1 /*
2  * Copyright 2010-2014 OpenXcom Developers.
3  *
4  * This file is part of OpenXcom.
5  *
6  * OpenXcom is free software: you can redistribute it and/or modify
7  * it under the terms of the GNU General Public License as published by
8  * the Free Software Foundation, either version 3 of the License, or
9  * (at your option) any later version.
10  *
11  * OpenXcom is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with OpenXcom.  If not, see <http://www.gnu.org/licenses/>.
18  */
19 #ifndef OPENXCOM_EXPLOSION_H
20 #define OPENXCOM_EXPLOSION_H
21 
22 #include "Position.h"
23 
24 namespace OpenXcom
25 {
26 
27 /**
28  * A class that represents an explosion animation. Map is the owner of an instance of this class during its short life.
29  * It represents both a bullet hit, as a real explosion animation.
30  */
31 class Explosion
32 {
33 private:
34 	Position _position;
35 	int _currentFrame, _startFrame;
36 	bool _big, _hit;
37 public:
38 	/// Creates a new Explosion.
39 	Explosion(Position _position, int startFrame, bool big, bool hit = false);
40 	/// Cleans up the Explosion.
41 	~Explosion();
42 	/// Moves the Explosion on one frame.
43 	bool animate();
44 	/// Gets the current position in voxel space.
45 	Position getPosition() const;
46 	/// Gets the current frame.
47 	int getCurrentFrame() const;
48 	/// Checks if this is a real explosion.
49 	bool isBig() const;
50 	/// Checks if this is a melee or psi hit.
51 	bool isHit() const;
52 };
53 
54 }
55 
56 #endif
57