////////////////////////////////////////////////////////////////////////////////
//    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_Shield_hpp_INCLUDE__
#define __INCLUDE_Shield_hpp_INCLUDE__

#include <weapons/AccessoryPart.hpp>
#include <common/Vector.hpp>

class Shield : public AccessoryPart
{
public:
	enum ShieldType
	{
		ShieldTypeRoundNormal,
		ShieldTypeRoundReflective,
		ShieldTypeRoundMag,
		ShieldTypeSquareNormal,
		ShieldTypeSquareReflective
	};

	enum ShieldMovementType
	{
		ShieldMovementAll,
		ShieldMovementNone,
		ShieldMovementSame,
		ShieldMovementTeam1,
		ShieldMovementTeam2,
		ShieldMovementTeam3,
		ShieldMovementTeam4
	};

	enum ShieldLaserProofType
	{
		ShieldLaserProofNone,
		ShieldLaserProofStop,
		ShieldLaserProofTotal
	};

	Shield();
	virtual ~Shield();

	virtual bool parseXML( AccessoryCreateContext& context, XMLNode* accessoryNode );

	// Shield attributes
	// clang-format off
	// uncrustify off
	const char*          getCollisionSound();
	fixed                getHitRemovePower() { return removePower_; }
	fixed                getHitPenetration() { return penetration_; }
	fixed                getPower()          { return power_; }
	Vector&              getColor()          { return color_; }
	ShieldLaserProofType getLaserProof()     { return laserProof_; }
	ShieldMovementType   getMovementProof()  { return movementProof_; }
	// uncrustify on
	// clang-format on

	virtual fixed      getBoundingSize()                   = 0;
	virtual bool       inShield( FixedVector& offset )     = 0;
	virtual bool       tankInShield( FixedVector& offset ) = 0;
	virtual ShieldType getShieldType()                     = 0;
	virtual bool       getRound()                          = 0;

protected:
	std::string          collisionSound_;
	Vector               color_;
	fixed                removePower_;
	fixed                penetration_;
	fixed                power_;
	ShieldLaserProofType laserProof_;
	ShieldMovementType   movementProof_;
};

#endif  // __INCLUDE_Shield_hpp_INCLUDE__
