//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//
//=============================================================================//
//---------------------------------------------------------
//---------------------------------------------------------
#include "cbase.h"
#include "decals.h"
#include "fire.h"
#include "entitylist.h"
#include "basecombatcharacter.h"
#include "ndebugoverlay.h"
#include "engine/IEngineSound.h"
#include "ispatialpartition.h"
#include "collisionutils.h"
#include "tier0/vprof.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	FIRE_HEIGHT				256.0f
#define FIRE_SCALE_FROM_SIZE(firesize)		(firesize * (1/FIRE_HEIGHT))

#define	FIRE_MAX_GROUND_OFFSET	24.0f	//(2 feet)

#define	DEFAULT_ATTACK_TIME	4.0f
#define	DEFAULT_DECAY_TIME	8.0f

// UNDONE: This shouldn't be constant but depend on specific fire
#define	FIRE_WIDTH				128
#define	FIRE_MINS				Vector(-20,-20,0 )   // Sould be FIRE_WIDTH in size
#define FIRE_MAXS				Vector( 20, 20,20)	 // Sould be FIRE_WIDTH in size
#define FIRE_SPREAD_DAMAGE_MULTIPLIER 2.0

#define FIRE_MAX_HEAT_LEVEL		64.0f
#define	FIRE_NORMAL_ATTACK_TIME	20.0f
#define FIRE_THINK_INTERVAL		0.1

ConVar fire_maxabsorb( "fire_maxabsorb", "50" );
ConVar fire_absorbrate( "fire_absorbrate", "3" );
ConVar fire_extscale("fire_extscale", "12");
ConVar fire_extabsorb("fire_extabsorb", "5");
ConVar fire_heatscale( "fire_heatscale", "1.0" );
ConVar fire_incomingheatscale( "fire_incomingheatscale", "0.1" );
ConVar fire_dmgscale( "fire_dmgscale", "0.1" );
ConVar fire_dmgbase( "fire_dmgbase", "1" );
ConVar fire_growthrate( "fire_growthrate", "1.0" );
ConVar fire_dmginterval( "fire_dmginterval", "1.0" );

#define VPROF_FIRE(s) VPROF( s )

class CFire : public CBaseEntity
{
public:
	DECLARE_CLASS( CFire, CBaseEntity );
	
	int DrawDebugTextOverlays(void);

	CFire( void );
	
	virtual void UpdateOnRemove( void );

	void	Precache( void );
	void	Init( const Vector &position, float scale, float attackTime, float fuel, int flags, int fireType );
	bool	GoOut();
	
	void	BurnThink();
	void	GoOutThink();
	void	GoOutInSeconds( float seconds );

	void	SetOwner( CBaseEntity *hOwner ) { m_hOwner = hOwner; }
	
	void	Scale( float end, float time );
	void	AddHeat( float heat, bool selfHeat = false );
	int		OnTakeDamage( const CTakeDamageInfo &info );

	bool	IsBurning( void ) const;

	bool	GetFireDimensions( Vector *pFireMins, Vector *pFireMaxs );
	
	void	Extinguish( float heat );
	void	DestroyEffect();

	virtual	void Update( float simTime );

	void	Spawn( void );
	void	Activate( void );
	void	StartFire( void );
	void	Start();
	void	SetToOutSize()
	{
		UTIL_SetSize( this, Vector(-8,-8,0), Vector(8,8,8) );
	}

	float	GetHeatLevel()	{ return m_flHeatLevel; }

	virtual int UpdateTransmitState();

	void DrawDebugGeometryOverlays(void) 
	{
		if (m_debugOverlays & OVERLAY_BBOX_BIT) 
		{	
			if ( m_lastDamage > gpGlobals->curtime && m_flHeatAbsorb > 0 )
			{
				NDebugOverlay::EntityBounds(this, 88, 255, 128, 0 ,0);
				char tempstr[512];
				Q_snprintf( tempstr, sizeof(tempstr), "Heat: %.1f", m_flHeatAbsorb );
				EntityText(1,tempstr, 0);
			}
			else if ( !IsBurning() )
			{
				NDebugOverlay::EntityBounds(this, 88, 88, 128, 0 ,0);
			}

			if ( IsBurning() )
			{
				Vector mins, maxs;
				if ( GetFireDimensions( &mins, &maxs ) )
				{
					NDebugOverlay::Box(GetAbsOrigin(), mins, maxs, 128, 0, 0, 10, 0);
				}
			}


		}
		BaseClass::DrawDebugGeometryOverlays();
	}

	void Disable();

	//Inputs
	void	InputStartFire( inputdata_t &inputdata );
	void	InputExtinguish( inputdata_t &inputdata );
	void	InputExtinguishTemporary( inputdata_t &inputdata );
	void	InputEnable( inputdata_t &inputdata );
	void	InputDisable( inputdata_t &inputdata );

protected:
	
	void	Spread( void );
	void	SpawnEffect( fireType_e type, float scale );

	CHandle<CBaseFire>	m_hEffect;
	EHANDLE		m_hOwner;
	
	int		m_nFireType;

	float	m_flFuel;
	float	m_flDamageTime;
	float	m_lastDamage;
	float	m_flFireSize;	// size of the fire in world units

	float	m_flHeatLevel;	// Used as a "health" for the fire.  > 0 means the fire is burning
	float	m_flHeatAbsorb;	// This much heat must be "absorbed" before it gets transferred to the flame size
	float	m_flDamageScale;

	float	m_flMaxHeat;
	float	m_flLastHeatLevel;

