// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: a644614f4c3918cd0726af413ae6a7d83ea498b6 $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2006-2026 by The Odamex Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// DESCRIPTION:
//	Weapon sprite animation, weapon objects.
//	Action functions for weapons.
//
//-----------------------------------------------------------------------------

#include "odamex.h"

#include <stdlib.h>

#include "d_dehacked.h"
#include "d_event.h"


#include "m_random.h"
#include "p_local.h"
#include "s_sound.h"

#include "g_gametype.h"
#include "svc_message.h"
#include "i_system.h"

// State.
#include "p_pspr.h"

#include "p_unlag.h"
#include "m_wdlstats.h"

#define LOWERSPEED				FRACUNIT*6
#define RAISESPEED				FRACUNIT*6
#define WEAPONBOTTOM			128*FRACUNIT
#define WEAPONTOP				32*FRACUNIT

void A_FireRailgun(AActor* mo);
void M_LogWDLEvent(int mod);

EXTERN_CVAR(sv_infiniteammo)
EXTERN_CVAR(sv_freelook)
EXTERN_CVAR(sv_allowpwo)
EXTERN_CVAR(co_fineautoaim)
EXTERN_CVAR(co_zdoomammo)
EXTERN_CVAR(cl_centerbobonfire)

const char *weaponnames[] =
{
	"Fist",
	"Pistol",
	"Shotgun",
	"Chaingun",
	"Rocket Launcher",
	"Plasma Gun",
	"BFG9000",
	"Chainsaw",
	"Super Shotgun"
};

void A_WeaponReady(AActor* mo);
void A_Raise(AActor* mo);
void A_Lower(AActor* mo);

fixed_t P_BulletSlope(AActor* mo);

//
// P_GetWeaponState
//
// Returns which state the player's ready weapon is in.
//
weaponstate_t P_GetWeaponState(const player_t& player)
{
	const pspdef_t& psp = player.psprites[player.psprnum];

	if (psp.state == NULL)
		return unknownstate;

	if (psp.state->action == A_WeaponReady)
		return readystate;
	if (psp.state->action == A_Lower)
		return downstate;
	if (psp.state->action == A_Raise)
		return upstate;

	// must be in one of the many attack states...
	return atkstate;
}


//
// P_CalculateWeaponBobX
//
// Returns the player's weapon position in the x-axis after applying movebob
// scaling.
//
fixed_t P_CalculateWeaponBobX(player_t& player, float scale_amount)
{
	const pspdef_t& psp = player.psprites[player.psprnum];

	const weaponstate_t weaponstate = P_GetWeaponState(player);

	fixed_t center_sx = FRACUNIT;
	if (weaponstate != readystate && psp.state && psp.state->misc1)
		center_sx = psp.state->misc1 << FRACBITS;

	if (weaponstate == readystate)
	{
		unsigned int angle_index = (128 * level.time) & FINEMASK;
		return center_sx + scale_amount * FixedMul(player.bob, finecosine[angle_index]);
	}

	if (weaponstate == atkstate && cl_centerbobonfire)
	{
		return FRACUNIT;
	}

	// scale the weapon's distance away from center
	return center_sx + scale_amount * (psp.sx - center_sx);
}


//
// P_CalculateWeaponBobY
//
// Returns the player's weapon position in the y-axis after applying movebob
// scaling.
//
fixed_t P_CalculateWeaponBobY(player_t& player, float scale_amount)
{
	const pspdef_t& psp = player.psprites[player.psprnum];

	const weaponstate_t weaponstate = P_GetWeaponState(player);

	// return the actual weapon y-position when raising or lowering
	if (weaponstate == upstate || weaponstate == downstate)
		return psp.sy;

	fixed_t center_sy = WEAPONTOP;
	if (weaponstate != readystate && psp.state && psp.state->misc1)
		center_sy = psp.state->misc2 << FRACBITS;

	if (weaponstate == readystate)
	{
		unsigned int angle_index = ((128 * level.time) & FINEMASK) & (FINEANGLES / 2 - 1);
		return center_sy + scale_amount * FixedMul(player.bob, finesine[angle_index]);
	}

	if (weaponstate == atkstate && cl_centerbobonfire)
	{
		return psp.sy;
	}

	// scale the weapon's distance away from center
	return center_sy + scale_amount * (psp.sy - center_sy);
}



//
// P_SetPsprite
//
void P_SetPspriteRef(player_t& player, pspdef_t& psp, int32_t stnum)
{
	do
	{
		if (!stnum)
		{
			// object removed itself
			psp.state = nullptr;
			break;
		}

		auto it = states.find(stnum);
		if (it == states.end())
			return;

		psp.state = &it->second;
		psp.tics = psp.state->tics;		// could be 0

		if (psp.state->misc1)
		{
			// coordinate set
			psp.sx = psp.state->misc1 << FRACBITS;
			psp.sy = psp.state->misc2 << FRACBITS;
		}

		// Call action routine.
		// Modified handling.
		if (psp.state->action)
		{
			if (!player.spectator && player.mo != NULL)
			{
				// [CMB] calculate psprnum here using the present psp and length of psprites
				player.psprnum = &psp - player.psprites;
				psp.state->action(player.mo);
			}

			if (!psp.state)
				break;
		}

		stnum = psp.state->nextstate;

	} while (!psp.tics);
	// an initial state of 0 could cycle through
}

void P_SetPsprite(player_t& player, int position, int32_t stnum)
{
	// TODO [CMB] set psprnum here to the correct position in the sprites
	P_SetPspriteRef(player, player.psprites[position], stnum);
}

//
// A_FireSound
//
void A_FireSound (const player_t& player, const char *sound)
{
	if (!serverside && player.id != consoleplayer_id)
		return;

 	UV_SoundAvoidPlayer (player.mo, CHAN_WEAPON, sound, ATTN_NORM);
}

//
// P_BringUpWeapon
// Starts bringing the pending weapon up
// from the bottom of the screen.
// Uses player
//
void P_BringUpWeapon(player_t& player)
{
	if (player.pendingweapon == wp_nochange)
		player.pendingweapon = player.readyweapon;

	if (player.pendingweapon == wp_chainsaw)
		A_FireSound(player, "weapons/sawup");

	statenum_t newstate = weaponinfo[player.pendingweapon].upstate;

	player.pendingweapon = wp_nochange;
	player.psprites[ps_weapon].sy = WEAPONBOTTOM;
	P_SetPsprite(player, ps_weapon, newstate);
}

