/*
===========================================================================
Copyright (C) 2024 the OpenMoHAA team

This file is part of OpenMoHAA source code.

OpenMoHAA source code 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.

OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// explosion.h: Standard explosion object that is spawned by other entites and not map designers.
// Explosion is used by many of the weapons for the blast effect, but is also used
// by the Exploder and MultiExploder triggers.  These triggers create one or more
// explosions each time they are activated.
//

#pragma once

#include "g_local.h"
#include "entity.h"
#include "trigger.h"

class Exploder : public Trigger
{
private:
    int damage;

    void MakeExplosion(Event *ev);
    void SetDmg(Event *ev);

public:
    CLASS_PROTOTYPE(Exploder);

    Exploder();
    void Archive(Archiver& arc) override;
};

inline void Exploder::Archive(Archiver& arc)
{
    Trigger::Archive(arc);

    arc.ArchiveInteger(&damage);
}

class MultiExploder : public Trigger
{
protected:
    float explodewait;
    float explode_time;
    float duration;
    int   damage;
    float randomness;

    void MakeExplosion(Event *ev);
    void SetDmg(Event *ev);
    void SetDuration(Event *ev);
    void SetWait(Event *ev);
    void SetRandom(Event *ev);

public:
    CLASS_PROTOTYPE(MultiExploder);

    MultiExploder();
    void Archive(Archiver& arc) override;
};

inline void MultiExploder::Archive(Archiver& arc)
{
    Trigger::Archive(arc);

    arc.ArchiveFloat(&explodewait);
    arc.ArchiveFloat(&explode_time);
    arc.ArchiveFloat(&duration);
    arc.ArchiveInteger(&damage);
    arc.ArchiveFloat(&randomness);
}

void CreateExplosion(
    Vector      pos,
    float       damage         = 120,
    Entity     *inflictor      = NULL,
    Entity     *attacker       = NULL,
    Entity     *ignore         = NULL,
    const char *explosionModel = NULL,
    float       scale          = 1.0f
);

class ExplodeObject : public MultiExploder
{
private:
    Container<str> debrismodels;
    int            debrisamount;
    float          severity;

    void SetDebrisModel(Event *ev);
    void SetSeverity(Event *ev);
    void SetDebrisAmount(Event *ev);
    void MakeExplosion(Event *ev);

public:
    CLASS_PROTOTYPE(ExplodeObject);

    ExplodeObject();
    void Archive(Archiver& arc) override;
};

inline void ExplodeObject::Archive(Archiver& arc)
{
    MultiExploder::Archive(arc);

    arc.ArchiveFloat(&severity);
    arc.ArchiveInteger(&debrisamount);
    debrismodels.Archive(arc);
}
