The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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282 lines
9.8 KiB
282 lines
9.8 KiB
5 months ago
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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 © 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 "Bullet.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "safemap.h"
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#include "util.h"
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#include "SoundEffect.h"
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INCLUDE_ANIMATION_DATA
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INCLUDE_game
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INCLUDE_GFX
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INCLUDE_MONSTER_LIST
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INCLUDE_WINDOW_SIZE
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IBullet::IBullet(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col,vf2d scale,float image_angle)
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:pos(pos),vel(vel),radius(radius),damage(damage),col(col),friendly(friendly),upperLevel(upperLevel),scale(scale),image_angle(image_angle){};
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IBullet::IBullet(vf2d pos,vf2d vel,float radius,int damage,std::string animation,bool upperLevel,bool hitsMultiple,float lifetime,bool rotatesWithAngle,bool friendly,Pixel col,vf2d scale,float image_angle,std::string_view hitSound)
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:pos(pos),vel(vel),radius(radius),damage(damage),col(col),animated(true),rotates(rotatesWithAngle),lifetime(lifetime),hitsMultiple(hitsMultiple),friendly(friendly),upperLevel(upperLevel),scale(scale),image_angle(image_angle),hitSound(std::string(hitSound)){
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this->animation.AddState(animation,ANIMATION_DATA.at(animation));
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this->animation.ChangeState(internal_animState,animation);
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};
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Animate2D::Frame IBullet::GetFrame()const{
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return animation.GetFrame(internal_animState);
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}
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void IBullet::UpdateFadeTime(float fElapsedTime){
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aliveTime+=fElapsedTime;
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if(fadeInTime>0){
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if(fadeInTimer<fadeInTime){
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fadeInTimer=std::min(fadeInTime,fadeInTimer+fElapsedTime);
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}
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}
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if(fadeOutTime>0){
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if(fadeOutTimer==0){
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lifetime=fadeOutTime;
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}
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fadeOutTimer+=fElapsedTime;
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}
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}
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void IBullet::Update(float fElapsedTime){}
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void IBullet::SimulateUpdate(const float fElapsedTime){
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simulated=true;
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_Update(fElapsedTime);
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simulated=false;
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}
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void IBullet::_Update(const float fElapsedTime){
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if(dead)return;
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UpdateFadeTime(fElapsedTime);
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Update(fElapsedTime);
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animation.UpdateState(internal_animState,fElapsedTime);
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const bool CollisionCheckRequired=IsActivated()&&fadeInTimer==fadeInTime&&radius!=0.f;
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if(CollisionCheckRequired){
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float totalDistance=(vel*fElapsedTime).mag();
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int iterations=int(std::max(1.f,(vel*fElapsedTime).mag()));
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int totalIterations=iterations;
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vf2d finalBulletPos=pos+vel*fElapsedTime;
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if(IsPlayerAutoAttackProjectile()){finalBulletPos+=(game->GetWindSpeed()*game->GetElapsedTime())/float(totalIterations);}
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distanceTraveled+=totalDistance/24.f*100.f;
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const auto CollisionCheck=[&](){
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if(simulated)return true;
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if(friendly){
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for(std::unique_ptr<Monster>&m:MONSTER_LIST){
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if(geom2d::overlaps(m->BulletCollisionHitbox(),geom2d::circle(pos,radius))){
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if(hitList.find(&*m)==hitList.end()){
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HurtDamageInfo damageData{damage,OnUpperLevel(),z,HurtFlag::NONE};
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ModifyOutgoingDamageData(damageData.damage,damageData.onUpperLevel,damageData.z,damageData.hurtFlags);
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if(m->Hurt(damageData)){
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if(!hitsMultiple){
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if(_MonsterHit(*m)==BulletDestroyState::DESTROY){
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dead=true;
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}
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return false;
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}else _MonsterHit(*m);
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hitList.insert(&*m);
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}
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}
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}
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}
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} else {
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if(geom2d::overlaps(game->GetPlayer()->Hitbox(),geom2d::circle(pos,radius))){
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if(hitList.find(game->GetPlayer())==hitList.end()){
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HurtDamageInfo damageData{damage,OnUpperLevel(),z,HurtFlag::NONE};
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//NOTE: OnHurt() will potentially change the Damage Data, passing it along to bullet children that might need to modify the flags!
