////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011
//
//    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.
////////////////////////////////////////////////////////////////////////////////

#if !defined(__INCLUDE_TankAIAimGuesserh_INCLUDE__)
#define __INCLUDE_TankAIAimGuesserh_INCLUDE__

#include <engine/PhysicsParticleObject.h>

class Tanket;
class TankAIAimGuesser : public PhysicsParticleObjectHandler
{
public:
	TankAIAimGuesser(ScorchedContext &context);
	virtual ~TankAIAimGuesser();

	bool guess(Tanket *tanket, Vector &target, 
		float angleXYDegs, float distance, 
		Vector &actualPosition);

	// PhysicsParticleObjectHandler
	virtual void collision(PhysicsParticleObject &position, 
		ScorchedCollisionId collisionId);
	virtual void wallCollision(PhysicsParticleObject &position,
		ScorchedCollisionId collisionId);

protected:
	bool collision_;
	ScorchedContext &context_;
	PhysicsParticleObject currentGuess_;

	void getCurrentGuess(Tanket *tanket);
	void initialShot(Tanket *tanket, Vector &target);
	void refineShot(Tanket *tanket,
		Vector &currentPos, Vector &wantedPos);
};

#endif // __INCLUDE_TankAIAimGuesserh_INCLUDE__
