/* bzflag
 * Copyright (c) 1993-2017 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */

#ifndef __SHOCKWAVESTRATEGY_H__
#define __SHOCKWAVESTRATEGY_H__

/* interface header */
#include "ShotStrategy.h"

/* common interface headers */
#include "SceneDatabase.h"
#include "SphereSceneNode.h"

/* local interface headers */
#include "BaseLocalPlayer.h"
#include "ShotPath.h"


class ShockWaveStrategy : public ShotStrategy {
  public:
			ShockWaveStrategy(ShotPath*);
			~ShockWaveStrategy();

    void		update(float dt);
    float		checkHit(const BaseLocalPlayer*, float[3]) const;
    bool		isStoppedByHit() const;
    void		addShot(SceneDatabase*, bool colorblind);
    void		radarRender() const;

  private:
    SphereSceneNode*	shockNode;
    float		radius;
    float		radius2;
    TeamColor		team;
};


#endif /* __SHOCKWAVESTRATEGY_H__ */

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