	//NOTENOTE: Lifetime is an expression of the sum total of these amounts plus the global time when started
	float	m_flAttackTime;	//Amount of time to scale up

	bool	m_bEnabled;
	bool	m_bStartDisabled;
	bool	m_bDidActivate;


	COutputEvent	m_OnIgnited;
	COutputEvent	m_OnExtinguished;

	DECLARE_DATADESC();
};

class CFireSphere : public IPartitionEnumerator
{
public:
	CFireSphere( CFire **pList, int listMax, bool onlyActiveFires, const Vector &origin, float radius );
	// This gets called	by the enumeration methods with each element
	// that passes the test.
	virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
	
	int GetCount() { return m_count; }
	bool AddToList( CFire *pEntity );

private:
	Vector			m_origin;
	float			m_radiusSqr;
	CFire			**m_pList;
	int				m_listMax;
	int				m_count;
	bool			m_onlyActiveFires;
};

CFireSphere::CFireSphere( CFire **pList, int listMax, bool onlyActiveFires, const Vector &origin, float radius )
{
	m_pList = pList;
	m_listMax = listMax;
	m_count = 0;
	m_onlyActiveFires = onlyActiveFires;
	m_origin = origin;
	m_radiusSqr = radius * radius;
}

bool CFireSphere::AddToList( CFire *pFire )
{
	if ( m_count >= m_listMax )
		return false;
	m_pList[m_count] = pFire;
	m_count++;
	return true;
}

IterationRetval_t CFireSphere::EnumElement( IHandleEntity *pHandleEntity )
{
	CBaseEntity *pEntity = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
	if ( pEntity )
	{
		// UNDONE: Measure which of these is faster
//		CFire *pFire = dynamic_cast<CFire *>(pEntity);
		if ( !FClassnameIs( pEntity, "env_fire" ) )
			return ITERATION_CONTINUE;

		CFire *pFire = static_cast<CFire *>(pEntity);
		if ( pFire )
		{
			if ( !m_onlyActiveFires || pFire->IsBurning() )
			{
				if ( (m_origin - pFire->GetAbsOrigin()).LengthSqr() < m_radiusSqr )
				{
					if ( !AddToList( pFire ) )
						return ITERATION_STOP;
				}
			}
		}
	}

	return ITERATION_CONTINUE;
}


int FireSystem_GetFiresInSphere( CFire **pList, int listMax, bool onlyActiveFires, const Vector &origin, float radius )
{
	CFireSphere sphereEnum( pList, listMax, onlyActiveFires, origin, radius );
	partition->EnumerateElementsInSphere( PARTITION_ENGINE_NON_STATIC_EDICTS, origin, radius, false, &sphereEnum );

	return sphereEnum.GetCount();
}


bool FireSystem_IsValidFirePosition( const Vector &position, float testRadius )
{
	CFire *pList[1];
	int count = FireSystem_GetFiresInSphere( pList, ARRAYSIZE(pList), true, position, testRadius );
	if ( count > 0 )
		return false;
	return true;
}


//------------------------------------------------------------------------------
// Purpose :
// Input   :
// Output  :
//------------------------------------------------------------------------------
bool FireSystem_IsFireInWall( Vector &position, fireType_e type )
{
	// Don't check natural fire against walls
	if (type == FIRE_NATURAL)
		return false;

	trace_t tr;
	UTIL_TraceHull( position, position+Vector(0,0,0.1), FIRE_MINS,FIRE_MAXS,MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );
	if (tr.fraction != 1.0 || tr.startsolid)
	{
		//NDebugOverlay::Box(position,FIRE_MINS,FIRE_MAXS,255,0,0,50,10);
		return true;
	}
	//NDebugOverlay::Box(position,FIRE_MINS,FIRE_MAXS,0,255,0,50,10);

	return false;
}

//-----------------------------------------------------------------------------
// Purpose: Determines whether or not a new fire may be placed at a given location
// Input  : &position - where we are trying to put the new fire
//			separationRadius - the maximum distance fires must be apart from one another
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool FireSystem_CanAddFire( Vector *position, float separationRadius, fireType_e type, int flags )
{
	//See if we found a fire inside the sphere
	if ( !FireSystem_IsValidFirePosition( *position, separationRadius ) )
		return false;

	// Unless our fire is floating, make sure were not too high
	if (!(flags & SF_FIRE_DONT_DROP))
	{
		trace_t	tr;
		Vector	startpos = *position;
		Vector	endpos = *position;

		startpos[2] += 1;
		endpos[2] -= FIRE_MAX_GROUND_OFFSET;

		UTIL_TraceLine( startpos, endpos, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );

		//See if we're floating too high 
		if ( ( tr.allsolid ) || ( tr.startsolid) || ( tr.fraction == 1.0f ) )
		{
			return false;
		}