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ModifyOutgoingDamageData(damageData.damage,damageData.onUpperLevel,damageData.z,damageData.hurtFlags);
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if(game->GetPlayer()->Hurt(damageData)){
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if(!hitsMultiple){
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if(_PlayerHit(&*game->GetPlayer())==BulletDestroyState::DESTROY){
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dead=true;
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}
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return false;
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}else _PlayerHit(&*game->GetPlayer());
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hitList.insert(game->GetPlayer());
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}
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}
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}
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}
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return true;
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};
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while(iterations>0){
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iterations--;
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if(IsPlayerAutoAttackProjectile()){pos+=(game->GetWindSpeed()*game->GetElapsedTime())/float(totalIterations);}
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pos+=(vel*fElapsedTime)/float(totalIterations);
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if(!CollisionCheck()){
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goto DeadBulletCheck;
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}
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}
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pos=finalBulletPos;
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if(!CollisionCheck()){
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goto DeadBulletCheck;
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}
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}else{
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if(IsPlayerAutoAttackProjectile()){pos+=game->GetWindSpeed()*game->GetElapsedTime();}
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pos+=vel*fElapsedTime;
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}
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DeadBulletCheck:
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if(/*World size in PIXELS!*/vi2d worldSize=game->GetCurrentMapData().MapSize*game->GetCurrentMapData().TileSize;pos.x+radius<-WINDOW_SIZE.x||pos.x-radius>worldSize.x+WINDOW_SIZE.x||pos.y+radius<-WINDOW_SIZE.y||pos.y-radius>worldSize.y+WINDOW_SIZE.y){
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dead=true;
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return;
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}
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lifetime-=fElapsedTime;
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if(lifetime<=0){
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dead=true;
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return;
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}
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}
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void IBullet::_Draw()const{
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Pixel blendCol=col;
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if(fadeInTime==0&&fadeOutTime==0)blendCol.a=col.a;
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else if(fadeOutTime>0)blendCol.a=uint8_t(util::lerp(col.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime)));
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else if(fadeInTime>0)blendCol.a=uint8_t(util::lerp(col.a,0,((fadeInTime-fadeInTimer)/fadeInTime)));
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if(GetZ()>0){
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vf2d shadowScale=vf2d{8*scale.x/3.f,1}/std::max(1.f,GetZ()/8);
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game->view.DrawDecal(pos-vf2d{3,3}*shadowScale/2+vf2d{0,12*scale.y},GFX["circle.png"].Decal(),shadowScale,BLACK);
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}
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const bool NotOnTitleScreen=GameState::STATE!=GameState::states[States::MAIN_MENU];
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if(NotOnTitleScreen
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&&(game->GetPlayer()->HasIframes()||game->GetPlayer()->GetZ()>1)){
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blendCol.a/=1.59f; //Comes from 255 divided by 160 which is roughly what we want the alpha to be when the bullet has full transparency.
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}
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Draw(blendCol);
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}
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void IBullet::Draw(const Pixel blendCol)const{
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if(animated){
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game->view.DrawPartialRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY,GetFrame().GetSourceImage()->Decal(),rotates?atan2(vel.y,vel.x)-PI/2+image_angle:image_angle,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,scale,blendCol);
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}else{
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game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY,GFX["circle.png"].Decal(),image_angle,GFX["circle.png"].Sprite()->Size()/2.f,scale,blendCol);
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game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY,GFX["circle_outline.png"].Decal(),image_angle,GFX["circle.png"].Sprite()->Size()/2.f,scale,Pixel{WHITE.r,WHITE.g,WHITE.b,blendCol.a});
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}
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}
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BulletDestroyState IBullet::_PlayerHit(Player*player){
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const BulletDestroyState destroyBullet=PlayerHit(player);
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if(iframeTimerOnHit>0.f)player->ApplyIframes(iframeTimerOnHit);
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if(hitSound)SoundEffect::PlaySFX(hitSound.value(),pos);
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return destroyBullet;
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}
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BulletDestroyState IBullet::_MonsterHit(Monster&monster){
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const BulletDestroyState destroyBullet=MonsterHit(monster);
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if(iframeTimerOnHit>0.f)monster.ApplyIframes(iframeTimerOnHit);
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if(hitSound)SoundEffect::PlaySFX(hitSound.value(),pos);
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return destroyBullet;
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}
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BulletDestroyState IBullet::PlayerHit(Player*player){
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if(!hitsMultiple)fadeOutTime=0.15f;
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState IBullet::MonsterHit(Monster&monster){
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if(!hitsMultiple)fadeOutTime=0.15f;
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return BulletDestroyState::KEEP_ALIVE;
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}
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bool IBullet::OnUpperLevel(){return upperLevel;}
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const bool IBullet::IsDead()const{
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return dead;
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}
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const float IBullet::GetZ()const{
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return z;
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}
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IBullet&IBullet::SetIframeTimeOnHit(float iframeTimer){
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iframeTimerOnHit=iframeTimer;
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return *this;
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}
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IBullet&IBullet::SetFadeinTime(float fadeInTime){
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const float durationDiff=fadeInTime-fadeInTimer;
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this->fadeInTime=fadeInTime;
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lifetime+=durationDiff;
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return *this;
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}
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const float&IBullet::GetFadeoutTimer()const{
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return fadeOutTimer;
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}
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IBullet&IBullet::SetIsPlayerAutoAttackProjectile(){
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playerAutoAttackProjectile=true;
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return *this;
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}
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const bool IBullet::IsPlayerAutoAttackProjectile()const{
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return playerAutoAttackProjectile;
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}
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void IBullet::AddVelocity(vf2d vel){
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this->vel+=vel*game->GetElapsedTime();
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}
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void IBullet::SetBulletType(const BulletType type){
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this->type=type;
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}
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const BulletType IBullet::GetBulletType()const{
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return type;
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}
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const bool IBullet::IsActivated()const{
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return !IsDeactivated();
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}
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const bool IBullet::IsDeactivated()const{
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return deactivated||fadeOutTime>0.f;
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}
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void IBullet::Deactivate(){
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deactivated=true;
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}
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const double IBullet::GetTimeAlive()const{
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return aliveTime;
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}
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const double IBullet::GetAliveTime()const{
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return aliveTime;
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}
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