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_SHOT_H
  #define DUEL6_SHOT_H
  
  #include "Type.h"
  #include "math/Vector.h"
  #include "Rectangle.h"
  
  namespace Duel6 {
      class Player;
  
      class World;
  
      class Weapon;
  
      class World;
  
      class Shot;
  
      struct ShotHit {
          bool hit; // TODO: Remove and use C++17 std::optional
          Player *collidingPlayer;
          Player *collidingShotPlayer;
      };
  
      class Shot {
      public:
          virtual ~Shot() {}
  
          virtual Vector getDimensions() const = 0;
  
          virtual Vector getCentre() const = 0;
  
          virtual Vector getVelocity() const = 0;
  
          virtual bool isPowerful() const = 0;
  
          virtual const Weapon &getWeapon() const = 0;
  
          virtual Player &getPlayer() = 0;
  
          virtual const Player &getPlayer() const = 0;
  
          virtual bool update(Float32 elapsedTime, World &world) = 0;
  
          virtual Rectangle getCollisionRect() const = 0;
  
          virtual bool requestCollision(Shot &shot) = 0;
  
          virtual void onHitPlayer(Player &player, bool directHit, const Vector &hitPoint, World &world) = 0;
  
          virtual void onKillPlayer(Player &player, bool directHit, const Vector &hitPoint, World &world) = 0;
  
          virtual ShotHit getShotHit() = 0;
      };
  }
  
  #endif