		//TODO: If we've hit an entity here, start it on fire
		CBaseEntity *pEntity = tr.m_pEnt;

		if ( ENTINDEX( pEntity->edict() ) != 0 )
		{
			return false;
		}
	}



	// Check if fire is in a wall, if so try shifting around a bit
	if (FireSystem_IsFireInWall( *position, type ))
	{
		Vector vTestPos = *position;
		vTestPos.x		+= 10;
		if (FireSystem_IsValidFirePosition( vTestPos, separationRadius ) && !FireSystem_IsFireInWall( vTestPos, type ))
		{
			*position = vTestPos;
			return true;
		}
		vTestPos.y		+= 10;
		if (FireSystem_IsValidFirePosition( vTestPos, separationRadius ) && !FireSystem_IsFireInWall( vTestPos, type ))
		{
			*position = vTestPos;
			return true;
		}
		vTestPos.y		-= 20;
		if (FireSystem_IsValidFirePosition( vTestPos, separationRadius ) && !FireSystem_IsFireInWall( vTestPos, type ))
		{
			*position = vTestPos;
			return true;
		}
		vTestPos.x		-= 20;
		if (FireSystem_IsValidFirePosition( vTestPos, separationRadius ) && !FireSystem_IsFireInWall( vTestPos, type ))
		{
			*position = vTestPos;
			return true;
		}
		return false;
	}

	//Able to add here
	return true;
}

//-----------------------------------------------------------------------------
// Purpose: Starts a fire at a specified location
// Input  : &position - position to start the fire at
//			flags - any special modifiers
//-----------------------------------------------------------------------------
bool FireSystem_StartFire( const Vector &position, float fireHeight, float attack, float fuel, int flags, CBaseEntity *owner, fireType_e type )
{
	VPROF_FIRE( "FireSystem_StartFire1" );

	Vector testPos = position;
	//Must be okay to add fire here
	if ( FireSystem_CanAddFire( &testPos, 16.0f, type, flags ) == false )
	{
		CFire *pFires[16];
		int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), true, position, 16.0f );
		for ( int i = 0; i < fireCount; i++ )
		{
			// add to this fire
			pFires[i]->AddHeat( fireHeight, false );
		}

		return false;
	}

	//Create a new fire entity
	CFire *fire = (CFire *) CreateEntityByName( "env_fire" );
	
	if ( fire == NULL )
		return false;

	//Spawn the fire
	// Fires not placed by a designer should be cleaned up automatically (not catch fire again)
	fire->AddSpawnFlags( SF_FIRE_DIE_PERMANENT );
	fire->Spawn();
	fire->Init( testPos, fireHeight, attack, fuel, flags, type );
	fire->Start();
	fire->SetOwner( owner );

	return true;
}


//-----------------------------------------------------------------------------
// Purpose: Starts a fire on a specified model.
// Input  : pEntity - The model entity to catch on fire.
//			fireHeight - 
//			attack - 
//			fuel - 
//			flags - 
//			owner - 
//			type - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool FireSystem_StartFire( CBaseAnimating *pEntity, float fireHeight, float attack, float fuel, int flags, CBaseEntity *owner, fireType_e type )
{
	VPROF_FIRE( "FireSystem_StartFire2" );

	Vector position = pEntity->GetAbsOrigin();
	Vector testPos = position;

	// Make sure its a valid position for fire (not in a wall, etc)
	if ( FireSystem_CanAddFire( &testPos, 16.0f, type, flags ) == false )
	{
		// Contribute heat to all fires within 16 units of this fire.
		CFire *pFires[16];
		int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), true, position, 16.0f );
		for ( int i = 0; i < fireCount; i++ )
		{
			pFires[i]->AddHeat( fireHeight, false );
		}

		return false;
	}

	// Create a new fire entity
	CFire *fire = (CFire *) CreateEntityByName( "env_fire" );
	if ( fire == NULL )
	{
		return false;
	}

	// Spawn the fire.
	// Fires not placed by a designer should be cleaned up automatically (not catch fire again).
	fire->AddSpawnFlags( SF_FIRE_DIE_PERMANENT );
	fire->Spawn();
	fire->Init( testPos, fireHeight, attack, fuel, flags, type );
	fire->Start();
	fire->SetOwner( owner );

	return true;
}


void FireSystem_ExtinguishInRadius( const Vector &origin, float radius, float rate )
{
	// UNDONE: pass this instead of percent
	float heat = (1-rate) * fire_extscale.GetFloat();

	CFire *pFires[32];
	int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), false, origin, radius );
	for ( int i = 0; i < fireCount; i++ )
	{
		pFires[i]->Extinguish( heat );
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &origin - 
//			radius - 
//			heat - 
//-----------------------------------------------------------------------------
void FireSystem_AddHeatInRadius( const Vector &origin, float radius, float heat )
{
	VPROF_FIRE( "FireSystem_AddHeatInRadius" );

	CFire *pFires[32];

	int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), false, origin, radius );
	for ( int i = 0; i < fireCount; i++ )
	{
		pFires[i]->AddHeat( heat );
	}
}

//-----------------------------------------------------------------------------

bool FireSystem_GetFireDamageDimensions( CBaseEntity *pEntity, Vector *pFireMins, Vector *pFireMaxs )
{
	CFire *pFire = dynamic_cast<CFire *>(pEntity);

	if ( pFire && pFire->GetFireDimensions( pFireMins, pFireMaxs ) )
	{
		*pFireMins /= FIRE_SPREAD_DAMAGE_MULTIPLIER;
		*pFireMaxs /= FIRE_SPREAD_DAMAGE_MULTIPLIER;
		return true;
	}
	pFireMins->Init();
	pFireMaxs->Init();
	return false;
}


//==================================================
// CFire
//==================================================
BEGIN_DATADESC( CFire )

	DEFINE_FIELD( m_hEffect, FIELD_EHANDLE ),
	DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
	DEFINE_KEYFIELD( m_nFireType,	FIELD_INTEGER, "firetype" ),

