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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright <EFBFBD> 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "BulletTypes.h"
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#include "AdventuresInLestoria.h"
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#include <ranges>
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#include "util.h"
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#include "SoundEffect.h"
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INCLUDE_game
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ThrownProjectile::ThrownProjectile(vf2d pos,vf2d targetPos,const std::string&img,float explodeRadius,float z,float totalFallTime,float totalRiseZAmt,int damage,bool upperLevel,bool hitsMultiple,float lifetime,bool friendly,Pixel col,vf2d scale,float image_angle,const std::optional<Effect>explodeEffect,const std::optional<std::string>explodeSoundEffect,const std::optional<LingeringEffect>lingeringEffect)
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:Bullet(pos,util::pointTo(pos,targetPos)*util::distance(pos,targetPos)/totalFallTime,0.f,damage,img,upperLevel,hitsMultiple,lifetime,false,friendly,col,scale,image_angle),initialZ(z),explodeRadius(explodeRadius),totalRiseZAmt(totalRiseZAmt),totalFallTime(totalFallTime),startingPos(pos),targetPos(targetPos),originalRisingTime(totalFallTime*0.25f),risingTime(originalRisingTime),originalFallingTime(totalFallTime*0.75f),fallingTime(originalFallingTime),explodeEffect(explodeEffect),img(img),explodeSoundEffect(explodeSoundEffect),lingeringEffect(lingeringEffect){
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this->z=z;
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}
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void ThrownProjectile::OnGroundLand(){
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const HurtList hurtList{game->Hurt(pos,explodeRadius,damage,OnUpperLevel(),z,HurtType::MONSTER,HurtFlag::PLAYER_ABILITY)};
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if(explodeEffect){
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Effect&explosionEffect{game->AddEffect(std::make_unique<Effect>(explodeEffect.value()))};
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explosionEffect.pos+=pos;
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}
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if(explodeSoundEffect)SoundEffect::PlaySFX(explodeSoundEffect.value(),pos);
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if(lingeringEffect){
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LingeringEffect&lingerEffect{dynamic_cast<LingeringEffect&>(game->AddEffect(std::make_unique<LingeringEffect>(lingeringEffect.value())))};
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lingerEffect.posOscillator.val1+=pos;
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lingerEffect.posOscillator.val2+=pos;
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lingerEffect.pos+=pos;
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}
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vel={};
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fadeOutTime=0.25f;
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Deactivate();
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}
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void ThrownProjectile::_OnGroundLand(){
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z=0.f;
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OnGroundLand();
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}
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void ThrownProjectile::Update(float fElapsedTime){
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if(IsDeactivated())return;
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image_angle+=0.5*PI*fElapsedTime;
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const bool Landed{fallingTime<=0.f};
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if(Landed){
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_OnGroundLand();
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}else{
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if(risingTime>0.f){
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risingTime-=fElapsedTime;
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z=util::lerp(initialZ,initialZ+totalRiseZAmt,1-(risingTime/originalRisingTime));
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}else{
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fallingTime-=fElapsedTime;
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z=util::lerp(initialZ+totalRiseZAmt,0.f,1-(fallingTime/originalFallingTime));
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}
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}
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}
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void ThrownProjectile::ModifyOutgoingDamageData(HurtDamageInfo&data){
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if(friendly)data.hurtFlags|=HurtFlag::PLAYER_ABILITY;
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}
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