struct TexMan
{
	enum EUseTypes
	{
		Type_Any,
		Type_Wall,
		Type_Flat,
		Type_Sprite,
		Type_WallPatch,
		Type_Build,
		Type_SkinSprite,
		Type_Decal,
		Type_MiscPatch,
		Type_FontChar,
		Type_Override,	// For patches between TX_START/TX_END
		Type_Autopage,	// Automap background - used to enable the use of FAutomapTexture
		Type_SkinGraphic,
		Type_Null,
		Type_FirstDefined,
	};

	enum EFlags
	{
		TryAny = 1,
		Overridable = 2,
		ReturnFirst = 4,
		AllowSkins = 8,
		ShortNameOnly = 16,
		DontCreate = 32
	};

	native static TextureID CheckForTexture(String name, int usetype, int flags = TryAny);
}

struct Screen native
{
	native static void DrawHUDTexture(TextureID tex, double x, double y);
}

struct Console native
{
	native static void HideConsole();
}

struct GameInfoStruct native
{
	// will be extended as needed.
	native Name backpacktype;
	native double Armor2Percent;
}

class Object native
{
	native bool bDestroyed;

	// These really should be global functions...
	native static int G_SkillPropertyInt(int p);
	native static double G_SkillPropertyFloat(int p);
	native static vector3, int G_PickDeathmatchStart();
	native static vector3, int G_PickPlayerStart(int pnum, int flags = 0);
	native static int GameType();
	native static void S_Sound (Sound sound_id, int channel, float volume = 1, float attenuation = ATTN_NORM);
	native static void S_PauseSound (bool notmusic, bool notsfx);
	native static void S_ResumeSound (bool notsfx);
	native static bool S_ChangeMusic(String music_name, int order = 0, bool looping = true, bool force = false);
	native static void C_MidPrint(string fontname, string textlabel, bool bold = false);	// always uses the stringtable.
	native static uint BAM(double angle);
	native static void SetMusicVolume(float vol);

	native Name GetClassName();
	native void Destroy();

	// This does not call into the native method of the same name to avoid problems with objects that get garbage collected late on shutdown.
	virtual void OnDestroy() {}
}

class Thinker : Object native
{
	enum EStatnums
	{
 		// Thinkers that don't actually think
		STAT_INFO,								// An info queue
		STAT_DECAL,								// A decal
		STAT_AUTODECAL,							// A decal that can be automatically deleted
		STAT_CORPSEPOINTER,						// An entry in Hexen's corpse queue
		STAT_TRAVELLING,						// An actor temporarily travelling to a new map

		// Thinkers that do think
		STAT_FIRST_THINKING=32,
		STAT_SCROLLER=STAT_FIRST_THINKING,		// A DScroller thinker
		STAT_PLAYER,							// A player actor
		STAT_BOSSTARGET,						// A boss brain target
		STAT_LIGHTNING,							// The lightning thinker
		STAT_DECALTHINKER,						// An object that thinks for a decal
		STAT_INVENTORY,							// An inventory item
		STAT_LIGHT,								// A sector light effect
		STAT_LIGHTTRANSFER,						// A sector light transfer. These must be ticked after the light effects.
		STAT_EARTHQUAKE,						// Earthquake actors
		STAT_MAPMARKER,							// Map marker actors

		STAT_DEFAULT = 100,						// Thinkers go here unless specified otherwise.
		STAT_SECTOREFFECT,						// All sector effects that cause floor and ceiling movement
		STAT_ACTORMOVER,						// actor movers
		STAT_SCRIPTS,							// The ACS thinker. This is to ensure that it can't tick before all actors called PostBeginPlay
		STAT_BOT,								// Bot thinker
		MAX_STATNUM = 127
	}

	const TICRATE = 35;
	
	virtual native void Tick();
	virtual native void PostBeginPlay();
	virtual native void ChangeStatNum(int stat);
}

class ThinkerIterator : Object native
{

	native static ThinkerIterator Create(class<Object> type = "Actor", int statnum=Thinker.MAX_STATNUM+1);
	native Thinker Next(bool exact = false);
	native void Reinit();
}

class ActorIterator : Object native
{
	native static ActorIterator Create(int tid, class<Actor> type = "Actor");
	native Actor Next();
	native void Reinit();
}

class BlockThingsIterator : Object native
{
	native Actor thing;
	native Vector3 position;
	native int portalflags;
	
	native static BlockThingsIterator Create(Actor origin, double checkradius = -1, bool ignorerestricted = false);
	native static BlockThingsIterator CreateFromPos(double checkx, double checky, double checkz, double checkh, double checkradius, bool ignorerestricted);
	native bool Next();
}

class DropItem : Object native
{
	native readonly DropItem Next;
	native readonly name Name;
	native readonly int Probability;
	native int Amount;
}

class SpotState : Object native
{
	native static SpotState GetSpotState();
	native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
	native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
	
