/*----------------------------------------------------------------------------*-
					=================================
					Y Sever Includes - Callbacks Core
					=================================
Description:
	Extra callbacks for improved script control.
Legal:
	Copyright (C) 2007 Alex "Y_Less" Cole

	This program is free software; you can redistribute it and/or
	modify it under the terms of the GNU General Public License
	as published by the Free Software Foundation; either version 2
	of the License, or (at your option) any later version.

	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, write to the Free Software
	Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
	MA 02110-1301, USA.
Version:
	0.1
Changelog:
	19/08/07:
		Fixed vehicle code.
		Altered variable scope.
	04/08/07:
		First version.
Functions:
	Public:
		Callbacks_Loop - Main loop.
	Core:
		Callbacks_Callbacks - Sets up the loop.
		Callbacks_OnPlayerConnect - Resets variables.
	Stock:
		-
	Static:
		-
	Inline:
		-
	API:
		-
Callbacks:
	OnPlayerHealthChange - Called when a player's health changes.
	OnPlayerArmourChange - Called when a player's armour changes.
	OnPlayerMoneyChange - Called when a player's money changes.
	OnVehicleDamage - Called when a vehicle damages.
Definitions:
	CALLBACKS_LOOP_GRANULARITY - Number of itterations per second for the loop.
Enums:
	E_CALLBACKS - Data to be stored for future comparisions.
Macros:
	-
Tags:
	-
Variables:
	Global:
		-
	Static:
		YSI_g_sLastValues - Stored player data.
Commands:
	-
Compile options:
	-
Operators:
	-
-*----------------------------------------------------------------------------*/

#if !defined CALLBACKS_LOOP_GRANULARITY
	#define CALLBACKS_LOOP_GRANULARITY 2
#endif

enum E_CALLBACKS
{
	E_CALLBACKS_MONEY,
	Float:E_CALLBACKS_HEALTH,
	Float:E_CALLBACKS_ARMOUR
}

forward Callbacks_Loop();

static
	YSI_g_sLastValues[MAX_PLAYERS][E_CALLBACKS],
	Float:YSI_g_sVehValues[MAX_VEHICLES];

/*----------------------------------------------------------------------------*-
Function:
	Callbacks_Callbacks
Params:
	-
Return:
	-
Notes:
	The "constructor" for all this.  Starts the timer.
-*----------------------------------------------------------------------------*/

Callbacks_Callbacks()
{
	static
		sTimer;
	if (!sTimer)
	{
		sTimer = SetTimer("Callbacks_Loop", 1000 / CALLBACKS_LOOP_GRANULARITY, 1);
	}
	return 1;
}

/*----------------------------------------------------------------------------*-
Function:
	Callbacks_OnPlayerConnect
Params:
	playerid - Player who connected.
Return:
	-
Notes:
	Called when a player connects to reset their data.
-*----------------------------------------------------------------------------*/

Callbacks_OnPlayerConnect(playerid)
{
	YSI_g_sLastValues[playerid][E_CALLBACKS_HEALTH] = 0.0;
	YSI_g_sLastValues[playerid][E_CALLBACKS_ARMOUR] = 0.0;
	YSI_g_sLastValues[playerid][E_CALLBACKS_MONEY] = 0;
	return 1;
}

/*----------------------------------------------------------------------------*-
Function:
	Callbacks_OnVehicleSpawn
Params:
	vehicleid - vehicleid that spawned/respawned.
Return:
	-
Notes:
	Called when a vehicle spawns to reset it's data.
-*----------------------------------------------------------------------------*/

Callbacks_OnVehicleSpawn(vehicleid)
{
	YSI_g_sVehValues[vehicleid] = 1000.0;
	return 1;
}

/*----------------------------------------------------------------------------*-
Function:
	Callbacks_Loop
Params:
	-
Return:
	-
Notes:
	Does the main processing for the system.
-*----------------------------------------------------------------------------*/

public Callbacks_Loop()
{
	{
		new
			Float:health,
			Float:armour,
			money;
		for (new playerid = 0; playerid < MAX_PLAYERS; playerid++)
		{
			if (IsPlayerConnected(playerid))
			{
				GetPlayerHealth(playerid, health);
				if ((health -= YSI_g_sLastValues[playerid][E_CALLBACKS_HEALTH]))
				{
					CallRemoteFunction("OnPlayerHealthChange", "df", playerid, health);
					YSI_g_sLastValues[playerid][E_CALLBACKS_HEALTH] += health;
				}
				GetPlayerArmour(playerid, armour);
				if ((armour -= YSI_g_sLastValues[playerid][E_CALLBACKS_ARMOUR]))
				{
					CallRemoteFunction("OnPlayerArmourChange", "df", playerid, armour);
					YSI_g_sLastValues[playerid][E_CALLBACKS_ARMOUR] += armour;
				}
				money = GetPlayerMoney(playerid);
				if ((money -= YSI_g_sLastValues[playerid][E_CALLBACKS_MONEY]))
				{
					CallRemoteFunction("OnPlayerMoneyChange", "dd", playerid, money);
					YSI_g_sLastValues[playerid][E_CALLBACKS_MONEY] += money;
				}
			}
		}
	}
	{
		new Float:vehiclehp;
		for(new vehicleid = 0; vehicleid < MAX_VEHICLES; vehicleid++)
		{
			if (GetVehicleHealth(vehicleid, vehiclehp))
			{
				if ((vehiclehp -= YSI_g_sVehValues[vehicleid]))
				{
					CallRemoteFunction("OnVehicleDamage", "dd", vehicleid, vehiclehp);
					YSI_g_sVehValues[vehicleid] += vehiclehp;
		 		}
			}
		}
	}
}
