The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/Arrow.cpp

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#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 © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "BulletTypes.h"
#include "Effect.h"
#include "AdventuresInLestoria.h"
#include "DEFINES.h"
#include "util.h"
#include "olcUTIL_Geometry2D.h"
INCLUDE_game
INCLUDE_GFX
Arrow::Arrow(vf2d pos,vf2d targetPos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
:finalDistance(geom2d::line(pos,targetPos).length()*1.2f),acc(PI/2*250),targetPos(targetPos),
Bullet(pos,vel,radius,damage,
"arrow.png",upperLevel,false,INFINITE,true,friendly,col){}
Arrow::Arrow(vf2d pos,vf2d targetPos,vf2d vel,const std::string_view gfx,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
:finalDistance(geom2d::line(pos,targetPos).length()*1.2f),acc(PI/2*250),targetPos(targetPos),
Bullet(pos,vel,radius,damage,std::string(gfx),upperLevel,false,INFINITE,true,friendly,col){}
void Arrow::Update(float fElapsedTime){
float speed=vel.mag();
travelDistance+=speed*fElapsedTime;
vel.y+=acc*fElapsedTime;
if(IsActivated()&&travelDistance>=finalDistance){
fadeOutTime=0.2f;
}
}
const vf2d Arrow::PointToBestTargetPath(const uint8_t perceptionLevel){
if(perceptionLevel>90)ERR(std::format("WARNING! Perception level {} provided. Acceptable range is 0-90.",perceptionLevel));
Arrow copiedArrow{*this};
float closestDist=std::numeric_limits<float>::max();
vf2d closestVel{};
for(float angle=util::degToRad(-perceptionLevel);angle<=util::degToRad(perceptionLevel);angle+=util::degToRad(1.f)){
Arrow simulatedArrow{copiedArrow};
vf2d simulatedAimingDir=simulatedArrow.vel.polar();
simulatedAimingDir.y+=angle;
simulatedArrow.vel=simulatedAimingDir.cart();
vf2d originalSimulatedShootingAngle=simulatedArrow.vel;
while(simulatedArrow.IsActivated()){
simulatedArrow.SimulateUpdate(1/30.f);
float distToPlayer=geom2d::line<float>(simulatedArrow.pos,game->GetPlayer()->GetPos()).length();
if(distToPlayer<closestDist){
closestDist=distToPlayer;
closestVel=originalSimulatedShootingAngle;
}
}
}
if(closestVel==vf2d{0,0})ERR("WARNING! We didn't find a valid path of flight for the Arrow! THIS SHOULD NOT BE HAPPENING!");
vel=closestVel;
return vel;
}
BulletDestroyState Arrow::PlayerHit(Player*player)
{
fadeOutTime=0.2f;
game->AddEffect(std::make_unique<Effect>(player->GetPos(),0,"splash_effect.png",upperLevel,player->GetSizeMult(),0.25));
if(poisonArrow)player->AddBuff(BuffRestorationType::OVER_TIME,BuffOverTimeType::HP_DAMAGE_OVER_TIME,"Poisonous Arrow"_ENC["POISON DURATION"],damage*("Poisonous Arrow"_ENC["POISON TICK DAMAGE"]/100.f),1.f);
return BulletDestroyState::KEEP_ALIVE;
}
BulletDestroyState Arrow::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit)
{
fadeOutTime=0.2f;
game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,"splash_effect.png",upperLevel,monster.GetSizeMult(),0.25));
if(poisonArrow)monster.AddBuff(BuffRestorationType::OVER_TIME,BuffOverTimeType::HP_DAMAGE_OVER_TIME,"Poisonous Arrow"_ENC["POISON DURATION"],damage*("Poisonous Arrow"_ENC["POISON TICK DAMAGE"]/100.f),1.f);
if(game->GetPlayer()->HasEnchant("Burning Arrow")&&markStacksBeforeHit>0&&monster.GetBuffs(BuffType::BURNING_ARROW_BURN).size()<"Burning Arrow"_ENC["MAX BURN STACK"])monster.AddBuff(BuffType::BURNING_ARROW_BURN,BuffRestorationType::OVER_TIME,BuffOverTimeType::HP_DAMAGE_OVER_TIME,"Burning Arrow"_ENC["BURN DURATION"],game->GetPlayer()->GetAttack()*"Burning Arrow"_ENC["BURN DAMAGE"]/100.f,2.f);
return BulletDestroyState::KEEP_ALIVE;
}
void Arrow::ModifyOutgoingDamageData(HurtDamageInfo&data){
if(friendly)data.hurtFlags|=HurtFlag::PLAYER_ABILITY;
}
void Arrow::Draw(const Pixel blendCol)const{
if(poisonArrow){
game->SetDecalMode(DecalMode::ADDITIVE);
game->view.DrawRotatedDecal(pos,GFX["glow.png"].Decal(),image_angle,GFX["glow.png"].Sprite()->Size()/2,scale,{255,255,0,120});
game->SetDecalMode(DecalMode::NORMAL);
Bullet::Draw({128,192,0,blendCol.a});
}else{
Bullet::Draw(blendCol);
}
}