//	SineBullet.h - Class which alters a Bullet's direction in a sine motion.
//  ----------------------------------------------------------------------------
//	This file is part of 'NiallsAVLib', base code for any kind of audiovisual
//	apps.
//	Copyright (C) 2012  Niall Moody
//	
//	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, see <http://www.gnu.org/licenses/>.
//	----------------------------------------------------------------------------

#ifndef SINEBULLET_H_
#define SINEBULLET_H_

#include "BulletModifiers.h"
#include "ModifierCreator.h"

//------------------------------------------------------------------------------
///	Class which alters a Bullet's direction in a sine motion.
class SineBullet : public BulletDirectionModifier
{
  public:
	///	Constructor.
	SineBullet();
	///	Destructor.
	~SineBullet();

	///	Called for every frame in the Bullet's update() method.
	void alterDirection(TwoFloats& dir,
						Bullet& bullet,
						GamePlayState& state);

	///	Used to create this modifier.
	static BulletDirectionCreator<SineBullet> creator;
  private:
	///	The size of our sine table.
	enum
	{
		TableSize = 256
	};

	///	Our index within the sine wave.
	float index;

	///	The sine table we use to generate the correct motion.
	static float sineTable[TableSize];
	///	True if sineTable has already been populated.
	static bool tableReady;
};

//------------------------------------------------------------------------------
///	The modifier creator for SineBullet.
class SineBulletCreator : public ModifierCreator
{
  public:
	///	Constructor.
	SineBulletCreator():
	ModifierCreator(1)
	{
	
	};
	///	Destructor.
	~SineBulletCreator() {};

	///	Applies the modifier.
	void apply(GamePlayState& state);

	///	Returns the name of this modifier.
	const std::wstring getName() const {return L"Tadpole shots!";};
	///	If this modifier depends on another modifier being active, this returns that modifier's name.
	std::wstring getDependency() const {return L"";};
	///	Returns this modifier's difficulty (in terms of being hard to handle).
	int getGrade() const {return 0;};
};

#endif
