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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Explosion Sprite class
*/

#ifndef Explosion_h
#define Explosion_h

#include "Types.h"
#include "Geometry.h"
#include "SimObject.h"
#include "Sound.h"

// +--------------------------------------------------------------------+

class Solid;
class Particles;
class System;

// +--------------------------------------------------------------------+

class Explosion : public SimObject,
public SimObserver
{
public:
    static const char* TYPENAME() { return "Explosion"; }

    enum Type { SHIELD_FLASH      =  1,
        HULL_FLASH        =  2,
        BEAM_FLASH        =  3,
        SHOT_BLAST        =  4,
        HULL_BURST        =  5,
        HULL_FIRE         =  6,
        PLASMA_LEAK       =  7,
        SMOKE_TRAIL       =  8,
        SMALL_FIRE        =  9,
        SMALL_EXPLOSION   = 10,
        LARGE_EXPLOSION   = 11,
        LARGE_BURST       = 12,
        NUKE_EXPLOSION    = 13,
        QUANTUM_FLASH     = 14,
        HYPER_FLASH       = 15
    };

    Explosion(int type, const Vec3& pos, const Vec3& vel,
    float exp_scale, float part_scale,
    SimRegion* rgn=0, SimObject* source=0);
    virtual ~Explosion();

    static void       Initialize();
    static void       Close();

    virtual void      ExecFrame(double seconds);
    Particles*        GetParticles()                { return particles; }

    virtual void      Activate(Scene& scene);
    virtual void      Deactivate(Scene& scene);

    virtual bool         Update(SimObject* obj);
    virtual const char*  GetObserverName() const;

protected:
    int               type;
    Particles*        particles;

    float             scale;
    float             scale1;
    float             scale2;

    SimObject*        source;
    Point             mount_rel;
};

#endif  // Explosion_h