	DEFINE_FIELD( m_flFuel, FIELD_FLOAT ),
	DEFINE_FIELD( m_flDamageTime, FIELD_TIME ),
	DEFINE_FIELD( m_lastDamage, FIELD_TIME ),
	DEFINE_KEYFIELD( m_flFireSize,	FIELD_FLOAT, "firesize" ),

	DEFINE_KEYFIELD( m_flHeatLevel,	FIELD_FLOAT,	"ignitionpoint" ),
 	DEFINE_FIELD( m_flHeatAbsorb, FIELD_FLOAT ),
 	DEFINE_KEYFIELD( m_flDamageScale,FIELD_FLOAT,	"damagescale" ),

	DEFINE_FIELD( m_flMaxHeat, FIELD_FLOAT ),
	//DEFINE_FIELD( m_flLastHeatLevel,	FIELD_FLOAT  ),

	DEFINE_KEYFIELD( m_flAttackTime, FIELD_FLOAT, "fireattack" ),
	DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
	DEFINE_KEYFIELD( m_bStartDisabled, FIELD_BOOLEAN, "StartDisabled" ),
	DEFINE_FIELD( m_bDidActivate, FIELD_BOOLEAN ),

	DEFINE_FUNCTION( BurnThink ),
	DEFINE_FUNCTION( GoOutThink ),



	DEFINE_INPUTFUNC( FIELD_VOID, "StartFire", InputStartFire ),
	DEFINE_INPUTFUNC( FIELD_FLOAT, "Extinguish", InputExtinguish ),
	DEFINE_INPUTFUNC( FIELD_FLOAT, "ExtinguishTemporary", InputExtinguishTemporary ),

	DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
	DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
	
	DEFINE_OUTPUT( m_OnIgnited, "OnIgnited" ),
	DEFINE_OUTPUT( m_OnExtinguished, "OnExtinguished" ),

END_DATADESC()

LINK_ENTITY_TO_CLASS( env_fire, CFire );

//==================================================
// CFire
//==================================================

CFire::CFire( void )
{
	m_flFuel = 0.0f;
	m_flAttackTime = 0.0f;
	m_flDamageTime = 0.0f;
	m_lastDamage = 0;
	m_nFireType = FIRE_NATURAL;

	//Spreading
	m_flHeatAbsorb = 8.0f;
	m_flHeatLevel = 0;

	// Must be in the constructor!
	AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
}

//-----------------------------------------------------------------------------
// UpdateOnRemove
//-----------------------------------------------------------------------------
void CFire::UpdateOnRemove( void )
{
	//Stop any looping sounds that might be playing
	StopSound( "Fire.Plasma" );

	DestroyEffect();

	// Chain at end to mimic destructor unwind order
	BaseClass::UpdateOnRemove();
}


//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFire::Precache( void )
{
	if ( m_nFireType == FIRE_NATURAL )
	{
		UTIL_PrecacheOther("_firesmoke");
		
		if ( m_spawnflags & SF_FIRE_SMOKELESS )
		{
			PrecacheParticleSystem( "env_fire_tiny" );
			PrecacheParticleSystem( "env_fire_small" );
			PrecacheParticleSystem( "env_fire_medium" );
			PrecacheParticleSystem( "env_fire_large" );
		}
		else
		{
			PrecacheParticleSystem( "env_fire_tiny_smoke" );
			PrecacheParticleSystem( "env_fire_small_smoke" );
			PrecacheParticleSystem( "env_fire_medium_smoke" );
			PrecacheParticleSystem( "env_fire_large_smoke" );
		}
	}

	if ( m_nFireType == FIRE_PLASMA )
	{
		UTIL_PrecacheOther("_plasma");
	}

	PrecacheScriptSound( "Fire.Plasma" );
}

//------------------------------------------------------------------------------
// Purpose : Input handler for starting the fire.
//------------------------------------------------------------------------------
void CFire::InputStartFire( inputdata_t &inputdata )
{
	if ( !m_bEnabled )
		return;

	StartFire();
}

void CFire::InputEnable( inputdata_t &inputdata )
{
	m_bEnabled = true;
}

void CFire::InputDisable( inputdata_t &inputdata )
{
	Disable();
}

void CFire::Disable() 
{
	m_bEnabled = false;
	if ( IsBurning() )
	{
		GoOut();
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &inputdata - 
//-----------------------------------------------------------------------------
void CFire::InputExtinguish( inputdata_t &inputdata )
{
	m_spawnflags &= ~SF_FIRE_INFINITE;
	GoOutInSeconds( inputdata.value.Float() );
}

//-----------------------------------------------------------------------------
// Purpose: 
// Input  : &inputdata - 
//-----------------------------------------------------------------------------
void CFire::InputExtinguishTemporary( inputdata_t &inputdata )
{
	GoOutInSeconds( inputdata.value.Float() );
}

//-----------------------------------------------------------------------------
// Purpose: Starts burning.
//-----------------------------------------------------------------------------
void CFire::StartFire( void )
{
	if ( m_hEffect != NULL )
		return;

	// Trace down and start a fire there. Nothing fancy yet.
	Vector vFirePos;
	trace_t tr;
	if ( m_spawnflags & SF_FIRE_DONT_DROP )
	{
		vFirePos = GetAbsOrigin();
	}
	else
	{
		UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 1024 ), MASK_FIRE_SOLID, this, COLLISION_GROUP_NONE, &tr );
		vFirePos = tr.endpos;
	}

	int spawnflags = m_spawnflags;
	m_spawnflags |= SF_FIRE_START_ON;
	Init( vFirePos, m_flFireSize, m_flAttackTime, GetHealth(), m_spawnflags, (fireType_e) m_nFireType );
	Start();
	m_spawnflags = spawnflags;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFire::Spawn( void )
{
	BaseClass::Spawn();

