/***
*
*    Copyright (c) 1996-2001, 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.
*
****/

/*  
* The original Half-Life version of the mp5
*/

#include "../base"
 
enum Mp5Animation
{
	MP5_LONGIDLE = 0,
	MP5_IDLE1,
	MP5_LAUNCH,
	MP5_RELOAD,
	MP5_DEPLOY,
	MP5_FIRE1,
	MP5_FIRE2,
	MP5_FIRE3,
};

const int MP5_DEFAULT_GIVE 	= 50;
const int MP5_MAX_AMMO		= 600;
const int MP5_MAX_AMMO2 	= 100;
const int MP5_MAX_CLIP 		= 50;
const int MP5_WEIGHT 		= 5;
const int MEDKIT_MAX_CARRY 	= 9000;
//const int M4DAMAGE		= g_EngineFuncs.CVarGetFloat('sk_556_bullet');
string MEDKIT_AMMO_TYPE		= "sporeclip";
//string SHOOT_S		= "hl/weapons/hks1.wav";

class weapon_hlmp5 : ScriptBasePlayerWeaponEntity, INS2BASE::WeaponBase
{
	private CBasePlayer@ m_pPlayer = null;
	private int GetBodygroup()
	{
		return 0;
	}
	
	float m_flNextAnimTime;
	int m_iShell;
	int	m_iSecondaryAmmo;
	
	void Spawn()
	{
		Precache();
		g_EntityFuncs.SetModel( self, "models/mapobjects/w_m4m203.mdl" );

		self.m_iDefaultAmmo = MP5_DEFAULT_GIVE;

		self.m_iSecondaryAmmoType = 0;
		self.FallInit();
	}

	bool RemoveSingleItem(CBasePlayer@ pTarget, string targetWeapon)
	{
		//instantly fail if attempting to remove the afb's entmover
		if(targetWeapon == "weapon_entmover") return false;
		
		CBasePlayerItem@ pItem;
		CBasePlayerWeapon@ pWeapon;
		for(uint j = 0; j < MAX_ITEM_TYPES; j++)
		{
			@pItem = pTarget.m_rgpPlayerItems(j);
			while(pItem !is null)
			{
				@pWeapon = pItem.GetWeaponPtr();
				
				if(pWeapon.GetClassname() == targetWeapon)
				{
					pTarget.RemovePlayerItem(pItem);
					return true;
				}
				
				@pItem = cast<CBasePlayerItem@>(pItem.m_hNextItem.GetEntity());
			}
		}
		
		return false;
	}

	void Holster( int skipLocal = 0 )
	{
		BaseClass.Holster( skipLocal );
	}

	void Precache()
	{
		self.PrecacheCustomModels();
		g_Game.PrecacheModel( "models/opfor/v_m4m203.mdl" );
		g_Game.PrecacheModel( "models/mapobjects/w_m4m203.mdl" );
		g_Game.PrecacheModel( "models/mapobjects/p_m4m203_v2.mdl" );

		m_iShell = g_Game.PrecacheModel( "models/hlclassic/saw_shell.mdl" );

		g_Game.PrecacheModel( "models/grenade.mdl" );

		g_Game.PrecacheModel( "models/w_9mmARclip.mdl" );
		g_SoundSystem.PrecacheSound( "items/9mmclip1.wav" );          

		//These are played by the model, needs changing there
		g_SoundSystem.PrecacheSound( "hl/items/clipinsert1.wav" );
		g_SoundSystem.PrecacheSound( "hl/items/cliprelease1.wav" );
		g_SoundSystem.PrecacheSound( "hl/items/guncock1.wav" );

		g_SoundSystem.PrecacheSound( "hl/weapons/hks1.wav" );
		g_SoundSystem.PrecacheSound( "hl/weapons/hks2.wav" );
		g_SoundSystem.PrecacheSound( "hl/weapons/hks3.wav" );

		g_SoundSystem.PrecacheSound( "hl/weapons/glauncher.wav" );
		g_SoundSystem.PrecacheSound( "hl/weapons/glauncher2.wav" );
		g_SoundSystem.PrecacheSound( "hlweapons/weapons/reload4.wav" );

		g_SoundSystem.PrecacheSound( "hl/weapons/357_cock1.wav" );

		g_Game.PrecacheGeneric( "sprites/opfor/weapon_hlmp5.txt" );
		g_Game.PrecacheGeneric( "sprites/opfor/640hud1.spr" );
		g_Game.PrecacheGeneric( "sprites/opfor/640hud4.spr" );
	}

	bool GetItemInfo( ItemInfo& out info )
	{
		info.iMaxAmmo1 	= MP5_MAX_AMMO;
		info.iAmmo1Drop	= MP5_MAX_CLIP;
		info.iMaxAmmo2 	= MP5_MAX_AMMO2;
		info.iMaxClip 	= MP5_MAX_CLIP;
		info.iSlot 		= 2;
		info.iPosition 	= 4;
		info.iFlags 	= 0;
		info.iWeight 	= MP5_WEIGHT;

		return true;
	}

	bool AddToPlayer( CBasePlayer@ pPlayer )
	{
		if( !BaseClass.AddToPlayer( pPlayer ) )
			return false;
			