//
// P_EnoughAmmo
//
// Returns true if the player has enough ammo to switch to the specified
// weapon.  Note that this emulates vanilla Doom bugs relating to the amount
// of ammo needed to switch to the BFG and SSG if switching == true.
//
bool P_EnoughAmmo(const player_t& player, weapontype_t weapon, bool switching = false)
{
	ammotype_t		ammotype = weaponinfo[weapon].ammotype;
	int				count = 1;	// default amount of ammo for most weapons

	if (co_zdoomammo || deh.ZDAmmo)
		// [SL] Fix for when DeHackEd doesn't patch minammo
		count = MAX(weaponinfo[weapon].minammo, weaponinfo[weapon].ammouse);
	else
		count = weaponinfo[weapon].ammopershot;

	// Vanilla Doom requires > 40 cells to switch to BFG and > 2 shells to
	// switch to SSG when current weapon is out of ammo due to a bug.
	if (switching && (weapon == wp_bfg || weapon == wp_supershotgun))
		count++;

	// Some do not need ammunition anyway.
	// Return if current ammunition sufficient.
	if (ammotype == am_noammo || player.ammo[ammotype] >= count)
		return true;

	return false;
}

//
// P_SwitchWeapon
//
// Changes to the player's most preferred weapon based on availibilty and ammo.
// Note that this emulates vanilla Doom bugs relating to the amount of ammo
// needed to switch to the BFG and SSG.
//
void P_SwitchWeapon(player_t& player)
{
	const byte *prefs;

	if ((multiplayer && !sv_allowpwo) || demoplayback)
		prefs = UserInfo::weapon_prefs_default;
	else
		prefs = player.userinfo.weapon_prefs;

	// find which weapon has the highest preference among availible weapons
	size_t best_weapon_num = 0;
	for (size_t i = 0; i < NUMWEAPONS; i++)
	{
		if (player.weaponowned[i] &&
			P_EnoughAmmo(player, static_cast<weapontype_t>(i), true) &&
			prefs[i] > prefs[best_weapon_num])
		{
			best_weapon_num = i;
		}
	}

	weapontype_t best_weapon = static_cast<weapontype_t>(best_weapon_num);
	if (best_weapon != player.readyweapon && player.weaponowned[best_weapon])
	{
		// Switch to this weapon
		player.pendingweapon = best_weapon;
		// Now set appropriate weapon overlay.
		P_SetPsprite(player, ps_weapon, weaponinfo[player.readyweapon].downstate);
	}
}

//
// P_GetNextWeapon
//
// Returns the weapon that comes after the player's current weapon.
// If forward is true, the next higher numbered weapon is chosen.  If forward
// is false, the next lower numbered weapon is chosen.
//
weapontype_t P_GetNextWeapon(player_t *player, bool forward)
{
	if (player->readyweapon == NUMWEAPONS || player->pendingweapon == NUMWEAPONS)
		return wp_nochange;

	gitem_t *item;

	if (player->pendingweapon != wp_nochange)
		item = FindItem(weaponnames[player->pendingweapon]);
	else
		item = FindItem(weaponnames[player->readyweapon]);

	if (!item)
		return wp_nochange;

	int selected_weapon = ITEM_INDEX(item);

	for (int i = 1; i <= num_items; i++)
	{
		int index;
		if (forward)
			index = (selected_weapon + i) % num_items;
		else	// traverse backwards
			index = (selected_weapon + num_items - i) % num_items;

		if (!(itemlist[index].flags & IT_WEAPON))
			continue;
		if (!player->weaponowned[itemlist[index].offset])
			continue;
		if (weaponinfo[itemlist[index].offset].ammotype != am_noammo &&
		    !player->ammo[weaponinfo[itemlist[index].offset].ammotype])
			continue;
		if (itemlist[index].offset == wp_plasma && gamemode == shareware)
			continue;
		if (itemlist[index].offset == wp_bfg && gamemode == shareware)
			continue;
		if (itemlist[index].offset == wp_supershotgun && gamemode != commercial && gamemode != commercial_bfg)
			continue;
		return (weapontype_t)itemlist[index].offset;
	}

	return wp_nochange;
}

//
// P_CheckSwitchWeapon
//
// Returns true if the player's current weapon should be switched
// to the one indicated by weapon, based on the player's preference.
// Called by P_GiveWeapon when a player touches a weapon mapthing.
//
bool P_CheckSwitchWeapon(const player_t& player, weapontype_t weapon)
{
	// Always switch - vanilla Doom behavior
	if ((multiplayer && !sv_allowpwo) ||
		player.userinfo.switchweapon == WPSW_ALWAYS ||
		demoplayback)
	{
		return true;
	}

	// Never switch - player has to manually change themselves
	// Having no weapons because of ClearInventory/TakeInventory overrides this
	if (player.userinfo.switchweapon == WPSW_NEVER && player.readyweapon != NUMWEAPONS && player.pendingweapon != NUMWEAPONS)
		return false;

	const weapontype_t currentweapon = (player.pendingweapon == wp_nochange)
			? player.readyweapon
			: player.pendingweapon;

	if (currentweapon == NUMWEAPONS)
		return true;

	// Use player's weapon preferences
	const byte *prefs = player.userinfo.weapon_prefs;
	if (prefs[weapon] > prefs[currentweapon])
	{
		if (player.userinfo.switchweapon == WPSW_PWO_ALT &&
			player.cmd.buttons & BT_ATTACK)
			return false;

		return true;
	}

	return false;
}


//
// P_CheckAmmo
// Returns true if there is enough ammo to shoot.
// If not, selects the next weapon to use.
//
bool P_CheckAmmo (player_t& player)
{
	if (P_EnoughAmmo(player, player.readyweapon))
		return true;

	// no enough ammo with the current weapon, choose another one
	P_SwitchWeapon(player);
	return false;
}