	Precache();

	m_takedamage = DAMAGE_NO;

	SetSolid( SOLID_NONE );
	AddEffects( EF_NODRAW );
	SetToOutSize();

	// set up the ignition point
	m_flHeatAbsorb = m_flHeatLevel * 0.05;
	m_flHeatLevel = 0;
	Init( GetAbsOrigin(), m_flFireSize, m_flAttackTime, m_flFuel, m_spawnflags, m_nFireType );
	
	if( m_bStartDisabled )
	{
		Disable();
	}
	else
	{
		m_bEnabled = true;
	}
}

int CFire::UpdateTransmitState()
{
	// Don't want to be FL_EDICT_DONTSEND because our fire entity may make us transmit.
	return SetTransmitState( FL_EDICT_ALWAYS );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFire::Activate( void )
{
	BaseClass::Activate();
	
	//See if we should start active
	if ( !m_bDidActivate && ( m_spawnflags & SF_FIRE_START_ON ) )
	{
		m_flHeatLevel = m_flMaxHeat;

		StartFire();
	}

	m_bDidActivate = true;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CFire::SpawnEffect( fireType_e type, float scale )
{
	CBaseFire *pEffect = NULL;
	switch ( type )
	{
	default:
	case FIRE_NATURAL:
		{
			CFireSmoke	*fireSmoke = (CFireSmoke *) CreateEntityByName( "_firesmoke" );
			fireSmoke->EnableSmoke( ( m_spawnflags & SF_FIRE_SMOKELESS )==false );
			fireSmoke->EnableGlow( ( m_spawnflags & SF_FIRE_NO_GLOW )==false );
			fireSmoke->EnableVisibleFromAbove( ( m_spawnflags & SF_FIRE_VISIBLE_FROM_ABOVE )!=false );
			
			pEffect			= fireSmoke;
			m_nFireType		= FIRE_NATURAL;
			m_takedamage	= DAMAGE_YES;
		}
		break;

	case FIRE_PLASMA:
		{
			CPlasma	*plasma = (CPlasma *) CreateEntityByName( "_plasma" );
			plasma->EnableSmoke( true );
		
			pEffect			= plasma;
			m_nFireType		= FIRE_PLASMA;
			m_takedamage	= DAMAGE_YES;

			// Start burn sound
			EmitSound( "Fire.Plasma" );
		}
		break;
	}

	UTIL_SetOrigin( pEffect, GetAbsOrigin() );
	pEffect->Spawn();
	pEffect->SetParent( this );
	pEffect->Scale( m_flFireSize, m_flFireSize, 0 );
	//Start it going
	pEffect->Enable( ( m_spawnflags & SF_FIRE_START_ON ) );
	m_hEffect = pEffect;
}

//-----------------------------------------------------------------------------
// Purpose: Spawn and initialize the fire
// Input  : &position - where the fire resides
//			lifetime - 
//-----------------------------------------------------------------------------
void CFire::Init( const Vector &position, float scale, float attackTime, float fuel, int flags, int fireType )
{
	m_flAttackTime = attackTime;
	
	m_spawnflags = flags;
	m_nFireType = fireType;

	if ( flags & SF_FIRE_INFINITE )
	{
		fuel = 0;
	}
	m_flFuel = fuel;
	if ( m_flFuel )
	{
		m_spawnflags |= SF_FIRE_DIE_PERMANENT;
	}

	Vector localOrigin = position;
	if ( GetMoveParent() )
	{
		EntityMatrix parentMatrix;
		parentMatrix.InitFromEntity( GetMoveParent() );
		localOrigin = parentMatrix.WorldToLocal( position );
	}
	UTIL_SetOrigin( this, localOrigin );

	SetSolid( SOLID_NONE );
	m_flFireSize = scale;
	m_flMaxHeat = FIRE_MAX_HEAT_LEVEL * FIRE_SCALE_FROM_SIZE(scale);
	//See if we should start on
	if ( m_spawnflags & SF_FIRE_START_FULL )
	{
		m_flHeatLevel = m_flMaxHeat;
	}
	m_flLastHeatLevel = 0;

}

void CFire::Start()
{
	float boxWidth = (m_flFireSize * (FIRE_WIDTH/FIRE_HEIGHT))*0.5f;
	UTIL_SetSize(this, Vector(-boxWidth,-boxWidth,0),Vector(boxWidth,boxWidth,m_flFireSize));

	//Spawn the client-side effect
	SpawnEffect( (fireType_e)m_nFireType, FIRE_SCALE_FROM_SIZE(m_flFireSize) );
	m_OnIgnited.FireOutput( this, this );
	SetThink( &CFire::BurnThink );
	m_flDamageTime = 0;
	// think right now
	BurnThink();
}

