The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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109 lines
5.0 KiB
109 lines
5.0 KiB
#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 "BulletTypes.h"
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#include "util.h"
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#include "AdventuresInLestoria.h"
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#include "BombBoom.h"
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#include "SoundEffect.h"
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INCLUDE_DATA
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INCLUDE_ANIMATION_DATA
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INCLUDE_MONSTER_LIST
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INCLUDE_game
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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 explosionRadius,const int damage,const bool upperLevel,const bool friendly,const Pixel col,const vf2d scale)
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:Bullet(pos,{},0.f,damage,"goblin_bomb.png",upperLevel,true,INFINITY,false,friendly,col,scale)
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,explosionRadius(explosionRadius),gravity(gravity),detonationTime(detonationTime),bombFadeoutTime(bombFadeoutTime),bombKnockbackFactor(bombKnockbackFactor),targetPos(targetPos){
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this->z=z;
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bomb_animation.AddState("Fuse",ANIMATION_DATA.at("goblin_bomb_fuse.png"));
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bomb_animation.ChangeState(animation,"Fuse");
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}
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void Bomb::Update(float fElapsedTime){
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vel=geom2d::line<float>(pos,targetPos).vector();
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detonationTime-=fElapsedTime;
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bomb_animation.UpdateState(animation,fElapsedTime);
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if(detonationTime>0.f){
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zVel+=gravity*fElapsedTime;
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z=std::max(0.f,z+zVel*fElapsedTime);
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if(z==0.f)zVel*=-1.f;
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}else
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if(fadeOutTime==0.f){
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z=0; //Force the bomb to be grounded.
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fadeOutTime=bombFadeoutTime;
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game->AddEffect(std::make_unique<BombBoom>(pos,0.f,OnUpperLevel(),vf2d{explosionRadius,explosionRadius}/12.f/1.5f/*Upscale 24x24 to 36x36*/,1.f,vf2d{},WHITE,0.f,0.f,true));
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SoundEffect::PlaySFX("Bomb Explode",pos);
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float distToPlayer=geom2d::line<float>(pos,game->GetPlayer()->GetPos()).length();
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if(friendly){
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const HurtList hurtEnemies=game->Hurt(pos,explosionRadius,damage,OnUpperLevel(),z,HurtType::MONSTER);
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for(auto&[targetPtr,wasHit]:hurtEnemies){
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if(!std::holds_alternative<Monster*>(targetPtr))ERR("WARNING! Hurt enemies list returned a non-monster pointer!? THIS SHOULD NOT BE HAPPENING!");
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Monster*monsterPtr=std::get<Monster*>(targetPtr);
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if(wasHit)monsterPtr->ProximityKnockback(pos,bombKnockbackFactor);
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}
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if(distToPlayer<=explosionRadius){
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game->GetPlayer()->ProximityKnockback(pos,bombKnockbackFactor);
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}
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}else{
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if(distToPlayer<=explosionRadius){
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if(game->GetPlayer()->Hurt(damage,OnUpperLevel(),z)){
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game->GetPlayer()->ProximityKnockback(pos,bombKnockbackFactor);
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}
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}
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for(auto&monsterPtr:MONSTER_LIST){
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float distToMonster=geom2d::line<float>(pos,monsterPtr->GetPos()).length();
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if(distToMonster<=explosionRadius){
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monsterPtr->ProximityKnockback(pos,bombKnockbackFactor);
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}
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}
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}
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}
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}
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BulletDestroyState Bomb::PlayerHit(Player*player){
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState Bomb::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit){
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return BulletDestroyState::KEEP_ALIVE;
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}
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void Bomb::Draw(const Pixel blendCol)const{
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Bullet::Draw(blendCol);
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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)))});
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}
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void Bomb::ModifyOutgoingDamageData(HurtDamageInfo&data){} |