/*
	Wheels Of Steel
	Copyright (c) 2006, 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.
*/

//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################
//
//
// Class Name:   Obj_SolidObstacle
// Purpose:      Class for all solid (non movable) obstacle types in the game, these might
//               include trees, lamp posts etc.
//
//##############################################################################
//##############################################################################
//##############################################################################

#include "Obj_SolidObstacle.h"

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name:     Obj_SolidObstacle::Obj_SolidObstacle
Purpose:  Constructor for the solid obstacle type of game object
Params:   As commented
Returns:  none

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


Obj_SolidObstacle::Obj_SolidObstacle
(
    const Mipmap * objectImage, // mipmapped image to use for the obstacle
    float pos_x,                // position: x
    float pos_y,                // position: y
    float pos_z,                // position: z
    float size_x,               // size: x
    float size_y,               // size: y
    float size_z                // size: z

) : GameObject(pos_x,pos_y,pos_z,false)
{
    // Set the mipmap to draw for this object

    this->obstacleImage = objectImage;

    // Set object size

    this->size_x = size_x;
    this->size_y = size_y;
    this->size_z = size_z;

    // Set object attributes

    this->solid             = true;
    this->gravityAffected   = false;
    this->weight            = 1.0f;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name:     Obj_SolidObstacle::~GameObject
Purpose:  Destructor. Does nothing.
Params:   none
Returns:  none

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

Obj_SolidObstacle::~Obj_SolidObstacle()
{
    // DO NOTHING
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name:     Obj_SolidObstacle::event_collision
Purpose:  Collision event for solid objects. Does nothing.
Params:   Object that collided with this object.
Returns:  none

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

// No unreferenced param warning

#pragma warning(disable:4100)

void Obj_SolidObstacle::event_collision( GameObject * collider)
{
    // DO NOTHING
}

// Restore this warning to normal

#pragma warning(default:4100)


/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name:     Obj_SolidObstacle::event_move
Purpose:  Move event for solid objects. Does nothing.
Params:   Track and time last frame took in seconds
Returns:  none

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

// No unreferenced param warning

#pragma warning(disable:4100)

void Obj_SolidObstacle::event_move( Track * track, float frameTime )
{
    // DO NOTHING
}

// Restore this warning to normal

#pragma warning(default:4100)

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Name:     Obj_SolidObstacle::event_draw
Purpose:  Draw event for solid objects. Draws the objects image
Params:   Window and camera position
Returns:  none

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

void Obj_SolidObstacle::event_draw( Window & window, Camera * camera)
{
    // Draw the image of this object scaled with perspective

    this->drawPerspectiveImage(window,camera,obstacleImage);
}