//-----------------------------------------------------------------------------
// Purpose: Determines whether or not the fire is still active
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFire::IsBurning( void ) const
{
	if ( m_flHeatLevel > 0 )
		return true;

	return false;
}


//-----------------------------------------------------------------------------
// Purpose: Get the damage box of the fire
//-----------------------------------------------------------------------------
bool CFire::GetFireDimensions( Vector *pFireMins, Vector *pFireMaxs )
{
	if ( m_flHeatLevel <= 0 )
	{
		pFireMins->Init();
		pFireMaxs->Init();
		return false;
	}

	float scale = m_flHeatLevel / m_flMaxHeat;
	float damageRadius = scale * m_flFireSize * FIRE_WIDTH / FIRE_HEIGHT * 0.5;	

	damageRadius *= FIRE_SPREAD_DAMAGE_MULTIPLIER; //FIXME: Trying slightly larger radius for burning

	if ( damageRadius < 16 )
	{
		damageRadius = 16;
	}

	pFireMins->Init(-damageRadius,-damageRadius,0);
	pFireMaxs->Init(damageRadius,damageRadius,m_flFireSize*scale);

	return true;
}

//-----------------------------------------------------------------------------
// Purpose: Update the fire and its children
//-----------------------------------------------------------------------------
void CFire::Update( float simTime )
{
	VPROF_FIRE( "CFire::Update" );

	if ( m_flFuel != 0 )
	{
		m_flFuel -= simTime;
		if ( m_flFuel <= 0 )
		{
			GoOutInSeconds( 1 );
			return;
		}
	}

	float strength = m_flHeatLevel / FIRE_MAX_HEAT_LEVEL;
	if ( m_flHeatLevel != m_flLastHeatLevel )
	{
		m_flLastHeatLevel = m_flHeatLevel;
		// Make the effect the appropriate size given the heat level
		m_hEffect->Scale( strength, 0.5f );		
	}
	// add heat to myself (grow)
	float addedHeat = (m_flAttackTime > 0) ? m_flMaxHeat / m_flAttackTime : m_flMaxHeat;
	addedHeat *= simTime * fire_growthrate.GetFloat();
	AddHeat( addedHeat, true );

	// add heat to nearby fires
	float outputHeat = strength * m_flHeatLevel;

	Vector fireMins;
	Vector fireMaxs;
	Vector fireEntityDamageMins;
	Vector fireEntityDamageMaxs;

	GetFireDimensions( &fireMins, &fireMaxs );

	if ( FIRE_SPREAD_DAMAGE_MULTIPLIER != 1.0 ) // if set to 1.0, optimizer will remove this code
	{
		fireEntityDamageMins = fireMins / FIRE_SPREAD_DAMAGE_MULTIPLIER;
		fireEntityDamageMaxs = fireMaxs / FIRE_SPREAD_DAMAGE_MULTIPLIER;
	}

	//NDebugOverlay::Box( GetAbsOrigin(), fireMins, fireMaxs, 255, 255, 255, 0, fire_dmginterval.GetFloat() );
	fireMins += GetAbsOrigin();
	fireMaxs += GetAbsOrigin();

	if ( FIRE_SPREAD_DAMAGE_MULTIPLIER != 1.0 )
	{
		fireEntityDamageMins += GetAbsOrigin();
		fireEntityDamageMaxs += GetAbsOrigin();
	}

	CBaseEntity *pNearby[256];
	CFire *pFires[16];
	int nearbyCount = UTIL_EntitiesInBox( pNearby, ARRAYSIZE(pNearby), fireMins, fireMaxs, 0 );
	int fireCount = 0;
	int i;

	// is it time to do damage?
	bool damage = false;
	int outputDamage = 0;
	if ( m_flDamageTime <= gpGlobals->curtime )
	{
		m_flDamageTime = gpGlobals->curtime + fire_dmginterval.GetFloat();
		outputDamage = (fire_dmgbase.GetFloat() + outputHeat * fire_dmgscale.GetFloat() * m_flDamageScale) * fire_dmginterval.GetFloat();
		if ( outputDamage )
		{
			damage = true;
		}
	}
	int damageFlags = (m_nFireType == FIRE_NATURAL) ? DMG_BURN : DMG_PLASMA;
	for ( i = 0; i < nearbyCount; i++ )
	{
		CBaseEntity *pOther = pNearby[i];

		if ( pOther == this )
		{
			continue;
		}
		else if ( FClassnameIs( pOther, "env_fire" ) )
		{
			if ( fireCount < ARRAYSIZE(pFires) )
			{
				pFires[fireCount] = (CFire *)pOther;
				fireCount++;
			}
			continue;
		}
		else if ( pOther->m_takedamage == DAMAGE_NO )
		{
			pNearby[i] = NULL;
		}
		else if ( damage )
		{
			bool bDoDamage;

			if ( FIRE_SPREAD_DAMAGE_MULTIPLIER != 1.0 && !pOther->IsPlayer() ) // if set to 1.0, optimizer will remove this code
			{
				Vector otherMins, otherMaxs;
				pOther->CollisionProp()->WorldSpaceAABB( &otherMins, &otherMaxs );
				bDoDamage = IsBoxIntersectingBox( otherMins, otherMaxs, 
												  fireEntityDamageMins, fireEntityDamageMaxs );

			}
			else
				bDoDamage = true;

			if ( bDoDamage )
			{
				// Make sure can actually see entity (don't damage through walls)
				trace_t tr;
				UTIL_TraceLine( this->WorldSpaceCenter(), pOther->WorldSpaceCenter(), MASK_FIRE_SOLID, pOther, COLLISION_GROUP_NONE, &tr );

				if (tr.fraction == 1.0 && !tr.startsolid)
				{
					pOther->TakeDamage( CTakeDamageInfo( this, this, outputDamage, damageFlags ) );
				}
			}
		}
	}

	outputHeat *= fire_heatscale.GetFloat() * simTime;

	if ( fireCount > 0 )
	{
		outputHeat /= fireCount;
		for ( i = 0; i < fireCount; i++ )
		{
			pFires[i]->AddHeat( outputHeat, false );
		}
	}
}

