text: /***
  *
  *	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.
  *
  ****/
  
  #include "extdll.h"
  #include "util.h"
  #include "cbase.h"
  #include "monsters.h"
  #include "weapons.h"
  #include "nodes.h"
  #include "player.h"
  #include "gamerules.h"
  //++ BulliT
  #ifdef AGSTATS
  #include "agstats.h"
  #endif
  //-- Martin Webrant
  
  
  #define	CROWBAR_BODYHIT_VOLUME 128
  #define	CROWBAR_WALLHIT_VOLUME 512
  
  LINK_ENTITY_TO_CLASS( weapon_crowbar, CCrowbar );
  
  
  
  enum gauss_e {
  	CROWBAR_IDLE = 0,
  	CROWBAR_DRAW,
  	CROWBAR_HOLSTER,
  	CROWBAR_ATTACK1HIT,
  	CROWBAR_ATTACK1MISS,
  	CROWBAR_ATTACK2MISS,
  	CROWBAR_ATTACK2HIT,
  	CROWBAR_ATTACK3MISS,
  	CROWBAR_ATTACK3HIT
  };
  
  
  void CCrowbar::Spawn( )
  {
  	Precache( );
  	m_iId = WEAPON_CROWBAR;
  	SET_MODEL(ENT(pev), "models/w_crowbar.mdl");
  	m_iClip = -1;
  
  	FallInit();// get ready to fall down.
  }
  
  
  void CCrowbar::Precache( void )
  {
  	PRECACHE_MODEL("models/v_crowbar.mdl");
  	PRECACHE_MODEL("models/w_crowbar.mdl");
  	PRECACHE_MODEL("models/p_crowbar.mdl");
  	PRECACHE_SOUND("weapons/cbar_hit1.wav");
  	PRECACHE_SOUND("weapons/cbar_hit2.wav");
  	PRECACHE_SOUND("weapons/cbar_hitbod1.wav");
  	PRECACHE_SOUND("weapons/cbar_hitbod2.wav");
  	PRECACHE_SOUND("weapons/cbar_hitbod3.wav");
  	PRECACHE_SOUND("weapons/cbar_miss1.wav");
  
  	m_usCrowbar = PRECACHE_EVENT ( 1, "events/crowbar.sc" );
  }
  
  int CCrowbar::GetItemInfo(ItemInfo *p)
  {
  	p->pszName = STRING(pev->classname);
  	p->pszAmmo1 = NULL;
  	p->iMaxAmmo1 = -1;
  	p->pszAmmo2 = NULL;
  	p->iMaxAmmo2 = -1;
  	p->iMaxClip = WEAPON_NOCLIP;
  	p->iSlot = 0;
  	p->iPosition = 0;
  	p->iId = WEAPON_CROWBAR;
  	p->iWeight = CROWBAR_WEIGHT;
  	return 1;
  }
  
  
  
  BOOL CCrowbar::Deploy( )
  {
  	BOOL result = DefaultDeploy( "models/v_crowbar.mdl", "models/p_crowbar.mdl", CROWBAR_DRAW, "crowbar" );
  	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.1;
  
  	return result;
  }
  
  void CCrowbar::Holster( int skiplocal /* = 0 */ )
  {
  	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.4;
  	SendWeaponAnim( CROWBAR_HOLSTER );
  }
  
  
  void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity )
  {
  	int			i, j, k;
  	float		distance;
  	float		*minmaxs[2] = {mins, maxs};
  	TraceResult tmpTrace;
  	Vector		vecHullEnd = tr.vecEndPos;
  	Vector		vecEnd;
  
  	distance = 1e6f;
  
  	vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
  	UTIL_TraceLine( vecSrc, vecHullEnd, dont_ignore_monsters, pEntity, &tmpTrace );
  	if ( tmpTrace.flFraction < 1.0 )
  	{
  		tr = tmpTrace;
  		return;
  	}
  
  	for ( i = 0; i < 2; i++ )
  	{
  		for ( j = 0; j < 2; j++ )
  		{
  			for ( k = 0; k < 2; k++ )
  			{
  				vecEnd.x = vecHullEnd.x + minmaxs[i][0];
  				vecEnd.y = vecHullEnd.y + minmaxs[j][1];
  				vecEnd.z = vecHullEnd.z + minmaxs[k][2];
  
  				UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, pEntity, &tmpTrace );
  				if ( tmpTrace.flFraction < 1.0 )
  				{
  					float thisDistance = (tmpTrace.vecEndPos - vecSrc).Length();
  					if ( thisDistance < distance )
  					{
  						tr = tmpTrace;
  						distance = thisDistance;
  					}
  				}
  			}
  		}
  	}
  }
  
  
  void CCrowbar::PrimaryAttack()
  {
  	if (! Swing( 1 ))
  	{
  		SetThink( &CCrowbar::SwingAgain );
  		pev->nextthink = gpGlobals->time + 0.1;
  	}
  }
  
  
  void CCrowbar::Smack( )
  {
  	DecalGunshot( &m_trHit, BULLET_PLAYER_CROWBAR );
  }
  
  
  void CCrowbar::SwingAgain( void )
  {
  	Swing( 0 );
  }
  
  
  int CCrowbar::Swing( int fFirst )
  {
  //++ BulliT
  #ifdef AGSTATS
  	Stats.FireShot(m_pPlayer,STRING(pev->classname));
  #endif
  //-- Martin Webrant
  
  	int fDidHit = FALSE;
  