// denis - from Chocolate Doom
// Doom does not check the bounds of the ammo array.  As a result,
// it is possible to use an ammo type > 4 that overflows into the
// maxammo array and affects that instead.  Through dehacked, for
// example, it is possible to make a weapon that decreases the max
// number of ammo for another weapon.  Emulate this.

static void DecreaseAmmo(player_t& player, int amount = 1)
{
	// [SL] 2012-06-17 - Don't decrease ammo for players we are viewing
	// The server will send the correct ammo
	if (!serverside && player.id != consoleplayer_id)
		return;

	if (!sv_infiniteammo)
	{
		ammotype_t ammonum = weaponinfo[player.readyweapon].ammotype;
		if (co_zdoomammo || deh.ZDAmmo)
			amount = weaponinfo[player.readyweapon].ammouse;
		else if (weaponinfo[player.readyweapon].internalflags & WIF_ENABLEAPS)
			amount = weaponinfo[player.readyweapon].ammopershot;


		if (ammonum < NUMAMMO)
			player.ammo[ammonum] -= amount;
		else if (ammonum - NUMAMMO < NUMAMMO)
			player.maxammo[ammonum - NUMAMMO] -= amount;
	}
}

//
// P_FireWeapon.
//
void P_FireWeapon(player_t& player)
{
	// Prevent fire if you don't have any weapon, including fist. See DoClearInv - PCD_CLEARINVENTORY
	if (!P_CheckAmmo(player) || player.readyweapon == NUMWEAPONS)
		return;

	// [tm512] Send the client the weapon they just fired so
	// that they can fix any weapon desyncs that they get - apr 14 2012
#if defined(SERVER_APP)
	if (serverside && !clientside)
	{
		MSG_WriteSVC(&player.client.reliablebuf, SVC_FireWeapon(player));
	}
#endif

	P_SetMobjState(player.mo, S_PLAY_ATK1);
	statenum_t newstatenum = weaponinfo[player.readyweapon].atkstate;
	P_SetPsprite(player, ps_weapon, newstatenum);

	if (!(weaponinfo[player.readyweapon].flags & WPF_SILENT)) // MBF21
		P_NoiseAlert(player.mo, player.mo);
}


//
// P_DropWeapon
// Player died, so put the weapon away.
//
void P_DropWeapon(player_t& player)
{
	P_SetPsprite(player, ps_weapon, weaponinfo[player.readyweapon].downstate);
}


//
// A_WeaponReady
//
// The player can fire the weapon or change to another weapon at this time.
// Follows after getting weapon up, or after previous attack/fire sequence.
//
void A_WeaponReady(AActor* mo)
{
    player_t& player = *mo->player;
    pspdef_t* psp = &player.psprites[player.psprnum];

	// get out of attack state
	if (player.mo->state == &states[S_PLAY_ATK1] || player.mo->state == &states[S_PLAY_ATK2])
		P_SetMobjState(player.mo, S_PLAY);

	if (player.readyweapon == wp_chainsaw && psp->state == &states[S_SAW])
		A_FireSound(player, "weapons/sawidle");

	// check for change -  if player is dead, put the weapon away
	if (player.pendingweapon != wp_nochange || player.health <= 0)
	{
		// change weapon (pending weapon should already be validated)
		statenum_t newstatenum = weaponinfo[player.readyweapon].downstate;
		P_SetPsprite(player, ps_weapon, newstatenum);
		return;
	}

	// check for fire - the missile launcher and bfg do not auto fire
	// [AM] Allow warmup to disallow weapon firing.
	if (player.cmd.buttons & BT_ATTACK && G_CanFireWeapon())
	{
		if (!player.attackdown || !(weaponinfo[player.readyweapon].flags & WPF_NOAUTOFIRE))
		{
			player.attackdown = true;
			P_FireWeapon(player);
			return;
		}
	}
	else
		player.attackdown = false;

	// bob the weapon based on movement speed
	psp->sx = P_CalculateWeaponBobX(player, 1.0f);
	psp->sy = P_CalculateWeaponBobY(player, 1.0f);
}

//
// A_ReFire
// The player can re-fire the weapon
// without lowering it entirely.
//
void A_ReFire(AActor* mo)
{
    player_t& player = *mo->player;

	// check for fire
	//	(if a weaponchange is pending, let it go through instead)
	// [AM] Allow warmup to disallow weapon refiring.
	if ((player.cmd.buttons & BT_ATTACK && G_CanFireWeapon())
		 && player.pendingweapon == wp_nochange
		 && player.health)
	{
		player.refire++;
		P_FireWeapon(player);
	}
	else
	{
		player.refire = 0;
		P_CheckAmmo(player);
	}
}


void A_CheckReload(AActor* mo)
{
	P_CheckAmmo(*mo->player);
}

//
// A_Lower
// Lowers current weapon,
//  and changes weapon at bottom.
//
void A_Lower(AActor* mo)
{
    player_t& player = *mo->player;
    pspdef_t& psp = player.psprites[player.psprnum];

	psp.sy += LOWERSPEED;

	// Not yet lowered to the bottom
	if (psp.sy < WEAPONBOTTOM)
		return;

	// Player is dead.
	if (player.playerstate == PST_DEAD)
	{
		psp.sy = WEAPONBOTTOM;
		return;
	}

	// The old weapon has been lowered off the screen,
	// so change the weapon and start raising it
	if (player.health <= 0)
	{
		// Player is dead, so keep the weapon off screen.
		P_SetPsprite(player, ps_weapon, S_NULL);
		return;
	}

	// haleyjd 03/28/10: do not assume pendingweapon is valid - include NUMWEAPONS from ClearInventory
	if (player.pendingweapon < NUMWEAPONS + 1)
		player.readyweapon = player.pendingweapon;

	P_BringUpWeapon(player);
}

//
// A_Raise
//
void A_Raise(AActor* mo)
{
    player_t& player = *mo->player;
    pspdef_t& psp = player.psprites[player.psprnum];

	psp.sy -= RAISESPEED;

	if (psp.sy > WEAPONTOP)
		return;

	psp.sy = WEAPONTOP;

	// The weapon has been raised all the way,
	//	so change to the ready state.
	statenum_t newstate = weaponinfo[player.readyweapon].readystate;

