/***
*
*	Copyright (c) 1999, 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.
*
****/
/*

===== mortar.cpp ========================================================

  the "LaBuznik" mortar device              

*/

#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "weapons.h"
#include "decals.h"
#include "soundent.h"

class CFuncMortarField : public CBaseToggle
{
public:
	void Spawn( void );
	void Precache( void );
	void KeyValue( KeyValueData *pkvd );

	// Bmodels don't go across transitions
	virtual int	ObjectCaps( void ) { return CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }

	virtual int	Save( CSave &save );
	virtual int	Restore( CRestore &restore );

	static	TYPEDESCRIPTION m_SaveData[];

	void EXPORT FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );

	int m_iszXController;
	int m_iszYController;
	float m_flSpread;
	float m_flDelay;
	int m_iCount;
	int m_fControl;
};

LINK_ENTITY_TO_CLASS( func_mortar_field, CFuncMortarField );

TYPEDESCRIPTION	CFuncMortarField::m_SaveData[] = 
{
	DEFINE_FIELD( CFuncMortarField, m_iszXController, FIELD_STRING ),
	DEFINE_FIELD( CFuncMortarField, m_iszYController, FIELD_STRING ),
	DEFINE_FIELD( CFuncMortarField, m_flSpread, FIELD_FLOAT ),
	DEFINE_FIELD( CFuncMortarField, m_flDelay, FIELD_FLOAT ),
	DEFINE_FIELD( CFuncMortarField, m_iCount, FIELD_INTEGER ),
	DEFINE_FIELD( CFuncMortarField, m_fControl, FIELD_INTEGER ),
};

IMPLEMENT_SAVERESTORE( CFuncMortarField, CBaseToggle );


void CFuncMortarField :: KeyValue( KeyValueData *pkvd )
{
	if (FStrEq(pkvd->szKeyName, "m_iszXController"))
	{
		m_iszXController = ALLOC_STRING(pkvd->szValue);
		pkvd->fHandled = TRUE;
	}
	else if (FStrEq(pkvd->szKeyName, "m_iszYController"))
	{
		m_iszYController = ALLOC_STRING(pkvd->szValue);
		pkvd->fHandled = TRUE;
	}
	else if (FStrEq(pkvd->szKeyName, "m_flSpread"))
	{
		m_flSpread = atof(pkvd->szValue);
		pkvd->fHandled = TRUE;
	}
	else if (FStrEq(pkvd->szKeyName, "m_fControl"))
	{
		m_fControl = atoi(pkvd->szValue);
		pkvd->fHandled = TRUE;
	}
	else if (FStrEq(pkvd->szKeyName, "m_iCount"))
	{
		m_iCount = atoi(pkvd->szValue);
		pkvd->fHandled = TRUE;
	}
}


// Drop bombs from above
void CFuncMortarField :: Spawn( void )
{
	pev->solid = SOLID_NOT;
	SET_MODEL(ENT(pev), STRING(pev->model));    // set size and link into world
	pev->movetype = MOVETYPE_NONE;
	SetBits( pev->effects, EF_NODRAW );
	SetUse( FieldUse );
	Precache();
}


void CFuncMortarField :: Precache( void )
{
	PRECACHE_SOUND ("weapons/mortar.wav");
	PRECACHE_SOUND ("weapons/mortarhit.wav");
	PRECACHE_MODEL( "sprites/lgtning.spr" );
}


// If connected to a table, then use the table controllers, else hit where the trigger is.
void CFuncMortarField :: FieldUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	Vector vecStart;

	vecStart.x = RANDOM_FLOAT( pev->mins.x, pev->maxs.x );
	vecStart.y = RANDOM_FLOAT( pev->mins.y, pev->maxs.y );
	vecStart.z = pev->maxs.z;

	switch( m_fControl )
	{
	case 0:	// random
		break;
	case 1: // Trigger Activator
		if (pActivator != NULL)
		{
			vecStart.x = pActivator->pev->origin.x;
			vecStart.y = pActivator->pev->origin.y;
		}
		break;
	case 2: // table
		{
			CBaseEntity *pController;

			if (!FStringNull(m_iszXController))
			{
				pController = UTIL_FindEntityByTargetname( NULL, STRING(m_iszXController));
				if (pController != NULL)
				{
					vecStart.x = pev->mins.x + pController->pev->ideal_yaw * (pev->size.x);
				}
			}
			if (!FStringNull(m_iszYController))
			{
				pController = UTIL_FindEntityByTargetname( NULL, STRING(m_iszYController));
				if (pController != NULL)
				{
					vecStart.y = pev->mins.y + pController->pev->ideal_yaw * (pev->size.y);
				}
			}
		}
		break;
	}

	int pitch = RANDOM_LONG(95,124);

	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortar.wav", 1.0, ATTN_NONE, 0, pitch);	

	float t = 2.5;
	for (int i = 0; i < m_iCount; i++)
	{
		Vector vecSpot = vecStart;
		vecSpot.x += RANDOM_FLOAT( -m_flSpread, m_flSpread );
		vecSpot.y += RANDOM_FLOAT( -m_flSpread, m_flSpread );

