# 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 "util.h"
# include "AdventuresInLestoria.h"
# include "BombBoom.h"
# include "SoundEffect.h"
INCLUDE_DATA
INCLUDE_ANIMATION_DATA
INCLUDE_MONSTER_LIST
INCLUDE_game
Bomb : : Bomb ( const vf2d pos , const float z , const float gravity , const float detonationTime , const float bombFadeoutTime , const float bombKnockbackFactor , const vf2d targetPos , const float radius , const int damage , const bool upperLevel , const bool friendly , const Pixel col , const vf2d scale )
: Bullet ( pos , { } , radius , damage , " goblin_bomb.png " , upperLevel , true , INFINITY , false , friendly , col , scale )
, gravity ( gravity ) , detonationTime ( detonationTime ) , bombFadeoutTime ( bombFadeoutTime ) , bombKnockbackFactor ( bombKnockbackFactor ) , targetPos ( targetPos ) {
this - > z = z ;
deactivated = true ;
bomb_animation . AddState ( " Fuse " , ANIMATION_DATA . at ( " goblin_bomb_fuse.png " ) ) ;
bomb_animation . ChangeState ( animation , " Fuse " ) ;
}
void Bomb : : Update ( float fElapsedTime ) {
vel = geom2d : : line < float > ( pos , targetPos ) . vector ( ) ;
detonationTime - = fElapsedTime ;
bomb_animation . UpdateState ( animation , fElapsedTime ) ;
if ( detonationTime > 0.f ) {
zVel + = gravity * fElapsedTime ;
z = std : : max ( 0.f , z + zVel * fElapsedTime ) ;
if ( z = = 0.f ) zVel * = - 1.f ;
} else
if ( fadeOutTime = = 0.f ) {
z = 0 ; //Force the bomb to be grounded.
fadeOutTime = bombFadeoutTime ;
game - > AddEffect ( std : : make_unique < BombBoom > ( pos , 0.f , OnUpperLevel ( ) , vf2d { radius , radius } / 12.f / 1.5f /*Upscale 24x24 to 36x36*/ , 1.f , vf2d { } , WHITE , 0.f , 0.f , true ) ) ;
SoundEffect : : PlaySFX ( " Bomb Explode " , pos ) ;
float distToPlayer = geom2d : : line < float > ( pos , game - > GetPlayer ( ) - > GetPos ( ) ) . length ( ) ;
if ( friendly ) {
const HurtList hurtEnemies = game - > Hurt ( pos , radius , damage , OnUpperLevel ( ) , z , HurtType : : MONSTER ) ;
for ( auto & [ targetPtr , wasHit ] : hurtEnemies ) {
if ( ! std : : holds_alternative < Monster * > ( targetPtr ) ) ERR ( " WARNING! Hurt enemies list returned a non-monster pointer!? THIS SHOULD NOT BE HAPPENING! " ) ;
Monster * monsterPtr = std : : get < Monster * > ( targetPtr ) ;
if ( wasHit ) monsterPtr - > ProximityKnockback ( pos , bombKnockbackFactor ) ;
}
if ( distToPlayer < = radius ) {
game - > GetPlayer ( ) - > ProximityKnockback ( pos , bombKnockbackFactor ) ;
}
} else {
if ( distToPlayer < = radius ) {
if ( game - > GetPlayer ( ) - > Hurt ( damage , OnUpperLevel ( ) , z ) ) {
game - > GetPlayer ( ) - > ProximityKnockback ( pos , bombKnockbackFactor ) ;
}
}
for ( auto & monsterPtr : MONSTER_LIST ) {
float distToMonster = geom2d : : line < float > ( pos , monsterPtr - > GetPos ( ) ) . length ( ) ;
if ( distToMonster < = radius ) {
monsterPtr - > ProximityKnockback ( pos , bombKnockbackFactor ) ;
}
}
}
}
}
bool Bomb : : PlayerHit ( Player * player ) {
return false ;
}
bool Bomb : : MonsterHit ( Monster & monster ) {
return false ;
}
void Bomb : : Draw ( const Pixel blendCol ) const {
Bullet : : Draw ( blendCol ) ;
game - > view . DrawPartialRotatedDecal ( pos - vf2d { 0 , GetZ ( ) } , bomb_animation . GetFrame ( animation ) . GetSourceImage ( ) - > Decal ( ) , rotates ? atan2 ( vel . y , vel . x ) - PI / 2 : 0 , bomb_animation . GetFrame ( animation ) . GetSourceRect ( ) . size / 2 , bomb_animation . GetFrame ( animation ) . GetSourceRect ( ) . pos , bomb_animation . GetFrame ( animation ) . GetSourceRect ( ) . size , scale , fadeOutTime = = 0 ? col : Pixel { col . r , col . g , col . b , uint8_t ( util : : lerp ( col . a , 0 , 1 - ( ( fadeOutTime - GetFadeoutTimer ( ) ) / fadeOutTime ) ) ) } ) ;
}