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/*
* 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
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