//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:		Flare gun (fffsssssssssss!!)
//
// $NoKeywords: $
//=============================================================================//

#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "basehlcombatweapon.h"
#include "decals.h"
#include "soundenvelope.h"
#include "IEffects.h"
#include "engine/IEngineSound.h"
#include "weapon_flaregun.h"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"


/********************************************************************
 NOTE: if you are looking at this file becase you would like flares 
 to be considered as fires (and thereby trigger gas traps), be aware 
 that the env_flare class is actually found in weapon_flaregun.cpp 
 and is really a repurposed piece of ammunition. (env_flare isn't the 
 rod-like safety flare prop, but rather the bit of flame on the end.)

 You will have some difficulty making it work here, because CFlare 
 does not inherit from CFire and will thus not be enumerated by 
 CFireSphere::EnumElement(). In order to have flares be detected and 
 used by this system, you will need to promote certain member functions 
 of CFire into an interface class from which both CFire and CFlare 
 inherit. You will also need to modify CFireSphere::EnumElement so that
 it properly disambiguates between fires and flares.

 For some partial work towards this end, see changelist 192474.

 ********************************************************************/


#define	FLARE_LAUNCH_SPEED	1500

LINK_ENTITY_TO_CLASS( env_flare, CFlare );

BEGIN_DATADESC( CFlare )

	DEFINE_FIELD( m_pOwner,			FIELD_CLASSPTR ),
	DEFINE_FIELD( m_nBounces,		FIELD_INTEGER ),
	DEFINE_FIELD( m_flTimeBurnOut,	FIELD_TIME ),
	DEFINE_KEYFIELD( m_flScale,		FIELD_FLOAT, "scale" ),
	DEFINE_KEYFIELD( m_flDuration,	FIELD_FLOAT, "duration" ),
	DEFINE_FIELD( m_flNextDamage,	FIELD_TIME ),
	DEFINE_SOUNDPATCH( m_pBurnSound ),
	DEFINE_FIELD( m_bFading,		FIELD_BOOLEAN ),
	DEFINE_FIELD( m_bLight,			FIELD_BOOLEAN ),
	DEFINE_FIELD( m_bSmoke,			FIELD_BOOLEAN ),
	DEFINE_FIELD( m_bPropFlare,		FIELD_BOOLEAN ),
	DEFINE_FIELD( m_bInActiveList,	FIELD_BOOLEAN ),
	DEFINE_FIELD( m_pNextFlare,		FIELD_CLASSPTR ),
	
	//Input functions
	DEFINE_INPUTFUNC( FIELD_FLOAT, "Start", InputStart ),
	DEFINE_INPUTFUNC( FIELD_FLOAT, "Die", InputDie ),
	DEFINE_INPUTFUNC( FIELD_FLOAT, "Launch", InputLaunch),

	// Function Pointers
	DEFINE_FUNCTION( FlareTouch ),
	DEFINE_FUNCTION( FlareBurnTouch ),
	DEFINE_FUNCTION( FlareThink ),

END_DATADESC()

//Data-tables
IMPLEMENT_SERVERCLASS_ST( CFlare, DT_Flare )
	SendPropFloat( SENDINFO( m_flTimeBurnOut ), 0,	SPROP_NOSCALE ),
	SendPropFloat( SENDINFO( m_flScale ), 0, SPROP_NOSCALE ),
	SendPropInt( SENDINFO( m_bLight ), 1, SPROP_UNSIGNED ),
	SendPropInt( SENDINFO( m_bSmoke ), 1, SPROP_UNSIGNED ),
	SendPropInt( SENDINFO( m_bPropFlare ), 1, SPROP_UNSIGNED ),
END_SEND_TABLE()

CFlare *CFlare::activeFlares = NULL;

