//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
//=============================================================================//

#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"

#ifdef CLIENT_DLL
	#include "c_hl2mp_player.h"
#else
	#include "grenade_ar2.h"
	#include "hl2mp_player.h"
	#include "basegrenade_shared.h"
#endif

#include "weapon_hl2mpbase.h"
#include "weapon_hl2mpbase_machinegun.h"

#ifdef CLIENT_DLL
#define CWeaponSMG1 C_WeaponSMG1
#endif

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

#define SMG1_GRENADE_DAMAGE 100.0f
#define SMG1_GRENADE_RADIUS 250.0f

class CWeaponSMG1 : public CHL2MPMachineGun
{
public:
	DECLARE_CLASS( CWeaponSMG1, CHL2MPMachineGun );

	CWeaponSMG1();

	DECLARE_NETWORKCLASS(); 
	DECLARE_PREDICTABLE();

	
	void	Precache( void );
	void	AddViewKick( void );
	void	SecondaryAttack( void );

	int		GetMinBurst() { return 2; }
	int		GetMaxBurst() { return 5; }

	virtual void Equip( CBaseCombatCharacter *pOwner );
	bool	Reload( void );

	float	GetFireRate( void ) { return 0.075f; }	// 13.3hz
	Activity	GetPrimaryAttackActivity( void );

	virtual const Vector& GetBulletSpread( void )
	{
		static const Vector cone = VECTOR_CONE_5DEGREES;
		return cone;
	}

	const WeaponProficiencyInfo_t *GetProficiencyValues();

#ifndef CLIENT_DLL
	void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir );
	void Operator_ForceNPCFire( CBaseCombatCharacter  *pOperator, bool bSecondary );
	void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );

	int		CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }

	DECLARE_ACTTABLE();
#endif

protected:

	Vector	m_vecTossVelocity;
	float	m_flNextGrenadeCheck;
	
private:
	CWeaponSMG1( const CWeaponSMG1 & );
};

IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSMG1, DT_WeaponSMG1 )

BEGIN_NETWORK_TABLE( CWeaponSMG1, DT_WeaponSMG1 )
END_NETWORK_TABLE()

BEGIN_PREDICTION_DATA( CWeaponSMG1 )
END_PREDICTION_DATA()

LINK_ENTITY_TO_CLASS( weapon_smg1, CWeaponSMG1 );
PRECACHE_WEAPON_REGISTER(weapon_smg1);

#ifndef CLIENT_DLL
acttable_t	CWeaponSMG1::m_acttable[] = 
{
	{ ACT_HL2MP_IDLE,					ACT_HL2MP_IDLE_SMG1,					false },
	{ ACT_HL2MP_RUN,					ACT_HL2MP_RUN_SMG1,						false },
	{ ACT_HL2MP_IDLE_CROUCH,			ACT_HL2MP_IDLE_CROUCH_SMG1,				false },
	{ ACT_HL2MP_WALK_CROUCH,			ACT_HL2MP_WALK_CROUCH_SMG1,				false },
	{ ACT_HL2MP_GESTURE_RANGE_ATTACK,	ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1,	false },
	{ ACT_HL2MP_GESTURE_RELOAD,			ACT_HL2MP_GESTURE_RELOAD_SMG1,			false },
	{ ACT_HL2MP_JUMP,					ACT_HL2MP_JUMP_SMG1,					false },
	{ ACT_RANGE_ATTACK1,				ACT_RANGE_ATTACK_SMG1,					false },

	{ ACT_RANGE_ATTACK1,			ACT_RANGE_ATTACK_SMG1,			true },
	{ ACT_RELOAD,					ACT_RELOAD_SMG1,				true },
	{ ACT_IDLE,						ACT_IDLE_SMG1,					true },
	{ ACT_IDLE_ANGRY,				ACT_IDLE_ANGRY_SMG1,			true },

	{ ACT_WALK,						ACT_WALK_RIFLE,					true },
	{ ACT_WALK_AIM,					ACT_WALK_AIM_RIFLE,				true  },
	
// Readiness activities (not aiming)
	{ ACT_IDLE_RELAXED,				ACT_IDLE_SMG1_RELAXED,			false },//never aims
	{ ACT_IDLE_STIMULATED,			ACT_IDLE_SMG1_STIMULATED,		false },
	{ ACT_IDLE_AGITATED,			ACT_IDLE_ANGRY_SMG1,			false },//always aims

