colobot/src/graphics/engine/lightning.h

98 lines
2.5 KiB
C++

// * 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 - CLightning class (aka blitz)
*/
#pragma once
#include "common/event.h"
#include "math/vector.h"
class CInstanceManager;
class CObject;
class CSound;
// Graphics module namespace
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;
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