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.
  *
  ****/
  #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
  
  #include "extdll.h"
  #include "util.h"
  #include "cbase.h"
  #include "player.h"
  #include "monsters.h"
  #include "weapons.h"
  #include "nodes.h"
  #include "effects.h"
  #include "customentity.h"
  #include "gamerules.h"
  
  #define	EGON_PRIMARY_VOLUME		450
  #define EGON_BEAM_SPRITE		"sprites/xbeam1.spr"
  #define EGON_FLARE_SPRITE		"sprites/XSpark1.spr"
  #define EGON_SOUND_OFF			"weapons/egon_off1.wav"
  #define EGON_SOUND_RUN			"weapons/egon_run3.wav"
  #define EGON_SOUND_STARTUP		"weapons/egon_windup2.wav"
  
  #define EGON_SWITCH_NARROW_TIME			0.75			// Time it takes to switch fire modes
  #define EGON_SWITCH_WIDE_TIME			1.5
  
  enum egon_e {
  	EGON_IDLE1 = 0,
  	EGON_FIDGET1,
  	EGON_ALTFIREON,
  	EGON_ALTFIRECYCLE,
  	EGON_ALTFIREOFF,
  	EGON_FIRE1,
  	EGON_FIRE2,
  	EGON_FIRE3,
  	EGON_FIRE4,
  	EGON_DRAW,
  	EGON_HOLSTER
  };
  
  LINK_ENTITY_TO_CLASS( weapon_egon, CEgon );
  
  void CEgon::Spawn( )
  {
  	Precache( );
  	m_iId = WEAPON_EGON;
  	SET_MODEL(ENT(pev), "models/w_egon.mdl");
  
  	m_iDefaultAmmo = EGON_DEFAULT_GIVE;
  
  	FallInit();// get ready to fall down.
  }
  
  
  void CEgon::Precache( void )
  {
  	PRECACHE_MODEL("models/w_egon.mdl");
  	PRECACHE_MODEL("models/v_egon.mdl");
  	PRECACHE_MODEL("models/p_egon.mdl");
  
  	PRECACHE_MODEL("models/w_9mmclip.mdl");
  	PRECACHE_SOUND("items/9mmclip1.wav");
  
  	PRECACHE_SOUND( EGON_SOUND_OFF );
  	PRECACHE_SOUND( EGON_SOUND_RUN );
  	PRECACHE_SOUND( EGON_SOUND_STARTUP );
  
  	PRECACHE_MODEL( EGON_BEAM_SPRITE );
  	PRECACHE_MODEL( EGON_FLARE_SPRITE );
  
  	PRECACHE_SOUND ("weapons/357_cock1.wav");
  
  	m_usEgonFire = PRECACHE_EVENT ( 1, "events/egon_fire.sc" );
  	m_usEgonStop = PRECACHE_EVENT ( 1, "events/egon_stop.sc" );
  }
  
  
  BOOL CEgon::Deploy( void )
  {
  	m_deployed = FALSE;
  	m_fireState = FIRE_OFF;
  	return DefaultDeploy( "models/v_egon.mdl", "models/p_egon.mdl", EGON_DRAW, "egon" );
  }
  
  int CEgon::AddToPlayer( CBasePlayer *pPlayer )
  {
  	if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
  	{
  		MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
  			WRITE_BYTE( m_iId );
  		MESSAGE_END();
  		return TRUE;
  	}
  	return FALSE;
  }
  
  
  
  void CEgon::Holster( int skiplocal /* = 0 */ )
  {
  	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
  	SendWeaponAnim( EGON_HOLSTER );
  
      EndAttack();
  }
  
  int CEgon::GetItemInfo(ItemInfo *p)
  {
  	p->pszName = STRING(pev->classname);
  	p->pszAmmo1 = "uranium";
  	p->iMaxAmmo1 = URANIUM_MAX_CARRY;
  	p->pszAmmo2 = NULL;
  	p->iMaxAmmo2 = -1;
  	p->iMaxClip = WEAPON_NOCLIP;
  	p->iSlot = 3;
  	p->iPosition = 2;
  	p->iId = m_iId = WEAPON_EGON;
  	p->iFlags = 0;
  	p->iWeight = EGON_WEIGHT;
  
  	return 1;
  }
  
  #define EGON_PULSE_INTERVAL			0.1
  #define EGON_DISCHARGE_INTERVAL		0.1
  
  float CEgon::GetPulseInterval( void )
  {
  	return EGON_PULSE_INTERVAL;
  }
  
  float CEgon::GetDischargeInterval( void )
  {
  	return EGON_DISCHARGE_INTERVAL;
  }
  