}

struct LevelLocals native
{
	native readonly int time;
	native readonly int maptime;
	native readonly int totaltime;
	native readonly int starttime;
	native readonly int partime;
	native readonly int sucktime;
	native readonly int cluster;
	native readonly int clusterflags;
	native readonly int levelnum;
	native readonly String LevelName;
	native readonly String MapName;
	native String NextMap;
	native String NextSecretMap;
	native readonly int maptype;
	native readonly String Music;
	native readonly int musicorder;
	native int total_secrets;
	native int found_secrets;
	native int total_items;
	native int found_items;
	native int total_monsters;
	native int killed_monsters;
	native double gravity;
	native double aircontrol;
	native double airfriction;
	native int airsupply;
	native double teamdamage;
	native bool monsterstelefrag;
	native bool actownspecial;
	native bool sndseqtotalctrl;
	native bool allmap;
	native bool missilesactivateimpact;
	native bool monsterfallingdamage;
	native bool checkswitchrange;
	native bool polygrind;
	native bool nomonsters;
	native bool frozen;
	native bool infinite_flight;
// level_info_t *info cannot be done yet.
}

struct StringTable native
{
	native static String Localize(String val, bool prefixed = false);
}

// a few values of this need to be readable by the play code.
// Most are handled at load time and are omitted here.
struct DehInfo native
{
	native int MaxSoulsphere;
	native uint8 ExplosionStyle;
	native double ExplosionAlpha;
	native int NoAutofreeze;
	native int BFGCells;
	native int BlueAC;
}

struct State native
{
	native State NextState;
	native int sprite;
	native int16 Tics;
	native uint16 TicRange;
	native uint8 Frame;		
	native uint8 UseFlags;	
	native int Misc1;
	native int Misc2;
	native uint16 bSlow;
	native uint16 bFast;
	native bool bFullbright;
	native bool bNoDelay;
	native bool bSameFrame;
	native bool bCanRaise;
	native bool bDehacked;
	
	native int DistanceTo(state other);
}

struct F3DFloor native
{
}

struct Wads
{
	enum WadNamespace
	{
		ns_hidden = -1,

		ns_global = 0,
		ns_sprites,
		ns_flats,
		ns_colormaps,
		ns_acslibrary,
		ns_newtextures,
		ns_bloodraw,
		ns_bloodsfx,
		ns_bloodmisc,
		ns_strifevoices,
		ns_hires,
		ns_voxels,

		ns_specialzipdirectory,
		ns_sounds,
		ns_patches,
		ns_graphics,
		ns_music,

		ns_firstskin,
	}

	native static int CheckNumForName(string name, int ns, int wadnum = -1, bool exact = false);
}

struct TerrainDef native
{
	native Name TerrainName;
	native int Splash;
	native int DamageAmount;
	native Name DamageMOD;
	native int DamageTimeMask;
	native double FootClip;
	native float StepVolume;
	native int WalkStepTics;
	native int RunStepTics;
	native Sound LeftStepSound;
	native Sound RightStepSound;
	native bool IsLiquid;
	native bool AllowProtection;
	native double Friction;
	native double MoveFactor;
};

enum EPickStart
{
	PPS_FORCERANDOM			= 1,
	PPS_NOBLOCKINGCHECK		= 2,
}

// Although String is a builtin type, this is a convenient way to attach methods to it.
struct String native
{
	native void Replace(String pattern, String replacement);
}

class Floor : Thinker native
{
	// only here so that some constants and functions can be added. Not directly usable yet.
	enum EFloor
	{
		floorLowerToLowest,
		floorLowerToNearest,
		floorLowerToHighest,
		floorLowerByValue,
		floorRaiseByValue,
		floorRaiseToHighest,
		floorRaiseToNearest,
		floorRaiseAndCrush,
		floorRaiseAndCrushDoom,
		floorCrushStop,
		floorLowerInstant,
		floorRaiseInstant,
		floorMoveToValue,
		floorRaiseToLowestCeiling,
		floorRaiseByTexture,

		floorLowerAndChange,
		floorRaiseAndChange,

		floorRaiseToLowest,
		floorRaiseToCeiling,
		floorLowerToLowestCeiling,
		floorLowerByTexture,
		floorLowerToCeiling,

		donutRaise,

		buildStair,
		waitStair,
		resetStair,

		// Not to be used as parameters to EV_DoFloor()
		genFloorChg0,
		genFloorChgT,
		genFloorChg
	};

	native static bool CreateFloor(sector sec, EFloor floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
}

class Ceiling : Thinker native
{
	enum ECeiling
	{
		ceilLowerByValue,
		ceilRaiseByValue,
		ceilMoveToValue,
		ceilLowerToHighestFloor,
		ceilLowerInstant,
		ceilRaiseInstant,
		ceilCrushAndRaise,
		ceilLowerAndCrush,
		ceil_placeholder,
		ceilCrushRaiseAndStay,
		ceilRaiseToNearest,
		ceilLowerToLowest,
		ceilLowerToFloor,

		// The following are only used by Generic_Ceiling
		ceilRaiseToHighest,
		ceilLowerToHighest,
		ceilRaiseToLowest,
		ceilLowerToNearest,
		ceilRaiseToHighestFloor,
		ceilRaiseToFloor,
		ceilRaiseByTexture,
		ceilLowerByTexture,

		genCeilingChg0,
		genCeilingChgT,
		genCeilingChg
	}

	enum ECrushMode
	{
		crushDoom = 0,
		crushHexen = 1,
		crushSlowdown = 2
	}
	
	native bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = crushDoom);
	
}

struct LookExParams
{
	double Fov;
	double minDist;
	double maxDist;
	double maxHeardist;
	int flags;
	State seestate;
};
