//  SuperTux - Thunderstorm Game Object
//  Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
//  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 HEADER_SUPERTUX_OBJECT_THUNDERSTORM_HPP
#define HEADER_SUPERTUX_OBJECT_THUNDERSTORM_HPP

#include "squirrel/exposed_object.hpp"
#include "scripting/thunderstorm.hpp"
#include "supertux/game_object.hpp"
#include "supertux/timer.hpp"

class DrawingContext;
class ReaderMapping;

/** Thunderstorm scriptable GameObject; plays thunder, lightning and
    electrifies water at regular interval */
class Thunderstorm final : public GameObject,
                     public ExposedObject<Thunderstorm, scripting::Thunderstorm>
{
public:
  Thunderstorm(const ReaderMapping& reader);

  virtual void update(float dt_sec) override;
  virtual void draw(DrawingContext& context) override;

  virtual std::string get_class() const override { return "thunderstorm"; }
  virtual std::string get_display_name() const override { return _("Thunderstorm"); }

  virtual ObjectSettings get_settings() override;

  virtual const std::string get_icon_path() const override { return "images/engine/editor/thunderstorm.png"; }

  /** @name Scriptable Methods
      @{ */

  /** Start playing thunder and lightning at configured interval */
  void start();

  /** Stop playing thunder and lightning at configured interval */
  void stop();

  /** Play thunder */
  void thunder();

  /** Play lightning, i.e. call flash() and electrify() */
  void lightning();

  /** Display a nice flash */
  void flash();

  /** Electrify water throughout the whole sector for a short time */
  void electrify();

  /** @} */

private:
  bool running; /**< whether we currently automatically trigger lightnings */
  float interval; /**< time between two lightnings */
  int layer; /**< layer, where flash will be painted */
  
  std::string m_strike_script;

  Timer time_to_thunder; /**< counts down until next thunder */
  Timer time_to_lightning; /**< counts down until next lightning */
  Timer flash_display_timer; /**< counts down while flash is displayed */

private:
  Thunderstorm(const Thunderstorm&) = delete;
  Thunderstorm& operator=(const Thunderstorm&) = delete;
};

#endif

/* EOF */