	P_SetPsprite(player, ps_weapon, newstate);
}



//
// A_GunFlash
//
void A_GunFlash(AActor* mo)
{
    player_t& player = *mo->player;

	P_SetMobjState(player.mo, S_PLAY_ATK2);
	P_SetPsprite(player, ps_flash, weaponinfo[player.readyweapon].flashstate);
}



//
// WEAPON ATTACKS
//

//
// A_Punch
//
void A_Punch(AActor* mo)
{
    player_t& player = *mo->player;

	int damage = (P_Random (player.mo)%10+1)<<1;

	if (player.powers[pw_strength])
		damage *= 10;

	angle_t angle = player.mo->angle;
	angle += P_RandomDiff(player.mo) << 18;

	// [SL] 2011-07-12 - Move players and sectors back to their positions when
	// this player hit the fire button clientside.
	Unlag::getInstance().reconcile(player.id);

	M_LogWDLEvent(WDL_EVENT_SSACCURACY, &player, NULL, player.mo->angle / 4, MOD_FIST,
	              0, GetMaxShotsForMod(MOD_FIST));

	const int slope = P_AimLineAttack(player.mo, angle, player.mo->info->meleerange);
	P_LineAttack(player.mo, angle, player.mo->info->meleerange, slope, damage);

	// [SL] 2011-07-12 - Restore players and sectors to their current position
	// according to the server.
	Unlag::getInstance().restore(player.id);

	// turn to face target
	if (linetarget)
	{
		A_FireSound (player, "player/male/fist");
		player.mo->angle = P_PointToAngle (player.mo->x, player.mo->y, linetarget->x, linetarget->y);
	}
}


//
// A_Saw
//
void A_Saw(AActor* mo)
{
    player_t& player = *mo->player;

	const int damage = 2 * (P_Random (player.mo)%10+1);
	angle_t angle = player.mo->angle;
	angle += P_RandomDiff(player.mo) << 18;

	// [SL] 2011-07-12 - Move players and sectors back to their positions when
	// this player hit the fire button clientside.
	Unlag::getInstance().reconcile(player.id);

	M_LogWDLEvent(WDL_EVENT_SSACCURACY, &player, NULL, player.mo->angle / 4, MOD_CHAINSAW,
	              0, GetMaxShotsForMod(MOD_CHAINSAW));

	// use meleerange + 1 so the puff doesn't skip the flash
	P_LineAttack(player.mo, angle, player.mo->info->meleerange + 1,
				  P_AimLineAttack (player.mo, angle, player.mo->info->meleerange+1), damage);

	// [SL] 2011-07-12 - Restore players and sectors to their current position
	// according to the server.
	Unlag::getInstance().restore(player.id);

	if (!linetarget)
	{
		A_FireSound (player, "weapons/sawfull");
		return;
	}
	A_FireSound (player, "weapons/sawhit");

	// turn to face target
	angle = P_PointToAngle (player.mo->x, player.mo->y,
							 linetarget->x, linetarget->y);
	if (angle - player.mo->angle > ANG180)
	{
		if (angle - player.mo->angle < (angle_t)(-ANG90/20))
			player.mo->angle = angle + ANG90/21;
		else
			player.mo->angle -= ANG90/20;
	}
	else
	{
		if (angle - player.mo->angle > ANG90/20)
			player.mo->angle = angle - ANG90/21;
		else
			player.mo->angle += ANG90/20;
	}
	player.mo->flags |= MF_JUSTATTACKED;
}



//
// A_FireMissile
//
void A_FireMissile(AActor* mo)
{
    player_t& player = *mo->player;

	DecreaseAmmo(player);

	if (serverside)
	{
		M_LogWDLEvent(WDL_EVENT_PROJFIRE, &player, NULL, player.mo->angle / 4, MOD_ROCKET, 0, 0);
		P_SpawnPlayerMissile(player.mo, MT_ROCKET);
	}
}


//
// A_FireBFG
//

void A_FireBFG(AActor* mo)
{
    player_t& player = *mo->player;

	// [RH] bfg can be forced to not use freeaim
	angle_t storedpitch = player.mo->pitch;
	int storedaimdist = player.userinfo.aimdist;

	DecreaseAmmo(player, deh.BFGCells);

	player.mo->pitch = 0;
	player.userinfo.aimdist = 81920000;

	if (serverside)
	{
		P_SpawnPlayerMissile(player.mo, MT_BFG);

		M_LogWDLEvent(WDL_EVENT_PROJFIRE, &player, NULL, player.mo->angle / 4, MOD_BFG_BOOM, 0, 0);
	}

	player.mo->pitch = storedpitch;
	player.userinfo.aimdist = storedaimdist;
}

//
// A_FireOldBFG
//
// This function emulates Doom's Pre-Beta BFG
// By Lee Killough 6/6/98, 7/11/98, 7/19/98, 8/20/98
//
// This code may not be used in other mods without appropriate credit given.
// Code leeches will be telefragged.

void A_FireOldBFG(AActor* mo)
{
    /* [AM] Not implemented...yet.
    int type = MT_PLASMA1;

    if (weapon_recoil && !(player->mo->flags & MF_NOCLIP))
	P_Thrust(player, ANG180 + player->mo->angle,
	    512 * recoil_values[wp_plasma]);

    player->ammo[weaponinfo[player->readyweapon].ammo]--;

    player->extralight = 2;

    do
    {
	mobj_t* th, * mo = player->mo;
	angle_t an = mo->angle;
	angle_t an1 = ((P_Random(pr_bfg) & 127) - 64) * (ANG90 / 768) + an;
	angle_t an2 = ((P_Random(pr_bfg) & 127) - 64) * (ANG90 / 640) + ANG90;
	extern int autoaim;

