//	Puddle.h - The puddle class.
//  ----------------------------------------------------------------------------
//	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 PUDDLE_H_
#define PUDDLE_H_

#include "ThreeFloats.h"
#include "Collidable.h"
#include "c0xHeaders.h"

#include <vector>

class PuddleCollisionModifier;
class Drawer;
class Zombie;
class Bullet;
class Tank;

///	The puddle class.
class Puddle : public Collidable
{
  public:
	///	Constructor.
	Puddle(const TwoFloats& pos);
	///	Destructor.
	~Puddle();

	///	Updates the Puddle's internal state.
	void update();
	///	Draws the Puddle.
	void draw(shared_ptr<Drawer>& d, float timestepInterp);

	///	Adds a collision modifier to the puddle.
	void addCollisionModifier(shared_ptr<PuddleCollisionModifier> modifier);
	///	Called from Tanks when they collide with the puddle.
	void collideTank(Tank& tank, GamePlayState& state);
	///	Called from Bullets when they collide with the puddle.
	void collideBullet(Bullet& bullet, GamePlayState& state);
	///	Called from Zombies when they collide with the puddle.
	void collideZombie(Zombie& zombie, GamePlayState& state);

	///	Returns true if this entity wants to know when it collides with the named entity type.
	bool interestedInCollisionsWith(const std::wstring& entity) const;
	///	Called when this entity collides with another.
	bool collide(const shared_ptr<Collidable>& other, GamePlayState& state);

	///	Returns the entity's position.
	const TwoFloats& getPosition() const {return position;};
	///	Returns the entity's radius.
	float getRadius() const {return 38.0f;};
	///	Returns the entity's colour.
	const ThreeFloats& getColour() const {return colour;};
	///	Returns true if other entities can pass through this one.
	bool getIncorporeal() const {return false;};
  private:
	///	The puddle's position.
	TwoFloats position;
	///	The puddle's colour.
	ThreeFloats colour;

	///	Used to scale the puddle in a sine fashion.
	float puddleScale;

	///	Any collision modifiers for this puddle.
	std::vector<shared_ptr<PuddleCollisionModifier> > collisionModifiers;
	///	Used to cycle through the collision modifiers.
	int currentMod;
	///	Used to cycle through the collision modifiers.
	int modCount;
};

#endif
