The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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102 lines
4.2 KiB
102 lines
4.2 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 "AdventuresInLestoria.h"
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#include "FallingDebris.h"
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#include "util.h"
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#include "SoundEffect.h"
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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LargeStone::LargeStone(vf2d pos,const float stoneThrowTime,const vf2d landingPos,float moveVelWaitTimer,float radius,float z,float gravity,int damage,const float knockbackAmt,bool upperLevel,bool hitsMultiple,float lifetime,bool friendly,Pixel col,vf2d scale,float image_angle)
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:knockbackAmt(knockbackAmt),stoneThrowTime(stoneThrowTime),startingPos(pos),landingPos(landingPos),gravity(gravity),initialMoveWaitTime(moveVelWaitTimer),moveTimer(moveVelWaitTimer),Bullet(pos,{},radius,damage,"large_rock.png",upperLevel,false,INFINITE,false,friendly,col,scale,image_angle){
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this->z=z;
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Deactivate();
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}
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void LargeStone::Update(float fElapsedTime){
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fixedTimeStepAcc+=fElapsedTime;
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while(fixedTimeStepAcc>fixedTimeStep){
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Bullet::Update(fixedTimeStep);
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if(moveTimer>0.f)moveTimer-=fixedTimeStep;
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if(moveTimer<=0.f){
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if(z<=0.f&&fadeOutTime==0.f){
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const HurtList list{game->Hurt(pos,radius,damage,OnUpperLevel(),0.f,friendly?HurtType::MONSTER:HurtType::PLAYER)};
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for(int i=0;i<100;i++){
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const float randomDir{util::random(2*PI)};
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game->AddEffect(std::make_unique<FallingDebris>(pos+vf2d{radius,randomDir}.cart(),0.f,"circle.png",OnUpperLevel(),vf2d{1.5f,1.5f}*util::random(2.f),util::random(1.f),vf2d{vf2d{radius,randomDir}.cart().x,-util::random(30.f)-20.f},BLACK));
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}
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const HurtList pillarList{game->HurtMonsterType(pos,radius,3,OnUpperLevel(),GetZ(),"Stone Golem Pillar")};
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for(auto&[ptr,wasHurt]:pillarList){
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Monster*const monsterPtr{std::get<Monster*>(ptr)};
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if(wasHurt)ERR(std::format("WARNING! Somehow a {} has taken non-true damage! THIS SHOULD NOT BE HAPPENING!",monsterPtr->GetDisplayName()));
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monsterPtr->_DealTrueDamage(3);
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}
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game->ProximityKnockback(pos,radius,knockbackAmt,list);
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fadeOutTime=0.5f;
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SoundEffect::PlaySFX("Large Rock Break",pos);
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}else
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if(z>0.f&&fadeOutTime>=0.f){
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pos=startingPos.lerp(landingPos,(GetTimeAlive()-initialMoveWaitTime)/stoneThrowTime);
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zVel+=gravity*fixedTimeStep;
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z+=zVel*fixedTimeStep;
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}
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}
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fixedTimeStepAcc-=fixedTimeStep;
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}
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}
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BulletDestroyState LargeStone::PlayerHit(Player*player){
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState LargeStone::MonsterHit(Monster&monster){
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return BulletDestroyState::KEEP_ALIVE;
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}
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void LargeStone::ModifyOutgoingDamageData(int&damage,bool&onUpperLevel,float&z,HurtFlag::HurtFlag&hurtFlags){} |