// * 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/. /** * \file graphics/engine/lightning.h * \brief Lightning rendering - Gfx::CLightning class (aka blitz) */ #pragma once #include "common/event.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 * \brief Lightning effect renderer * * Functions are only stubs for now. */ 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; Gfx::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