/*
	Rogue Trader.
	Copyright (c) 2007, Darragh Coy.
	All rights reserved.
	Original work(s), source code & author(s) details available at: http://www.darraghcoy.com

	Redistribution and use in source and binary forms, with or without modification, are permitted 
	provided that the following conditions are met:

		* 	Redistributions of source code must retain the above copyright notice, this list of 
			conditions and the following disclaimer.
		* 	Redistributions in binary form must reproduce the above copyright notice, this list of 
			conditions and the following disclaimer in the documentation.
		* 	Neither the name of the author nor the names of contributors may be used to endorse or 
			promote products derived from this software without specific prior written permission.
		* 	The use of any third party libraries, modules or data files provided with the source 
			form of the program must follow and respect the individual licensing terms of these 
			components. You do not have permission to modify or circumvent the licensing terms for 
			provided third party components unless the third party licenses specifically allow this. 
			If you do not agree to the terms of provided third party components then you do not have 
			permission to use them in your derived work(s).
		* 	The terms of this license do not apply to separate (but related) distributions if supplied 
			by the author(s), only to the contents of this source distribution, derived works, and the 
			binaries produced by either modified or unmodified versions of the source code. The terms 
			of this license do not also apply to any third party libraries or components provided with 
			the source distribution. Such third party elements are licensed under their own separate 
			agreements.

	THIS SOFTWARE IS PROVIDED BY DARRAGH COY ''AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, 
	BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
	ARE DISCLAIMED. IN NO EVENT SHALL DARRAGH COY BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 
	EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 
	OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 
	OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING 
	IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

#ifndef GAMEOBJECT_EXPLOSION_H
#define GAMEOBJECT_EXPLOSION_H

//##############################################################################
// C Includes
//##############################################################################

#include <Windows.h>
#include <gl/gl.h>
#include "MathLibrary.h"

//##############################################################################
// Forward references
//##############################################################################

class Camera;
class GLTextureManager;
class GameScene;
class SoundManager;

//##############################################################################
// Base class: cannot be forward referenced
//##############################################################################

#include "StaticGameObject.h"

//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################
//
//
// Class Name:   GameObject_Explosion
// Purpose:      Small class which handles the creation and animation of an
//               explosion effect.
//
//
//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################

class GameObject_Explosion : public StaticGameObject
{
    public:

        //----------------------------------------------------------------------
        // Functions
        //----------------------------------------------------------------------

        // Constructor:

        GameObject_Explosion
        (
            float       x,          // position of explosion: x
            float       y,          // position of explosion: y
            float       z,          // position of explosion: z
            float       radius,     // explosion radius
            float       time        // time the explosion will take
        );

        // On frame event: decrements explosions time to live

        void onFrame( float frameTime );

        // On draw event: draws the explosion

        void onDraw( Camera * camera );

//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################

 protected:

        //----------------------------------------------------------------------
        // Constants
        //----------------------------------------------------------------------

        static const unsigned NUM_PARTS = 8;    // number of parts to the explosion
        static const float    SOUND_DISTANCE;   // distance from which the explosion can be heard

        //----------------------------------------------------------------------
        // Structs
        //----------------------------------------------------------------------

        // Describes one part of an explosion: saves position, texture coordinates and size

        struct ExplosionPart
        {
            float pos_x;    // explosion part position: x
            float pos_y;    // explosion part position: y
            float pos_z;    // explosion part position: z

            float size;     // explosion part size

            float u1;       // texture coordinate 1 for explosion quad: u
            float v1;       // texture coordinate 1 for explosion quad: v
            float u2;       // texture coordinate 2 for explosion quad: u
            float v2;       // texture coordinate 2 for explosion quad: v
            float u3;       // texture coordinate 3 for explosion quad: u
            float v3;       // texture coordinate 3 for explosion quad: v
            float u4;       // texture coordinate 4 for explosion quad: u
            float v4;       // texture coordinate 4 for explosion quad: v
        };

        //----------------------------------------------------------------------
        // Data
        //----------------------------------------------------------------------

        // Time the explosion takes and time left for the explosion:

        float explosionTime;
        float timeLeft;

        // Array of explosion parts that form the whole explosion

        ExplosionPart explosionParts[NUM_PARTS];
};

//##############################################################################
// C++ Includes
//##############################################################################

#include "Camera.h"
#include "GLTextureManager.h"
#include "GameScene.h"
#include "SoundManager.h"

#endif  // ifndef GAMEOBJECT_EXPLOSION_H


