text: /*
  * Copyright (c) 2006, Ondrej Danek (www.ondrej-danek.net)
  * All rights reserved.
  * Redistribution and use in source and binary forms, with or without
  * modification, are permitted provided that the following conditions are met:
  *
  *     * Redistributions of source code must retain the above copyright
  *       notice, this list of conditions and the following disclaimer.
  *     * Redistributions in binary form must reproduce the above copyright
  *       notice, this list of conditions and the following disclaimer in the
  *       documentation and/or other materials provided with the distribution.
  *     * Neither the name of Ondrej Danek nor the
  *       names of its contributors may be used to endorse or promote products
  *       derived from this software without specific prior written permission.
  *
  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
  * GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
  * OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  */
  
  #ifndef DUEL6_BONUS_H
  #define DUEL6_BONUS_H
  
  #include "Type.h"
  #include "TextureManager.h"
  #include "math/Vector.h"
  #include "Rectangle.h"
  #include "Weapon.h"
  #include "collision/WorldCollision.h"
  
  namespace Duel6 {
      class Player;
  
      class World;
  
      class BonusType {
      public:
          virtual ~BonusType() = default;
  
          virtual std::string getName() const = 0;
  
          virtual Int32 getTextureIndex() const = 0;
  
          virtual bool isOneTime() const = 0;
  
          virtual bool isApplicable(Player &player, World &world) const = 0;
  
          virtual void onApply(Player &player, World &world, Int32 duration) const = 0;
  
          virtual void onExpire(Player &player, World &world) const = 0;
  
      public:
          static const BonusType *const NONE;
          static const BonusType *const PLUS_LIFE;
          static const BonusType *const MINUS_LIFE;
          static const BonusType *const FULL_LIFE;
          static const BonusType *const FAST_RELOAD;
          static const BonusType *const POWERFUL_SHOTS;
          static const BonusType *const INVULNERABILITY;
          static const BonusType *const BULLETS;
          static const BonusType *const FAST_MOVEMENT;
          static const BonusType *const INVISIBILITY;
          static const BonusType *const SPLIT_FIRE;
          static const BonusType *const VAMPIRE_SHOTS;
          static const BonusType *const INFINITE_AMMO;
          static const BonusType *const SNORKEL;
  
      public:
          static const std::vector<const BonusType *> ALL;
      };
  
      class Bonus {
      private:
          const BonusType *type;
          Int32 duration;
          Vector position;
          Int32 textureIndex;
  
      public:
          Bonus(const BonusType *type, Int32 duration, const Vector &position, Int32 textureIndex);
  
          void render(Renderer &renderer, Texture texture) const;
  
          const BonusType *getType() const {
              return type;
          }
  
          Int32 getDuration() const {
              return duration;
          }
  
          const Vector &getPosition() const {
              return position;
          }
  
          Vector getDimensions() const {
              return Vector(0.6f, 0.6f);
          }
  
          Rectangle getCollisionRect() const {
              return Rectangle::fromCornerAndSize(getPosition(), getDimensions());
          }
  
          Vector getSpritePosition() const;
      };
  
      class LyingWeapon {
          Weapon weapon;
          Int32 bullets;
      public:
          CollidingEntity collider;
          Float32 pickTimeout = 0.5f;
          Float32 remainingReloadTime = 0.0f;
      public:
          LyingWeapon(Weapon weapon, Int32 bullets, Float32 remainingReloadTime, const CollidingEntity &playerCollider);
  
          LyingWeapon(Weapon weapon, Int32 bullets, const Vector &position);
  
          void render(Renderer &renderer) const;
  
          const Weapon &getWeapon() const {
              return weapon;
          }
  
          Int32 getBullets() const {
              return bullets;
          }
  
          const Vector &getPosition() const {
              return collider.position;
          }
  
          Vector getDimensions() const {
              return Vector(1.0f, 1.0f);
          }
  
          Rectangle getCollisionRect() const {
              return Rectangle::fromCornerAndSize(getPosition(), getDimensions());
          }
  
          Vector getSpritePosition() const;
      };
  }
  
  #endif
  