/*----------------------------------------------------------------------------*-
					=========================
					YAdmin system - Race Core
					=========================
Description:
	Provides race functions allowing you to create races by simply adding
	points to a created race, handles all calculations internally.  Also
	provides options for lap races, sprint races, arial races and of course
	VW support.  Does NOT handle high level race joining but does handle
	countdowns.
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.
Changelog:
	03/08/07:
		Updated timer system.
	02/08/07:
		Fixed repeating races.
	31/07/07:
		Added tracking support.
	21/06/07:
		Added restart option to races to not destroy them.
	02/05/07:
		Added YSI_ prefix to all globals.
	01/05/07:
		First version.
Functions:
	Public:
		Race_Timeout - Fails a player after the vehicle exit time.
		Race_Countdown - Counts down for the start of the race.
		Race_Loop - Processes player race position if required.
	Core:
		Race_Race - Initialises data.
		Race_OnPlayerEnterRaceCP - Called to process next checkpoints.
		Race_OnPlayerStateChange - Called to process dropouts.
		Race_OnPlayerDisconnect - Called to process dropouts.
	Stock:
		Race_Create - Creates a new race.
		Race_AddCheckpoint - Adds a checkpoint to a race.
		Race_AddStart - Adds a startpoint to a race.
		Race_SetFixedWin - Sets a race to used fixed prizes.
		Race_SetArial - Sets a race to use arial checkpoints.
		Race_PlayerLeave - Removes a player from a race before it's start.
		Race_SetCountdown - Sets the time for the race countdown (seconds).
		Race_SetInterior - Sets the interior ID of the race.
		Race_SetWorld - Sets the virtual world of the race.
		Race_SetPrize - Sets the prize for a position.
		Race_SetExitTime - Sets the time allowed out a vehicle.
		Race_IsActive - Checks if a race is active.
		Race_SetLaps - Sets the number of laps in a race.
		Race_SetEntry - Sets the entry fee for a race.
		Race_GetPlayerExitedTime - Gets the time a player has been out a vehicle.
		Race_PlayerJoin - Adds a player to a race.
		Race_Start - Starts a race.
		Race_GetPlayerRaceTime - Gets the time a player has been racing.
		Race_GetPlayerPosition - Gets a player's position in the race.
		Race_GetPlayerRace - Gets a player's current race.
	Static:
		Race_SetActive - Toggles a race as active.
		Race_Dropout - Called when a player leaves their vehicle.
		Race_Rejoin - Called when a player gets back in a vehicle.
		Race_Finish - Called when a player completes a race.
	Inline:
		Race__IsActive - Checks a race is active by flag.
		Race_IsValid - Checks a race is valid by ID and flag.
	API:
		-
Callbacks:
	OnRaceEnd - Called when a race is over.
	OnPlayerExitRace - Called when a player drops out a race.
	OnPlayerFinishRace - Called when a player completes a race.
Definitions:
	MAX_RACE_WINNERS - The number of position who get prizes.
	MAX_RACES - Max number of simultaneous races.
	MAX_RACE_CHECKPOINTS - Max number of checkpoints in a race.
	NO_RACE - Fail return.
	RACE_NO_CHECKPOINT - Fail return.
	RACE_LOOP_GRANULARITY - Number of calls/second of Race_Loop.
	RACE_PLAYER_OUT - Flag for player out a vehicle.
	RACE_POS_DONE - Flag for player position calculated.
Enums:
	e_RACE_FLAGS - Flags for race data.
	E_RACE - Structure for race data.
	E_RACE_PLAYER - Structure for racer data.
	E_RACE_POS - Structure for position calculation data.
Macros:
	RACE_WIN_DIV - Number of parts for calculating relative wins.
Tags:
	e_RACE_FLAGS - Race data flag.
Variables:
	Global:
		-
	Static:
		YSI_g_sRaceData - Header data for a race.
		YSI_g_sRaceCheckpoints - Checkpoints for a race.
		YSI_g_sPlayerRace - Data for a racer.
		YSI_g_sRaceStarts - Start points for a race.
Commands:
	-
Compile options:
	RACE_POSITION - Include the expensive real time race position calculation.
Operators:
	-
-*----------------------------------------------------------------------------*/

#define MAX_RACE_WINNERS 3
#define MAX_RACES 8
#define MAX_RACE_CHECKPOINTS 256
#define NO_RACE -1
#define RACE_NO_CHECKPOINT -1
#define RACE_LOOP_GRANULARITY 5
#define RACE_PLAYER_OUT 0x80000000

