/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsiteс.ch; http://colobot.info; http://github.com/colobot * * 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://gnu.org/licenses */ /** * \file graphics/engine/lightning.h * \brief Lightning rendering - CLightning class (aka blitz) */ #pragma once #include "common/event.h" #include "math/vector.h" class CObject; class CSoundInterface; // Graphics module namespace namespace Gfx { class CEngine; class CTerrain; class CCamera; //! Radius of lightning protection const float LTNG_PROTECTION_RADIUS = 200.0f; /** * \class CLightning * \brief Lightning effect renderer * * TODO: documentation */ class CLightning { public: CLightning(CEngine* engine); ~CLightning(); //! Triggers lightning bool Create(float sleep, float delay, float magnetic); //! Removes lightning void Flush(); //! Gives the status of lightning bool GetStatus(float &sleep, float &delay, float &magnetic, float &progress); //! Specifies the status of lightning bool SetStatus(float sleep, float delay, float magnetic, float progress); //! Management of an event bool EventProcess(const Event &event); //! Draws lightning void Draw(); protected: //! Updates lightning bool EventFrame(const Event &event); //! Seeks for the object closest to the lightning CObject* SearchObject(Math::Vector pos); protected: CEngine* m_engine; CTerrain* m_terrain; CCamera* m_camera; CSoundInterface* m_sound; bool m_lightningExists; float m_sleep; float m_delay; float m_magnetic; float m_speed; float m_progress; Math::Vector m_pos; enum LightningPhase { LP_WAIT, LP_FLASH, }; LightningPhase m_phase; static const short FLASH_SEGMENTS = 50; Math::Point m_shift[FLASH_SEGMENTS]; float m_width[FLASH_SEGMENTS]; }; } // namespace Gfx