//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_world.h"
#include "ivmodemanager.h"
#include "activitylist.h"
#include "decals.h"
#include "engine/ivmodelinfo.h"
#include "ivieweffects.h"
#include "shake.h"
#include "eventlist.h"
#ifdef MAPBASE
#include "mapentities_shared.h"
#endif
// NVNT haptic include for notification of world precache
#include "haptics/haptic_utils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

#ifdef CWorld
#undef CWorld
#endif

C_GameRules *g_pGameRules = NULL;
static C_World *g_pClientWorld;


void ClientWorldFactoryInit()
{
	g_pClientWorld = new C_World;
}

void ClientWorldFactoryShutdown()
{
	delete g_pClientWorld;
	g_pClientWorld = NULL;
}

static IClientNetworkable* ClientWorldFactory( int entnum, int serialNum )
{
	Assert( g_pClientWorld != NULL );

	g_pClientWorld->Init( entnum, serialNum );
	return g_pClientWorld;
}


IMPLEMENT_CLIENTCLASS_FACTORY( C_World, DT_World, CWorld, ClientWorldFactory );

BEGIN_RECV_TABLE( C_World, DT_World )
	RecvPropFloat(RECVINFO(m_flWaveHeight)),
	RecvPropVector(RECVINFO(m_WorldMins)),
	RecvPropVector(RECVINFO(m_WorldMaxs)),
	RecvPropInt(RECVINFO(m_bStartDark)),
	RecvPropFloat(RECVINFO(m_flMaxOccludeeArea)),
	RecvPropFloat(RECVINFO(m_flMinOccluderArea)),
	RecvPropFloat(RECVINFO(m_flMaxPropScreenSpaceWidth)),
	RecvPropFloat(RECVINFO(m_flMinPropScreenSpaceWidth)),
	RecvPropString(RECVINFO(m_iszDetailSpriteMaterial)),
	RecvPropInt(RECVINFO(m_bColdWorld)),
#ifdef MAPBASE
	RecvPropString(RECVINFO(m_iszChapterTitle)),
#endif
END_RECV_TABLE()

#ifdef MAPBASE_VSCRIPT
extern bool VScriptClientInit();
#endif


C_World::C_World( void )
{
}

C_World::~C_World( void )
{
}

bool C_World::Init( int entnum, int iSerialNum )
{
	m_flWaveHeight = 0.0f;
	ActivityList_Init();
	EventList_Init();

#ifdef MAPBASE_VSCRIPT
	m_iScriptLanguageServer = SL_NONE;
	m_iScriptLanguageClient = SL_NONE;
#endif

	return BaseClass::Init( entnum, iSerialNum );
}

void C_World::Release()
{
	ActivityList_Free();
	Term();
}

void C_World::PreDataUpdate( DataUpdateType_t updateType )
{
	BaseClass::PreDataUpdate( updateType );
}

void C_World::OnDataChanged( DataUpdateType_t updateType )
{
	BaseClass::OnDataChanged( updateType );

	// Always force reset to normal mode upon receipt of world in new map
	if ( updateType == DATA_UPDATE_CREATED )
	{
		modemanager->SwitchMode( false, true );

		if ( m_bStartDark )
		{
			ScreenFade_t sf;
			memset( &sf, 0, sizeof( sf ) );
			sf.a = 255;
			sf.r = 0;
			sf.g = 0;
			sf.b = 0;
			sf.duration = (float)(1<<SCREENFADE_FRACBITS) * 5.0f;
			sf.holdTime = (float)(1<<SCREENFADE_FRACBITS) * 1.0f;
			sf.fadeFlags = FFADE_IN | FFADE_PURGE;
			vieweffects->Fade( sf );
		}

		OcclusionParams_t params;
		params.m_flMaxOccludeeArea = m_flMaxOccludeeArea;
		params.m_flMinOccluderArea = m_flMinOccluderArea;
		engine->SetOcclusionParameters( params );

		modelinfo->SetLevelScreenFadeRange( m_flMinPropScreenSpaceWidth, m_flMaxPropScreenSpaceWidth );
	}
}

void C_World::RegisterSharedActivities( void )
{
	ActivityList_RegisterSharedActivities();
	EventList_RegisterSharedEvents();
}