#define RACE_WIN_DIV (((MAX_RACE_WINNERS * MAX_RACE_WINNERS) + MAX_RACE_WINNERS) / 2)

enum e_RACE_FLAGS (<<= 1)
{
	e_RACE_FLAGS_EXIT_TIME = 0xFFFF,
	e_RACE_FLAGS_ACTIVE = 0x10000,
	e_RACE_FLAGS_ARIAL,
	e_RACE_FLAGS_REL_WIN,
	e_RACE_FLAGS_STARTED,
	e_RACE_FLAGS_RACING,
	e_RACE_FLAGS_CD_JOIN,
	e_RACE_FLAGS_RESTART
}

enum E_RACE
{
	e_RACE_FLAGS:E_RACE_FLAGS,
	E_RACE_LAPS,
	E_RACE_CHECKPOINTS,
	E_RACE_RACER_COUNT,
	E_RACE_RACER_MAX,
	Bit:E_RACE_RACERS[PLAYER_BIT_ARRAY],
	E_RACE_COUNTDOWN,
	E_RACE_FINISHED,
	E_RACE_ENTRY,
	E_RACE_VW,
	E_RACE_INT,
	E_RACE_PRIZES[MAX_RACE_WINNERS]
}

enum E_RACE_PLAYER
{
	E_RACE_PLAYER_RACE,
	E_RACE_PLAYER_LAP,
	E_RACE_PLAYER_CP,
	E_RACE_PLAYER_TIME,
	#if defined RACE_POSITION
		E_RACE_PLAYER_POSITION,
	#endif
	E_RACE_PLAYER_TOUT,
	Float:E_RACE_PLAYER_X,
	Float:E_RACE_PLAYER_Y,
	Float:E_RACE_PLAYER_Z,
	Float:E_RACE_PLAYER_A,
	E_RACE_PLAYER_INT,
	E_RACE_PLAYER_WORLD
}

#define RACE_POS_DONE 0x80000000

enum E_RACE_POS
{
	E_RACE_POS_RACE,
	E_RACE_POS_CP,
	E_RACE_POS_LAP,
	Float:E_RACE_POS_TOGO,
	E_RACE_POS_POS
}

static
	YSI_g_sRaceData[MAX_RACES][E_RACE],
	Float:YSI_g_sRaceCheckpoints[MAX_RACES][MAX_RACE_CHECKPOINTS][3],
	YSI_g_sPlayerRace[MAX_PLAYERS][E_RACE_PLAYER],
	Float:YSI_g_sRaceStarts[MAX_RACES][MAX_PLAYERS][4];

#if defined RACE_POSITION
	forward Race_Loop();
#endif

forward Race_Countdown(race, time);
forward Race_Timeout(playerid);


Text_RegisterTag(ysi_race);

/*----------------------------------------------------------------------------*-
Function:
	Race__IsActive
Params:
	raceid - Race to check.
Return:
	-
Notes:
	Checks a race is active.
-*----------------------------------------------------------------------------*/

#define Race__IsActive(%1) \
	(YSI_g_sRaceData[(%1)][E_RACE_FLAGS] & e_RACE_FLAGS_ACTIVE)

/*----------------------------------------------------------------------------*-
Function:
	Race_IsValid
Params:
	raceid - Race to check.
Return:
	-
Notes:
	Checks an id is valid and active.
-*----------------------------------------------------------------------------*/

#define Race_IsValid(%1) \
	((%1) >= 0 && (%1) < MAX_RACES && Race__IsActive((%1)))

/*----------------------------------------------------------------------------*-
Function:
	Race_Create
Params:
	laps - Number of laps to race for.
	entry - Cost of entry.
	countdown - Time to count down from for start.
	bool:arial - Use arial checkpoints instead.
	bool:fixedPrize - Set prize amounts manually.
	exitTime - Time allowed out a vehicle before fail.
	interior - The interior of the race.
	world - The world of the race.
	bool:restart - Don't destroy the race on completion.
Return:
	raceid - ID of the race for reference or -1.
Notes:
	Finds an empty slot and sets the race up for use.  All
	parameters are optional and can be set separately aswell.
-*----------------------------------------------------------------------------*/

stock Race_Create(laps = 0, entry = 0, countdown = 3, bool:arial = false, bool:fixedPrize = true, exitTime = 0, interior = 0, world = 0, bool:restart = false)
{
	new
		raceid;
	for (raceid = 0; raceid < MAX_RACES; raceid++) if (!Race__IsActive(raceid)) break;
	if (raceid == MAX_RACES) return NO_RACE;
	YSI_g_sRaceData[raceid][E_RACE_FLAGS] = e_RACE_FLAGS_ACTIVE;
	Race_SetLaps(raceid, laps);
	Race_SetEntry(raceid, entry);
	if (fixedPrize) for (new i = 1; i <= MAX_RACE_WINNERS; i++) Race_SetPrize(raceid, (MAX_RACE_WINNERS + 1) - i, entry * i);
	Race_SetFixedWin(raceid, _:fixedPrize);
	Race_SetArial(raceid, _:arial);
	Race_SetActive(raceid, 1);
	Race_SetCountdown(raceid, countdown);
	Race_SetExitTime(raceid, exitTime);
	Race_SetInterior(raceid, interior);
	Race_SetWorld(raceid, world);
	Race_SetRestart(raceid, _:restart);
	YSI_g_sRaceData[raceid][E_RACE_CHECKPOINTS] = 0;
	YSI_g_sRaceData[raceid][E_RACE_RACER_COUNT] = 0;
	YSI_g_sRaceData[raceid][E_RACE_FINISHED] = 0;
	YSI_g_sRaceData[raceid][E_RACE_RACER_MAX] = 0;
	return raceid;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_AddCheckpoint
Params:
	raceid - Race to add to.
	Float:x - X position.
	Float:y - Y position.
	Float:z - Z position.
Return:
	position or -1.
Notes:
	-
-*----------------------------------------------------------------------------*/

