//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Big pulsating ball inside the core of the citadel
//
//=============================================================================//

#include "cbase.h"
#include "baseentity.h"

#define COREBALL_MODEL "models/props_combine/coreball.mdl"

class CPropScalable : public CBaseAnimating
{
public:
	DECLARE_CLASS( CPropScalable, CBaseAnimating );
	DECLARE_DATADESC();
	DECLARE_SERVERCLASS();

	CPropScalable();

	virtual void Spawn( void );
	virtual void Precache( void );

	CNetworkVar( float, m_flScaleX );
	CNetworkVar( float, m_flScaleY );
	CNetworkVar( float, m_flScaleZ );

	CNetworkVar( float, m_flLerpTimeX );
	CNetworkVar( float, m_flLerpTimeY );
	CNetworkVar( float, m_flLerpTimeZ );

	CNetworkVar( float, m_flGoalTimeX );
	CNetworkVar( float, m_flGoalTimeY );
	CNetworkVar( float, m_flGoalTimeZ );

	void InputSetScaleX( inputdata_t &inputdata );
	void InputSetScaleY( inputdata_t &inputdata );
	void InputSetScaleZ( inputdata_t &inputdata );
};

LINK_ENTITY_TO_CLASS( prop_coreball, CPropScalable );
LINK_ENTITY_TO_CLASS( prop_scalable, CPropScalable );

BEGIN_DATADESC( CPropScalable )
	DEFINE_INPUTFUNC( FIELD_VECTOR, "SetScaleX", InputSetScaleX ),
	DEFINE_INPUTFUNC( FIELD_VECTOR, "SetScaleY", InputSetScaleY ),
	DEFINE_INPUTFUNC( FIELD_VECTOR, "SetScaleZ", InputSetScaleZ ),

	DEFINE_FIELD( m_flScaleX, FIELD_FLOAT ),
	DEFINE_FIELD( m_flScaleY, FIELD_FLOAT ),
	DEFINE_FIELD( m_flScaleZ, FIELD_FLOAT ),

	DEFINE_FIELD( m_flLerpTimeX, FIELD_FLOAT ),
	DEFINE_FIELD( m_flLerpTimeY, FIELD_FLOAT ),
	DEFINE_FIELD( m_flLerpTimeZ, FIELD_FLOAT ),

	DEFINE_FIELD( m_flGoalTimeX, FIELD_FLOAT ),
	DEFINE_FIELD( m_flGoalTimeY, FIELD_FLOAT ),
	DEFINE_FIELD( m_flGoalTimeZ, FIELD_FLOAT ),
END_DATADESC()

IMPLEMENT_SERVERCLASS_ST( CPropScalable, DT_PropScalable )
	SendPropFloat( SENDINFO(m_flScaleX), 0, SPROP_NOSCALE ),
	SendPropFloat( SENDINFO(m_flScaleY), 0, SPROP_NOSCALE ),
	SendPropFloat( SENDINFO(m_flScaleZ), 0, SPROP_NOSCALE ),

	SendPropFloat( SENDINFO(m_flLerpTimeX), 0, SPROP_NOSCALE ),
	SendPropFloat( SENDINFO(m_flLerpTimeY), 0, SPROP_NOSCALE ),
	SendPropFloat( SENDINFO(m_flLerpTimeZ), 0, SPROP_NOSCALE ),

	SendPropFloat( SENDINFO(m_flGoalTimeX), 0, SPROP_NOSCALE ),
	SendPropFloat( SENDINFO(m_flGoalTimeY), 0, SPROP_NOSCALE ),
	SendPropFloat( SENDINFO(m_flGoalTimeZ), 0, SPROP_NOSCALE ),
END_SEND_TABLE()

CPropScalable::CPropScalable( void )
{
	m_flScaleX = 1.0f;
	m_flScaleY = 1.0f;
	m_flScaleZ = 1.0f;

	UseClientSideAnimation();
}

void CPropScalable::Spawn( void )
{
	// Stomp our model name if we're the coreball (legacy)
	if ( FClassnameIs( this, "prop_coreball" ) )
	{
		PrecacheModel( COREBALL_MODEL );
		SetModel( COREBALL_MODEL );
	}
	else
	{
		char *szModel = (char *)STRING( GetModelName() );
		if (!szModel || !*szModel)
		{
			Warning( "prop_scalable at %.0f %.0f %0.f missing modelname\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
			UTIL_Remove( this );
			return;
		}

		PrecacheModel( szModel );
		SetModel( szModel );
	}

	SetMoveType( MOVETYPE_NONE );

	BaseClass::Spawn();

	AddEffects( EF_NOSHADOW );

	SetSequence( 0 );
	SetPlaybackRate( 1.0f );
}

void CPropScalable::Precache( void )
{
	BaseClass::Precache();
}

void CPropScalable::InputSetScaleX( inputdata_t &inputdata )
{
	Vector vecScale;
	inputdata.value.Vector3D( vecScale );

	m_flScaleX = vecScale.x;
	m_flLerpTimeX = vecScale.y;
	m_flGoalTimeX = gpGlobals->curtime;
}

void CPropScalable::InputSetScaleY( inputdata_t &inputdata )
{
	Vector vecScale;
	inputdata.value.Vector3D( vecScale );

	m_flScaleY = vecScale.x;
	m_flLerpTimeY = vecScale.y;
	m_flGoalTimeY = gpGlobals->curtime;
}

void CPropScalable::InputSetScaleZ( inputdata_t &inputdata )
{
	Vector vecScale;
	inputdata.value.Vector3D( vecScale );

	m_flScaleZ = vecScale.x;
	m_flLerpTimeZ = vecScale.y;
	m_flGoalTimeZ = gpGlobals->curtime;
}