		@m_pPlayer = pPlayer;
			
		NetworkMessage message( MSG_ONE, NetworkMessages::WeapPickup, pPlayer.edict() );
			message.WriteLong( self.m_iId );
		message.End();

		return true;
	}
	
	bool PlayEmptySound()
	{
		if( self.m_bPlayEmptySound )
		{
			self.m_bPlayEmptySound = false;
			
			g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_ITEM, "hl/weapons/357_cock1.wav", 0.8, ATTN_NORM, 0, PITCH_NORM );
		}
		
		return false;
	}

	bool Deploy()
	{
		return self.DefaultDeploy( self.GetV_Model( "models/opfor/v_m4m203.mdl" ), self.GetP_Model( "models/mapobjects/p_m4m203_v2.mdl" ), MP5_DEPLOY, "m16", GetBodygroup() );
	}
	
	float WeaponTimeBase()
	{
		return g_Engine.time; //g_WeaponFuncs.WeaponTimeBase();
	}

	void PrimaryAttack()
	{
		// don't fire underwater
		if( m_pPlayer.pev.waterlevel == WATERLEVEL_HEAD )
		{
			self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.08;
			return;
		}

		if( self.m_iClip <= 0 )
		{
			self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.08;
			return;
		}

		m_pPlayer.m_iWeaponVolume = NORMAL_GUN_VOLUME;
		m_pPlayer.m_iWeaponFlash = NORMAL_GUN_FLASH;
		//m_pPlayer.pev.effects |= EF_MUZZLEFLASH;

		//--self.m_iClip;

		if( (m_pPlayer.pev.flags & FL_FAKECLIENT) != 0 )
		{
			m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType, 50 );
		}
		
		switch ( g_PlayerFuncs.SharedRandomLong( m_pPlayer.random_seed, 0, 2 ) )
		{
			case 0: self.SendWeaponAnim( MP5_FIRE1, 0, GetBodygroup() ); break;
			case 1: self.SendWeaponAnim( MP5_FIRE2, 0, GetBodygroup() ); break;
			case 2: self.SendWeaponAnim( MP5_FIRE3, 0, GetBodygroup() ); break;
		}
		
		//g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "hl/weapons/hks1.wav", 1.0, ATTN_NORM, 0, 95 + Math.RandomLong( 0, 10 ) );

		// player "shoot" animation
		m_pPlayer.SetAnimation( PLAYER_ATTACK1 );

		Vector vecSrc	 = m_pPlayer.GetGunPosition();
		Vector vecAiming = m_pPlayer.GetAutoaimVector( AUTOAIM_2DEGREES );
		Vector vecDir = g_Engine.v_forward;
		Vector vecSpread = self.BulletAccuracy( VECTOR_CONE_8DEGREES, VECTOR_CONE_6DEGREES, VECTOR_CONE_3DEGREES );
		
		// optimized multiplayer. Widened to make it easier to hit a moving player
		//self.FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, 8192.0, BULLET_PLAYER_SAW, 2, g_EngineFuncs.CVarGetFloat('sk_556_bullet'), m_pPlayer.pev );
		//m_pPlayer.FireBullets( 1, vecSrc, vecDir, VECTOR_CONE_6DEGREES, 8192, BULLET_PLAYER_SAW, 2 );
		ShootWeapon( "hl/weapons/hks1.wav", 1, vecSpread, 8192, g_EngineFuncs.CVarGetFloat('sk_556_bullet'), true, DMG_BULLET | DMG_NEVERGIB );

		Vector vecShellVelocity, vecShellOrigin;
		
		CS16GetDefaultShellInfo( m_pPlayer, vecShellVelocity, vecShellOrigin, 12, 6, -9, false, false );
		
		vecShellVelocity.y *= 1;
		
		g_EntityFuncs.EjectBrass( vecShellOrigin, vecShellVelocity, m_pPlayer.pev.angles.y, m_iShell, TE_BOUNCE_SHELL );

		if( self.m_iClip == 0 && m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 )
			// HEV suit - indicate out of ammo condition
			m_pPlayer.SetSuitUpdate( "!HEV_AMO0", false, 0 );
			
		m_pPlayer.pev.punchangle.x = Math.RandomLong( -2, 2 );

		self.m_flNextPrimaryAttack = self.m_flNextPrimaryAttack + 0.1;
		if( self.m_flNextPrimaryAttack < WeaponTimeBase() )
			self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.1;

		self.m_flTimeWeaponIdle = WeaponTimeBase() + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed,  10, 15 );
		