	{ ACT_WALK_RELAXED,				ACT_WALK_RIFLE_RELAXED,			false },//never aims
	{ ACT_WALK_STIMULATED,			ACT_WALK_RIFLE_STIMULATED,		false },
	{ ACT_WALK_AGITATED,			ACT_WALK_AIM_RIFLE,				false },//always aims

	{ ACT_RUN_RELAXED,				ACT_RUN_RIFLE_RELAXED,			false },//never aims
	{ ACT_RUN_STIMULATED,			ACT_RUN_RIFLE_STIMULATED,		false },
	{ ACT_RUN_AGITATED,				ACT_RUN_AIM_RIFLE,				false },//always aims

// Readiness activities (aiming)
	{ ACT_IDLE_AIM_RELAXED,			ACT_IDLE_SMG1_RELAXED,			false },//never aims	
	{ ACT_IDLE_AIM_STIMULATED,		ACT_IDLE_AIM_RIFLE_STIMULATED,	false },
	{ ACT_IDLE_AIM_AGITATED,		ACT_IDLE_ANGRY_SMG1,			false },//always aims

	{ ACT_WALK_AIM_RELAXED,			ACT_WALK_RIFLE_RELAXED,			false },//never aims
	{ ACT_WALK_AIM_STIMULATED,		ACT_WALK_AIM_RIFLE_STIMULATED,	false },
	{ ACT_WALK_AIM_AGITATED,		ACT_WALK_AIM_RIFLE,				false },//always aims

	{ ACT_RUN_AIM_RELAXED,			ACT_RUN_RIFLE_RELAXED,			false },//never aims
	{ ACT_RUN_AIM_STIMULATED,		ACT_RUN_AIM_RIFLE_STIMULATED,	false },
	{ ACT_RUN_AIM_AGITATED,			ACT_RUN_AIM_RIFLE,				false },//always aims
//End readiness activities

	{ ACT_WALK_AIM,					ACT_WALK_AIM_RIFLE,				true },
	{ ACT_WALK_CROUCH,				ACT_WALK_CROUCH_RIFLE,			true },
	{ ACT_WALK_CROUCH_AIM,			ACT_WALK_CROUCH_AIM_RIFLE,		true },
	{ ACT_RUN,						ACT_RUN_RIFLE,					true },
	{ ACT_RUN_AIM,					ACT_RUN_AIM_RIFLE,				true },
	{ ACT_RUN_CROUCH,				ACT_RUN_CROUCH_RIFLE,			true },
	{ ACT_RUN_CROUCH_AIM,			ACT_RUN_CROUCH_AIM_RIFLE,		true },
	{ ACT_GESTURE_RANGE_ATTACK1,	ACT_GESTURE_RANGE_ATTACK_SMG1,	true },
	{ ACT_RANGE_ATTACK1_LOW,		ACT_RANGE_ATTACK_SMG1_LOW,		true },
	{ ACT_COVER_LOW,				ACT_COVER_SMG1_LOW,				false },
	{ ACT_RANGE_AIM_LOW,			ACT_RANGE_AIM_SMG1_LOW,			false },
	{ ACT_RELOAD_LOW,				ACT_RELOAD_SMG1_LOW,			false },
	{ ACT_GESTURE_RELOAD,			ACT_GESTURE_RELOAD_SMG1,		true },
};

IMPLEMENT_ACTTABLE(CWeaponSMG1);
#endif

//=========================================================
CWeaponSMG1::CWeaponSMG1( )
{
	m_fMinRange1		= 0;// No minimum range. 
	m_fMaxRange1		= 1400;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::Precache( void )
{
#ifndef CLIENT_DLL
	UTIL_PrecacheOther("grenade_ar2");
#endif

	BaseClass::Precache();
}

//-----------------------------------------------------------------------------
// Purpose: Give this weapon longer range when wielded by an ally NPC.
//-----------------------------------------------------------------------------
void CWeaponSMG1::Equip( CBaseCombatCharacter *pOwner )
{
	m_fMaxRange1 = 1400;

	BaseClass::Equip( pOwner );
}

#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir )
{
	// FIXME: use the returned number of bullets to account for >10hz firerate
	WeaponSoundRealtime( SINGLE_NPC );

	CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
	pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED,
		MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), 0 );

	pOperator->DoMuzzleFlash();
	m_iClip1 = m_iClip1 - 1;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
{
	// Ensure we have enough rounds in the clip
	m_iClip1++;

