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diff --git a/src/graphics/engine/lightning.h b/src/graphics/engine/lightning.h
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+// * This file is part of the COLOBOT source code
+// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
+// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
+// *
+// * This program is free software: you can redistribute it and/or modify
+// * it under the terms of the GNU General Public License as published by
+// * the Free Software Foundation, either version 3 of the License, or
+// * (at your option) any later version.
+// *
+// * This program is distributed in the hope that it will be useful,
+// * but WITHOUT ANY WARRANTY; without even the implied warranty of
+// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// * GNU General Public License for more details.
+// *
+// * You should have received a copy of the GNU General Public License
+// * along with this program. If not, see http://www.gnu.org/licenses/.
+
+// lightning.h (aka blitz.h)
+
+#pragma once
+
+#include "common/misc.h"
+#include "math/vector.h"
+
+
+class CInstanceManager;
+class CObject;
+class CSound;
+
+
+namespace Gfx {
+
+class CEngine;
+class CTerrain;
+class CCamera;
+
+
+const float BLITZPARA = 200.0f; // radius of lightning protection
+const short BLITZMAX = 50;
+
+enum BlitzPhase
+{
+ BPH_WAIT,
+ BPH_BLITZ,
+};
+
+
+class CLightning
+{
+public:
+ CLightning(CInstanceManager* iMan, CEngine* engine);
+ ~CLightning();
+
+ void Flush();
+ bool EventProcess(const Event &event);
+ bool Create(float sleep, float delay, float magnetic);
+ bool GetStatus(float &sleep, float &delay, float &magnetic, float &progress);
+ bool SetStatus(float sleep, float delay, float magnetic, float progress);
+ void Draw();
+
+protected:
+ bool EventFrame(const Event &event);
+ CObject* SearchObject(Math::Vector pos);
+
+protected:
+ CInstanceManager* m_iMan;
+ CEngine* m_engine;
+ CTerrain* m_terrain;
+ CCamera* m_camera;
+ CSound* m_sound;
+
+ bool m_bBlitzExist;
+ float m_sleep;
+ float m_delay;
+ float m_magnetic;
+ BlitzPhase m_phase;
+ float m_time;
+ float m_speed;
+ float m_progress;
+ Math::Vector m_pos;
+ Math::Point m_shift[BLITZMAX];
+ float m_width[BLITZMAX];
+};
+
+}; // namespace Gfx