		//WW2DynamicLight( m_pPlayer.EyePosition() + g_Engine.v_forward * 64, 12, 255, 232, 156, 8, 50 );
	}

	void SecondaryAttack()
	{
		// don't fire underwater
		if( m_pPlayer.pev.waterlevel == WATERLEVEL_HEAD )
		{
			self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.05;
			return;
		}
		
		if( m_pPlayer.m_rgAmmo(self.m_iSecondaryAmmoType) <= 0 )
		{
			return;
		}


		m_pPlayer.m_iWeaponVolume = NORMAL_GUN_VOLUME;
		m_pPlayer.m_iWeaponFlash = BRIGHT_GUN_FLASH;

		m_pPlayer.m_iExtraSoundTypes = bits_SOUND_DANGER;
		m_pPlayer.m_flStopExtraSoundTime = WeaponTimeBase() + 0.25;

		m_pPlayer.m_rgAmmo( self.m_iSecondaryAmmoType, m_pPlayer.m_rgAmmo( self.m_iSecondaryAmmoType ) - 1 );

		self.SendWeaponAnim( MP5_LAUNCH );

		// player "shoot" animation
		m_pPlayer.SetAnimation( PLAYER_ATTACK1 );

		if ( g_PlayerFuncs.SharedRandomLong( m_pPlayer.random_seed, 0, 1 ) != 0 )
		{
			// play this sound through BODY channel so we can hear it if player didn't stop firing MP3
			g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "hl/weapons/glauncher.wav", 0.8, ATTN_NORM, 0, PITCH_NORM );
		}
		else
		{
			// play this sound through BODY channel so we can hear it if player didn't stop firing MP3
			g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, "hl/weapons/glauncher2.wav", 0.8, ATTN_NORM, 0, PITCH_NORM );
		}
	
		Math.MakeVectors( m_pPlayer.pev.v_angle + m_pPlayer.pev.punchangle );

		// we don't add in player velocity anymore.
		if( ( m_pPlayer.pev.button & IN_DUCK ) != 0 )
		{
			g_EntityFuncs.ShootContact( m_pPlayer.pev, 
								m_pPlayer.pev.origin + g_Engine.v_forward * 16 + g_Engine.v_right * 6, 
								g_Engine.v_forward * 900 ); //800
		}
		else
		{
			g_EntityFuncs.ShootContact( m_pPlayer.pev, 
								m_pPlayer.pev.origin + m_pPlayer.pev.view_ofs * 0.5 + g_Engine.v_forward * 16 + g_Engine.v_right * 6, 
								g_Engine.v_forward * 900 ); //800
		}
		self.m_flNextPrimaryAttack = WeaponTimeBase() + 0.5;
		self.m_flNextSecondaryAttack = WeaponTimeBase() + 1.0;
		self.m_flTimeWeaponIdle = WeaponTimeBase() + 5;// idle pretty soon after shooting.

		if( m_pPlayer.m_rgAmmo(self.m_iSecondaryAmmoType) <= 0 )
			// HEV suit - indicate out of ammo condition
			m_pPlayer.SetSuitUpdate( "!HEV_AMO0", false, 0 );
	}

	void Reload()
	{
		if( self.m_iClip == MP5_MAX_CLIP || m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) == 0 )
			return;

		self.DefaultReload( MP5_MAX_CLIP, MP5_RELOAD, 1.5, GetBodygroup() );

		//Set 3rd person reloading animation -Sniper
		BaseClass.Reload();
	}

	void WeaponIdle()
	{
		self.ResetEmptySound();

		m_pPlayer.GetAutoaimVector( AUTOAIM_2DEGREES );

		if( self.m_flTimeWeaponIdle > WeaponTimeBase() )
			return;

		int iAnim;
		switch( g_PlayerFuncs.SharedRandomLong( m_pPlayer.random_seed,  0, 1 ) )
		{
		case 0:	
			iAnim = MP5_LONGIDLE;	
			break;
		
		case 1:
			iAnim = MP5_IDLE1;
			break;
			
		default:
			iAnim = MP5_IDLE1;
			break;
		}

		self.SendWeaponAnim( iAnim, 0, GetBodygroup() );

		self.m_flTimeWeaponIdle = WeaponTimeBase() + g_PlayerFuncs.SharedRandomFloat( m_pPlayer.random_seed,  10, 15 );// how long till we do this again.
	}
}

string GetHLMP5Name()
{
	return "weapon_hlmp5";
}

void RegisterHLMP5()
{
	g_CustomEntityFuncs.RegisterCustomEntity( "weapon_hlmp5", GetHLMP5Name() );
	g_ItemRegistry.RegisterWeapon( GetHLMP5Name(), "opfor", "556", "ARgrenades", "ammo_556", "ammo_argrenades" );
}