  BOOL CEgon::HasAmmo( void )
  {
  	if ( m_pPlayer->ammo_uranium <= 0 )
  		return FALSE;
  
  	return TRUE;
  }
  
  void CEgon::UseAmmo( int count )
  {
  	if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count )
  		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count;
  	else
  		m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0;
  }
  
  void CEgon::Attack( void )
  {
  	// don't fire underwater
  	if ( m_pPlayer->pev->waterlevel == 3 )
  	{
  		
  		if ( m_fireState != FIRE_OFF || m_pBeam )
  		{
  			EndAttack();
  		}
  		else
  		{
  			PlayEmptySound( );
  		}
  		return;
  	}
  
  	UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
  	Vector vecAiming = gpGlobals->v_forward;
  	Vector vecSrc	 = m_pPlayer->GetGunPosition( );
  
  	int flags;
  #if defined( CLIENT_WEAPONS )
  	flags = FEV_NOTHOST;
  #else
  	flags = 0;
  #endif
  
  	switch( m_fireState )
  	{
  		case FIRE_OFF:
  		{
  			if ( !HasAmmo() )
  			{
  				m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.25;
  				PlayEmptySound( );
  				return;
  			}
  
  			m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP.
  
  			PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, m_fireState, m_fireMode, 1, 0 );
  						
  			m_shakeTime = 0;
  
  			m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
  			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
  			pev->fuser1	= UTIL_WeaponTimeBase() + 2;
  
  			pev->dmgtime = gpGlobals->time + GetPulseInterval();
  			m_fireState = FIRE_CHARGE;
  		}
  		break;
  
  		case FIRE_CHARGE:
  		{
  			Fire( vecSrc, vecAiming );
  			m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME;
  		
  			if ( pev->fuser1 <= UTIL_WeaponTimeBase() )
  			{
  				PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEgonFire, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, m_fireState, m_fireMode, 0, 0 );
  				pev->fuser1 = 1000;
  			}
  
  			if ( !HasAmmo() )
  			{
  				EndAttack();
  				m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
  			}
  
  		}
  		break;
  	}
  }
  
  void CEgon::PrimaryAttack( void )
  {
  	m_fireMode = FIRE_WIDE;
  	Attack();
  
  }
  
  void CEgon::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
  {
  	Vector vecDest = vecOrigSrc + vecDir * 2048;
  	edict_t		*pentIgnore;
  	TraceResult tr;
  
  	pentIgnore = m_pPlayer->edict();
  	Vector tmpSrc = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3;
  
  	// ALERT( at_console, "." );
  	
  	UTIL_TraceLine( vecOrigSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr );
  
  	if (tr.fAllSolid)
  		return;
  
  #ifndef CLIENT_DLL
  	CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
  
  	if (pEntity == NULL)
  		return;
  
  	if ( g_pGameRules->IsMultiplayer() )
  	{
  		if ( m_pSprite && pEntity->pev->takedamage )
  		{
  			m_pSprite->pev->effects &= ~EF_NODRAW;
  		}
  		else if ( m_pSprite )
  		{
  			m_pSprite->pev->effects |= EF_NODRAW;
  		}
  	}
  
  
  #endif
  
  	float timedist;
  
  	switch ( m_fireMode )
  	{
  	case FIRE_NARROW:
  #ifndef CLIENT_DLL
  		if ( pev->dmgtime < gpGlobals->time )
  		{
  			// Narrow mode only does damage to the entity it hits
  			ClearMultiDamage();
  			if (pEntity->pev->takedamage)
  			{
  				pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonNarrow, vecDir, &tr, DMG_ENERGYBEAM );
  			}
  			ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
  