// -----------------------------------------
//	Sprite Index info
// -----------------------------------------
short		g_sModelIndexLaser;			// holds the index for the laser beam
const char	*g_pModelNameLaser = "sprites/laserbeam.vmt";
short		g_sModelIndexLaserDot;		// holds the index for the laser beam dot
short		g_sModelIndexFireball;		// holds the index for the fireball
short		g_sModelIndexSmoke;			// holds the index for the smoke cloud
short		g_sModelIndexWExplosion;	// holds the index for the underwater explosion
short		g_sModelIndexBubbles;		// holds the index for the bubbles model
short		g_sModelIndexBloodDrop;		// holds the sprite index for the initial blood
short		g_sModelIndexBloodSpray;	// holds the sprite index for splattered blood

//-----------------------------------------------------------------------------
// Purpose: Precache global weapon sounds
//-----------------------------------------------------------------------------
void W_Precache(void)
{
	PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );

	g_sModelIndexFireball = modelinfo->GetModelIndex ("sprites/zerogxplode.vmt");// fireball
	g_sModelIndexWExplosion = modelinfo->GetModelIndex ("sprites/WXplo1.vmt");// underwater fireball
	g_sModelIndexSmoke = modelinfo->GetModelIndex ("sprites/steam1.vmt");// smoke
	g_sModelIndexBubbles = modelinfo->GetModelIndex ("sprites/bubble.vmt");//bubbles
	g_sModelIndexBloodSpray = modelinfo->GetModelIndex ("sprites/bloodspray.vmt"); // initial blood
	g_sModelIndexBloodDrop = modelinfo->GetModelIndex ("sprites/blood.vmt"); // splattered blood 
	g_sModelIndexLaser = modelinfo->GetModelIndex( (char *)g_pModelNameLaser );
	g_sModelIndexLaserDot = modelinfo->GetModelIndex("sprites/laserdot.vmt");
}

void C_World::Precache( void )
{
	// UNDONE: Make most of these things server systems or precache_registers
	// =================================================
	//	Activities
	// =================================================
	ActivityList_Free();
	EventList_Free();

	RegisterSharedActivities();

	// Get weapon precaches
	W_Precache();	

	// Call all registered precachers.
	CPrecacheRegister::Precache();
	// NVNT notify system of precache
	if (haptics)
		haptics->WorldPrecache();
}

void C_World::Spawn( void )
{
	Precache();
}

//-----------------------------------------------------------------------------
// Parse data from a map file
//-----------------------------------------------------------------------------
bool C_World::KeyValue( const char *szKeyName, const char *szValue ) 
{
#ifdef MAPBASE_VSCRIPT
	if ( FStrEq( szKeyName, "vscriptlanguage" ) )
	{
		m_iScriptLanguageServer = atoi( szValue );
	}
	else if ( FStrEq( szKeyName, "vscriptlanguage_client" ) )
	{
		m_iScriptLanguageClient = atoi( szValue );
	}
	else
#endif
		return BaseClass::KeyValue( szKeyName, szValue );

	return true;
}

#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Parses worldspawn data from BSP on the client
//-----------------------------------------------------------------------------
void C_World::ParseWorldMapData( const char *pMapData )
{
	char szTokenBuffer[MAPKEY_MAXLENGTH];
	for ( ; true; pMapData = MapEntity_SkipToNextEntity(pMapData, szTokenBuffer) )
	{
		//
		// Parse the opening brace.
		//
		char token[MAPKEY_MAXLENGTH];
		pMapData = MapEntity_ParseToken( pMapData, token );

		//
		// Check to see if we've finished or not.
		//
		if (!pMapData)
			break;

		if (token[0] != '{')
		{
			Error( "MapEntity_ParseAllEntities: found %s when expecting {", token);
			continue;
		}

		CEntityMapData entData( (char*)pMapData );
		char className[MAPKEY_MAXLENGTH];

		if (!entData.ExtractValue( "classname", className ))
		{
			Error( "classname missing from entity!\n" );
		}

		if ( !Q_strcmp( className, "worldspawn" ) )
		{
			// Set up keyvalues.
			ParseMapData( &entData );
			return;
		}
	}
}
#endif



C_World *GetClientWorldEntity()
{
	Assert( g_pClientWorld != NULL );
	return g_pClientWorld;
}

