/* 
* Cracklife 2 rpg replacement by Nexy 29/12/2021
*/
#include "proj_rocket"

namespace CLRPG
{

enum ShotgunAnimation
{
	SHOTGUN_IDLE = 0,
	SHOTGUN_FIRE,
	SHOTGUN_FIRE2,
	SHOTGUN_RELOAD,
	SHOTGUN_PUMP,
	SHOTGUN_START_RELOAD,
	SHOTGUN_DRAW,
	SHOTGUN_HOLSTER,
	SHOTGUN_IDLE4,
	SHOTGUN_IDLE_DEEP
};

enum RPGAnimation
{
	RPG_IDLE = 0,
	RPG_FIDGET,
	RPG_RELOAD,
	RPG_FIRE1,
	RPG_FIRE2
}

// special deathmatch shotgun spreads
const Vector VECTOR_CONE_DM_SHOTGUN( 0.08716, 0.04362, 0.00  );		// 10 degrees by 5 degrees
const Vector VECTOR_CONE_DM_DOUBLESHOTGUN( 0.17365, 0.04362, 0.00 ); 	// 20 degrees by 5 degrees

// Models
const string g_PeeMdl = "models/p_rpg.mdl";
const string g_VeeMdl = "models/cl2/v_rpg.mdl";
const string g_WeeMdl = "models/w_rpg.mdl";
const string g_SShellMdl = "models/shotgunshell.mdl"; // shotgun shell
	
// Sounds
const string g_SngShotSnd = "cl2/weapons/rocketfire1.wav"; // Single shot
const string g_DblShotSnd = g_bCrackLifeMode ? "cl2/weapons/dbarrel1.wav" : "cl2/weapons/dbarrel1.wav"; // Double shot
const string g_CockSnd = g_bCrackLifeMode ? "cl2/weapons/scock1.wav" : "cl2/weapons/scock1.wav"; // cock gun
const string g_Rel1Snd = "cl2/weapons/reload1.wav";
const string g_Rel2Snd = "cl2/weapons/reload1.wav";
const string g_EmptySnd = "cl2/weapons/357_cock1.wav"; // gun empty sound

// Sprites
const string g_ExploSpr = "sprites/zerogxplode.spr";

// Weapon Info
const uint g_DefGivePri		= 12;
const uint g_MaxAmmoPri		= 24;
const uint g_MaxClip		= 8;
const uint g_Weight			= 15;
const string g_WeaponName	= "weapon_clrpg";

// Weapon HUD
uint g_Slot			= 3;
uint g_Position		= 1;

const uint SHOTGUN_SINGLE_PELLETCOUNT = 6;
const uint SHOTGUN_DOUBLE_PELLETCOUNT = SHOTGUN_SINGLE_PELLETCOUNT * 2;

class weapon_clrpg : ScriptBasePlayerWeaponEntity
{
	private CBasePlayer@ m_pPlayer
	{
		get const 	{ return cast<CBasePlayer@>( self.m_hPlayer.GetEntity() ); }
		set       	{ self.m_hPlayer = EHandle( @value ); }
	}

	private float m_flNextReload;
	private uint m_iShell;
	private float m_flPumpTime;
	private bool m_bPlayPumpSound;
	private bool m_bShotgunReload;

	void Spawn()
	{
		Precache();
		g_EntityFuncs.SetModel( self, g_WeeMdl );

		self.m_iDefaultAmmo = g_DefGivePri;

		self.FallInit();// get ready to fall
	}

	void Precache()
	{
		// Models
		self.PrecacheCustomModels();
		g_Game.PrecacheModel( g_VeeMdl );
		g_Game.PrecacheModel( g_WeeMdl );
		g_Game.PrecacheModel( g_PeeMdl );
		m_iShell = g_Game.PrecacheModel( g_SShellMdl );

		// Sounds     
		g_SoundSystem.PrecacheSound( g_DblShotSnd );	//shotgun
		g_SoundSystem.PrecacheSound( g_SngShotSnd );	//shotgun
		g_SoundSystem.PrecacheSound( g_Rel1Snd );	// shotgun reload
		g_SoundSystem.PrecacheSound( g_Rel2Snd );	// shotgun reload
		g_SoundSystem.PrecacheSound( g_EmptySnd ); // gun empty sound
		g_SoundSystem.PrecacheSound( g_CockSnd );	// cock gun