stock Race_AddCheckpoint(raceid, Float:x, Float:y, Float:z)
{
	if (!Race_IsValid(raceid)) return RACE_NO_CHECKPOINT;
	new
		count = YSI_g_sRaceData[raceid][E_RACE_CHECKPOINTS];
	if (count >= MAX_RACE_CHECKPOINTS) return RACE_NO_CHECKPOINT;
	YSI_g_sRaceCheckpoints[raceid][count][0] = x;
	YSI_g_sRaceCheckpoints[raceid][count][1] = y;
	YSI_g_sRaceCheckpoints[raceid][count][2] = z;
	YSI_g_sRaceData[raceid][E_RACE_CHECKPOINTS]++;
	return count;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_AddStart
Params:
	raceid - Race to add to.
	Float:x - X position.
	Float:y - Y position.
	Float:z - Z position.
	Float:a - Angle.
Return:
	position or -1.
Notes:
	Adds a starting point to a race and increases the max
	number of racers for the race.
-*----------------------------------------------------------------------------*/

stock Race_AddStart(raceid, Float:x, Float:y, Float:z, Float:a)
{
	if (!Race_IsValid(raceid)) return RACE_NO_CHECKPOINT;
	new
		count = YSI_g_sRaceData[raceid][E_RACE_RACER_MAX];
	if (count >= MAX_PLAYERS) return RACE_NO_CHECKPOINT;
	YSI_g_sRaceStarts[raceid][count][0] = x;
	YSI_g_sRaceStarts[raceid][count][1] = y;
	YSI_g_sRaceStarts[raceid][count][2] = z;
	YSI_g_sRaceStarts[raceid][count][3] = a;
	YSI_g_sRaceData[raceid][E_RACE_RACER_MAX]++;
	return count;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_SetFixedWin
Params:
	raceid - Race to set for.
	set - 1/0.
Return:
	-
Notes:
	Sets wether or not a race has fixed prizes for the
	winners.  If not the prizes are calculated at race start
	based on the number of entrants and the entry fee.
-*----------------------------------------------------------------------------*/

stock Race_SetFixedWin(raceid, set)
{
	if (!Race_IsValid(raceid)) return;
	if (set) YSI_g_sRaceData[raceid][E_RACE_FLAGS] &= ~e_RACE_FLAGS_REL_WIN;
	else YSI_g_sRaceData[raceid][E_RACE_FLAGS] |= e_RACE_FLAGS_REL_WIN;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_SetRestart
Params:
	raceid - Race to set for.
	set - 1/0.
Return:
	-
Notes:
	Sets wether or not a race is destroyed after completion.
-*----------------------------------------------------------------------------*/

stock Race_SetRestart(raceid, set)
{
	if (!Race_IsValid(raceid)) return;
	if (set) YSI_g_sRaceData[raceid][E_RACE_FLAGS] |= e_RACE_FLAGS_RESTART;
	else YSI_g_sRaceData[raceid][E_RACE_FLAGS] &= ~e_RACE_FLAGS_RESTART;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_SetArial
Params:
	raceid - Race to set for.
	set - 1/0.
Return:
	-
Notes:
	Toggles the use of arial checkpoints.
-*----------------------------------------------------------------------------*/

stock Race_SetArial(raceid, set)
{
	if (!Race_IsValid(raceid)) return;
	if (set) YSI_g_sRaceData[raceid][E_RACE_FLAGS] |= e_RACE_FLAGS_ARIAL;
	else YSI_g_sRaceData[raceid][E_RACE_FLAGS] &= ~e_RACE_FLAGS_ARIAL;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_SetActive
Params:
	raceid - Race to set for.
	set - 1/0.
Return:
	-
Notes:
	Activates the race for entry and use.
-*----------------------------------------------------------------------------*/

static stock Race_SetActive(raceid, set)
{
	if (!Race_IsValid(raceid)) return;
	if (set) YSI_g_sRaceData[raceid][E_RACE_FLAGS] |= e_RACE_FLAGS_ACTIVE;
	else YSI_g_sRaceData[raceid][E_RACE_FLAGS] &= ~e_RACE_FLAGS_ACTIVE;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_SetCountdown
Params:
	raceid - Race to set for.
	countdown - Number to count down from.
Return:
	-
Notes:
	-
-*----------------------------------------------------------------------------*/

stock Race_SetCountdown(raceid, countdown)
{
	if (!Race_IsValid(raceid)) return;
	YSI_g_sRaceData[raceid][E_RACE_COUNTDOWN] = countdown;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_SetInterior
Params:
	raceid - Race to set for.
	interior - Interior where race is located.
Return:
	-
Notes:
	AFAIK you can't drive between interiors so all the
	checkpoints must be located in the same interior.
-*----------------------------------------------------------------------------*/

