////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2025, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D 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.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_ShotBounce_hpp_INCLUDE__
#define __INCLUDE_ShotBounce_hpp_INCLUDE__

#include <engine/PhysicsParticle.hpp>
#include <engine/ScorchedCollisionIds.hpp>
#include <actions/ParticleGroup.hpp>
#include <weapons/WeaponRoller.hpp>

class TankViewPointProvider;
class ModelRendererSimulator;

class ShotBounce : public PhysicsParticle
{
public:
	ShotBounce(
		WeaponRoller*      weapon,
		FixedVector&       startPosition,
		FixedVector&       velocity,
		WeaponFireContext& weaponContext
	);
	virtual ~ShotBounce();

	virtual void        simulate( fixed frameTime, bool& remove );
	virtual void        init();
	virtual void        draw();
	virtual void        collision( PhysicsParticleObject& position, ScorchedCollisionId collisionId );
	virtual std::string getActionDetails();

	virtual std::string getActionType() { return "ShotBounce"; }

	unsigned int getPlayerId() { return weaponContext_.getPlayerId(); }

	WeaponRoller* getWeapon() { return weapon_; }

protected:
	ParticleGroup*          groups_;
	FixedVector             startPosition_;
	FixedVector             velocity_;
	WeaponRoller*           weapon_;
	WeaponFireContext       weaponContext_;
	TankViewPointProvider*  vPoint_;
	FixedVector             lookFrom_;
	ModelRendererSimulator* model_;
	bool                    collided_;
	fixed                   totalTime_;
	fixed                   simulateTime_;
	fixed                   timeout_;
	fixed                   stepSize_;
	fixed                   weaponTime_;
	float                   scale_;

	void doCollision();

private:
	ShotBounce( const ShotBounce& );
	const ShotBounce& operator=( const ShotBounce& );
};

#endif  // __INCLUDE_ShotBounce_hpp_INCLUDE__