  	TraceResult tr;
  
  	UTIL_MakeVectors (m_pPlayer->pev->v_angle);
  	Vector vecSrc	= m_pPlayer->GetGunPosition( );
  	Vector vecEnd	= vecSrc + gpGlobals->v_forward * 32;
  
  	UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT( m_pPlayer->pev ), &tr );
  
  #ifndef CLIENT_DLL
  	if ( tr.flFraction >= 1.0 )
  	{
  		UTIL_TraceHull( vecSrc, vecEnd, dont_ignore_monsters, head_hull, ENT( m_pPlayer->pev ), &tr );
  		if ( tr.flFraction < 1.0 )
  		{
  			// Calculate the point of intersection of the line (or hull) and the object we hit
  			// This is and approximation of the "best" intersection
  			CBaseEntity *pHit = CBaseEntity::Instance( tr.pHit );
  			if ( !pHit || pHit->IsBSPModel() )
  				FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, m_pPlayer->edict() );
  			vecEnd = tr.vecEndPos;	// This is the point on the actual surface (the hull could have hit space)
  		}
  		else if (CVAR_GET_FLOAT("sv_singleplayer") > 0.0f)
  		{
  			// Try with a larger hull
  			UTIL_TraceHull(vecSrc, vecEnd, dont_ignore_monsters, large_hull, ENT(m_pPlayer->pev), &tr);
  			if (tr.flFraction < 1.0)
  			{
  				CBaseEntity* pHit = CBaseEntity::Instance(tr.pHit);
  				if (!pHit || pHit->IsBSPModel())
  					FindHullIntersection(vecSrc, tr, VEC_LARGE_HULL_MIN, VEC_LARGE_HULL_MAX, m_pPlayer->edict());
  			}
  		}
  	}
  #endif
  
  	PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar, 
  	0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
  	0.0, 0, 0.0 );
  
  
  	if ( tr.flFraction >= 1.0 )
  	{
  		if (fFirst)
  		{
  			// miss
  			if (CVAR_GET_FLOAT("sv_singleplayer") > 0.0f)
  				m_flNextPrimaryAttack = GetNextAttackDelay(0.3);
  			else
  				m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
  			
  			// player "shoot" animation
  			m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
  		}
  	}
  	else
  	{
  		switch( ((m_iSwing++) % 2) + 1 )
  		{
  		case 0:
  			SendWeaponAnim( CROWBAR_ATTACK1HIT ); break;
  		case 1:
  			SendWeaponAnim( CROWBAR_ATTACK2HIT ); break;
  		case 2:
  			SendWeaponAnim( CROWBAR_ATTACK3HIT ); break;
  		}
  
  		// player "shoot" animation
  		m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
  		
  #ifndef CLIENT_DLL
  
  		// hit
  		fDidHit = TRUE;
  		CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
  
  		ClearMultiDamage( );
  
  		pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB );
  
  		ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev );
  
  		// play thwack, smack, or dong sound
  		float flVol = 1.0;
  		int fHitWorld = TRUE;
  
  		if (pEntity)
  		{
  			if ( pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
  			{
  				// play thwack or smack sound
  				switch( RANDOM_LONG(0,2) )
  				{
  				case 0:
  					EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod1.wav", 1, ATTN_NORM); break;
  				case 1:
  					EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod2.wav", 1, ATTN_NORM); break;
  				case 2:
  					EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hitbod3.wav", 1, ATTN_NORM); break;
  				}
  				m_pPlayer->m_iWeaponVolume = CROWBAR_BODYHIT_VOLUME;
  				if ( !pEntity->IsAlive() )
  //++ BulliT
  					//return TRUE;
  				{
  					m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
  					return TRUE;
          			}
  //-- Martin Webrant
  				else
  					  flVol = 0.1;
  
  				fHitWorld = FALSE;
  			}
  		}
  
  		// play texture hit sound
  		// UNDONE: Calculate the correct point of intersection when we hit with the hull instead of the line
  
  		if (fHitWorld)
  		{
  			float fvolbar = TEXTURETYPE_PlaySound(&tr, vecSrc, vecSrc + (vecEnd-vecSrc)*2, BULLET_PLAYER_CROWBAR);
  
  			if ( g_pGameRules->IsMultiplayer() )
  			{
  				// override the volume here, cause we don't play texture sounds in multiplayer, 
  				// and fvolbar is going to be 0 from the above call.
  
  				fvolbar = 1;
  			}
  
  			// also play crowbar strike
  			switch( RANDOM_LONG(0,1) )
  			{
  			case 0:
  				EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit1.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); 
  				break;
  			case 1:
  				EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/cbar_hit2.wav", fvolbar, ATTN_NORM, 0, 98 + RANDOM_LONG(0,3)); 
  				break;
  			}
  
  			// delay the decal a bit
  			m_trHit = tr;
  		}
  
  		m_pPlayer->m_iWeaponVolume = flVol * CROWBAR_WALLHIT_VOLUME;
  #endif
  		m_flNextPrimaryAttack = GetNextAttackDelay(0.25);
  		
  		SetThink( &CCrowbar::Smack );
  		pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
  
  		
  	}
  	return fDidHit;
  }
  