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/*  Project Starshatter 4.5
    Destroyer Studios LLC
    Copyright © 1997-2004. All Rights Reserved.

    SUBSYSTEM:    Stars.exe
    FILE:         Explosion.h
    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