The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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102 lines
4.3 KiB
102 lines
4.3 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 "Effect.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "util.h"
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#include "SoundEffect.h"
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#include "TrailEffect.h"
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#include <ranges>
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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INCLUDE_ANIMATION_DATA
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BurstBullet::BurstBullet(vf2d pos,vf2d vel,const Entity target,const float explodeDist,const int extraBulletCount,const float extraBulletHeadingAngleChange,const float extraBulletRadius,const vf2d extraBulletScale,const float extraBulletStartSpeed,const float extraBulletAcc,float radius,int damage,bool upperLevel,bool friendly,Pixel col,vf2d scale)
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:Bullet(pos,vel,radius,damage,"burstrotatebullet.png",upperLevel,false,INFINITE,true,friendly,col,scale),extraBulletStartSpeed(extraBulletStartSpeed),extraBulletAcc(extraBulletAcc),extraBulletRadius(extraBulletRadius),extraBulletScale(extraBulletScale),extraBulletHeadingAngleChange(extraBulletHeadingAngleChange),extraBulletCount(extraBulletCount),target(target),explodeDist(explodeDist),scaleOscillator({0.85f,0.85f},{1.f,1.f},0.3f){
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animation.mult=0.f; //Prevent animating.
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}
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void BurstBullet::Explode(){
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fadeOutTime=0.1f;
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HurtType targets{friendly?HurtType::MONSTER:HurtType::PLAYER};
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for(const auto&[target,isHurt]:game->Hurt(pos,radius,damage,OnUpperLevel(),GetZ(),targets)){
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if(isHurt){
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Entity ent{target};
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ent.SetIframeTime(0.3f);
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}
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}
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SoundEffect::PlaySFX("Burst Bullet Explode",pos);
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for(int i:std::ranges::iota_view(0,extraBulletCount)){
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const float angle{(360.f/extraBulletCount)*i};
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const vf2d newPos{pos+vf2d{radius/2.f,angle}.cart()};
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CreateBullet(RotateBullet)(newPos,angle,extraBulletStartSpeed,extraBulletAcc,extraBulletHeadingAngleChange,extraBulletRadius,damage,OnUpperLevel(),friendly,WHITE)EndBullet;
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}
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Deactivate();
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}
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void BurstBullet::Update(float fElapsedTime){
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if(IsActivated()){
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if(!activated){
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scaleOscillator.Update(fElapsedTime);
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if(util::distance(target.GetPos(),pos)<=explodeDist){
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activated=true;
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animation.mult=1.f;
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explodeTimer=ANIMATION_DATA[animation.currentStateName].GetTotalAnimationDuration();
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}
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}else if(explodeTimer>0.f){
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explodeTimer-=fElapsedTime;
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if(explodeTimer<=0.f)Explode();
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}
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}
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}
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BulletDestroyState BurstBullet::PlayerHit(Player*player){
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Explode();
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState BurstBullet::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit){
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Explode();
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return BulletDestroyState::KEEP_ALIVE;
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}
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void BurstBullet::ModifyOutgoingDamageData(HurtDamageInfo&data){
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data.damage=0; //Nullify the damage because proximity damage will occur instead.
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} |