//
//  SuperTuxKart - a fun racing game with go-kart
//  Copyright (C) 2012-2015 Joerg Henrichs
//
//  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, write to the Free Software
//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

#ifndef HEADER_EXPLOSION_ANIMATION_HPP
#define HEADER_EXPLOSION_ANIMATION_HPP

#include "karts/abstract_kart_animation.hpp"
#include "utils/vec3.hpp"

/**
 * \brief This class is a 'mixin' for kart, and handles the animated explosion.
 *  I.e. it will throw the kart a certain amount in the air, rotate it
 *  randomly, and after the specified time period let it land at the
 *  same spot where it was hit, therefore avoiding any problems of
 *  karts being pushed on wrong parts of the track, and making explosion
 *  more 'fair' (it can't happen that one explosion give you actually
 *  a benefit by pushing you forwards.
 *  The object is a base class for kart, but will only be used if an
 *  explosion happens.
 * \ingroup karts
 */
class ExplosionAnimation: public AbstractKartAnimation
{
protected:
    /** The coordinates where the kart was hit originally. */
    Vec3 m_xyz;

    /** The original Y coordinate. The kart needs to be restored accurately
     *  otherwise due to floating point errors, time step size variations,
     *  a kart can be restarted under the track. */
    float m_orig_y;

    /** The kart's current rotation. */
    Vec3 m_curr_rotation;

    /** The artificial rotation to toss the kart around. It's in units
     *  of rotation per second. */
    Vec3 m_add_rotation;

    /** The velocity with which the kart is moved. */
    float m_velocity;

    /** Duration for this explosion. This can potentially be set
     *  with different values for different karts, or depending
     *  on difficulty (so that on easy you can drive again earlier. */
    float m_duration;

    ExplosionAnimation(AbstractKart *kart);
    ExplosionAnimation(AbstractKart *kart, const Vec3 &pos,
                       bool direct_hit);
public:
    static ExplosionAnimation *create(AbstractKart *kart, const Vec3 &pos,
                                      bool direct_hit);
    static ExplosionAnimation *create(AbstractKart *kart);

    virtual ~ExplosionAnimation();
    virtual void update(float dt);
};   // ExplosionAnimation
#endif