		TraceResult tr;
		UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT(pev), &tr );

		edict_t *pentOwner = NULL;
		if (pActivator)	pentOwner = pActivator->edict();

		CBaseEntity *pMortar = Create("monster_mortar", tr.vecEndPos, Vector( 0, 0, 0 ), pentOwner );
		pMortar->pev->nextthink = gpGlobals->time + t;
		t += RANDOM_FLOAT( 0.2, 0.5 );

		if (i == 0)
			CSoundEnt::InsertSound ( bits_SOUND_DANGER, tr.vecEndPos, 400, 0.3 );
	}
}


class CMortar : public CGrenade
{
public:
	void Spawn( void );
	void Precache( void );

	void EXPORT MortarExplode( void );

	int m_spriteTexture;
};

LINK_ENTITY_TO_CLASS( monster_mortar, CMortar );

void CMortar::Spawn( )
{
	pev->movetype	= MOVETYPE_NONE;
	pev->solid		= SOLID_NOT;

	pev->dmg		= 200;

	SetThink( MortarExplode );
	pev->nextthink = 0;

	Precache( );


}


void CMortar::Precache( )
{
	m_spriteTexture = PRECACHE_MODEL( "sprites/lgtning.spr" );
}

void CMortar::MortarExplode( void )
{
#if 1
	// mortar beam
	MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
		WRITE_BYTE( TE_BEAMPOINTS );
		WRITE_COORD(pev->origin.x);
		WRITE_COORD(pev->origin.y);
		WRITE_COORD(pev->origin.z);
		WRITE_COORD(pev->origin.x);
		WRITE_COORD(pev->origin.y);
		WRITE_COORD(pev->origin.z + 1024);
		WRITE_SHORT(m_spriteTexture );
		WRITE_BYTE( 0 ); // framerate
		WRITE_BYTE( 0 ); // framerate
		WRITE_BYTE( 1 ); // life
		WRITE_BYTE( 40 );  // width
		WRITE_BYTE( 0 );   // noise
		WRITE_BYTE( 255 );   // r, g, b
		WRITE_BYTE( 160 );   // r, g, b
		WRITE_BYTE( 100 );   // r, g, b
		WRITE_BYTE( 128 );	// brightness
		WRITE_BYTE( 0 );		// speed
	MESSAGE_END();
#endif

#if 0
	// blast circle
	MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
		WRITE_BYTE( TE_BEAMTORUS);
		WRITE_COORD(pev->origin.x);
		WRITE_COORD(pev->origin.y);
		WRITE_COORD(pev->origin.z + 32);
		WRITE_COORD(pev->origin.x);
		WRITE_COORD(pev->origin.y);
		WRITE_COORD(pev->origin.z + 32 + pev->dmg * 2 / .2); // reach damage radius over .3 seconds
		WRITE_SHORT(m_spriteTexture );
		WRITE_BYTE( 0 ); // startframe
		WRITE_BYTE( 0 ); // framerate
		WRITE_BYTE( 2 ); // life
		WRITE_BYTE( 12 );  // width
		WRITE_BYTE( 0 );   // noise
		WRITE_BYTE( 255 );   // r, g, b
		WRITE_BYTE( 160 );   // r, g, b
		WRITE_BYTE( 100 );   // r, g, b
		WRITE_BYTE( 255 );	// brightness
		WRITE_BYTE( 0 );		// speed
	MESSAGE_END();
#endif

	TraceResult tr;
	UTIL_TraceLine( pev->origin + Vector( 0, 0, 1024 ), pev->origin - Vector( 0, 0, 1024 ), dont_ignore_monsters, ENT(pev), &tr );

	Explode( &tr, DMG_BLAST | DMG_MORTAR );
	UTIL_ScreenShake( tr.vecEndPos, 25.0, 150.0, 1.0, 750 );

#if 0
	int pitch = RANDOM_LONG(95,124);
	EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "weapons/mortarhit.wav", 1.0, 0.55, 0, pitch);

	// ForceSound( SNDRADIUS_MP5, bits_SOUND_COMBAT );

	// ExplodeModel( pev->origin, 400, g_sModelIndexShrapnel, 30 );

	RadiusDamage ( pev, VARS(pev->owner), pev->dmg, CLASS_NONE, DMG_BLAST );

	/*
	if ( RANDOM_FLOAT ( 0 , 1 ) < 0.5 )
	{
		UTIL_DecalTrace( pTrace, DECAL_SCORCH1 );
	}
	else
	{
		UTIL_DecalTrace( pTrace, DECAL_SCORCH2 );
	}
	*/

	SetThink( SUB_Remove );
	pev->nextthink = gpGlobals->time + 0.1;
#endif

}


#if 0
void CMortar::ShootTimed( EVARS *pevOwner, Vector vecStart, float time )
{
	CMortar *pMortar = GetClassPtr( (CMortar *)NULL );
	pMortar->Spawn();

	TraceResult tr;
	UTIL_TraceLine( vecStart, vecStart + Vector( 0, 0, -1 ) * 4096, ignore_monsters, ENT(pMortar->pev), &tr );

	pMortar->pev->nextthink = gpGlobals->time + time;

	UTIL_SetOrigin( pMortar->pev, tr.vecEndPos );
}
#endif