# 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 <ranges>
# include "util.h"
# include "AdventuresInLestoria.h"
INCLUDE_ANIMATION_DATA
INCLUDE_game
DeadlyDash : : DeadlyDash ( vf2d startPos , vf2d endPos , float radius , float afterImagesLingeringTime , int damage , float knockbackAmt , bool upperLevel , bool friendly , float afterImagesSpreadDist , const std : : string & animation , Pixel col )
: animation ( animation ) , startPos ( startPos ) , endPos ( endPos ) , checkRadius ( radius ) , afterImagesSpreadDist ( afterImagesSpreadDist ) , afterImagesLingeringTime ( afterImagesLingeringTime ) , knockbackAmt ( knockbackAmt ) , Bullet ( { } , { } , 0.f , damage , " circle.png " , upperLevel , true , INFINITE , false , friendly , col , { 1.f , 1.f } , 0.f ) {
const geom2d : : line < float > afterImageLine { startPos , endPos } ;
const int afterImageCount { int ( afterImageLine . length ( ) / afterImagesSpreadDist ) + 1 } ;
lifetime = afterImageCount * afterImagesLingeringTime ;
for ( int i : std : : ranges : : iota_view ( 0 , afterImageCount ) ) {
const float offsetDist { afterImagesSpreadDist * ( i + 1 ) } ;
const vf2d afterImagePos { geom2d : : line < float > { startPos , endPos } . rpoint ( offsetDist ) } ;
if ( friendly ) {
const HurtList & hitList { game - > HurtNotHit ( afterImagePos , radius , damage , this - > hitList , OnUpperLevel ( ) , GetZ ( ) , HurtType : : MONSTER , HurtFlag : : PLAYER_ABILITY ) } ;
for ( auto & [ entityPtr , wasHit ] : hitList ) {
if ( wasHit ) {
Monster * monster { std : : get < Monster * > ( entityPtr ) } ;
monster - > ProximityKnockback ( afterImagePos , knockbackAmt ) ;
this - > hitList . insert ( monster ) ;
}
}
} else {
const HurtList & hitList { game - > HurtNotHit ( afterImagePos , radius , damage , this - > hitList , OnUpperLevel ( ) , GetZ ( ) , HurtType : : PLAYER ) } ;
for ( auto & [ entityPtr , wasHit ] : hitList ) {
if ( wasHit ) {
Player * player { std : : get < Player * > ( entityPtr ) } ;
player - > ProximityKnockback ( afterImagePos , knockbackAmt ) ;
}
}
}
}
}
void DeadlyDash : : Draw ( const Pixel blendCol ) const {
const geom2d : : line < float > afterImageLine { startPos , endPos } ;
const int afterImageCount { int ( afterImageLine . length ( ) / afterImagesSpreadDist ) + 1 } ;
for ( int i : std : : ranges : : iota_view ( 0 , afterImageCount ) ) {
const float fadeTimeBegins { ( i + 1 ) * afterImagesLingeringTime } ;
uint8_t alpha { 255U } ;
if ( GetAliveTime ( ) > fadeTimeBegins ) alpha = std : : max ( 0.f , util : : lerp ( 255 , 0 , ( GetAliveTime ( ) - fadeTimeBegins ) / afterImagesLingeringTime ) ) ;
const Animate2D : : FrameSequence & animation { ANIMATION_DATA [ this - > animation ] } ;
const float animationFrameTimer { i * animation . m_fFrameDuration } ;
const float offsetDist { afterImagesSpreadDist * ( i + 1 ) } ;
const vf2d drawPos { geom2d : : line < float > { startPos , endPos } . rpoint ( offsetDist ) } ;
const Animate2D : : Frame & frame { animation . GetFrame ( animationFrameTimer ) } ;
game - > SetDecalMode ( DecalMode : : ADDITIVE ) ;
game - > view . DrawPartialRotatedDecal ( drawPos , frame . GetSourceImage ( ) - > Decal ( ) , 0.f , frame . GetSourceRect ( ) . size / 2 , frame . GetSourceRect ( ) . pos , frame . GetSourceRect ( ) . size , { game - > GetPlayer ( ) - > GetSizeMult ( ) , game - > GetPlayer ( ) - > GetSizeMult ( ) } , { col . r , col . g , col . b , alpha } ) ;
game - > SetDecalMode ( DecalMode : : NORMAL ) ;
}
}
void DeadlyDash : : ModifyOutgoingDamageData ( HurtDamageInfo & data ) {
//NOTE: Despite it looking like we modify the damage here, the radius passed to Bullet is 0, so this shouldn't matter anyways, the damage happens in the check in Update()
if ( friendly ) data . hurtFlags | = HurtFlag : : PLAYER_ABILITY ;
}