str )

	local LastWord
	for word in string.gmatch( str, "%a+" ) do
	     LastWord = word;
	end
	
	if (LastWord == nil) then return str end
	
	playerlist = player.GetAll()
	
	for k, v in pairs( playerlist ) do
		
		local nickname = v:Nick()
		
		if ( string.len(LastWord) < string.len(nickname) &&
			 string.find( string.lower(nickname), string.lower(LastWord) ) == 1 ) then
				
			str = string.sub( str, 1, (string.len(LastWord) * -1) - 1)
			str = str .. nickname
			return str
			
		end		
		
	end
		
	return str;

end


function GM:GetSWEPMenu()

	local columns = {}
	columns[ 1 ] = "#Name"
	columns[ 2 ] = "#Author"
	columns[ 3 ] = "#Admin"
	
	local ret = {}
	
	table.insert( ret, columns )

	local weaponlist = weapons.GetList()
	
	for k,v in pairs( weaponlist ) do
	
		if ( v.Spawnable || v.AdminSpawnable ) then
		
			local entry = {}
			entry[ 1 ] 	= v.PrintName
			entry[ 2 ] 	= v.Author
			if ( v.AdminSpawnable && !v.Spawnable ) then entry[ 3 ]  = "ADMIN ONLY" else entry[ 3 ]  = "" end
			entry[ "command" ]  = "gm_giveswep "..v.Classname
			
			table.insert( ret, entry )		
		
		end
	
	end

	return ret

end


function GM:GetSENTMenu()

	local columns = {}
	columns[ 1 ] = "#Name"
	columns[ 2 ] = "#Author"
	columns[ 3 ] = "#Admin"
	
	local ret = {}
	
	table.insert( ret, columns )

	local entlist = scripted_ents.GetList()
	
	for k,v in pairs( entlist ) do
	
		if ( v.t.Spawnable || v.t.AdminSpawnable ) then
		
			local entry = {}
			entry[ 1 ] 	= v.t.PrintName
			entry[ 2 ] 	= v.t.Author
			if ( v.t.AdminSpawnable && !v.t.Spawnable ) then entry[ 3 ]  = "ADMIN ONLY" else entry[ 3 ]  = "" end
			entry[ "command" ]  = "gm_spawnsent "..v.t.Classname
			
			table.insert( ret, entry )		
		
		end
	
	end

	return ret

end

/*---------------------------------------------------------
   Name: gamemode:PostProcessPermitted( str )
   Desc: return true/false depending on whether this post process should be allowed
---------------------------------------------------------*/
function GM:PostProcessPermitted( str )

	return true

end


/*---------------------------------------------------------
   Name: gamemode:PostRenderVGUI( )
   Desc: Called after VGUI has been rendered
---------------------------------------------------------*/
function GM:PostRenderVGUI()
end


/*---------------------------------------------------------
   Name: gamemode:GetVehicles( )
   Desc: Gets the vehicles table..
---------------------------------------------------------*/
function GM:GetVehicles()

	return vehicles.GetTable()
	
end

/*---------------------------------------------------------
   Name: gamemode:RenderScene( )
   Desc: Render the scene
---------------------------------------------------------*/
function GM:RenderScene()
end

/*---------------------------------------------------------
   Name: CalcView
   Allows override of the default view
---------------------------------------------------------*/
function GM:CalcView( ply, origin, angles, fov )

	if ( ply:GetScriptedVehicle():IsValid() ) then
	
		local view = ply:GetScriptedVehicle():GetTable():CalcView( ply, origin, angles, fov )
		if ( view ) then return view end

	end

	local view = {}
	view.origin 	= origin
	view.angles		= angles
	view.fov 		= fov
	
	// Give the active weapon a go at changing the viewmodel position
	local wep = ply:GetActiveWeapon()
	if ( wep && wep != NULL ) then
	
		local func = wep:GetTable().GetViewModelPosition
		if ( func ) then
		
			view.vm_origin,  view.vm_angles = func( wep:GetTable(), origin, angles )
		
		end
	
	end
	
	return view
	
end
