////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 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_Wind_hpp_INCLUDE__
#define __INCLUDE_Wind_hpp_INCLUDE__

#include <common/FixedVector.hpp>
#include <engine/ScorchedContext.hpp>

class Wind
{
public:
	Wind();
	virtual ~Wind();

	void setScorchedContext( ScorchedContext* context ) { context_ = context; }

	void newLevel();
	void simulate( fixed frameTime );

	// clang-format off
	// uncrustify off
	fixed        getWindAngle()             { return windAngle_; }
	fixed        getWindSpeed()             { return windSpeed_; }
	FixedVector& getWindDirection()         { return windDirection_; }
	FixedVector& getWindStartingDirection() { return windStartingDirection_; }
	bool         getWindOn()                { return ( windSpeed_ > fixed( 0 ) ); }
	// uncrustify on
	// clang-format on

protected:
	ScorchedContext* context_;
	fixed            windAngle_, windStartAngle_, windSpeed_;
	fixed            windChangeTime_;
	FixedVector      windDirection_, windStartingDirection_;

	void updateDirection();
	void updateChangeTime();
};

#endif  // __INCLUDE_Wind_hpp_INCLUDE__