		// Sprites
		if( g_bCrackLifeMode )
			g_Game.PrecacheModel( g_ExploSpr );
	}

	bool AddToPlayer( CBasePlayer@ pPlayer )
	{
		if( BaseClass.AddToPlayer( pPlayer ) == true )
		{
			@m_pPlayer = pPlayer;
			NetworkMessage clrpg( MSG_ONE, NetworkMessages::WeapPickup, pPlayer.edict() );
			clrpg.WriteLong( g_ItemRegistry.GetIdForName( self.pev.classname ) );
			clrpg.End();
			return true;
		}

		return false;
	}

	bool PlayEmptySound()
	{
		if( self.m_bPlayEmptySound )
		{
			self.m_bPlayEmptySound = false;

			g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, g_EmptySnd, 0.8f, ATTN_NORM, 0, PITCH_NORM );
		}

		return false;
	}

	bool GetItemInfo( ItemInfo& out info )
	{
		info.iMaxAmmo1 	= g_MaxAmmoPri;
		info.iMaxAmmo2 	= -1;
		info.iMaxClip 	= g_MaxClip;
		info.iSlot 		= g_Slot;
		info.iPosition 	= g_Position;
		info.iId		= g_ItemRegistry.GetIdForName( self.pev.classname );
		info.iWeight 	= g_Weight;

		return true;
	}

	bool Deploy()
	{
		return self.DefaultDeploy( self.GetV_Model( g_VeeMdl ), self.GetP_Model( g_PeeMdl ), SHOTGUN_DRAW, "shotgun" );
	}

	void Holster( int skipLocal = 0 )
	{
		m_bShotgunReload = false;
		SetThink( null );
		BaseClass.Holster( skipLocal );
	}

	void ItemPostFrame()
	{
		if( m_flPumpTime != 0 && m_flPumpTime < g_Engine.time && m_bPlayPumpSound )
		{
			// play pumping sound
			g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_ITEM, g_CockSnd, 1, ATTN_NORM, 0, 95 + Math.RandomLong( 0,0x1f ) );

			m_bPlayPumpSound = false;
		}

		BaseClass.ItemPostFrame();
	}

	void PrimaryAttack()
	{
		if( m_pPlayer.pev.waterlevel == WATERLEVEL_HEAD )
		{
			self.PlayEmptySound();
			self.m_flNextPrimaryAttack = g_Engine.time + 0.15f;
			return;
		}

		if( self.m_iClip <= 0 )
		{
			self.m_flNextPrimaryAttack = self.m_flTimeWeaponIdle = g_Engine.time + 0.75f;
			self.Reload();
			self.PlayEmptySound();
			return;
		}

		self.SendWeaponAnim( RPG_FIRE1, 0, 0 );

		g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, g_SngShotSnd, Math.RandomFloat( 0.95f, 1.0f ), ATTN_NORM, 0, 93 + Math.RandomLong( 0, 0x1f ) );

		m_pPlayer.m_iWeaponVolume = LOUD_GUN_VOLUME;
		m_pPlayer.m_iWeaponFlash = NORMAL_GUN_FLASH;

		--self.m_iClip;

		// player "shoot" animation
		m_pPlayer.SetAnimation( PLAYER_ATTACK1 );

		Vector vecSrc	 = m_pPlayer.GetGunPosition();
		Vector vecAiming = m_pPlayer.GetAutoaimVector( AUTOAIM_5DEGREES );

		CBaseEntity@ pRocket = g_EntityFuncs.Create( "clrocket", m_pPlayer.GetGunPosition() + g_Engine.v_forward * 16 + g_Engine.v_right * 12 + g_Engine.v_up * -12, m_pPlayer.pev.v_angle, false, m_pPlayer.edict() );
		pRocket.pev.velocity = g_Engine.v_forward * 300;
		pRocket.pev.angles = Math.VecToAngles( pRocket.pev.velocity );
		
		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 );

		if( self.m_iClip != 0 )
			m_flPumpTime = g_Engine.time + 0.5f;

		m_pPlayer.pev.punchangle.x = -5.0f;

		self.m_flNextPrimaryAttack = g_Engine.time + 0.85f;

		if( self.m_iClip != 0 )
			self.m_flTimeWeaponIdle = g_Engine.time + 5.0f;
		else
			self.m_flNextPrimaryAttack = self.m_flTimeWeaponIdle = g_Engine.time + 0.50f;

		m_bShotgunReload = false;
		m_bPlayPumpSound = true;
	}

	void SecondaryAttack()
	{
		if( m_pPlayer.pev.waterlevel == WATERLEVEL_HEAD )
		{
			self.PlayEmptySound();
			self.m_flNextSecondaryAttack = g_Engine.time + 0.15f;
			return;
		}

		if( self.m_iClip <= 0 )
		{
			self.m_flNextSecondaryAttack = self.m_flTimeWeaponIdle = g_Engine.time + 0.50f;
			self.Reload();
			self.PlayEmptySound();
			return;
		}

		self.SendWeaponAnim( RPG_FIRE2, 0, 0 );

		g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_WEAPON, g_SngShotSnd, Math.RandomFloat( 0.95f, 1.0f ), ATTN_NORM, 0, 93 + Math.RandomLong( 0, 0x1f ) );

		m_pPlayer.m_iWeaponVolume = LOUD_GUN_VOLUME;
		m_pPlayer.m_iWeaponFlash = NORMAL_GUN_FLASH;

		--self.m_iClip;

