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#include <vector>
#include "entity_fwd.hpp"
#include "formula_fwd.hpp"
#include "geometry.hpp"
#include "raster_distortion.hpp"
#include "variant.hpp"
class level;
class water
explicit water(variant node);
variant write() const;
//color must point to an array of 4 bytes.
void add_rect(const rect& r, const unsigned char* color, variant obj);
void delete_rect(const rect& r);
bool draw(int x, int y, int w, int h) const;
int zorder() const { return zorder_; }
void begin_drawing();
void end_drawing() const;
void process(const level& lvl);
void get_current(const entity& e, int* velocity_x, int* velocity_y) const;
bool is_underwater(const rect& r, rect* water_area=NULL, variant* obj=NULL) const;
void add_wave(const point& p, double xvelocity, double height, double length, double delta_height, double delta_length);
struct wave {
double xpos;
double xvelocity;
double height;
double length;
double delta_height;
double delta_length;
int left_bound, right_bound;
void process();
struct area {
area(const rect& r, const unsigned char* color, variant obj);
rect rect_;
graphics::water_distortion distortion_;
std::vector<char> draw_detection_buf_;
std::vector<wave> waves_;
//segments of the surface without solid.
std::vector<std::pair<int, int> > surface_segments_;
bool surface_segments_init_;
unsigned char color_[4];
variant obj_;
std::vector<area> areas_;
static void init_area_surface_segments(const level& lvl, area& a);
bool draw_area(const area& a, int x, int y, int w, int h) const;
bool draw_area(const area& a, int begin_layer, int end_layer, int x, int y, int w, int h) const;
int zorder_;
struct zorder_pos {
int zorder;
int offset;
SDL_Color color;
std::vector<zorder_pos> positions_;
enum { BadOffset = -100000 };
game_logic::const_formula_ptr current_x_formula_, current_y_formula_;
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