//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//

#include "cbase.h"
#include "npcevent.h"

#ifdef CLIENT_DLL
	#include "c_sdk_player.h"
	#include "c_te_effect_dispatch.h"
#else
	#include "sdk_player.h"
	#include "te_effect_dispatch.h"
	#include "prop_combine_ball.h"
#include "util.h"
#endif

#include "weapon_ar2.h"
#include "effect_dispatch_data.h"


// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAR2, DT_WeaponAR2 )

BEGIN_NETWORK_TABLE( CWeaponAR2, DT_WeaponAR2 )
END_NETWORK_TABLE()

BEGIN_PREDICTION_DATA( CWeaponAR2 )
END_PREDICTION_DATA()

LINK_ENTITY_TO_CLASS( weapon_hl2_ar2, CWeaponAR2 );
PRECACHE_WEAPON_REGISTER(weapon_hl2_ar2);

// Primary fire
BALANCE_DEFINE( lfm_ar2_kick_min_x, 0.2 )
BALANCE_DEFINE( lfm_ar2_kick_min_y, 0.2 )
BALANCE_DEFINE( lfm_ar2_kick_min_z, 0.1 )

// View punch
BALANCE_DEFINE( lfm_ar2_vx_min, 0.25 )
BALANCE_DEFINE( lfm_ar2_vx_max, 0.5 )
BALANCE_DEFINE( lfm_ar2_vy_min, -0.6 )
BALANCE_DEFINE( lfm_ar2_vy_max, 0.6 )
BALANCE_DEFINE( lfm_ar2_view_punch, 10 )

acttable_t	CWeaponAR2::m_acttable[] = 
{
	{ ACT_MP_STAND_IDLE,				ACT_HL2MP_IDLE_AR2,					false },
	{ ACT_MP_CROUCH_IDLE,				ACT_HL2MP_IDLE_CROUCH_AR2,			false },

	{ ACT_MP_RUN,						ACT_HL2MP_RUN_AR2,					false },
	{ ACT_MP_CROUCHWALK,				ACT_HL2MP_WALK_CROUCH_AR2,			false },

	{ ACT_MP_ATTACK_STAND_PRIMARYFIRE,	ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2,	false },
	{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE,	ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2,	false },

	{ ACT_MP_RELOAD_STAND,				ACT_HL2MP_GESTURE_RELOAD_AR2,		false },
	{ ACT_MP_RELOAD_CROUCH,				ACT_HL2MP_GESTURE_RELOAD_AR2,		false },

	{ ACT_MP_JUMP,						ACT_HL2MP_JUMP_AR2,					false },
};

IMPLEMENT_ACTTABLE(CWeaponAR2);

CWeaponAR2::CWeaponAR2( )
{
	m_fMinRange1	= 65;
	m_fMaxRange1	= 2048;

	m_fMinRange2	= 256;
	m_fMaxRange2	= 1024;

	m_nShotsFired	= 0;
	m_nVentPose		= -1;
}

void CWeaponAR2::Precache( void )
{
	BaseClass::Precache();
}

//-----------------------------------------------------------------------------
// Purpose: Handle grenade detonate in-air (even when no ammo is left)
//-----------------------------------------------------------------------------
void CWeaponAR2::ItemPostFrame( void )
{
	// See if we need to fire off our secondary round
	if ( m_bShotDelayed && gpGlobals->curtime > m_flDelayedFire )
	{
		DelayedAttack();
	}

	// Update our pose parameter for the vents
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if ( pOwner )
	{
		CBaseViewModel *pVM = pOwner->GetViewModel();

		if ( pVM )
		{
			if ( m_nVentPose == -1 )
			{
				m_nVentPose = pVM->LookupPoseParameter( "VentPoses" );
			}
			
			float flVentPose = RemapValClamped( m_nShotsFired, 0, 5, 0.0f, 1.0f );
			pVM->SetPoseParameter( m_nVentPose, flVentPose );
		}
	}

	BaseClass::ItemPostFrame();
}

Activity CWeaponAR2::GetPrimaryAttackActivity( void )
{
	if ( m_nShotsFired < 2 )
		return ACT_VM_PRIMARYATTACK;

	if ( m_nShotsFired < 3 )
		return ACT_VM_RECOIL1;
	
	if ( m_nShotsFired < 4 )
		return ACT_VM_RECOIL2;

	return ACT_VM_RECOIL3;
}

void CWeaponAR2::DoImpactEffect( trace_t &tr, int nDamageType )
{
}

void CWeaponAR2::DelayedAttack( void )
{
}

void CWeaponAR2::PrimaryAttack( void )
{
	BaseClass::PrimaryAttack();

	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	if (!pPlayer)
		return;
	