  			if ( g_pGameRules->IsMultiplayer() )
  			{
  				// multiplayer uses 1 ammo every 1/10th second
  				if ( gpGlobals->time >= m_flAmmoUseTime )
  				{
  					UseAmmo( 1 );
  					m_flAmmoUseTime = gpGlobals->time + 0.1;
  				}
  			}
  			else
  			{
  				// single player, use 3 ammo/second
  				if ( gpGlobals->time >= m_flAmmoUseTime )
  				{
  					UseAmmo( 1 );
  					m_flAmmoUseTime = gpGlobals->time + 0.166;
  				}
  			}
  
  			pev->dmgtime = gpGlobals->time + GetPulseInterval();
  		}
  #endif
  		timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval();
  		break;
  	
  	case FIRE_WIDE:
  #ifndef CLIENT_DLL
  		if ( pev->dmgtime < gpGlobals->time )
  		{
  			// wide mode does damage to the ent, and radius damage
  			ClearMultiDamage();
  			if (pEntity->pev->takedamage)
  			{
  				pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgEgonWide, vecDir, &tr, DMG_ENERGYBEAM | DMG_ALWAYSGIB);
  			}
  			ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
  
  			if ( g_pGameRules->IsMultiplayer() )
  			{
  				// radius damage a little more potent in multiplayer.
  				::RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, gSkillData.plrDmgEgonWide/4, 128, CLASS_NONE, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB );
  			}
  
  			if ( !m_pPlayer->IsAlive() )
  				return;
  
  			if ( g_pGameRules->IsMultiplayer() )
  			{
  				//multiplayer uses 5 ammo/second
  				if ( gpGlobals->time >= m_flAmmoUseTime )
  				{
  					UseAmmo( 1 );
  					m_flAmmoUseTime = gpGlobals->time + 0.2;
  				}
  			}
  			else
  			{
  				// Wide mode uses 10 charges per second in single player
  				if ( gpGlobals->time >= m_flAmmoUseTime )
  				{
  					UseAmmo( 1 );
  					m_flAmmoUseTime = gpGlobals->time + 0.1;
  				}
  			}
  
  			pev->dmgtime = gpGlobals->time + GetDischargeInterval();
  			if ( m_shakeTime < gpGlobals->time )
  			{
  				UTIL_ScreenShake( tr.vecEndPos, 5.0, 150.0, 0.75, 250.0 );
  				m_shakeTime = gpGlobals->time + 1.5;
  			}
  		}
  #endif
  		timedist = ( pev->dmgtime - gpGlobals->time ) / GetDischargeInterval();
  		break;
  	}
  
  	if ( timedist < 0 )
  		timedist = 0;
  	else if ( timedist > 1 )
  		timedist = 1;
  	timedist = 1-timedist;
  
  	UpdateEffect( tmpSrc, tr.vecEndPos, timedist );
  }
  
  
  void CEgon::UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend )
  {
  #ifndef CLIENT_DLL
  	if ( !m_pBeam )
  	{
  		CreateEffect();
  	}
  
  	m_pBeam->SetStartPos( endPoint );
  	m_pBeam->SetBrightness( 255 - (timeBlend*180) );
  	m_pBeam->SetWidth( 40 - (timeBlend*20) );
  
  	if ( m_fireMode == FIRE_WIDE )
  		m_pBeam->SetColor( 30 + (25*timeBlend), 30 + (30*timeBlend), 64 + 80*std::abs(std::sin(gpGlobals->time*10)) );
  	else
  		m_pBeam->SetColor( 60 + (25*timeBlend), 120 + (30*timeBlend), 64 + 80*std::abs(std::sin(gpGlobals->time*10)) );
  
  
  	UTIL_SetOrigin( m_pSprite->pev, endPoint );
  	m_pSprite->pev->frame += 8 * gpGlobals->frametime;
  	if ( m_pSprite->pev->frame > m_pSprite->Frames() )
  		m_pSprite->pev->frame = 0;
  
  	m_pNoise->SetStartPos( endPoint );
  
