# pragma region License
/*
License ( OLC - 3 )
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Copyright 2024 Joshua Sigona < sigonasr2 @ gmail . com >
Redistribution and use in source and binary forms , with or without modification ,
are permitted provided that the following conditions are met :
1. Redistributions or derivations of source code must retain the above copyright
notice , this list of conditions and the following disclaimer .
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice . This list of conditions and the following disclaimer must be
reproduced in the documentation and / or other materials provided with the distribution .
3. Neither the name of the copyright holder 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 HOLDER 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 .
Portions of this software are copyright <EFBFBD> 2024 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# include "BulletTypes.h"
# include "Player.h"
# include "util.h"
# include "DEFINES.h"
# include "AdventuresInLestoria.h"
INCLUDE_game
LargeTornado : : LargeTornado ( vf2d pos , const float suctionAmt , const float knockupAmt , const float knockbackAmt , const int damage , const float radius , const float lifetime , bool upperLevel , bool friendly , Pixel col , const vf2d scale )
: suctionAmt ( suctionAmt ) , knockupDuration ( knockupAmt ) , knockbackAmt ( knockbackAmt ) , Bullet ( pos , vf2d { } , radius , damage , " large_tornado.png " , upperLevel , true , lifetime + 0.5f , false , friendly , col , scale ) {
SetBulletType ( BulletType : : LARGE_TORNADO ) ;
}
void LargeTornado : : Update ( float fElapsedTime ) {
if ( game - > GetPlayer ( ) - > IsAlive ( ) & & IsActivated ( ) ) game - > SetWindSpeed ( util : : pointTo ( game - > GetPlayer ( ) - > GetPos ( ) , pos ) * suctionAmt ) ; //The tornado shouldn't begin pulling in the player until it is actually active (due to fade-in)
hitList . clear ( ) ; //This is a slight hack to make it so these tornados will always hit things multiple times.
}
BulletDestroyState LargeTornado : : PlayerHit ( Player * player ) {
player - > Knockback ( util : : pointTo ( pos , player - > GetPos ( ) ) * knockbackAmt ) ;
player - > Knockup ( knockupDuration ) ;
player - > ApplyIframes ( knockupDuration * 2 ) ;
return BulletDestroyState : : KEEP_ALIVE ;
}
BulletDestroyState LargeTornado : : MonsterHit ( Monster & monster , const uint8_t markStacksBeforeHit ) {
if ( monster . IgnoresTerrainCollision ( ) ) return BulletDestroyState : : KEEP_ALIVE ; //All airborne enemy types won't care about this.
monster . Knockback ( util : : pointTo ( pos , monster . GetPos ( ) ) * knockbackAmt ) ;
monster . Knockup ( knockupDuration ) ;
monster . ApplyIframes ( knockupDuration * 2 ) ;
return BulletDestroyState : : KEEP_ALIVE ;
}
void LargeTornado : : ModifyOutgoingDamageData ( HurtDamageInfo & data ) { }