stock Race_SetInterior(raceid, interior)
{
	if (!Race_IsValid(raceid)) return;
	YSI_g_sRaceData[raceid][E_RACE_INT] = interior;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_SetWorld
Params:
	raceid - Race to set for.
	world - World to run race in.
Return:
	-
Notes:
	-
-*----------------------------------------------------------------------------*/

stock Race_SetWorld(raceid, world)
{
	if (!Race_IsValid(raceid)) return;
	YSI_g_sRaceData[raceid][E_RACE_VW] = world;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_SetPrize
Params:
	raceid - Race to set for.
	position - Winning position to set for/.
	amount - Amount for that position to win.
Return:
	-
Notes:
	If this is used after the race has started it will over-
	write prizes set by relative winnings.
-*----------------------------------------------------------------------------*/

stock Race_SetPrize(raceid, position, amount)
{
	if (!Race_IsValid(raceid) || position >= MAX_RACE_WINNERS) return;
	YSI_g_sRaceData[raceid][E_RACE_PRIZES][position] = amount;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_Set_ExitTime
Params:
	raceid - Race to set for.
	time - Time to set.
Return:
	-
Notes:
	Sets the time you are allowed out a vehicle before you
	fail the race.  0 means a vehicle exit is an instant fail.
	
	Useful for long races where cars may well be destroyed.
-*----------------------------------------------------------------------------*/

stock Race_SetExitTime(raceid, time)
{
	if (!Race_IsValid(raceid)) return;
	YSI_g_sRaceData[raceid][E_RACE_FLAGS] &= ~e_RACE_FLAGS_EXIT_TIME;
	YSI_g_sRaceData[raceid][E_RACE_FLAGS] |= e_RACE_FLAGS:time & e_RACE_FLAGS_EXIT_TIME;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_IsActive
Params:
	raceid - Race to check.
Return:
	-
Notes:
	Wrapper for Race_IsValid.
-*----------------------------------------------------------------------------*/

stock Race_IsActive(raceid)
{
	return Race_IsValid(raceid);
}

/*----------------------------------------------------------------------------*-
Function:
	Race_SetLaps
Params:
	raceid - Race to set for.
	laps - Number of laps to set.
Return:
	-
Notes:
	-
-*----------------------------------------------------------------------------*/

stock Race_SetLaps(raceid, laps)
{
	if (!Race_IsValid(raceid)) return;
	YSI_g_sRaceData[raceid][E_RACE_LAPS] = laps;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_SetEntry
Params:
	raceid - Race to set for.
	cost - Cost of entry to the race.
Return:
	-
Notes:
	-
-*----------------------------------------------------------------------------*/

stock Race_SetEntry(raceid, cost)
{
	if (!Race_IsValid(raceid)) return;
	YSI_g_sRaceData[raceid][E_RACE_ENTRY] = cost;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_Dropout
Params:
	playerid - Player dropping out.
Return:
	-
Notes:
	Called when a player exits their vehicle.
-*----------------------------------------------------------------------------*/

static Race_Dropout(playerid)
{
	SetTimerEx("Race_Timeout", (YSI_g_sRaceData[(YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE])][E_RACE_FLAGS] & e_RACE_FLAGS_EXIT_TIME), 0, "i", playerid);
	YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE] |= RACE_PLAYER_OUT;
	YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_TOUT] = GetTickCount();
}

/*----------------------------------------------------------------------------*-
Function:
	Race_Rejoin
Params:
	playerid - Player rejoining.
Return:
	-
Notes:
	Called when a player gets in a new vehicle if not timmed
	out..
-*----------------------------------------------------------------------------*/

static Race_Rejoin(playerid)
{
	YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE] &= ~RACE_PLAYER_OUT;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_Timeout
Params:
	playerid - Player to check.
Return:
	-
Notes:
	Called from Race_Dropout after the race's exit time.  If
	the player still isn't in a vehicle (set by Race_Rejoin) the
	player fails the race.
-*----------------------------------------------------------------------------*/

public Race_Timeout(playerid)
{
	if (YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE] & RACE_PLAYER_OUT) Race_Exit(playerid);
}

/*----------------------------------------------------------------------------*-
Function:
	Race_Exit
Params:
	playerid - Player who left.
Return:
	-
Notes:
	Called when a player leaves a race prematurly.
-*----------------------------------------------------------------------------*/

Race_Exit(playerid)
{
	DisablePlayerRaceCheckpoint(playerid);
	new
		slot = YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE];
	Race_PlayerDone(playerid);
	CallRemoteFunction("OnPlayerExitRace", "ii", playerid, slot);
	Race_CheckEnd(slot);
}

/*----------------------------------------------------------------------------*-
Function:
	Race_CheckEnd
Params:
	slot - Race to check.
Return:
	-
Notes:
	Called whenever a player leaves the race, checks the
	number of remaining racers and if none ends the race.
-*----------------------------------------------------------------------------*/

