/*
 * Copyright (C) 2006-2019 Christopho, Solarus - http://www.solarus-games.org
 *
 * Solarus 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 3 of the License, or
 * (at your option) any later version.
 *
 * Solarus 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, see <http://www.gnu.org/licenses/>.
 */
#ifndef SOLARUS_CRYSTAL_H
#define SOLARUS_CRYSTAL_H

#include "solarus/core/Common.h"
#include "solarus/core/Point.h"
#include "solarus/entities/Entity.h"
#include <list>
#include <string>

namespace Solarus {

/**
 * \brief A switch that can be activated to change the state of the
 * crystal blocks.
 */
class Crystal: public Entity {

  public:

    static constexpr EntityType ThisType = EntityType::CRYSTAL;

    Crystal(const std::string& name, int layer, const Point& xy);

    virtual EntityType get_type() const override;

    virtual void notify_creating() override;
    virtual bool is_obstacle_for(Entity& other) override;
    virtual void notify_collision(Entity& entity_overlapping, CollisionMode collision_mode) override;
    virtual void notify_collision(Entity& other_entity, Sprite& this_sprite, Sprite& other_sprite) override;
    virtual bool notify_action_command_pressed() override;
    void activate(Entity& entity_activating);

    virtual void update() override;
    virtual void set_suspended(bool suspended) override;

  private:

    void twinkle();

    bool state;                                    /**< false if the orange blocks are lowered,
                                                    * true if the blue blocks are lowered */
    uint32_t next_possible_hit_date;               /**< date when the crystal can be hit again */
    std::list<Entity*> entities_activating;        /**< list of entities that recently activated this crystal */
    SpritePtr main_sprite;                         /**< Main sprite of the crystal. */
    SpritePtr star_sprite;                         /**< sprite of the star twinkling on the crystal */

};

}

#endif