CFlare *CFlare::GetActiveFlares( void )
{
	return CFlare::activeFlares;
}

Class_T CFlare::Classify( void )
{
	return CLASS_FLARE; 
}

CBaseEntity *CreateFlare( Vector vOrigin, QAngle Angles, CBaseEntity *pOwner, float flDuration )
{
	CFlare *pFlare = CFlare::Create( vOrigin, Angles, pOwner, flDuration );

	if ( pFlare )
	{
		pFlare->m_bPropFlare = true;
	}

	return pFlare;
}

void KillFlare( CBaseEntity *pOwnerEntity, CBaseEntity *pEntity, float flKillTime )
{
	CFlare *pFlare = dynamic_cast< CFlare *>( pEntity );

	if ( pFlare )
	{
		float flDieTime = (pFlare->m_flTimeBurnOut - gpGlobals->curtime) - flKillTime;

		if ( flDieTime > 1.0f )
		{
			pFlare->Die( flDieTime );
			pOwnerEntity->SetNextThink( gpGlobals->curtime + flDieTime + 3.0f );
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CFlare::CFlare( void )
{
	m_flScale		= 1.0f;
	m_nBounces		= 0;
	m_bFading		= false;
	m_bLight		= true;
	m_bSmoke		= true;
	m_flNextDamage	= gpGlobals->curtime;
	m_lifeState		= LIFE_ALIVE;
	m_iHealth		= 100;
	m_bPropFlare	= false;
	m_bInActiveList	= false;
	m_pNextFlare	= NULL;
}

CFlare::~CFlare()
{
	CSoundEnvelopeController::GetController().SoundDestroy( m_pBurnSound );
	m_pBurnSound = NULL;

	RemoveFromActiveFlares();
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFlare::Precache( void )
{
	PrecacheModel("models/weapons/flare.mdl" );

	PrecacheScriptSound( "Weapon_FlareGun.Burn" );

  	// FIXME: needed to precache the fire model.  Shouldn't have to do this.
  	UTIL_PrecacheOther( "_firesmoke" );
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &restore - 
// Output : int
//-----------------------------------------------------------------------------
int CFlare::Restore( IRestore &restore )
{
	int result = BaseClass::Restore( restore );

	if ( m_spawnflags & SF_FLARE_NO_DLIGHT )
	{
		m_bLight = false;
	}

	if ( m_spawnflags & SF_FLARE_NO_SMOKE )
	{
		m_bSmoke = false;
	}

	return result;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFlare::Spawn( void )
{
	Precache();

	SetModel( "models/weapons/flare.mdl" );

	UTIL_SetSize( this, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ) );

	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_SOLID );

	SetMoveType( MOVETYPE_NONE );
	SetFriction( 0.6f );
	SetGravity( UTIL_ScaleForGravity( 400 ) );
	m_flTimeBurnOut = gpGlobals->curtime + 30;

	AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );

	if ( m_spawnflags & SF_FLARE_NO_DLIGHT )
	{
		m_bLight = false;
	}

	if ( m_spawnflags & SF_FLARE_NO_SMOKE )
	{
		m_bSmoke = false;
	}

	if ( m_spawnflags & SF_FLARE_INFINITE )
	{
		m_flTimeBurnOut = -1.0f;
	}

	if ( m_spawnflags & SF_FLARE_START_OFF )
	{
		AddEffects( EF_NODRAW );
	}

	AddFlag( FL_OBJECT );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFlare::Activate( void )
{
	BaseClass::Activate();

	// Start the burning sound if we're already on
	if ( ( m_spawnflags & SF_FLARE_START_OFF ) == false )
	{
		StartBurnSound();
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFlare::StartBurnSound( void )
{
	if ( m_pBurnSound == NULL )
	{
		CPASAttenuationFilter filter( this );
		m_pBurnSound = CSoundEnvelopeController::GetController().SoundCreate( 
			filter, entindex(), CHAN_WEAPON, "Weapon_FlareGun.Burn", 3.0f );
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : vecOrigin - 
//			vecAngles - 
//			*pOwner - 
// Output : CFlare
//-----------------------------------------------------------------------------
CFlare *CFlare::Create( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, float lifetime )
{
	CFlare *pFlare = (CFlare *) CreateEntityByName( "env_flare" );

	if ( pFlare == NULL )
		return NULL;

	UTIL_SetOrigin( pFlare, vecOrigin );

	pFlare->SetLocalAngles( vecAngles );
	pFlare->Spawn();
	pFlare->SetTouch( &CFlare::FlareTouch );
	pFlare->SetThink( &CFlare::FlareThink );
	
	//Start up the flare
	pFlare->Start( lifetime );

	//Don't start sparking immediately
	pFlare->SetNextThink( gpGlobals->curtime + 0.5f );

