/***
*
*	Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
#if !OEM_BUILD && !HLDEMO_BUILD

#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"

enum python_e
{
	PYTHON_IDLE1 = 0,
	PYTHON_FIDGET,
	PYTHON_FIRE1,
	PYTHON_RELOAD,
	PYTHON_HOLSTER,
	PYTHON_DRAW,
	PYTHON_IDLE2,
	PYTHON_IDLE3
};

LINK_ENTITY_TO_CLASS( weapon_python, CPython )
LINK_ENTITY_TO_CLASS( weapon_357, CPython )

int CPython::GetItemInfo( ItemInfo *p )
{
	p->pszName = STRING( pev->classname );
	p->pszAmmo1 = "357";
	p->iMaxAmmo1 = _357_MAX_CARRY;
	p->pszAmmo2 = NULL;
	p->iMaxAmmo2 = -1;
	p->iMaxClip = PYTHON_MAX_CLIP;
	p->iFlags = 0;
	p->iSlot = 1;
	p->iPosition = 3;
	p->iId = m_iId = WEAPON_PYTHON;
	p->iWeight = PYTHON_WEIGHT;

	return 1;
}

int CPython::AddToPlayer( CBasePlayer *pPlayer )
{
	if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
	{
		MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
			WRITE_BYTE( m_iId );
		MESSAGE_END();
		return TRUE;
	}
	return FALSE;
}

void CPython::Spawn()
{
	pev->classname = MAKE_STRING( "weapon_357" ); // hack to allow for old names
	Precache();
	m_iId = WEAPON_PYTHON;
	SET_MODEL( ENT( pev ), "models/w_357.mdl" );

	m_iDefaultAmmo = PYTHON_DEFAULT_GIVE;

	FallInit();// get ready to fall down.
}

void CPython::Precache( void )
{
	PRECACHE_MODEL( "models/v_357.mdl" );
	PRECACHE_MODEL( "models/w_357.mdl" );
	PRECACHE_MODEL( "models/p_357.mdl" );

	PRECACHE_MODEL( "models/w_357ammobox.mdl" );
	PRECACHE_SOUND( "items/9mmclip1.wav" );

	PRECACHE_SOUND( "weapons/357_reload1.wav" );
	PRECACHE_SOUND( "weapons/357_cock1.wav" );
	PRECACHE_SOUND( "weapons/357_shot1.wav" );
	PRECACHE_SOUND( "weapons/357_shot2.wav" );

	m_usFirePython = PRECACHE_EVENT( 1, "events/python.sc" );
}

BOOL CPython::Deploy()
{
#if CLIENT_DLL
	if( bIsMultiplayer() )
#else
	if( g_pGameRules->IsMultiplayer() )
#endif
	{
		// enable laser sight geometry.
		pev->body = 1;
	}
	else
	{
		pev->body = 0;
	}

	return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python", UseDecrement(), pev->body );
}

void CPython::Holster( int skiplocal /* = 0 */ )
{
	if( m_fInZoom )
		SecondaryAttack();

	DefaultHolster( PYTHON_HOLSTER, 1.0f );
}

void CPython::SecondaryAttack( void )
{
	if( m_pPlayer->m_bIsHolster )
	{
		WeaponIdle();
		return;
	}

#if CLIENT_DLL
	if( !bIsMultiplayer() )
#else
	if( !g_pGameRules->IsMultiplayer() )
#endif
	{
		return;
	}

	if( m_pPlayer->pev->fov != 0 )
	{
		m_fInZoom = FALSE;
		m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0;  // 0 means reset to default fov
	}
	else if( m_pPlayer->pev->fov != 40 )
	{
		m_fInZoom = TRUE;
		m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40;
	}

	m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f;
}

void CPython::PrimaryAttack()
{
	if( m_pPlayer->m_bIsHolster )
	{
		WeaponIdle();
		return;
	}

	// don't fire underwater
	if( m_pPlayer->pev->waterlevel == 3 )
	{
		PlayEmptySound();
		m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
		return;
	}

	if( m_iClip <= 0 )
	{
		if( !m_fFireOnEmpty )
			Reload();
		else
		{
			PlayEmptySound();
			m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f;
		}

		return;
	}

	m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
	m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

	m_iClip--;

	m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;

	// player "shoot" animation
	m_pPlayer->SetAnimation( PLAYER_ATTACK1 );

	UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );

	Vector vecSrc = m_pPlayer->GetGunPosition();
	Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );

	Vector vecDir;
	vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );

	int flags;
#if CLIENT_WEAPONS
	flags = FEV_NOTHOST;
#else
	flags = 0;
#endif
	PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFirePython, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );

	if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
		// HEV suit - indicate out of ammo condition
		m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );

	m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75f;
	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}

void CPython::Reload( void )
{
	if( m_pPlayer->m_bIsHolster )
	{
		WeaponIdle();
		return;
	}

	if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == PYTHON_MAX_CLIP )
		return;

	if( m_pPlayer->pev->fov != 0 )
	{
		m_fInZoom = FALSE;
		m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0;  // 0 means reset to default fov
	}

	int bUseScope = FALSE;
#if CLIENT_DLL
	bUseScope = bIsMultiplayer();
#else
	bUseScope = g_pGameRules->IsMultiplayer();
#endif
	if( DefaultReload( PYTHON_MAX_CLIP, PYTHON_RELOAD, 2.0f, bUseScope ) )
	{
		m_flSoundDelay = UTIL_WeaponTimeBase() + 1.5f;
	}
}

void CPython::WeaponIdle( void )
{
	if( m_pPlayer->m_bIsHolster )
	{
		if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() )
		{
			m_pPlayer->m_bIsHolster = FALSE;
			Deploy();
		}
		return;
	}

	ResetEmptySound();

	m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );

	// ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay );
	if( m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() )
	{
		EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT( 0.8f, 0.9f ), ATTN_NORM );
		m_flSoundDelay = 0.0f;
	}

	if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
		return;

	int iAnim;
	float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f );
	if( flRand <= 0.5f )
	{
		iAnim = PYTHON_IDLE1;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 70.0f / 30.0f );
	}
	else if( flRand <= 0.7f )
	{
		iAnim = PYTHON_IDLE2;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0f / 30.0f );
	}
	else if( flRand <= 0.9f )
	{
		iAnim = PYTHON_IDLE3;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 88.0f / 30.0f );
	}
	else
	{
		iAnim = PYTHON_FIDGET;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 170.0f / 30.0f );
	}
	
	int bUseScope = FALSE;
#if CLIENT_DLL
	bUseScope = bIsMultiplayer();
#else
	bUseScope = g_pGameRules->IsMultiplayer();
#endif
	SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0, bUseScope );
}

class CPythonAmmo : public CBasePlayerAmmo
{
	void Spawn( void )
	{ 
		Precache();
		SET_MODEL( ENT(pev), "models/w_357ammobox.mdl" );
		CBasePlayerAmmo::Spawn();
	}
	void Precache( void )
	{
		PRECACHE_MODEL( "models/w_357ammobox.mdl" );
		PRECACHE_SOUND( "items/9mmclip1.wav" );
	}
	BOOL AddAmmo( CBaseEntity *pOther )
	{ 
		if( pOther->GiveAmmo( AMMO_357BOX_GIVE, "357", _357_MAX_CARRY ) != -1 )
		{
			EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
			return TRUE;
		}
		return FALSE;
	}
};

LINK_ENTITY_TO_CLASS( ammo_357, CPythonAmmo )
#endif