Race_CheckEnd(slot)
{
	YSI_g_sRaceData[slot][E_RACE_RACER_COUNT]--;
	if (!YSI_g_sRaceData[slot][E_RACE_RACER_COUNT])
	{
		if (!(YSI_g_sRaceData[slot][E_RACE_FLAGS] & e_RACE_FLAGS_RESTART))
		{
			YSI_g_sRaceData[slot][E_RACE_FLAGS] = e_RACE_FLAGS:0;
		}
		else
		{
			YSI_g_sRaceData[slot][E_RACE_FLAGS] &= ~e_RACE_FLAGS_STARTED;
			YSI_g_sRaceData[slot][E_RACE_FINISHED] = 0;
		}
		CallRemoteFunction("OnRaceEnd", "i", slot);
	}
}

/*----------------------------------------------------------------------------*-
Function:
	Race_PlayerDone
Params:
	playerid - Player done.
Return:
	-
Notes:
	Generic cleanup for anyone who has left a race.  Sets
	the player back to their old position and sets a few other
	variables.
-*----------------------------------------------------------------------------*/

Race_PlayerDone(playerid)
{
	new
		race = YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE];
	YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE] = NO_RACE;
	YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_TIME] = GetTickCount() - YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_TIME];
	if (Race_IsValid(race))
	{
		Bit_Set(YSI_g_sRaceData[race][E_RACE_RACERS], playerid, 0);
		if (IsPlayerConnected(playerid))
		{
			new
				vehicleid;
			if ((vehicleid = GetPlayerVehicleID(playerid)))
			{
				SetVehiclePos(vehicleid, YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_X], YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_Y], YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_Z]);
				SetVehicleZAngle(vehicleid, YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_A]);
				LinkVehicleToInterior(vehicleid, YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_INT]);
				SetVehicleVirtualWorld(vehicleid, YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_WORLD]);
			}
			else
			{
				SetPlayerPos(playerid, YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_X], YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_Y], YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_Z]);
				SetPlayerFacingAngle(playerid, YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_A]);
			}
			SetPlayerInterior(playerid, YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_INT]);
			SetPlayerVirtualWorld(playerid, YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_WORLD]);
		}
	}
}

/*----------------------------------------------------------------------------*-
Function:
	Race_GetPlayerExitedTime
Params:
	playerid - Player to get time of.
Return:
	The time a player has been out a vehicle.
Notes:
	-
-*----------------------------------------------------------------------------*/

stock Race_GetPlayerExitedTime(playerid)
{
	return GetTickCount() - YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_TOUT];
}

/*----------------------------------------------------------------------------*-
Function:
	Race_PlayerJoin
Params:
	playerid - Player to add.
	race - Race to add to.
Return:
	-
Notes:
	Checks if a player is valid to join a race and if the race
	is valid to be joined to and if so adds them to it.
-*----------------------------------------------------------------------------*/

stock Race_PlayerJoin(playerid, race)
{
	if (YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE] != NO_RACE ||
		!Race_IsValid(race)) return 0;
	new
		e_RACE_FLAGS:flags = YSI_g_sRaceData[race][E_RACE_FLAGS];
	if ((flags & e_RACE_FLAGS_STARTED) ||
		YSI_g_sRaceData[race][E_RACE_RACER_COUNT] >= YSI_g_sRaceData[race][E_RACE_RACER_MAX] ||
		GetPlayerMoney(playerid) < YSI_g_sRaceData[race][E_RACE_ENTRY]) return 0;
	GivePlayerMoney(playerid, 0 - YSI_g_sRaceData[race][E_RACE_ENTRY]);
	YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE] = race;
	YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_LAP] = 0;
	YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_CP] = 0;
	Bit_Set(YSI_g_sRaceData[race][E_RACE_RACERS], playerid, 1);
	YSI_g_sRaceData[race][E_RACE_RACER_COUNT]++;
	return 1;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_PlayerLeave
Params:
	playerid - Player to leave the race.
	refund - Wether or not to give them their entry fee back.
Return:
	-
Notes:
	Called if a player leaves a race before the race has
	started.
-*----------------------------------------------------------------------------*/

stock Race_PlayerLeave(playerid, refund = 0)
{
	new
		race = YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE];
	if (!Race_IsValid(race) ||
		YSI_g_sRaceData[race][E_RACE_FLAGS] & e_RACE_FLAGS_STARTED) return 0;
	if (refund) GivePlayerMoney(playerid, YSI_g_sRaceData[race][E_RACE_ENTRY]);
	YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE] = NO_RACE;
	Bit_Set(YSI_g_sRaceData[race][E_RACE_RACERS], playerid, 0);
	YSI_g_sRaceData[race][E_RACE_RACER_COUNT]--;
	return 1;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_Finish
Params:
	playerid - Player who finished the race.
Return:
	-
Notes:
	Called when a player completes a race.
-*----------------------------------------------------------------------------*/

static Race_Finish(playerid)
{
	new
		slot = YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE];
	YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE] = NO_RACE;
	new
		winners = YSI_g_sRaceData[slot][E_RACE_FINISHED];
	YSI_g_sRaceData[slot][E_RACE_FINISHED]++;
	Race_PlayerDone(playerid);
	new
		prize;
	if (winners < MAX_RACE_WINNERS) prize = YSI_g_sRaceData[slot][E_RACE_PRIZES][winners];
	GivePlayerMoney(playerid, prize);
	CallRemoteFunction("OnPlayerFinishRace", "iiiii", playerid, slot, winners + 1, prize, YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_TIME]);
	Race_CheckEnd(slot);
}

