//---------------------------------------------------------
//---------------------------------------------------------
#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"

// NPCs and grates do not prevent fire from travelling
#define	MASK_FIRE_SOLID	 ( MASK_SOLID & (~(CONTENTS_MONSTER|CONTENTS_GRATE)) )

#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_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" );

class CFire : public CBaseEntity
{
public:
	DECLARE_CLASS( CFire, CBaseEntity );

	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;
	
	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; }

	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 );
				NDebugOverlay::EntityText(entindex(),1,tempstr, 0);
			}
			else if ( !IsBurning() )
			{
				NDebugOverlay::EntityBounds(this, 88, 88, 128, 0 ,0);
				return;
			}
		}
		BaseClass::DrawDebugGeometryOverlays();
	}

	//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;


	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 )
{
	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 )
{
	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 )
{
	CFire *pFires[32];

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

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

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

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

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

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

	DEFINE_KEYFIELD( CFire, m_flAttackTime, FIELD_FLOAT, "fireattack" ),
	DEFINE_FIELD( CFire, m_bEnabled, FIELD_BOOLEAN ),

	DEFINE_FUNCTION( CFire, BurnThink ),
	DEFINE_FUNCTION( CFire, GoOutThink ),



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

	DEFINE_INPUTFUNC( CFire, FIELD_VOID, "Enable", InputEnable ),
	DEFINE_INPUTFUNC( CFire, FIELD_VOID, "Disable", InputDisable ),
	
	DEFINE_OUTPUT( CFire, m_OnIgnited, "OnIgnited" ),
	DEFINE_OUTPUT( CFire, 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;
}

//-----------------------------------------------------------------------------
// UpdateOnRemove
//-----------------------------------------------------------------------------
void CFire::UpdateOnRemove( void )
{
	//Stop any looping sounds that might be playing
	StopSound( entindex(), CHAN_VOICE, "ambient/nature/fire/fire_small1.wav" );
	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_nFireType == FIRE_PLASMA )
	{
		UTIL_PrecacheOther("_plasma");
	}

	enginesound->PrecacheSound( "ambient/nature/fire/fire_small1.wav" );
}

//------------------------------------------------------------------------------
// 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 )
{
	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;
	}

	m_spawnflags |= SF_FIRE_START_ON;
	Init( vFirePos, m_flFireSize, m_flAttackTime, 30, m_spawnflags, (fireType_e) m_nFireType );
	Start();
}

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

	Precache();

	m_takedamage = DAMAGE_NO;

	SetSolid( SOLID_NONE );
	m_fEffects |= 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 );
	m_bEnabled = (m_spawnflags & SF_FIRE_START_DISABLED) ? false : true;
}

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

		StartFire();
	}
}

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

	float scale = m_flHeatLevel / m_flMaxHeat;
	float damageRadius = scale * m_flFireSize * FIRE_WIDTH / FIRE_HEIGHT;// * 0.5;	//FIXME: Trying slightly larger radius for burning
	if ( damageRadius < 16 )
	{
		damageRadius = 16;
	}
	Vector fireMins(-damageRadius,-damageRadius,0);
	Vector fireMaxs(damageRadius,damageRadius,m_flFireSize*scale);
	//NDebugOverlay::Box( GetAbsOrigin(), fireMins, fireMaxs, 255, 255, 255, 0, fire_dmginterval.GetFloat() );
	fireMins += GetAbsOrigin();
	fireMaxs += 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 && 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 )
		{
			// Make sure can actually see entity (don't damage through walls)
			trace_t tr;
			UTIL_TraceLine( GetAbsOrigin(), pOther->GetAbsOrigin(), 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( CEnvFireSource, m_bEnabled, FIELD_BOOLEAN ),
	DEFINE_KEYFIELD( CEnvFireSource, m_radius,	FIELD_FLOAT, "fireradius" ),
	DEFINE_KEYFIELD( CEnvFireSource, m_damage,FIELD_FLOAT, "firedamage" ),

	DEFINE_INPUTFUNC( CEnvFireSource, FIELD_VOID, "Enable", InputEnable ),
	DEFINE_INPUTFUNC( CEnvFireSource, 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( CEnvFireSensor, m_radius,	FIELD_FLOAT, "fireradius" ),
	DEFINE_KEYFIELD( CEnvFireSensor, m_targetLevel, FIELD_FLOAT, "heatlevel" ),
	DEFINE_KEYFIELD( CEnvFireSensor, m_targetTime, FIELD_FLOAT, "heattime" ),

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

	DEFINE_OUTPUT( CEnvFireSensor, m_OnHeatLevelStart, "OnHeatLevelStart"),
	DEFINE_OUTPUT( CEnvFireSensor, 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();
}