	//Burn out time
	pFlare->m_flTimeBurnOut = gpGlobals->curtime + lifetime;

	pFlare->RemoveSolidFlags( FSOLID_NOT_SOLID );
	pFlare->AddSolidFlags( FSOLID_NOT_STANDABLE );

	pFlare->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );

	pFlare->SetOwnerEntity( pOwner );
	pFlare->m_pOwner	= pOwner;

	return pFlare;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
unsigned int CFlare::PhysicsSolidMaskForEntity( void ) const
{
	return MASK_NPCSOLID;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFlare::FlareThink( void )
{
	float	deltaTime = ( m_flTimeBurnOut - gpGlobals->curtime );

	if ( !m_bInActiveList && ( ( deltaTime > FLARE_BLIND_TIME ) || ( m_flTimeBurnOut == -1.0f ) ) )
	{
		AddToActiveFlares();
	}

	if ( m_flTimeBurnOut != -1.0f )
	{
		//Fading away
		if ( ( deltaTime <= FLARE_DECAY_TIME ) && ( m_bFading == false ) )
		{
			m_bFading = true;
			CSoundEnvelopeController::GetController().SoundChangePitch( m_pBurnSound, 60, deltaTime );
			CSoundEnvelopeController::GetController().SoundFadeOut( m_pBurnSound, deltaTime );
		}

		// if flare is no longer bright, remove it from active flare list
		if ( m_bInActiveList && ( deltaTime <= FLARE_BLIND_TIME ) )
		{
			RemoveFromActiveFlares();
		}

		//Burned out
		if ( m_flTimeBurnOut < gpGlobals->curtime )
		{
			UTIL_Remove( this );
			return;
		}
	}
	
	//Act differently underwater
	if ( GetWaterLevel() > 1 )
	{
		UTIL_Bubbles( GetAbsOrigin() + Vector( -2, -2, -2 ), GetAbsOrigin() + Vector( 2, 2, 2 ), 1 );
		m_bSmoke = false;
	}
	else
	{
		//Shoot sparks
		if ( random->RandomInt( 0, 8 ) == 1 )
		{
			g_pEffects->Sparks( GetAbsOrigin() );
		}
	}

	//Next update
	SetNextThink( gpGlobals->curtime + 0.1f );
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pOther - 
//-----------------------------------------------------------------------------
void CFlare::FlareBurnTouch( CBaseEntity *pOther )
{
	if ( pOther && pOther->m_takedamage && ( m_flNextDamage < gpGlobals->curtime ) )
	{
		pOther->TakeDamage( CTakeDamageInfo( this, m_pOwner, 1, (DMG_BULLET|DMG_BURN) ) );
		m_flNextDamage = gpGlobals->curtime + 1.0f;
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pOther - 
//-----------------------------------------------------------------------------
void CFlare::FlareTouch( CBaseEntity *pOther )
{
	Assert( pOther );
	if ( !pOther->IsSolid() )
		return;

	if ( ( m_nBounces < 10 ) && ( GetWaterLevel() < 1 ) )
	{
		// Throw some real chunks here
		g_pEffects->Sparks( GetAbsOrigin() );
	}

	//If the flare hit a person or NPC, do damage here.
	if ( pOther && pOther->m_takedamage )
	{
		/*
			The Flare is the iRifle round right now. No damage, just ignite. (sjb)

		//Damage is a function of how fast the flare is flying.
		int iDamage = GetAbsVelocity().Length() / 50.0f;

		if ( iDamage < 5 )
		{
			//Clamp minimum damage
			iDamage = 5;
		}

		//Use m_pOwner, not GetOwnerEntity()
		pOther->TakeDamage( CTakeDamageInfo( this, m_pOwner, iDamage, (DMG_BULLET|DMG_BURN) ) );
		m_flNextDamage = gpGlobals->curtime + 1.0f;
		*/

		CBaseAnimating *pAnim;

		pAnim = dynamic_cast<CBaseAnimating*>(pOther);
		if( pAnim )
		{
			pAnim->Ignite( 30.0f );
		}

		Vector vecNewVelocity = GetAbsVelocity();
		vecNewVelocity	*= 0.1f;
		SetAbsVelocity( vecNewVelocity );

		SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
		SetGravity(1.0f);