/*----------------------------------------------------------------------------*-
Function:
	Race_Start
Params:
	race - Race to start.
Return:
	-
Notes:
	Loops through all players who have entered the race and
	moves them to their respective start points.  If the prize
	is set as relative the prizes are calculated here based on
	number of entrants, number of possible winners and entry
	fee.
-*----------------------------------------------------------------------------*/

stock Race_Start(race)
{
	if (!Race_IsValid(race)) return 0;
	new
		j;
	for (new i = 0; i < MAX_PLAYERS; i++)
	{
		if (Bit_Get(YSI_g_sRaceData[race][E_RACE_RACERS], i))
		{
			new
				vehicleid;
			if (IsPlayerConnected(i))
			{
				GetPlayerPos(i, YSI_g_sPlayerRace[i][E_RACE_PLAYER_X], YSI_g_sPlayerRace[i][E_RACE_PLAYER_Y], YSI_g_sPlayerRace[i][E_RACE_PLAYER_Z]);
				if ((vehicleid = GetPlayerVehicleID(i)))
				{
					GetPlayerFacingAngle(i, YSI_g_sPlayerRace[i][E_RACE_PLAYER_A]);
					YSI_g_sPlayerRace[i][E_RACE_PLAYER_INT] = GetPlayerInterior(i);
					YSI_g_sPlayerRace[i][E_RACE_PLAYER_WORLD] = GetPlayerVirtualWorld(i);
					LinkVehicleToInterior(vehicleid, YSI_g_sRaceData[race][E_RACE_INT]);
					SetVehicleVirtualWorld(vehicleid, YSI_g_sRaceData[race][E_RACE_VW]);
					SetPlayerInterior(i, YSI_g_sRaceData[race][E_RACE_INT]);
					SetPlayerVirtualWorld(i, YSI_g_sRaceData[race][E_RACE_VW]);
					SetVehiclePos(vehicleid, YSI_g_sRaceStarts[race][j][0], YSI_g_sRaceStarts[race][j][1], YSI_g_sRaceStarts[race][j][2]);
					SetVehicleZAngle(vehicleid, YSI_g_sRaceStarts[race][j][3]);
					TogglePlayerControllable(i, 0);
					j++;
				}
				else Race_Exit(i);
			}
		}
	}
	if (j)
	{
		YSI_g_sRaceData[race][E_RACE_FLAGS] |= e_RACE_FLAGS_STARTED;
		Race_Countdown(race, YSI_g_sRaceData[race][E_RACE_COUNTDOWN]);
		if (YSI_g_sRaceData[race][E_RACE_FLAGS] & e_RACE_FLAGS_REL_WIN)
		{
			new
				prize;
			if (j < MAX_RACE_WINNERS) prize = ((j * j) + j) / 2;
			else prize = RACE_WIN_DIV;
			new
				count = (YSI_g_sRaceData[race][E_RACE_ENTRY] * j) / prize;
			for (new i = 0; i < MAX_RACE_WINNERS; i++) YSI_g_sRaceData[race][E_RACE_PRIZES][i] = (MAX_RACE_WINNERS - i) * count;
		}
		return 1;
	}
	return 0;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_Countdown
Params:
	race - Race to do countdown for.
	time - Seconds remaining.
Return:
	-
Notes:
	-
-*----------------------------------------------------------------------------*/

public Race_Countdown(race, time)
{
	if (!(YSI_g_sRaceData[race][E_RACE_FLAGS] & e_RACE_FLAGS_ACTIVE)) return;
	if (time)
	{
		Text_SendToPlayersFormat(YSI_g_sRaceData[race][E_RACE_RACERS], "YSI_RACE_COUNTDOWN", time);
		SetTimerEx("Race_Countdown", 1000, 0, "ii", race, time - 1);
	}
	else
	{
		Text_SendToPlayers(YSI_g_sRaceData[race][E_RACE_RACERS], "YSI_RACE_GO");
		new
			startTime = GetTickCount(),
			vehicleid,
			pos;
		for (new i = 0; i < MAX_PLAYERS; i++)
		{
			if (Bit_Get(YSI_g_sRaceData[race][E_RACE_RACERS], i))
			{
				if (IsPlayerConnected(i) && (vehicleid = GetPlayerVehicleID(i)))
				{
					TogglePlayerControllable(i, 1);
					Race_OnPlayerEnterRaceCP(i);
					SetVehiclePos(vehicleid, YSI_g_sRaceStarts[race][pos][0], YSI_g_sRaceStarts[race][pos][1], YSI_g_sRaceStarts[race][pos][2] + 5.0);
					SetVehicleZAngle(vehicleid, YSI_g_sRaceStarts[race][pos][3]);
					YSI_g_sPlayerRace[i][E_RACE_PLAYER_TIME] = startTime;
					pos++;
				}
				else Race_Exit(i);
			}
		}
	}
}