	if (autoaim || !beta_emulation)
	{
	    // killough 8/2/98: make autoaiming prefer enemies
	    int mask = MF_FRIEND;
	    fixed_t slope;
	    do
	    {
		slope = P_AimLineAttack(mo, an, 16 * 64 * FRACUNIT, mask);
		if (!linetarget)
		    slope = P_AimLineAttack(mo, an += 1 << 26, 16 * 64 * FRACUNIT, mask);
		if (!linetarget)
		    slope = P_AimLineAttack(mo, an -= 2 << 26, 16 * 64 * FRACUNIT, mask);
		if (!linetarget)
		    slope = 0, an = mo->angle;
	    } while (mask && (mask = 0, !linetarget));     // killough 8/2/98
	    an1 += an - mo->angle;
	    an2 += tantoangle[slope >> DBITS];
	}

	th = P_SpawnMobj(mo->x, mo->y,
	    mo->z + 62 * FRACUNIT - player->psprites[ps_weapon].sy,
	    type);
	P_SetTarget(&th->target, mo);
	th->angle = an1;
	th->momx = finecosine[an1 >> ANGLETOFINESHIFT] * 25;
	th->momy = finesine[an1 >> ANGLETOFINESHIFT] * 25;
	th->momz = finetangent[an2 >> ANGLETOFINESHIFT] * 25;
	P_CheckMissileSpawn(th);
    } while ((type != MT_PLASMA2) && (type = MT_PLASMA2)); //killough: obfuscated!
    */
}

//
// A_WeaponJump
// Jumps to the specified state, with variable random chance.
// Basically the same as A_RandomJump, but for weapons.
//   args[0]: State number
//   args[1]: Chance, out of 255, to make the jump
//
void A_WeaponJump(AActor* mo)
{
	player_t& player = *mo->player;
	pspdef_t& psp = player.psprites[player.psprnum];

	if (!psp.state)
		return;

	if (P_Random(mo) < psp.state->args[1])
		P_SetPspriteRef(player, psp, (statenum_t)psp.state->args[0]);
}


//
// A_CheckAmmo
// Jumps to a state if the player's ammo is lower than the specified amount.
//   args[0]: State to jump to
//   args[1]: Minimum required ammo to NOT jump. If zero, use the weapon's ammo-per-shot
//   amount.
//
void A_CheckAmmo(AActor* mo)
{
	int amount;

	player_t& player = *mo->player;
	pspdef_t& psp = player.psprites[player.psprnum];

	const ammotype_t type = weaponinfo[player.readyweapon].ammotype;
	if (!psp.state || type == am_noammo)
		return;

	if (psp.state->args[1] != 0)
		amount = psp.state->args[1];
	else
		amount = weaponinfo[player.readyweapon].ammopershot;

	if (player.ammo[type] < amount)
		P_SetPspriteRef(player, psp, (statenum_t)psp.state->args[0]);
}


//
// A_ConsumeAmmo
// Subtracts ammo from the player's "inventory". 'Nuff said.
//   args[0]: Amount of ammo to consume. If zero, use the weapon's ammo-per-shot amount.
//
void A_ConsumeAmmo(AActor* mo)
{
	int amount;

	player_t& player = *mo->player;
	pspdef_t& psp = player.psprites[player.psprnum];

	if (sv_infiniteammo)
		return;

	// don't do dumb things, kids
	const ammotype_t type = weaponinfo[player.readyweapon].ammotype;
	if (!psp.state || type == am_noammo)
		return;

	// use the weapon's ammo-per-shot amount if zero.
	// to subtract zero ammo, don't call this function. ;)
	if (psp.state->args[0] != 0)
		amount = psp.state->args[0];
	else
		amount = weaponinfo[player.readyweapon].ammopershot;

	// subtract ammo, but don't let it get below zero
	if (player.ammo[type] >= amount)
		player.ammo[type] -= amount;
	else
		player.ammo[type] = 0;
}

//
// A_RefireTo
// Jumps to a state if the player is holding down the fire button
//   args[0]: State to jump to
//   args[1]: If nonzero, skip the ammo check
//
void A_RefireTo(AActor* mo)
{
	player_t& player = *mo->player;
	pspdef_t& psp = player.psprites[player.psprnum];

	if (!psp.state)
		return;

	if ((psp.state->args[1] || P_CheckAmmo(player)) &&
	    (player.cmd.buttons & BT_ATTACK) &&
	    (player.pendingweapon == wp_nochange && player.health))
	{
		player.refire++;
		P_SetPspriteRef(player, psp, (statenum_t)psp.state->args[0]);
	}
	else
	{
		player.refire = 0;
	}
}

//
// A_GunFlashTo
// Sets the weapon flash layer to the specified state.
//   args[0]: State number
//   args[1]: If nonzero, don't change the player actor state
//
void A_GunFlashTo(AActor* mo)
{
	player_t& player = *mo->player;
	const pspdef_t& psp = player.psprites[player.psprnum];

	if (!psp.state)
		return;

	if (!psp.state->args[1])
		P_SetMobjState(player.mo, S_PLAY_ATK2);

	P_SetPsprite(player, ps_flash, (statenum_t)psp.state->args[0]);
}

//
// A_WeaponProjectile
// A parameterized player weapon projectile attack. Does not consume ammo.
//   args[0]: Type of actor to spawn
//   args[1]: Angle (degrees, in fixed point), relative to calling player's angle
//   args[2]: Pitch (degrees, in fixed point), relative to calling player's pitch; approximated
//   args[3]: X/Y spawn offset, relative to calling player's angle
//   args[4]: Z spawn offset, relative to player's default projectile fire height
//
void A_WeaponProjectile(AActor* mo)
{
	fixed_t type, angle, pitch, spawnofs_xy, spawnofs_z;

	player_t* player = mo->player;
	pspdef_t* psp = &player->psprites[player->psprnum];

	if (!psp->state || !psp->state->args[0])
		return;

	type = psp->state->args[0] - 1;
	angle = psp->state->args[1];
	pitch = psp->state->args[2];
	spawnofs_xy = psp->state->args[3];
	spawnofs_z = psp->state->args[4];

	if (!CheckIfDehActorDefined((mobjtype_t)type))
	{
		I_Error("A_WeaponProjectile: Attempted to spawn undefined projectile type.");
	}

	if (serverside)
		P_SpawnMBF21PlayerMissile(player->mo, (mobjtype_t)type, angle, pitch, spawnofs_xy, spawnofs_z);
}