		// player "shoot" animation
		m_pPlayer.SetAnimation( PLAYER_ATTACK1 );

		Vector vecSrc	 = m_pPlayer.GetGunPosition();
		Vector vecAiming = m_pPlayer.GetAutoaimVector( AUTOAIM_5DEGREES );

		CBaseEntity@ pRocket = g_EntityFuncs.Create( "clrocket", m_pPlayer.GetGunPosition() + g_Engine.v_forward * 16 + g_Engine.v_right * -12 + g_Engine.v_up * -12, m_pPlayer.pev.v_angle, false, m_pPlayer.edict() );
		pRocket.pev.velocity = g_Engine.v_forward * 300;
		pRocket.pev.angles = Math.VecToAngles( pRocket.pev.velocity );
		
		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 );

		if( self.m_iClip != 0 )
			m_flPumpTime = g_Engine.time + 0.5f;

		m_pPlayer.pev.punchangle.x = -5.0f;

		self.m_flNextSecondaryAttack = g_Engine.time + 0.85f;

		if( self.m_iClip != 0 )
			self.m_flTimeWeaponIdle = g_Engine.time + 5.0f;
		else
			self.m_flNextSecondaryAttack = self.m_flTimeWeaponIdle = g_Engine.time + 0.25f;

		m_bShotgunReload = false;
		m_bPlayPumpSound = true;
	}

	void Reload()
	{
		if( m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) <= 0 || self.m_iClip == g_MaxClip )
			return;

		if( m_flNextReload > g_Engine.time )
			return;

		// don't reload until recoil is done
		if( self.m_flNextPrimaryAttack > g_Engine.time && !m_bShotgunReload )
			return;

		// check to see if we're ready to reload
		if( !m_bShotgunReload )
		{
			self.SendWeaponAnim( SHOTGUN_START_RELOAD, 0, 0 );
			m_pPlayer.m_flNextAttack 		= 0.6f;	//Always uses a relative time due to prediction
			self.m_flTimeWeaponIdle			= g_Engine.time + 0.6f;
			self.m_flNextPrimaryAttack 		= g_Engine.time + 1.0f;
			self.m_flNextSecondaryAttack	= g_Engine.time + 1.0f;
			m_bShotgunReload = true;
			return;
		}
		else if( m_bShotgunReload )
		{
			if( self.m_flTimeWeaponIdle > g_Engine.time )
				return;

			if( self.m_iClip == g_MaxClip )
			{
				m_bShotgunReload = false;
				return;
			}

			self.SendWeaponAnim( SHOTGUN_RELOAD, 0 );
			m_flNextReload 					= g_Engine.time + 0.5f;
			self.m_flNextPrimaryAttack 		= g_Engine.time + 0.5f;
			self.m_flNextSecondaryAttack 	= g_Engine.time + 0.5f;
			self.m_flTimeWeaponIdle 		= g_Engine.time + 0.5f;
			
			// Add them to the clip
			self.m_iClip += 1;
			m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType, m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) - 1 );
		
			switch( Math.RandomLong( 0, 1 ) )
			{
				case 0: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_ITEM, g_Rel1Snd, 1, ATTN_NORM, 0, 85 + Math.RandomLong( 0, 0x1f ) ); break;
				case 1: g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_ITEM, g_Rel2Snd, 1, ATTN_NORM, 0, 85 + Math.RandomLong( 0, 0x1f ) ); break;
			}
		}

		BaseClass.Reload();
	}

	void WeaponIdle()
	{
	
		self.ResetEmptySound();

		m_pPlayer.GetAutoaimVector( AUTOAIM_5DEGREES );

		if( self.m_flTimeWeaponIdle < g_Engine.time )
		{
			if( self.m_iClip == 0 && !m_bShotgunReload && m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) != 0 )
			{
				self.Reload();
			}
			else if( m_bShotgunReload )
			{
				if( self.m_iClip != g_MaxClip && m_pPlayer.m_rgAmmo( self.m_iPrimaryAmmoType ) > 0 )
				{
					self.Reload();
				}
				else
				{
					// reload debounce has timed out
					self.SendWeaponAnim( SHOTGUN_PUMP, 0, 0 );

					g_SoundSystem.EmitSoundDyn( m_pPlayer.edict(), CHAN_ITEM, g_CockSnd, 1, ATTN_NORM, 0, 95 + Math.RandomLong( 0,0x1f ) );
					m_bShotgunReload = false;
					self.m_flTimeWeaponIdle = g_Engine.time + 1.5f;
				}
			}
			else
			{
				self.SendWeaponAnim( SHOTGUN_IDLE, 0, 0 );
			}
		}
	}
}

void Register()
{
	CLROCKET::Register();
	g_CustomEntityFuncs.RegisterCustomEntity( "CLRPG::weapon_clrpg", g_WeaponName );
	g_ItemRegistry.RegisterWeapon( g_WeaponName, "cracklife", "rockets" );
}

} // End of namespace