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// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// *
// * 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/.

// blitz.h

#pragma once


#include "common/misc.h"
#include "math/point.h"
#include "old/d3dengine.h"


class CObject;
class CInstanceManager;
class CD3DEngine;
class CTerrain;
class CCamera;
class CSound;



const float BLITZPARA   = 200.0f;       // radius of lightning protection
const int BLITZMAX      = 50;

enum BlitzPhase
{
    BPH_WAIT,
    BPH_BLITZ,
};



class CBlitz
{
public:
    CBlitz(CInstanceManager* iMan, CD3DEngine* engine);
    ~CBlitz();

    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;
    CD3DEngine*         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];
};