////////////////////////////////////////////////////////////////////////////////
//    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_Lightning_hpp_INCLUDE__
#define __INCLUDE_Lightning_hpp_INCLUDE__

#include <actions/Action.hpp>
#include <weapons/WeaponLightning.hpp>
#include <list>

#ifndef S3D_SERVER
#include <GLEXT/GLTextureReference.hpp>
#endif

class Target;

class Lightning : public Action
{
public:
	Lightning(
		WeaponLightning*   weapon,
		WeaponFireContext& weaponContext,
		FixedVector&       position,
		FixedVector&       velocity
	);
	virtual ~Lightning();

	virtual void        draw();
	virtual void        init();
	virtual void        simulate( fixed frameTime, bool& remove );
	virtual std::string getActionDetails();

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

protected:
	struct Segment
	{
		FixedVector start;
		FixedVector end;
		FixedVector direction;
		bool        endsegment;
		fixed       size;
	};

	std::list< Segment > segments_;

#ifndef S3D_SERVER
	GLTextureReference texture_;
#endif
	WeaponLightning*  weapon_;
	WeaponFireContext weaponContext_;
	FixedVector       position_;
	FixedVector       velocity_;
	fixed             totalTime_;
	bool              firstTime_;

	void damageTargets( FixedVector& position, std::map< unsigned int, fixed >& hurtMap );
	void dispaceDirection( FixedVector& direction, FixedVector& originalDirection, fixed angle );
	void generateLightning(
		int                              id,
		int                              depth,
		fixed                            size,
		FixedVector&                     originalPosition,
		FixedVector&                     originalDirection,
		FixedVector&                     position,
		FixedVector&                     direction,
		std::map< unsigned int, fixed >& hurtMap
	);
};

#endif  // __INCLUDE_Lightning_hpp_INCLUDE__