// Destroy any effect I have
void CFire::DestroyEffect()
{
	CBaseFire *pEffect = m_hEffect;
	if ( pEffect != NULL )
	{
		//disable the graphics and remove the entity
		pEffect->Enable( false );
		UTIL_Remove( pEffect );
	}
}
//-----------------------------------------------------------------------------
// Purpose: Think
//-----------------------------------------------------------------------------
void CFire::BurnThink( void )
{
	SetNextThink( gpGlobals->curtime + FIRE_THINK_INTERVAL );

	Update( FIRE_THINK_INTERVAL );
}

void CFire::GoOutThink()
{
	GoOut();
}

void CFire::GoOutInSeconds( float seconds )
{
	Scale( 0.0f, seconds );
	
	SetThink( &CFire::GoOutThink );
	SetNextThink( gpGlobals->curtime + seconds );
}

//------------------------------------------------------------------------------
// Purpose : Blasts of significant size blow out fires that take damage
// Input   :
// Output  :
//------------------------------------------------------------------------------
int CFire::OnTakeDamage( const CTakeDamageInfo &info )
{
	return 0;
}

void CFire::AddHeat( float heat, bool selfHeat )
{
	if ( m_bEnabled )
	{
		if ( !selfHeat )
		{
			if ( IsBurning() )
			{
				// scale back the incoming heat from surrounding fires
				// if I've already ignited
				heat *= fire_incomingheatscale.GetFloat();
			}
		}
		m_lastDamage = gpGlobals->curtime + 0.5;
		bool start = m_flHeatLevel <= 0 ? true : false;
		if ( m_flHeatAbsorb > 0 )
		{
			float absorbDamage = heat * fire_absorbrate.GetFloat();
			if ( absorbDamage > m_flHeatAbsorb )
			{
				heat -= m_flHeatAbsorb / fire_absorbrate.GetFloat();
				m_flHeatAbsorb = 0;
			}
			else
			{
				m_flHeatAbsorb -= absorbDamage;
				heat = 0;
			}
		}

		m_flHeatLevel += heat;
		if ( start && m_flHeatLevel > 0 && m_hEffect == NULL )
		{
			StartFire();
		}
		if ( m_flHeatLevel > m_flMaxHeat )
			m_flHeatLevel = m_flMaxHeat;
	}
}

	
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : end - 
//			time - 
//-----------------------------------------------------------------------------
void CFire::Scale( float end, float time )
{
	CBaseFire *pEffect = m_hEffect;
	if ( pEffect )
	{
		pEffect->Scale( end, time );
	}
}


//-----------------------------------------------------------------------------
// Purpose: 
// Input  : time - 
//-----------------------------------------------------------------------------
void CFire::Extinguish( float heat )
{
	if ( !m_bEnabled )
		return;

	m_lastDamage = gpGlobals->curtime + 0.5;
	bool out = m_flHeatLevel > 0 ? true : false;

	m_flHeatLevel -= heat;
	m_flHeatAbsorb += fire_extabsorb.GetFloat() * heat;
	if ( m_flHeatAbsorb > fire_maxabsorb.GetFloat() )
	{
		m_flHeatAbsorb = fire_maxabsorb.GetFloat();
	}

	// drift toward the average attack time after being sprayed
	// some fires are heavily scripted so their attack looks weird 
	// once interacted with.  Basically, this blends out the scripting 
	// as the fire is sprayed with the extinguisher.
	float averageAttackTime = m_flMaxHeat * (FIRE_NORMAL_ATTACK_TIME/FIRE_MAX_HEAT_LEVEL);
	m_flAttackTime = Approach( averageAttackTime, m_flAttackTime, 2 * gpGlobals->frametime );

	if ( m_flHeatLevel <= 0 )
	{
		m_flHeatLevel = 0;
		if ( out )
		{
			GoOut();
		}
	}
}

bool CFire::GoOut()
{
	//Signal death
	m_OnExtinguished.FireOutput( this, this );

	DestroyEffect();
	m_flHeatLevel -= 20;
	if ( m_flHeatLevel > 0 )
		m_flHeatLevel = 0;

	m_flLastHeatLevel = m_flHeatLevel; 
	SetThink(NULL);
	SetNextThink( TICK_NEVER_THINK );
	if ( m_spawnflags & SF_FIRE_DIE_PERMANENT )
	{
		UTIL_Remove( this );
		return true;
	}
	SetToOutSize();
	
	return false;
}

//==================================================
// CEnvFireSource is a source of heat that the player 
// cannot put out
//==================================================

#define FIRESOURCE_THINK_TIME		0.25		// seconds to 

#define SF_FIRESOURCE_START_ON		0x0001

class CEnvFireSource : public CBaseEntity
{
	DECLARE_CLASS( CEnvFireSource, CBaseEntity );
public:
	void Spawn();
	void Think();
	void TurnOn();
	void TurnOff();
	void InputEnable( inputdata_t &inputdata );
	void InputDisable( inputdata_t &inputdata );

	DECLARE_DATADESC();

private:
	bool		m_bEnabled;
	float		m_radius;
	float		m_damage;
};

BEGIN_DATADESC( CEnvFireSource )

	DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
	DEFINE_KEYFIELD( m_radius,	FIELD_FLOAT, "fireradius" ),
	DEFINE_KEYFIELD( m_damage,FIELD_FLOAT, "firedamage" ),

	DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
	DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),


END_DATADESC()