	// Abort here to handle burst and auto fire modes
	if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
		return;

	AddViewKick();
}

void CWeaponAR2::SecondaryAttack( void )
{
	//SendWeaponAnim( ACT_VM_DRYFIRE );
	BaseClass::WeaponSound( EMPTY ); // Make Clicking sound
	m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
	return;

	
	if ( m_bShotDelayed )
		return;

	// Cannot fire underwater
	if ( GetOwner() && GetOwner()->GetWaterLevel() == 3 )
	{
		SendWeaponAnim( ACT_VM_DRYFIRE );
		BaseClass::WeaponSound( EMPTY );
		m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
		return;
	}

	m_bShotDelayed = true;
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flDelayedFire = gpGlobals->curtime + 0.5f;

	SendWeaponAnim( ACT_VM_FIDGET );
	WeaponSound( SPECIAL1 );
}

//-----------------------------------------------------------------------------
// Purpose: Override if we're waiting to release a shot
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponAR2::CanHolster( void )
{
	if ( m_bShotDelayed )
		return false;

	return BaseClass::CanHolster();
}


bool CWeaponAR2::Deploy( void )
{
	m_bShotDelayed = false;
	m_flDelayedFire = 0.0f;

	return BaseClass::Deploy();
}

//-----------------------------------------------------------------------------
// Purpose: Override if we're waiting to release a shot
//-----------------------------------------------------------------------------
bool CWeaponAR2::Reload( void )
{
	if ( m_bShotDelayed )
		return false;

	return BaseClass::Reload();
}

void CWeaponAR2::AddViewKick( void )
{
	#define	EASY_DAMPEN			0.5f
	#define	MAX_VERTICAL_KICK	8.0f	//Degrees
	#define	SLIDE_LIMIT			5.0f	//Seconds
	
	//Get the view kick
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
		return;

	DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT );

	// Add a view punch too
	QAngle viewPunch;
	viewPunch.x = SharedRandomFloat( "ar2pax", BALANCE_VALUE( Float, lfm_ar2_vx_min ), BALANCE_VALUE( Float, lfm_ar2_vx_max ) );
	viewPunch.y = SharedRandomFloat( "ar2pay", BALANCE_VALUE( Float, lfm_ar2_vy_min ), BALANCE_VALUE( Float, lfm_ar2_vy_max ) );
	viewPunch.z = 0.0f;
	pPlayer->ViewPunch( viewPunch );
}

void CWeaponAR2::DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime )
{
	QAngle vecScratch;
	int iSeed = CBaseEntity::GetPredictionRandomSeed() & 255;
	
	//Find how far into our accuracy degradation we are
	float duration	= ( fireDurationTime > slideLimitTime ) ? slideLimitTime : fireDurationTime;
	float kickPerc = duration / slideLimitTime;

	// do this to get a hard discontinuity, clear out anything under 10 degrees punch
	pPlayer->ViewPunchReset( BALANCE_VALUE(Int, lfm_ar2_view_punch ) );

	//Apply this to the view angles as well
	vecScratch.x = -( BALANCE_VALUE( Float, lfm_ar2_kick_min_x ) + ( maxVerticleKickAngle * kickPerc ) );
	vecScratch.y = -( BALANCE_VALUE( Float, lfm_ar2_kick_min_y ) + ( maxVerticleKickAngle * kickPerc ) ) / 3;
	vecScratch.z = BALANCE_VALUE( Float, lfm_ar2_kick_min_z ) + ( maxVerticleKickAngle * kickPerc ) / 8;

	RandomSeed( iSeed );

	//Wibble left and right
	if ( RandomInt( -1, 1 ) >= 0 )
		vecScratch.y *= -1;

	iSeed++;

	//Wobble up and down
	if ( RandomInt( -1, 1 ) >= 0 )
		vecScratch.z *= -1;

	//Clip this to our desired min/max
	UTIL_ClipPunchAngleOffset( vecScratch, pPlayer->m_Local.m_vecPunchAngle, QAngle( 24.0f, 3.0f, 1.0f ) );

	//Add it to the view punch
	// NOTE: 0.5 is just tuned to match the old effect before the punch became simulated
	pPlayer->ViewPunch( vecScratch * 0.5 );
}

const WeaponProficiencyInfo_t *CWeaponAR2::GetProficiencyValues()
{
	static WeaponProficiencyInfo_t proficiencyTable[] =
	{
		{ 7.0,		0.75	},
		{ 5.00,		0.75	},
		{ 3.0,		0.85	},
		{ 5.0/3.0,	0.75	},
		{ 1.00,		1.0		},
	};

	COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);

	return proficiencyTable;
}