  #endif
  
  }
  
  void CEgon::CreateEffect( void )
  {
  
  #ifndef CLIENT_DLL
  	DestroyEffect();
  
  	m_pBeam = CBeam::BeamCreate( EGON_BEAM_SPRITE, 40 );
  	m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() );
  	m_pBeam->SetFlags( BEAM_FSINE );
  	m_pBeam->SetEndAttachment( 1 );
  	m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY;	// Flag these to be destroyed on save/restore or level transition
  	m_pBeam->pev->flags |= FL_SKIPLOCALHOST;
  	m_pBeam->pev->owner = m_pPlayer->edict();
  
  	m_pNoise = CBeam::BeamCreate( EGON_BEAM_SPRITE, 55 );
  	m_pNoise->PointEntInit( pev->origin, m_pPlayer->entindex() );
  	m_pNoise->SetScrollRate( 25 );
  	m_pNoise->SetBrightness( 100 );
  	m_pNoise->SetEndAttachment( 1 );
  	m_pNoise->pev->spawnflags |= SF_BEAM_TEMPORARY;
  	m_pNoise->pev->flags |= FL_SKIPLOCALHOST;
  	m_pNoise->pev->owner = m_pPlayer->edict();
  
  	m_pSprite = CSprite::SpriteCreate( EGON_FLARE_SPRITE, pev->origin, FALSE );
  	m_pSprite->pev->scale = 1.0;
  	m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
  	m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY;
  	m_pSprite->pev->flags |= FL_SKIPLOCALHOST;
  	m_pSprite->pev->owner = m_pPlayer->edict();
  
  	if ( m_fireMode == FIRE_WIDE )
  	{
  		m_pBeam->SetScrollRate( 50 );
  		m_pBeam->SetNoise( 20 );
  		m_pNoise->SetColor( 50, 50, 255 );
  		m_pNoise->SetNoise( 8 );
  	}
  	else
  	{
  		m_pBeam->SetScrollRate( 110 );
  		m_pBeam->SetNoise( 5 );
  		m_pNoise->SetColor( 80, 120, 255 );
  		m_pNoise->SetNoise( 2 );
  	}
  #endif
  
  }
  
  
  void CEgon::DestroyEffect( void )
  {
  
  #ifndef CLIENT_DLL
  	if ( m_pBeam )
  	{
  		UTIL_Remove( m_pBeam );
  		m_pBeam = NULL;
  	}
  	if ( m_pNoise )
  	{
  		UTIL_Remove( m_pNoise );
  		m_pNoise = NULL;
  	}
  	if ( m_pSprite )
  	{
  		if ( m_fireMode == FIRE_WIDE )
  			m_pSprite->Expand( 10, 500 );
  		else
  			UTIL_Remove( m_pSprite );
  		m_pSprite = NULL;
  	}
  #endif
  
  }
  
  
  
  void CEgon::WeaponIdle( void )
  {
  	ResetEmptySound( );
  
  	if ( m_flTimeWeaponIdle > gpGlobals->time )
  		return;
  
  	if ( m_fireState != FIRE_OFF )
  		 EndAttack();
  	
  	int iAnim;
  
  	float flRand = RANDOM_FLOAT(0,1);
  
  	if ( flRand <= 0.5 )
  	{
  		iAnim = EGON_IDLE1;
  		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
  	}
  	else 
  	{
  		iAnim = EGON_FIDGET1;
  		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3;
  	}
  
  	SendWeaponAnim( iAnim );
  	m_deployed = TRUE;
  }
  
  
  
  void CEgon::EndAttack( void )
  {
  	bool bMakeNoise = false;
  		
  	if ( m_fireState != FIRE_OFF ) //Checking the button just in case!.
  		 bMakeNoise = true;
  
  	PLAYBACK_EVENT_FULL( FEV_GLOBAL | FEV_RELIABLE, m_pPlayer->edict(), m_usEgonStop, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, bMakeNoise, 0, 0, 0 );
  
  	m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
  	m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
  
  	m_fireState = FIRE_OFF;
  
  	DestroyEffect();
  }
  
  
  
  class CEgonAmmo : public CBasePlayerAmmo
  {
  	void Spawn( void )
  	{ 
  		Precache( );
  		SET_MODEL(ENT(pev), "models/w_chainammo.mdl");
  		CBasePlayerAmmo::Spawn( );
  	}
  	void Precache( void )
  	{
  		PRECACHE_MODEL ("models/w_chainammo.mdl");
  		PRECACHE_SOUND("items/9mmclip1.wav");
  	}
  	BOOL AddAmmo( CBaseEntity *pOther ) 
  	{ 
  		if (pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1)
  		{
  			EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
  			return TRUE;
  		}
  		return FALSE;
  	}
  };
  LINK_ENTITY_TO_CLASS( ammo_egonclip, CEgonAmmo );
  
  #endif