/*----------------------------------------------------------------------------*-
Function:
	Race_Race
Params:
	-
Return:
	-
Notes:
	Sets up important variables
-*----------------------------------------------------------------------------*/

Race_Race()
{
	#if defined RACE_POSITION
		Timer_Add("Race_Loop", RACE_LOOP_GRANULARITY);
	#endif
	for (new i = 0; i < MAX_PLAYERS; i++)
	{
		YSI_g_sPlayerRace[i][E_RACE_PLAYER_RACE] = NO_RACE;
	}
	return 1;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_OnPlayerEnterRaceCheckpoint
Params:
	playerid - Player who entered.
Return:
	-
Notes:
	Checks a players position in the race and displays the
	corresponding next checkpoint or calls Race_Finish.
-*----------------------------------------------------------------------------*/

#define Race_OnPlayerEnterRaceCheckpoint Race_OnPlayerEnterRaceCP

Race_OnPlayerEnterRaceCP(playerid)
{
	new
		race = YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE];
	if (race & RACE_PLAYER_OUT) return 0;
	DisablePlayerRaceCheckpoint(playerid);
	if (Race_IsValid(race))
	{
		new
			check = YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_CP],
			lap = YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_LAP],
			checks = YSI_g_sRaceData[race][E_RACE_CHECKPOINTS],
			laps = YSI_g_sRaceData[race][E_RACE_LAPS],
			type = _:(YSI_g_sRaceData[race][E_RACE_FLAGS] & e_RACE_FLAGS_ARIAL);
		if (laps > 0)
		{
			if (lap == laps)
			{
				Race_Finish(playerid);
			}
			else
			{
				if (check + 1  == checks)
				{
					if (lap + 1 == laps)
					{
						SetPlayerRaceCheckpoint(playerid, type ? 4 : 1, YSI_g_sRaceCheckpoints[race][0][0], YSI_g_sRaceCheckpoints[race][0][1], YSI_g_sRaceCheckpoints[race][0][2], 0.0, 0.0, 0.0, 5.0);
					}
					else
					{
						SetPlayerRaceCheckpoint(playerid, type ? 3 : 0, YSI_g_sRaceCheckpoints[race][check][0], YSI_g_sRaceCheckpoints[race][check][1], YSI_g_sRaceCheckpoints[race][check][2], YSI_g_sRaceCheckpoints[race][0][0], YSI_g_sRaceCheckpoints[race][0][1], YSI_g_sRaceCheckpoints[race][0][2], 5.0);
					}
				}
				else
				{
					SetPlayerRaceCheckpoint(playerid, type ? 3 : 0, YSI_g_sRaceCheckpoints[race][check][0], YSI_g_sRaceCheckpoints[race][check][1], YSI_g_sRaceCheckpoints[race][check][2], YSI_g_sRaceCheckpoints[race][check + 1][0], YSI_g_sRaceCheckpoints[race][check + 1][1], YSI_g_sRaceCheckpoints[race][check + 1][2], 5.0);
				}
				check++;
				if (check == checks)
				{
					lap++;
					check = 0;
				}
			}
		}
		else
		{
			if (check == checks)
			{
				Race_Finish(playerid);
			}
			else if (check + 1 == checks)
			{
				SetPlayerRaceCheckpoint(playerid, type ? 4 : 1, YSI_g_sRaceCheckpoints[race][check][0], YSI_g_sRaceCheckpoints[race][check][1], YSI_g_sRaceCheckpoints[race][check][2], 0.0, 0.0, 0.0, 5.0);
			}
			else
			{
				SetPlayerRaceCheckpoint(playerid, type ? 3 : 0, YSI_g_sRaceCheckpoints[race][check][0], YSI_g_sRaceCheckpoints[race][check][1], YSI_g_sRaceCheckpoints[race][check][2], YSI_g_sRaceCheckpoints[race][check + 1][0], YSI_g_sRaceCheckpoints[race][check + 1][1], YSI_g_sRaceCheckpoints[race][check + 1][2], 5.0);
			}
			check++;
		}
		YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_CP] = check;
		YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_LAP] = lap;
	}
	return 1;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_OnPlayerStateChange
Params:
	playerid - Player who's state changed.
	newstate - Their new state.
	oldstate - Their last state.
Return:
	-
Notes:
	Processes a players vehicle exit or entry mid race and
	calls the relevant functions.
-*----------------------------------------------------------------------------*/

