/*  
    Crystal Shooter, a first person shooter game engine.
    Homepage: http://members.xoom.com/thieber/cs

    Copyright (C) 1999 Thomas Hieber (thieber@gmx.net)
 
    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 2 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, write to the Free Software 
    Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 
*/

#ifndef GEXPLOS_H
#define GEXPLOS_H

#include "gobject.h"
#include "gcontain.h"

class geLight;

//This is just a convienience class. It makes handling of explosions a bit easier.
class geExplosion : public geContainer 
{
  typedef geContainer inherited;
public:
  geExplosion(geContainer* pContainer);
  ~geExplosion();
  IMPLEMENT_GETYPEINFO(geExplosion)

  void Create(gePosition Pos, float Strength);
  virtual void Destroy();

  virtual void PrepareFrame(long ElapsedTime, long CurrentTime);
protected:
  geLight*    m_pLight;
  long        m_CreationTime;
  float       m_Strength;
};

#endif //GEXPLOS_H