//
// A_WeaponBulletAttack
// A parameterized player weapon bullet attack. Does not consume ammo.
//   args[0]: Horizontal spread (degrees, in fixed point)
//   args[1]: Vertical spread (degrees, in fixed point)
//   args[2]: Number of bullets to fire; if not set, defaults to 1
//   args[3]: Base damage of attack (e.g. for 5d3, customize the 5); if not set, defaults to 5
//   args[4]: Attack damage modulus (e.g. for 5d3, customize the 3); if not set, defaults to 3
//
void A_WeaponBulletAttack(AActor* mo)
{
	int hspread, vspread, numbullets, damagebase, damagemod;
	int i, damage, angle, slope;

	player_t* player = mo->player;
	pspdef_t* psp = &player->psprites[player->psprnum];

	if (!psp->state)
		return;

	hspread    = psp->state->args[0];
	vspread    = psp->state->args[1];
	numbullets = psp->state->args[2];
	damagebase = psp->state->args[3];
	damagemod  = psp->state->args[4];

	Unlag::getInstance().reconcile(player->id);

	fixed_t bulletslope = P_BulletSlope(player->mo);

	for (i = 0; i < numbullets; i++)
	{
		damage = (P_Random(mo) % damagemod + 1) * damagebase;
		angle = (int)player->mo->angle + P_RandomHitscanAngle(hspread);
		slope = bulletslope + P_RandomHitscanSlope(vspread);

		P_LineAttack(player->mo, angle, MISSILERANGE, slope, damage);
	}

	Unlag::getInstance().restore(player->id);
}

//
// A_WeaponMeleeAttack
// A parameterized player weapon melee attack.
//   args[0]: Base damage of attack (e.g. for 2d10, customize the 2); if not set, defaults to 2
//   args[1]: Attack damage modulus (e.g. for 2d10, customize the 10); if not set, defaults to 10
//   args[2]: Berserk damage multiplier (fixed point); if not set, defaults to 1.0 (no change).
//   args[3]: Sound to play if attack hits
//   args[4]: Range (fixed point); if not set, defaults to player mobj's melee range
//
void A_WeaponMeleeAttack(AActor* mo)
{
	int damagebase, damagemod, zerkfactor, hitsound, range;
	angle_t angle;
	int t, slope, damage;

	player_t* player = mo->player;
	pspdef_t* psp = &player->psprites[player->psprnum];

	if (!psp->state)
		return;

	damagebase = psp->state->args[0];
	damagemod = psp->state->args[1];
	zerkfactor = psp->state->args[2];
	hitsound = psp->state->args[3];
	range = psp->state->args[4];

	const char* snd;

	auto soundIt = SoundMap.find(hitsound);
	if (soundIt == SoundMap.end())
	{
		DPrintFmt("Warning: Weapon Melee Hitsound ID is beyond the array of the Sound Map!\n");
		snd = nullptr;
	}
	else
	{
		snd = soundIt->second.c_str();
	}

	if (range <= 0)
		range = player->mo->info->meleerange;

	damage = (P_Random(mo) % damagemod + 1) * damagebase;
	if (player->powers[pw_strength])
		damage = (damage * zerkfactor) >> FRACBITS;

	Unlag::getInstance().reconcile(player->id);

	// slight randomization; weird vanillaism here. :P
	angle = player->mo->angle;

	t = P_Random(mo);
	angle += (t - P_Random(mo)) << 18;

	// make autoaim prefer enemies
	slope = P_AimLineAttack(player->mo, angle, range);
	if (!linetarget)
		slope = P_AimLineAttack(player->mo, angle, range);

	// attack, dammit!
	P_LineAttack(player->mo, angle, range, slope, damage);

	Unlag::getInstance().restore(player->id);

	// missed? ah, welp.
	if (!linetarget)
		return;

	// un-missed!
	UV_SoundAvoidPlayer(player->mo, CHAN_WEAPON, snd,
	                    ATTN_NORM);

	// turn to face target
	player->mo->angle =
	    R_PointToAngle2(player->mo->x, player->mo->y, linetarget->x, linetarget->y);
}

//
// A_WeaponSound
// Plays a sound. Usable from weapons, unlike A_PlaySound
//   args[0]: ID of sound to play
//   args[1]: If 1, play sound at full volume (may be useful in DM?)
//
void A_WeaponSound(AActor *mo)
{
	const player_t* player = mo->player;
	const pspdef_t& psp = player->psprites[player->psprnum];

	if (!psp.state)
		return;

	const int sndmap = psp.state->args[0];
	const char* snd = nullptr;

	auto soundIt = SoundMap.find(sndmap);
	if (soundIt == SoundMap.end())
		DPrintFmt("Warning: Weapon sound ID is beyond the array of the Sound Map!\n");
	else
		snd = soundIt->second.c_str();

	UV_SoundAvoidPlayer(player->mo, CHAN_WEAPON, snd,
	                    (psp.state->args[1] ? ATTN_NONE : ATTN_NORM));
}


//
// A_WeaponAlert
// Alerts monsters to the player's presence. Handy when combined with WPF_SILENT.
//
void A_WeaponAlert(AActor* mo)
{
	player_t* player = mo->player;
	P_NoiseAlert(player->mo, player->mo);
}

//
// A_FirePlasma
//
void A_FirePlasma(AActor* mo)
{
    player_t& player = *mo->player;

	DecreaseAmmo(player);

	P_SetPsprite (player,
				  ps_flash,
				  (statenum_t)(weaponinfo[player.readyweapon].flashstate+(P_Random (player.mo)&1)));

	if (serverside)
	{
		M_LogWDLEvent(WDL_EVENT_PROJFIRE, &player, NULL, player.mo->angle / 4, MOD_PLASMARIFLE, 0, 0);
		P_SpawnPlayerMissile(player.mo, MT_PLASMA);
	}
}

//
// [RH] A_FireRailgun
//
static int RailOffset;

void A_FireRailgun(AActor* mo)
{
	int damage;

    player_t& player = *mo->player;
	DecreaseAmmo(player, 10);

	P_SetPsprite (player,
				  ps_flash,
				  (statenum_t)(weaponinfo[player.readyweapon].flashstate+(P_Random (player.mo)&1)));

	if (sv_gametype > 0)
		damage = 100;
	else
		damage = 150;

