# 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 "AdventuresInLestoria.h"
# include "util.h"
INCLUDE_game
INCLUDE_GFX
LevitatingRock : : LevitatingRock ( const Monster & attachedTarget , const vf2d & attackingTarget , const float fadeInTime , const float facingRotOffset , const float distance , const float lockOnTime , const float waitTime , const float targetSpd , const float radius , const int damage , const bool upperLevel , const bool friendly , const Pixel col , const vf2d scale )
: attachedTarget ( attachedTarget ) , attackingTarget ( attackingTarget ) , fadeInTime ( fadeInTime ) , fadeInOriginalTime ( fadeInTime ) , facingRotOffset ( facingRotOffset ) , dist ( distance ) , lockOnTime ( lockOnTime ) , initialWaitTime ( waitTime ) , flyingSpd ( targetSpd ) , collisionRadius ( radius ) ,
Bullet ( attachedTarget . GetPos ( ) , { } , 0.f , damage , " rock.png " , upperLevel , false , INFINITE , false , friendly , col ) { }
void LevitatingRock : : Update ( float fElapsedTime ) {
if ( attachedTarget . IsDead ( ) ) {
if ( fadeOutTime = = 0.f ) {
fadeOutTime = 1.5f ;
col . r / = 4 ;
col . g / = 4 ;
col . b / = 4 ;
}
return ;
}
lockOnTime - = fElapsedTime ;
initialWaitTime - = fElapsedTime ;
fadeInTime = std : : max ( 0.f , fadeInTime - fElapsedTime ) ;
col . a = uint8_t ( util : : lerp ( 255.f , 0.f , fadeInTime / fadeInOriginalTime ) ) ;
if ( lockOnTime > 0.f ) {
vf2d normalizedVec = util : : pointTo ( attachedTarget . GetPos ( ) , attackingTarget ) . polar ( ) ;
normalizedVec . x = dist ;
normalizedVec . y + = facingRotOffset ;
pos = attachedTarget . GetPos ( ) + normalizedVec . cart ( ) ;
} else
if ( ! targetVel . has_value ( ) & & IsMaster ( ) ) {
targetVel = util : : pointTo ( attachedTarget . GetPos ( ) , pos ) * flyingSpd ;
for ( auto & rock : slaveRocks ) {
rock - > targetVel = targetVel ;
}
}
const bool RocksHaveLaunched = initialWaitTime < = 0.f ;
if ( ! RocksHaveLaunched ) {
radius = 0.f ; //Prevent the rocks from hitting anything by making their radius be zero.
drawOffsetY = cos ( PI * game - > GetRunTime ( ) ) * 3.f ;
}
else if ( targetVel . has_value ( ) ) {
vel = targetVel . value ( ) ;
radius = collisionRadius ;
} else ERR ( std : : format ( " WARNING! Levitating Rock does not have a target velocity! It did not get assigned somehow! Is Master: {}. THIS SHOULD NOT BE HAPPENING! " , IsMaster ( ) ) )
}
BulletDestroyState LevitatingRock : : PlayerHit ( Player * player ) {
if ( initialWaitTime > 0.f ) return BulletDestroyState : : KEEP_ALIVE ;
fadeOutTime = 0.5f ;
player - > Knockback ( vel / 3.f ) ;
return BulletDestroyState : : KEEP_ALIVE ;
}
BulletDestroyState LevitatingRock : : MonsterHit ( Monster & monster ) {
if ( initialWaitTime > 0.f ) return BulletDestroyState : : KEEP_ALIVE ;
fadeOutTime = 0.5f ;
monster . Knockback ( vel / 3.f ) ;
return BulletDestroyState : : KEEP_ALIVE ;
}
void LevitatingRock : : Draw ( const Pixel blendCol ) const {
Bullet : : Draw ( blendCol ) ;
game - > view . DrawRotatedDecal ( pos - vf2d { 0 , GetZ ( ) } + drawOffsetY , GFX [ " rock_outline.png " ] . Decal ( ) , rotates ? atan2 ( vel . y , vel . x ) - PI / 2 : 0 , GFX [ " rock_outline.png " ] . Sprite ( ) - > Size ( ) / 2 , scale , col ) ;
}
void LevitatingRock : : AssignMaster ( LevitatingRock * masterRock ) {
masterRock - > slaveRocks . push_back ( this ) ;
}
const bool LevitatingRock : : IsMaster ( ) const {
return slaveRocks . size ( ) > 0 ;
}
void LevitatingRock : : ModifyOutgoingDamageData ( int & damage , bool & onUpperLevel , float & z , HurtFlag : : HurtFlag & hurtFlags ) { }