/***
*
*	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 !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )

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

#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt )

CCrossbowBolt *CCrossbowBolt::BoltCreate( void )
{
	// Create a new entity with CCrossbowBolt private data
	CCrossbowBolt *pBolt = GetClassPtr( (CCrossbowBolt *)NULL );
	pBolt->pev->classname = MAKE_STRING( "crossbow_bolt" );	// g-cont. enable save\restore
	pBolt->Spawn();

	return pBolt;
}

void CCrossbowBolt::Spawn()
{
	Precache();
	pev->movetype = MOVETYPE_FLY;
	pev->solid = SOLID_BBOX;

	pev->gravity = 0.5;

	SET_MODEL( ENT( pev ), "models/crossbow_bolt.mdl" );

	UTIL_SetOrigin( pev, pev->origin );
	UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );

	SetTouch( &CCrossbowBolt::BoltTouch );
	SetThink( &CCrossbowBolt::BubbleThink );
	pev->nextthink = gpGlobals->time + 0.2;
}

void CCrossbowBolt::Precache()
{
	PRECACHE_MODEL( "models/crossbow_bolt.mdl" );
	PRECACHE_SOUND( "weapons/xbow_hitbod1.wav" );
	PRECACHE_SOUND( "weapons/xbow_hitbod2.wav" );
	PRECACHE_SOUND( "weapons/xbow_fly1.wav" );
	PRECACHE_SOUND( "weapons/xbow_hit1.wav" );
	PRECACHE_SOUND( "fvox/beep.wav" );
	m_iTrail = PRECACHE_MODEL( "sprites/streak.spr" );
}

int CCrossbowBolt::Classify( void )
{
	return CLASS_NONE;
}

void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
{
	SetTouch( NULL );
	SetThink( NULL );

	if( pOther->pev->takedamage )
	{
		TraceResult tr = UTIL_GetGlobalTrace();
		entvars_t *pevOwner;

		pevOwner = VARS( pev->owner );

		// UNDONE: this needs to call TraceAttack instead
		ClearMultiDamage();

		if( pOther->IsPlayer() )
		{
			pOther->TraceAttack( pevOwner, gSkillData.plrDmgCrossbowClient, pev->velocity.Normalize(), &tr, DMG_NEVERGIB ); 
		}
		else
		{
			pOther->TraceAttack( pevOwner, gSkillData.plrDmgCrossbowMonster, pev->velocity.Normalize(), &tr, DMG_BULLET | DMG_NEVERGIB ); 
		}

		ApplyMultiDamage( pev, pevOwner );

		pev->velocity = Vector( 0, 0, 0 );
		// play body "thwack" sound
		switch( RANDOM_LONG( 0, 1 ) )
		{
		case 0:
			EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/xbow_hitbod1.wav", 1, ATTN_NORM );
			break;
		case 1:
			EMIT_SOUND( ENT( pev ), CHAN_BODY, "weapons/xbow_hitbod2.wav", 1, ATTN_NORM );
			break;
		}

		if( !g_pGameRules->IsMultiplayer() )
		{
			Killed( pev, GIB_NEVER );
		}
	}
	else
	{
		EMIT_SOUND_DYN( ENT( pev ), CHAN_BODY, "weapons/xbow_hit1.wav", RANDOM_FLOAT( 0.95, 1.0 ), ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 7 ) );

		SetThink( &CBaseEntity::SUB_Remove );
		pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.

		if( FClassnameIs( pOther->pev, "worldspawn" ) )
		{
			// if what we hit is static architecture, can stay around for a while.
			Vector vecDir = pev->velocity.Normalize();
			UTIL_SetOrigin( pev, pev->origin - vecDir * 12 );
			pev->angles = UTIL_VecToAngles( vecDir );
			pev->solid = SOLID_NOT;
			pev->movetype = MOVETYPE_FLY;
			pev->velocity = Vector( 0, 0, 0 );
			pev->avelocity.z = 0;
			pev->angles.z = RANDOM_LONG( 0, 360 );
			pev->nextthink = gpGlobals->time + 10.0;
		}
		else if( pOther->pev->movetype == MOVETYPE_PUSH || pOther->pev->movetype == MOVETYPE_PUSHSTEP )
		{
			Vector vecDir = pev->velocity.Normalize();
			UTIL_SetOrigin( pev, pev->origin - vecDir * 12 );
			pev->angles = UTIL_VecToAngles( vecDir );
			pev->solid = SOLID_NOT;
			pev->velocity = Vector( 0, 0, 0 );
			pev->avelocity.z = 0;
			pev->angles.z = RANDOM_LONG( 0, 360 );
			pev->nextthink = gpGlobals->time + 10.0;			

			// g-cont. Setup movewith feature
			pev->movetype = MOVETYPE_COMPOUND;	// set movewith type
			pev->aiment = ENT( pOther->pev );	// set parent
		}

		if( UTIL_PointContents( pev->origin ) != CONTENTS_WATER )
		{
			UTIL_Sparks( pev->origin );
		}
	}

	if( g_pGameRules->IsMultiplayer() )
	{
		SetThink( &CCrossbowBolt::ExplodeThink );
		pev->nextthink = gpGlobals->time + 0.1;
	}
}

void CCrossbowBolt::BubbleThink( void )
{
	pev->nextthink = gpGlobals->time + 0.1;

	if( pev->waterlevel == 0 )
		return;

	UTIL_BubbleTrail( pev->origin - pev->velocity * 0.1, pev->origin, 1 );
}

void CCrossbowBolt::ExplodeThink( void )
{
	int iContents = UTIL_PointContents( pev->origin );
	int iScale;

	pev->dmg = 40;
	iScale = 10;

	MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
		WRITE_BYTE( TE_EXPLOSION );
		WRITE_COORD( pev->origin.x );
		WRITE_COORD( pev->origin.y );
		WRITE_COORD( pev->origin.z );
		if( iContents != CONTENTS_WATER )
		{
			WRITE_SHORT( g_sModelIndexFireball );
		}
		else
		{
			WRITE_SHORT( g_sModelIndexWExplosion );
		}
		WRITE_BYTE( iScale ); // scale * 10
		WRITE_BYTE( 15 ); // framerate
		WRITE_BYTE( TE_EXPLFLAG_NONE );
	MESSAGE_END();

	entvars_t *pevOwner;

	if( pev->owner )
		pevOwner = VARS( pev->owner );
	else
		pevOwner = NULL;

	pev->owner = NULL; // can't traceline attack owner if this is set

	::RadiusDamage( pev->origin, pev, pevOwner, pev->dmg, 128, CLASS_NONE, DMG_BLAST | DMG_ALWAYSGIB );

	UTIL_Remove( this );
}
#endif
#endif