	Vector vecShootOrigin, vecShootDir;
	QAngle	angShootDir;
	GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
	AngleVectors( angShootDir, &vecShootDir );
	FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
	switch( pEvent->event )
	{
	case EVENT_WEAPON_SMG1:
		{
			Vector vecShootOrigin, vecShootDir;
			QAngle angDiscard;

			// Support old style attachment point firing
			if ((pEvent->options == NULL) || (pEvent->options[0] == '\0') || (!pOperator->GetAttachment(pEvent->options, vecShootOrigin, angDiscard)))
			{
				vecShootOrigin = pOperator->Weapon_ShootPosition();
			}

			CAI_BaseNPC *npc = pOperator->MyNPCPointer();
			ASSERT( npc != NULL );
			vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );

			FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
		}
		break;

		/*//FIXME: Re-enable
		case EVENT_WEAPON_AR2_GRENADE:
		{
		CAI_BaseNPC *npc = pOperator->MyNPCPointer();

		Vector vecShootOrigin, vecShootDir;
		vecShootOrigin = pOperator->Weapon_ShootPosition();
		vecShootDir = npc->GetShootEnemyDir( vecShootOrigin );

		Vector vecThrow = m_vecTossVelocity;

		CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecShootOrigin, vec3_angle, npc );
		pGrenade->SetAbsVelocity( vecThrow );
		pGrenade->SetLocalAngularVelocity( QAngle( 0, 400, 0 ) );
		pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY ); 
		pGrenade->m_hOwner			= npc;
		pGrenade->m_pMyWeaponAR2	= this;
		pGrenade->SetDamage(sk_npc_dmg_ar2_grenade.GetFloat());

		// FIXME: arrgg ,this is hard coded into the weapon???
		m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.

		m_iClip2--;
		}
		break;
		*/

	default:
		BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
		break;
	}
}
#endif

//-----------------------------------------------------------------------------
// Purpose: 
// Output : Activity
//-----------------------------------------------------------------------------
Activity CWeaponSMG1::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;
}

//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponSMG1::Reload( void )
{
	bool fRet;
	float fCacheTime = m_flNextSecondaryAttack;

	fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
	if ( fRet )
	{
		// Undo whatever the reload process has done to our secondary
		// attack timer. We allow you to interrupt reloading to fire
		// a grenade.
		m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;

		WeaponSound( RELOAD );
	}

	return fRet;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::AddViewKick( void )
{
	#define	EASY_DAMPEN			0.5f
	#define	MAX_VERTICAL_KICK	1.0f	//Degrees
	#define	SLIDE_LIMIT			2.0f	//Seconds
	
	//Get the view kick
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if ( pPlayer == NULL )
		return;

	DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::SecondaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	
	if ( pPlayer == NULL )
		return;

	//Must have ammo
	if ( ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) || ( pPlayer->GetWaterLevel() == 3 ) )
	{
		SendWeaponAnim( ACT_VM_DRYFIRE );
		BaseClass::WeaponSound( EMPTY );
		m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
		return;
	}

	if( m_bInReload )
		m_bInReload = false;

	// MUST call sound before removing a round from the clip of a CMachineGun
	BaseClass::WeaponSound( WPN_DOUBLE );

	Vector vecSrc = pPlayer->Weapon_ShootPosition();
	Vector	vecThrow;
	// Don't autoaim on grenade tosses
	AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow );
	VectorScale( vecThrow, 1000.0f, vecThrow );
	
#ifndef CLIENT_DLL
	//Create the grenade
	CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, vec3_angle, pPlayer );
	pGrenade->SetAbsVelocity( vecThrow );

	pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) );
	pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); 
	pGrenade->SetThrower( GetOwner() );
	pGrenade->SetDamage( SMG1_GRENADE_DAMAGE );
	pGrenade->SetDamageRadius( SMG1_GRENADE_RADIUS );
#endif

	SendWeaponAnim( ACT_VM_SECONDARYATTACK );

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

	// Decrease ammo
	pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );

	// Can shoot again immediately
	m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;

	// Can blow up after a short delay (so have time to release mouse button)
	m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
}

//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CWeaponSMG1::GetProficiencyValues()
{
	static WeaponProficiencyInfo_t proficiencyTable[] =
	{
		{ 7.0,		0.75	},
		{ 5.00,		0.75	},
		{ 10.0/3.0, 0.75	},
		{ 5.0/3.0,	0.75	},
		{ 1.00,		1.0		},
	};

	COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);

	return proficiencyTable;
}