	// [SL] 2012-04-18 - Move players and sectors back to their positions when
	// this player hit the fire button clientside.
	Unlag::getInstance().reconcile(player.id);

	M_LogWDLEvent(WDL_EVENT_SSACCURACY, &player, NULL, player.mo->angle / 4, MOD_RAILGUN,
	              0, GetMaxShotsForMod(MOD_RAILGUN));

	P_RailAttack (player.mo, damage, RailOffset);

	// [SL] 2012-04-18 - Restore players and sectors to their current position
	// according to the server.
	Unlag::getInstance().restore(player.id);

	RailOffset = 0;
}

void A_FireRailgunRight(AActor* mo)
{
	RailOffset = 10;
	A_FireRailgun (mo);
}

void A_FireRailgunLeft(AActor* mo)
{
	RailOffset = -10;
	A_FireRailgun (mo);
}

void A_RailWait(AActor* mo)
{
}

//
// P_BulletSlope
// Sets a slope so a near miss is at aproximately
// the height of the intended target
//

fixed_t P_BulletSlope(AActor* mo)
{
	fixed_t pitchslope = finetangent[FINEANGLES/4 - (mo->pitch>>ANGLETOFINESHIFT)];
	fixed_t bulletslope;

	// see which target is to be aimed at
	angle_t an = mo->angle;

	// [AM] Refactored autoaim into a single function.
	if (co_fineautoaim)
		bulletslope = P_AutoAimLineAttack(mo, an, 1 << 26, 10, 16 * 64 * FRACUNIT);
	else
		bulletslope = P_AutoAimLineAttack(mo, an, 1 << 26, 1, 16 * 64 * FRACUNIT);

	// If a target was not found, or one was found, but outside the
	// player's autoaim range, use the actor's pitch for the slope.
	if (sv_freelook &&
		(!linetarget || // target not found, or:
		 (mo->player && // target found but outside of player's autoaim range
		  abs(bulletslope - pitchslope) >= mo->player->userinfo.aimdist)))
	{
		bulletslope = pitchslope;
	}

	return bulletslope;
}

//
// P_FireHitscan
//
// [SL] - Factored out common code from the P_Fire procedures for the
// hitscan weapons.
//   quantity:	number of bullets/pellets to fire.
//   spread:	spread the fire in a pattern dictated by weapon type
//
// It takes care of reconciling the players and sectors to account for the
// shooter's network lag.
//

typedef enum
{
	SPREAD_NONE,
	SPREAD_NORMAL,
	SPREAD_SUPERSHOTGUN
} spreadtype_t;

void P_FireHitscan (player_t& player, size_t quantity, spreadtype_t spread)
{
	if (!player.mo)
		return;

	bool predict_puffs = clientside && !serverside &&
						 consoleplayer().userinfo.predict_weapons;

	if (!serverside && !predict_puffs)
		return;

	// [SL] 2012-10-02 - To ensure bullet puff prediction on the client matches
	// the server, use the client's gametic as the initial PRNG index
	if (serverside && !clientside)
		player.mo->rndindex = player.tic;
	else if (predict_puffs)
		player.mo->rndindex = gametic;

	// [SL] 2011-05-11 - Move players and sectors back to their positions when
	// this player hit the fire button clientside.
	// NOTE: Important to reconcile sectors and players BEFORE calculating
	// bulletslope!
	if (serverside)
		Unlag::getInstance().reconcile(player.id);

	fixed_t bulletslope = P_BulletSlope(player.mo);

	for (size_t i = 0; i < quantity; i++)
	{
		int damage = 5 * (P_Random(player.mo) % 3 + 1);

		// [SL] Don't do damage if the client is predicting bullet puffs
		if (predict_puffs)
			damage = 0;

		angle_t angle = player.mo->angle;
		fixed_t slope = bulletslope;
		if (spread == SPREAD_SUPERSHOTGUN)
		{
			angle += P_RandomDiff(player.mo) << 19;
			slope += P_RandomDiff(player.mo) << 5;
		}
		else if (spread == SPREAD_NORMAL)
		{
			// single-barrel shotgun or re-firing pistol/chaingun
			angle += P_RandomDiff(player.mo) << 18;
		}
		P_LineAttack(player.mo, angle, MISSILERANGE, slope, damage);
	}

	// [SL] 2011-05-11 - Restore players and sectors to their current position
	// according to the server.
	if (serverside)
		Unlag::getInstance().restore(player.id);
}

//
// A_FirePistol
//
void A_FirePistol(AActor* mo)
{
    player_t& player = *mo->player;

	A_FireSound (player, "weapons/pistol");

	P_SetMobjState (player.mo, S_PLAY_ATK2);

	DecreaseAmmo(player);

	P_SetPsprite (player,
				  ps_flash,
				  weaponinfo[player.readyweapon].flashstate);

	spreadtype_t accuracy = player.refire ? SPREAD_NORMAL : SPREAD_NONE;
	P_FireHitscan(player, 1, accuracy);

	M_LogWDLEvent(WDL_EVENT_SSACCURACY, &player, NULL, player.mo->angle / 4, MOD_PISTOL,
	              0, GetMaxShotsForMod(MOD_PISTOL));
}


//
// A_FireShotgun
//
void A_FireShotgun(AActor* mo)
{
    player_t& player = *mo->player;

	A_FireSound (player, "weapons/shotgf");
	P_SetMobjState (player.mo, S_PLAY_ATK2);

	DecreaseAmmo(player);

	P_SetPsprite (player,
				  ps_flash,
				  weaponinfo[player.readyweapon].flashstate);

	P_FireHitscan(player, 7, SPREAD_NORMAL);

	M_LogWDLEvent(WDL_EVENT_SPREADACCURACY, &player, NULL, player.mo->angle / 4,
	              MOD_SHOTGUN, 0, GetMaxShotsForMod(MOD_SHOTGUN));
}



//
// A_FireShotgun2
//
void A_FireShotgun2(AActor* mo)
{
    player_t& player = *mo->player;

	A_FireSound (player, "weapons/sshotf");
	P_SetMobjState (player.mo, S_PLAY_ATK2);