LINK_ENTITY_TO_CLASS( env_firesource, CEnvFireSource );

void CEnvFireSource::Spawn()
{
	if ( m_spawnflags & SF_FIRESOURCE_START_ON )
	{
		TurnOn();
	}
	else
	{
		TurnOff();
	}
}

void CEnvFireSource::Think()
{
	if ( !m_bEnabled )
		return;
	SetNextThink( gpGlobals->curtime + FIRESOURCE_THINK_TIME );

	CFire *pFires[128];
	int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), false, GetAbsOrigin(), m_radius );

	for ( int i = 0; i < fireCount; i++ )
	{
		pFires[i]->AddHeat( m_damage * FIRESOURCE_THINK_TIME );
	}
}

void CEnvFireSource::TurnOn()
{
	if ( m_bEnabled )
		return;

	m_bEnabled = true;
	SetNextThink( gpGlobals->curtime );
}

void CEnvFireSource::TurnOff()
{
	if ( !m_bEnabled )
		return;

	m_bEnabled = false;
	SetNextThink( TICK_NEVER_THINK );
}
void CEnvFireSource::InputEnable( inputdata_t &inputdata )
{
	TurnOn();
}
void CEnvFireSource::InputDisable( inputdata_t &inputdata )
{
	TurnOff();
}

//==================================================
// CEnvFireSensor detects changes in heat
//==================================================
#define SF_FIRESENSOR_START_ON	1

class CEnvFireSensor : public CBaseEntity
{
	DECLARE_CLASS( CEnvFireSensor, CBaseEntity );
public:
	void Spawn();
	void Think();
	void TurnOn();
	void TurnOff();
	void InputEnable( inputdata_t &inputdata );
	void InputDisable( inputdata_t &inputdata );

	DECLARE_DATADESC();

private:
	bool			m_bEnabled;
	bool			m_bHeatAtLevel;
	float			m_radius;
	float			m_targetLevel;
	float			m_targetTime;
	float			m_levelTime;

	COutputEvent	m_OnHeatLevelStart;
	COutputEvent	m_OnHeatLevelEnd;
};

BEGIN_DATADESC( CEnvFireSensor )

	DEFINE_KEYFIELD( m_radius,	FIELD_FLOAT, "fireradius" ),
	DEFINE_KEYFIELD( m_targetLevel, FIELD_FLOAT, "heatlevel" ),
	DEFINE_KEYFIELD( m_targetTime, FIELD_FLOAT, "heattime" ),

	DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
	DEFINE_FIELD( m_bHeatAtLevel, FIELD_BOOLEAN ),
	DEFINE_FIELD( m_levelTime, FIELD_FLOAT ),
	
	DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
	DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),

	DEFINE_OUTPUT( m_OnHeatLevelStart, "OnHeatLevelStart"),
	DEFINE_OUTPUT( m_OnHeatLevelEnd, "OnHeatLevelEnd"),

END_DATADESC()

LINK_ENTITY_TO_CLASS( env_firesensor, CEnvFireSensor );

void CEnvFireSensor::Spawn()
{
	if ( m_spawnflags & SF_FIRESENSOR_START_ON )
	{
		TurnOn();
	}
	else
	{
		TurnOff();
	}
}

void CEnvFireSensor::Think()
{
	if ( !m_bEnabled )
		return;

	float time = m_targetTime * 0.25;
	if ( time < 0.1 )
	{
		time = 0.1;
	}
	SetNextThink( gpGlobals->curtime + time );

	float heat = 0;
	CFire *pFires[128];
	int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), true, GetAbsOrigin(), m_radius );
	for ( int i = 0; i < fireCount; i++ )
	{
		heat += pFires[i]->GetHeatLevel();
	}

	if ( heat >= m_targetLevel )
	{
		m_levelTime += time;
		if ( m_levelTime >= m_targetTime )
		{
			if ( !m_bHeatAtLevel )
			{
				m_bHeatAtLevel = true;
				m_OnHeatLevelStart.FireOutput( this, this );
			}
		}
	}
	else
	{
		m_levelTime = 0;
		if ( m_bHeatAtLevel )
		{
			m_bHeatAtLevel = false;
			m_OnHeatLevelEnd.FireOutput( this, this );
		}
	}
}

void CEnvFireSensor::TurnOn()
{
	if ( m_bEnabled )
		return;

	m_bEnabled = true;
	SetNextThink( gpGlobals->curtime );
	m_bHeatAtLevel = false;
	m_levelTime = 0;
}

void CEnvFireSensor::TurnOff()
{
	if ( !m_bEnabled )
		return;

	m_bEnabled = false;
	SetNextThink( TICK_NEVER_THINK );
	if ( m_bHeatAtLevel )
	{
		m_bHeatAtLevel = false;
		m_OnHeatLevelEnd.FireOutput( this, this );
	}

}
void CEnvFireSensor::InputEnable( inputdata_t &inputdata )
{
	TurnOn();
}
void CEnvFireSensor::InputDisable( inputdata_t &inputdata )
{
	TurnOff();
}

//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CFire::DrawDebugTextOverlays( void ) 
{
	int text_offset = BaseClass::DrawDebugTextOverlays();

	if (m_debugOverlays & OVERLAY_TEXT_BIT) 
	{
		char tempstr[512];

		// print flame size
		Q_snprintf(tempstr,sizeof(tempstr),"    size: %f", m_flFireSize);
		EntityText(text_offset,tempstr,0);
		text_offset++;
	}
	return text_offset;
}
