#ifndef WP_INCLUDES
	THROWERROR ("WP_PICKUPCONTROLLER IMPROPERLY ADDED")
#endif

//-----------------------------------------------------------------------------
// WARNING:
// ONLY ADD ONCE IN WEAPON_PHYSCANNON.CPP
//-----------------------------------------------------------------------------

class CPlayerPickupController : public CBaseEntity
{
	DECLARE_CLASS( CPlayerPickupController, CBaseEntity );
public:
	void Init( CBasePlayer *pPlayer, CBaseEntity *pObject );
	void Shutdown( bool bThrown = false );
	bool OnControls( CBaseEntity *pControls ) { return true; }
	void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
	void OnRestore()
	{
		m_grabController.OnRestore();
	}
	void VPhysicsUpdate( IPhysicsObject *pPhysics ){}
	void VPhysicsShadowUpdate( IPhysicsObject *pPhysics ) {}

	bool IsHoldingEntity( CBaseEntity *pEnt );
	CGrabController &GetGrabController() { return m_grabController; }

private:
	CGrabController		m_grabController;
	CBasePlayer			*m_pPlayer;
};


LINK_ENTITY_TO_CLASS( player_pickup, CPlayerPickupController );

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pPlayer - 
//			*pObject - 
//-----------------------------------------------------------------------------
void CPlayerPickupController::Init( CBasePlayer *pPlayer, CBaseEntity *pObject )
{
#ifndef CLIENT_DLL
	// Holster player's weapon
	if ( pPlayer->GetActiveWeapon() )
	{
		if ( !pPlayer->GetActiveWeapon()->Holster() )
		{
			Shutdown();
			return;
		}
	}


	CSDKPlayerShared *pOwner = (CSDKPlayerShared *)ToBasePlayer( pPlayer );
	if ( pOwner )
	{
		pOwner->SetSprinting( false );
	}

	// If the target is debris, convert it to non-debris
	if ( pObject->GetCollisionGroup() == COLLISION_GROUP_DEBRIS )
	{
		// Interactive debris converts back to debris when it comes to rest
		pObject->SetCollisionGroup( COLLISION_GROUP_INTERACTIVE_DEBRIS );
	}

	// done so I'll go across level transitions with the player
	SetParent( pPlayer );
	m_grabController.SetIgnorePitch( true );
	m_grabController.SetAngleAlignment( DOT_30DEGREE );
	m_pPlayer = pPlayer;
	IPhysicsObject *pPhysics = pObject->VPhysicsGetObject();
	Pickup_OnPhysGunPickup( pObject, m_pPlayer );
	
	m_grabController.AttachEntity( pPlayer, pObject, pPhysics, false, vec3_origin, false );
	
	m_pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION;
	m_pPlayer->SetUseEntity( this );
#endif
}


//-----------------------------------------------------------------------------
// Purpose: 
// Input  : bool - 
//-----------------------------------------------------------------------------
void CPlayerPickupController::Shutdown( bool bThrown )
{
#ifndef CLIENT_DLL
	CBaseEntity *pObject = m_grabController.GetAttached();

	bool bClearVelocity = false;
	if ( !bThrown && pObject && pObject->VPhysicsGetObject() && pObject->VPhysicsGetObject()->GetContactPoint(NULL,NULL) )
	{
		bClearVelocity = true;
	}

	m_grabController.DetachEntity( bClearVelocity );

	if ( pObject != NULL )
	{
		Pickup_OnPhysGunDrop( pObject, m_pPlayer, bThrown ? THROWN_BY_PLAYER : DROPPED_BY_PLAYER );
	}

	if ( m_pPlayer )
	{
		CSDKPlayerShared *pOwner = (CSDKPlayerShared *)ToBasePlayer( m_pPlayer );
		if ( pOwner )
		{
			pOwner->SetSprinting( true );
		}

		m_pPlayer->SetUseEntity( NULL );
		if ( m_pPlayer->GetActiveWeapon() )
		{
			if ( !m_pPlayer->GetActiveWeapon()->Deploy() )
			{
				// We tried to restore the player's weapon, but we couldn't.
				// This usually happens when they're holding an empty weapon that doesn't
				// autoswitch away when out of ammo. Switch to next best weapon.
				m_pPlayer->SwitchToNextBestWeapon( NULL );
			}
		}

		m_pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;
	}
	Remove();

#endif
	
}


void CPlayerPickupController::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	if ( ToBasePlayer(pActivator) == m_pPlayer )
	{
		CBaseEntity *pAttached = m_grabController.GetAttached();

		// UNDONE: Use vphysics stress to decide to drop objects
		// UNDONE: Must fix case of forcing objects into the ground you're standing on (causes stress) before that will work
		if ( !pAttached || useType == USE_OFF || (m_pPlayer->m_nButtons & IN_ATTACK2) || m_grabController.ComputeError() > 12 )
		{
			Shutdown();
			return;
		}
		
		//Adrian: Oops, our object became motion disabled, let go!
		IPhysicsObject *pPhys = pAttached->VPhysicsGetObject();
		if ( pPhys && pPhys->IsMoveable() == false )
		{
			Shutdown();
			return;
		}

#if STRESS_TEST
		vphysics_objectstress_t stress;
		CalculateObjectStress( pPhys, pAttached, &stress );
		if ( stress.exertedStress > 250 )
		{
			Shutdown();
			return;
		}
#endif
		// +ATTACK will throw phys objects
		if ( m_pPlayer->m_nButtons & IN_ATTACK )
		{
			Shutdown( true );
			Vector vecLaunch;
			m_pPlayer->EyeVectors( &vecLaunch );
			// JAY: Scale this with mass because some small objects really go flying
			float massFactor = clamp( pPhys->GetMass(), 0.5, 15 );
			massFactor = RemapVal( massFactor, 0.5, 15, 0.5, 4 );
			vecLaunch *= player_throwforce.GetFloat() * massFactor;

			pPhys->ApplyForceCenter( vecLaunch );
			AngularImpulse aVel = RandomAngularImpulse( -10, 10 ) * massFactor;
			pPhys->ApplyTorqueCenter( aVel );
			return;
		}

		if ( useType == USE_SET )
		{
			// update position
			m_grabController.UpdateObject( m_pPlayer, 12 );
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pEnt - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CPlayerPickupController::IsHoldingEntity( CBaseEntity *pEnt )
{
	return ( m_grabController.GetAttached() == pEnt );
}

void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject )
{
	
#ifndef CLIENT_DLL
	
	//Don't pick up if we don't have a phys object.
	if ( pObject->VPhysicsGetObject() == NULL )
		 return;

	CPlayerPickupController *pController = (CPlayerPickupController *)CBaseEntity::Create( "player_pickup", pObject->GetAbsOrigin(), vec3_angle, pPlayer );
	
	if ( !pController )
		return;

	pController->Init( pPlayer, pObject );

#endif

}