		Die( 0.5 );

		return;
	}
	else
	{
		// hit the world, check the material type here, see if the flare should stick.
		trace_t tr;
		tr = CBaseEntity::GetTouchTrace();

		//Only do this on the first bounce
		if ( m_nBounces == 0 )
		{
			const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );	

			if ( pdata != NULL )
			{
				//Only embed into concrete and wood (jdw: too obscure for players?)
				//if ( ( pdata->gameMaterial == 'C' ) || ( pdata->gameMaterial == 'W' ) )
				{
					Vector	impactDir = ( tr.endpos - tr.startpos );
					VectorNormalize( impactDir );

					float	surfDot = tr.plane.normal.Dot( impactDir );

					//Do not stick to ceilings or on shallow impacts
					if ( ( tr.plane.normal.z > -0.5f ) && ( surfDot < -0.9f ) )
					{
						RemoveSolidFlags( FSOLID_NOT_SOLID );
						AddSolidFlags( FSOLID_TRIGGER );
						UTIL_SetOrigin( this, tr.endpos + ( tr.plane.normal * 2.0f ) );
						SetAbsVelocity( vec3_origin );
						SetMoveType( MOVETYPE_NONE );
						
						SetTouch( &CFlare::FlareBurnTouch );
						
						int index = decalsystem->GetDecalIndexForName( "SmallScorch" );
						if ( index >= 0 )
						{
							CBroadcastRecipientFilter filter;
							te->Decal( filter, 0.0, &tr.endpos, &tr.startpos, ENTINDEX( tr.m_pEnt ), tr.hitbox, index );
						}
						
						CPASAttenuationFilter filter2( this, "Flare.Touch" );
						EmitSound( filter2, entindex(), "Flare.Touch" );

						return;
					}
				}
			}
		}

		//Scorch decal
		if ( GetAbsVelocity().LengthSqr() > (250*250) )
		{
			int index = decalsystem->GetDecalIndexForName( "FadingScorch" );
			if ( index >= 0 )
			{
				CBroadcastRecipientFilter filter;
				te->Decal( filter, 0.0, &tr.endpos, &tr.startpos, ENTINDEX( tr.m_pEnt ), tr.hitbox, index );
			}
		}

		// Change our flight characteristics
		SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
		SetGravity( UTIL_ScaleForGravity( 640 ) );
		
		m_nBounces++;

		//After the first bounce, smacking into whoever fired the flare is fair game
		SetOwnerEntity( this );	

		// Slow down
		Vector vecNewVelocity = GetAbsVelocity();
		vecNewVelocity.x *= 0.8f;
		vecNewVelocity.y *= 0.8f;
		SetAbsVelocity( vecNewVelocity );

		//Stopped?
		if ( GetAbsVelocity().Length() < 64.0f )
		{
			SetAbsVelocity( vec3_origin );
			SetMoveType( MOVETYPE_NONE );
			RemoveSolidFlags( FSOLID_NOT_SOLID );
			AddSolidFlags( FSOLID_TRIGGER );
			SetTouch( &CFlare::FlareBurnTouch );
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFlare::Start( float lifeTime )
{
	StartBurnSound();

	if ( m_pBurnSound != NULL )
	{		
		CSoundEnvelopeController::GetController().Play( m_pBurnSound, 0.0f, 60 );
		CSoundEnvelopeController::GetController().SoundChangeVolume( m_pBurnSound, 0.8f, 2.0f );
		CSoundEnvelopeController::GetController().SoundChangePitch( m_pBurnSound, 100, 2.0f );
	}

	if ( lifeTime > 0 )
	{
		m_flTimeBurnOut = gpGlobals->curtime + lifeTime;
	}
	else
	{
		m_flTimeBurnOut = -1.0f;
	}

	RemoveEffects( EF_NODRAW );

	SetThink( &CFlare::FlareThink );
	SetNextThink( gpGlobals->curtime + 0.1f );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFlare::Die( float fadeTime )
{
	m_flTimeBurnOut = gpGlobals->curtime + fadeTime;

	SetThink( &CFlare::FlareThink );
	SetNextThink( gpGlobals->curtime + 0.1f );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFlare::Launch( const Vector &direction, float speed )
{
	// Make sure we're visible
	if ( m_spawnflags & SF_FLARE_INFINITE )
	{
		Start( -1 );
	}
	else
	{
		Start( 8.0f );
	}

	SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );

	// Punch our velocity towards our facing
	SetAbsVelocity( direction * speed );

	SetGravity( 1.0f );
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &inputdata - 
//-----------------------------------------------------------------------------
void CFlare::InputStart( inputdata_t &inputdata )
{
	Start( inputdata.value.Float() );
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &inputdata - 
//-----------------------------------------------------------------------------
void CFlare::InputDie( inputdata_t &inputdata )
{
	Die( inputdata.value.Float() );
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &inputdata - 
//-----------------------------------------------------------------------------
void CFlare::InputLaunch( inputdata_t &inputdata )
{
	Vector	direction;
	AngleVectors( GetAbsAngles(), &direction );

	float	speed = inputdata.value.Float();

	if ( speed == 0 )
	{
		speed = FLARE_LAUNCH_SPEED;
	}

	Launch( direction, speed );
}

//-----------------------------------------------------------------------------
// Purpose: Removes flare from active flare list
//-----------------------------------------------------------------------------
void CFlare::RemoveFromActiveFlares( void )
{
	CFlare *pFlare;
	CFlare *pPrevFlare;

	if ( !m_bInActiveList )
		return;

	pPrevFlare = NULL;
	for( pFlare = CFlare::activeFlares; pFlare != NULL; pFlare = pFlare->m_pNextFlare )
	{
		if ( pFlare == this )
		{
			if ( pPrevFlare )
			{
				pPrevFlare->m_pNextFlare = m_pNextFlare;
			}
			else
			{
				activeFlares = m_pNextFlare;
			}
			break;
		}
		pPrevFlare = pFlare;
	}

	m_pNextFlare = NULL;
	m_bInActiveList = false;
}

//-----------------------------------------------------------------------------
// Purpose: Adds flare to active flare list
//-----------------------------------------------------------------------------
void CFlare::AddToActiveFlares( void )
{
	if ( !m_bInActiveList )
	{
		m_pNextFlare = CFlare::activeFlares;
		CFlare::activeFlares = this;
		m_bInActiveList = true;
	}
}

#if 0

IMPLEMENT_SERVERCLASS_ST(CFlaregun, DT_Flaregun)
END_SEND_TABLE()

LINK_ENTITY_TO_CLASS( weapon_flaregun, CFlaregun );
PRECACHE_WEAPON_REGISTER( weapon_flaregun );

//-----------------------------------------------------------------------------
// Purpose: Precache
//-----------------------------------------------------------------------------
void CFlaregun::Precache( void )
{
	BaseClass::Precache();

	PrecacheScriptSound( "Flare.Touch" );

	PrecacheScriptSound( "Weapon_FlareGun.Burn" );

	UTIL_PrecacheOther( "env_flare" );
}

//-----------------------------------------------------------------------------
// Purpose: Main attack
//-----------------------------------------------------------------------------
void CFlaregun::PrimaryAttack( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	
	if ( pOwner == NULL )
		return;

	if ( m_iClip1 <= 0 )
	{
		SendWeaponAnim( ACT_VM_DRYFIRE );
		pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
		return;
	}

	m_iClip1 = m_iClip1 - 1;

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );
	pOwner->m_flNextAttack = gpGlobals->curtime + 1;

	CFlare *pFlare = CFlare::Create( pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION );

	if ( pFlare == NULL )
		return;

	Vector forward;
	pOwner->EyeVectors( &forward );

	pFlare->SetAbsVelocity( forward * 1500 );

	WeaponSound( SINGLE );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFlaregun::SecondaryAttack( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	
	if ( pOwner == NULL )
		return;

	if ( m_iClip1 <= 0 )
	{
		SendWeaponAnim( ACT_VM_DRYFIRE );
		pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
		return;
	}

	m_iClip1 = m_iClip1 - 1;

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );
	pOwner->m_flNextAttack = gpGlobals->curtime + 1;

	CFlare *pFlare = CFlare::Create( pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION );

	if ( pFlare == NULL )
		return;

	Vector forward;
	pOwner->EyeVectors( &forward );

	pFlare->SetAbsVelocity( forward * 500 );
	pFlare->SetGravity(1.0f);
	pFlare->SetFriction( 0.85f );
	pFlare->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );

	WeaponSound( SINGLE );
}

#endif