Race_OnPlayerStateChange(playerid, newstate, oldstate)
{
	new
		race = YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE];
	if (!Race_IsValid(race) || !(YSI_g_sRaceData[race][E_RACE_FLAGS] & e_RACE_FLAGS_STARTED)) return 0;
	if (oldstate == PLAYER_STATE_DRIVER)
	{
		if (!(YSI_g_sRaceData[race][E_RACE_FLAGS] & e_RACE_FLAGS_EXIT_TIME) || newstate != PLAYER_STATE_EXIT_VEHICLE) Race_Exit(playerid);
		else Race_Dropout(playerid);
	}
	else if (newstate == PLAYER_STATE_DRIVER) Race_Rejoin(playerid);
	else if (newstate != PLAYER_STATE_ONFOOT && newstate != PLAYER_STATE_ENTER_VEHICLE_DRIVER) Race_Exit(playerid);
	return 1;
}

/*----------------------------------------------------------------------------*-
Function:
	Race_OnPlayerDisconnect
Params:
	playerid - Player who left.
	reason - Why they left.
Return:
	-
Notes:
	Similar to the Race_OnPlayerStateChange function but
	instantly exits them from the race as they're not there
	anymore.
-*----------------------------------------------------------------------------*/

Race_OnPlayerDisconnect(playerid, reason)
{
	new
		race = YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE];
	if (!Race_IsValid(race)) return 0;
	if (YSI_g_sRaceData[race][E_RACE_FLAGS] & e_RACE_FLAGS_STARTED)
	{
		Race_Exit(playerid);
	}	
	return 1;
	#pragma unused reason
}

#if defined RACE_POSITION

/*----------------------------------------------------------------------------*-
Function:
	Race_Loop
Params:
	-
Return:
	-
Notes:
	If compiled with RACE_POSITION this function will
	keep track of all player's positions in their race.  It uses
	current lap, checkpoint and distance from next
	checkpoint to approximate position.
	
	Note: If a race doubles back between two checkpoints
	you may be closer than another player thus show as a
	higher position when you are infact behind them.
-*----------------------------------------------------------------------------*/

public Race_Loop()
{
	new
		racePos[MAX_PLAYERS][E_RACE_POS];
	for (new playerid = 0; playerid < MAX_PLAYERS; playerid++)
	{
		if (!IsPlayerConnected(playerid)) continue;
		new
			race = YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE];
		if (race == NO_RACE) continue;
		new
			lap = YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_LAP],
			cp = YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_CP],
			Float:x,
			Float:y,
			Float:z,
			Float:cpx = YSI_g_sRaceCheckpoints[race][cp][0],
			Float:cpy = YSI_g_sRaceCheckpoints[race][cp][0],
			Float:cpz = YSI_g_sRaceCheckpoints[race][cp][0],
			Float:togo,
			pos;
		GetPlayerPos(playerid, x, y, z);
		togo = floatsqroot(((x - cpx) * (x - cpx)) + ((y - cpy) * (y - cpy)) + ((z - cpz) * (z - cpz)));
		racePos[playerid][E_RACE_POS_RACE] = race | RACE_POS_DONE;
		racePos[playerid][E_RACE_POS_LAP] = lap;
		racePos[playerid][E_RACE_POS_CP] = cp;
		racePos[playerid][E_RACE_POS_TOGO] = togo;
		for (new raceid = 0; raceid < MAX_RACES; raceid++)
		{
			if (!Race__IsActive(raceid) || race != raceid) continue;
			race |= RACE_POS_DONE;
			for (new i = 0; i < MAX_PLAYERS; i++)
			{
				if (i == playerid || racePos[i][E_RACE_POS_RACE] != race) continue;
				if (racePos[i][E_RACE_POS_LAP] > lap ||
					racePos[i][E_RACE_POS_CP] > cp ||
					racePos[i][E_RACE_POS_TOGO] < togo) pos++;
				else racePos[i][E_RACE_POS_POS]++;
			}
			break;
		}
		racePos[playerid][E_RACE_POS_POS] = pos;
	}
	for (new playerid = 0; playerid < MAX_PLAYERS; playerid++)
	{
		if (racePos[playerid][E_RACE_POS_RACE] & RACE_POS_DONE)
		{
			YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_POSITION] = racePos[playerid][E_RACE_POS_POS];
		}
	}
}

/*----------------------------------------------------------------------------*-
Function:
	Race_GetPlayerPosition
Params:
	playerid - Player to get position of.
Return:
	Dynamic position in race.
Notes:
	-
-*----------------------------------------------------------------------------*/

stock Race_GetPlayerPosition(playerid)
{
	return YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_POSITION] + 1;
}

#endif

/*----------------------------------------------------------------------------*-
Function:
	Race_GetPlayerRaceTime
Params:
	playerid - Player to get time for.
Return:
	Time in race so far.
Notes:
	-
-*----------------------------------------------------------------------------*/

stock Race_GetPlayerRaceTime(playerid)
{
	return GetTickCount() - YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_TIME];
}

/*----------------------------------------------------------------------------*-
Function:
	Race_GetPlayerRace
Params:
	playerid - Player to get race of.
Return:
	Player's race.
Notes:
	-
-*----------------------------------------------------------------------------*/

stock Race_GetPlayerRace(playerid)
{
	if (playerid >= 0 && playerid < MAX_PLAYERS) return YSI_g_sPlayerRace[playerid][E_RACE_PLAYER_RACE];
	return NO_RACE;
}