	DecreaseAmmo(player, 2);

	P_SetPsprite (player,
				  ps_flash,
				  weaponinfo[player.readyweapon].flashstate);

	P_FireHitscan(player, 20, SPREAD_SUPERSHOTGUN);

	M_LogWDLEvent(WDL_EVENT_SPREADACCURACY, &player, NULL, player.mo->angle / 4,
	              MOD_SSHOTGUN, 0, GetMaxShotsForMod(MOD_SSHOTGUN));
}

//
// A_FireCGun
//
void A_FireCGun(AActor* mo)
{
    player_t& player = *mo->player;
	const pspdef_t& psp = player.psprites[player.psprnum];

	A_FireSound (player, "weapons/chngun");

	if (weaponinfo[player.readyweapon].ammotype != am_noammo
		&& !player.ammo[weaponinfo[player.readyweapon].ammotype])
		return;

	P_SetMobjState (player.mo, S_PLAY_ATK2);

	DecreaseAmmo(player);

	// [CMB] this is expecting to calculate a very specific state based on the pointer arithmetic
	P_SetPsprite(player, ps_flash, weaponinfo[player.readyweapon].flashstate + psp.state->statenum - states[S_CHAIN1].statenum);

	const spreadtype_t accuracy = player.refire ? SPREAD_NORMAL : SPREAD_NONE;
	P_FireHitscan(player, 1, accuracy);

	M_LogWDLEvent(WDL_EVENT_SSACCURACY, &player, NULL, player.mo->angle / 4, MOD_CHAINGUN,
	              0, GetMaxShotsForMod(MOD_CHAINGUN));
}



void A_Light0(AActor* mo)
{
	if (mo->player)
        mo->player->extralight = 0;
}

void A_Light1(AActor* mo)
{
	if (mo->player)
        mo->player->extralight = 1;
}

void A_Light2(AActor* mo)
{
	if (mo->player)
        mo->player->extralight = 2;
}


//
// A_BFGSpray
// Spawn a BFG explosion on every monster in view
//
void A_BFGSpray(AActor* mo)
{
	int 				i;
	int 				j;
	int 				damage;
	angle_t 			an;

	if(!serverside)
		return;

	// note: mo->target is the AActor of the player who fired the BFG
	if (!mo->target)
		return;

	if (mo->target->player)
	{
		M_LogWDLEvent(WDL_EVENT_TRACERACCURACY, mo->target->player, NULL,
		              mo->target->player->mo->angle / 4, MOD_BFG_SPLASH, 0,
		              GetMaxShotsForMod(MOD_BFG_SPLASH));
	}

	// offset angles from its attack angle
	for (i=0 ; i<40 ; i++)
	{
		an = mo->angle - ANG90/2 + ANG90/40*i;

		// mo->target is the originator (player)
		//	of the missile
		P_AimLineAttack (mo->target, an, 16*64*FRACUNIT);

		if (!linetarget)
			continue;

		// if the ball didnt clip, dont hit with tracer
		if (not P_ShouldClipPlayer(mo, linetarget) || not P_ShouldClipFriendly(mo, linetarget))
			continue;

		new AActor (linetarget->x,
					linetarget->y,
					linetarget->z + (linetarget->height>>2),
					MT_EXTRABFG);

		damage = 0;
		for (j=0;j<15;j++)
			damage += (P_Random (mo) & 7) + 1;

		P_DamageMobj (linetarget, mo->target,mo->target, damage, MOD_BFG_SPLASH);
	}
}


//
// A_BFGsound
//
void A_BFGsound(AActor* mo)
{
	A_FireSound(*mo->player, "weapons/bfgf");
}


//
// P_SetupPsprites
// Called at start of level for each player.
//
void P_SetupPsprites(player_t& player)
{
	// remove all psprites
	for (int i = 0; i < NUMPSPRITES; i++)
		player.psprites[i].state = NULL;

	// spawn the gun
	player.pendingweapon = player.readyweapon;
	P_BringUpWeapon(player);
}

//
// P_MovePsprites
//
// Called every tic by player thinking routine.
//
void P_MovePsprites(player_t& player)
{
	for (int i = 0; i < NUMPSPRITES; i++)
	{
		pspdef_t* psp = &player.psprites[i];

		// a null state means not active
		if (psp->state)
		{
			// drop tic count and possibly change state
			// a -1 tic count never changes

			if (psp->tics != -1)
			{
				psp->tics--;

				if (psp->tics == 0)
					P_SetPsprite(player, i, psp->state->nextstate);
			}
		}
	}

	player.psprites[ps_flash].sx = player.psprites[ps_weapon].sx;
	player.psprites[ps_flash].sy = player.psprites[ps_weapon].sy;
}

void A_OpenShotgun2(AActor* mo)
{
    const player_t& player = *mo->player;

	A_FireSound(player, "weapons/sshoto");
}

void A_LoadShotgun2(AActor* mo)
{
    const player_t& player = *mo->player;

	A_FireSound(player, "weapons/sshotl");
}

void A_CloseShotgun2(AActor* mo)
{
    const player_t& player = *mo->player;

	A_FireSound(player, "weapons/sshotc");
	A_ReFire(mo);
}


//
// A_ForceWeaponFire
//
// Immediately changes a players weapon to a new weapon and new animation state
//
void A_ForceWeaponFire(AActor* mo, weapontype_t weapon, int tic)
{
	if (!mo || !mo->player)
		return;

	player_t& player = *mo->player;

	player.weaponowned[weapon] = true;
	player.readyweapon = weapon;

	P_SetPsprite(player, ps_weapon, weaponinfo[player.readyweapon].atkstate);

	while (tic++ < gametic)
		P_MovePsprites(player);
}

FArchive &operator<< (FArchive &arc, pspdef_t &def)
{
	return arc << def.state << def.tics << def.sx << def.sy;
}

FArchive &operator>> (FArchive &arc, pspdef_t &def)
{
	return arc >> def.state >> def.tics >> def.sx >> def.sy;
}

VERSION_CONTROL (p_pspr_cpp, "$Id: a644614f4c3918cd0726af413ae6a7d83ea498b6 $")
