The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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126 lines
7.9 KiB
126 lines
7.9 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 "Emitter.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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INCLUDE_EMITTER_LIST
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LightningBolt::LightningBolt(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:Bullet(pos,vel,radius,damage,"lightning_bolt.png",upperLevel,false,INFINITE,true,friendly,col){}
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void LightningBolt::Update(float fElapsedTime){
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lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
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uint8_t brightness=uint8_t("Wizard.Ability 2.ParticleColorRange"_FRange);
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if(lastParticleSpawn==0){
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lastParticleSpawn="Wizard.Ability 2.ParticleFrequency"_F;
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uint8_t brightness=uint8_t("Wizard.Ability 2.ParticleColorRange"_FRange);
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switch(util::random()%4){
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case 0:{
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange,"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange},"Wizard.Ability 2.ParticleLifetimeRange"_FRange,"lightning_bolt_part1.png",upperLevel,"Wizard.Ability 2.ParticleSizeRange"_FRange,"Wizard.Ability 2.ParticleFadeoutTime"_F,vel*"Wizard.Ability 2.ParticleSpeedMultRange"_FRange,Pixel{brightness,brightness,brightness}));
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}break;
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case 1:{
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange,"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange},"Wizard.Ability 2.ParticleLifetimeRange"_FRange,"lightning_bolt_part2.png",upperLevel,"Wizard.Ability 2.ParticleSizeRange"_FRange,"Wizard.Ability 2.ParticleFadeoutTime"_F,vel*"Wizard.Ability 2.ParticleSpeedMultRange"_FRange,Pixel{brightness,brightness,brightness}));
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}break;
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case 2:{
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange,"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange},"Wizard.Ability 2.ParticleLifetimeRange"_FRange,"lightning_bolt_part3.png",upperLevel,"Wizard.Ability 2.ParticleSizeRange"_FRange,"Wizard.Ability 2.ParticleFadeoutTime"_F,vel*"Wizard.Ability 2.ParticleSpeedMultRange"_FRange,Pixel{brightness,brightness,brightness}));
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}break;
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case 3:{
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange,"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange},"Wizard.Ability 2.ParticleLifetimeRange"_FRange,"lightning_bolt_part4.png",upperLevel,"Wizard.Ability 2.ParticleSizeRange"_FRange,"Wizard.Ability 2.ParticleFadeoutTime"_F,vel*"Wizard.Ability 2.ParticleSpeedMultRange"_FRange,Pixel{brightness,brightness,brightness}));
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}break;
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}
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}
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if(distanceTraveled>"Wizard.Ability 2.Max Range"_F&&IsActivated()){
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fadeOutTime="Wizard.Ability 2.BulletFadeoutTime"_F;
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}
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}
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BulletDestroyState LightningBolt::PlayerHit(Player*player){
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fadeOutTime="Wizard.Ability 2.BulletFadeoutTime"_F;
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game->AddEffect(std::make_unique<Effect>(player->GetPos(),"Wizard.Ability 2.SplashLifetime"_F,"lightning_splash_effect.png",upperLevel,player->GetSizeMult(),"Wizard.Ability 2.SplashFadeoutTime"_F,vf2d{},WHITE,"Wizard.Ability 2.SplashRotationRange"_FRange));
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SoundEffect::PlaySFX("Wizard Lightning Bolt Hit",pos);
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState LightningBolt::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit){
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fadeOutTime="Wizard.Ability 2.BulletFadeoutTime"_F;
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),"Wizard.Ability 2.SplashLifetime"_F,"lightning_splash_effect.png",upperLevel,monster.GetSizeMult(),"Wizard.Ability 2.SplashFadeoutTime"_F,vf2d{},WHITE,"Wizard.Ability 2.SplashRotationRange"_FRange));
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LightningBolt::ApplyLightningShock(monster,monster.OnUpperLevel());
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SoundEffect::PlaySFX("Wizard Lightning Bolt Hit",pos);
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return BulletDestroyState::KEEP_ALIVE;
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}
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void LightningBolt::ModifyOutgoingDamageData(HurtDamageInfo&data){
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if(friendly)data.hurtFlags|=HurtFlag::PLAYER_ABILITY;
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}
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void LightningBolt::ApplyLightningShock(const Monster&monster,const bool onUpperLevel,const ChainLightningStatus chainLightningRepeatCount/*Set to higher amount to indicate when this monster instead affects monsters due to the enchantment, which changes which shock count variable we look at and will be used for counting down shock times.*/){
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int targetsHit=0;
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for(std::shared_ptr<Monster>&m:MONSTER_LIST){
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if(&*m==&monster||m->InUndamageableState(m->OnUpperLevel(),m->GetZ()))continue;
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geom2d::line<float>lineToTarget=geom2d::line<float>(monster.GetPos(),m->GetPos());
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float dist=lineToTarget.length();
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if(dist<="Wizard.Ability 2.LightningChainRadius"_F/100*24){
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int lightningChainDamage{int(game->GetPlayer()->GetAttack()*"Wizard.Ability 2.LightningChainDamageMult"_F)};
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if(chainLightningRepeatCount>0)lightningChainDamage=int(game->GetPlayer()->GetAttack()*"Chain Lightning"_ENC["SHOCK DAMAGE"]/100.f);
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if(m->Hurt(lightningChainDamage,onUpperLevel,0,HurtFlag::PLAYER_ABILITY)){
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EMITTER_LIST.emplace_back(std::make_unique<LightningBoltEmitter>(LightningBoltEmitter(monster.GetPos(),m->GetPos(),"Wizard.Ability 2.LightningChainFrequency"_F,"Wizard.Ability 2.LightningChainLifetime"_F,onUpperLevel)));
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game->AddEffect(std::make_unique<Effect>(m->GetPos(),"Wizard.Ability 2.LightningChainSplashLifetime"_F,"lightning_splash_effect.png",onUpperLevel,monster.GetSizeMult(),"Wizard.Ability 2.LightningChainSplashFadeoutTime"_F,vf2d{},WHITE,"Wizard.Ability 2.LightningChainSplashRotationRange"_FRange));
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int chainLightningRepeat{};
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if(chainLightningRepeatCount>0)chainLightningRepeat=chainLightningRepeatCount-1;
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else if(game->GetPlayer()->HasEnchant("Chain Lightning")&&chainLightningRepeatCount==ORIGINAL_BOLT)chainLightningRepeat=int("Chain Lightning"_ENC["REPEAT COUNT"]);
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if(chainLightningRepeat>0&&game->GetPlayer()->HasEnchant("Chain Lightning"))m->AddBuff(BuffType::AFFECTED_BY_LIGHTNING_BOLT,"Chain Lightning"_ENC["ADDITIONAL SHOCK DELAY"],chainLightningRepeat,[](std::weak_ptr<Monster>attachedTarget,Buff&b){
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LightningBolt::ApplyLightningShock(*attachedTarget.lock(),attachedTarget.lock()->OnUpperLevel(),ChainLightningStatus(b.intensity));
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});
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targetsHit++;
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}
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}
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int targetHitLimit{"Wizard.Ability 2.LightningChainTargets"_I};
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if(chainLightningRepeatCount>0)targetHitLimit="Chain Lightning"_ENC["ADDITIONAL SHOCK COUNT"];
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if(targetsHit>=targetHitLimit)break;
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}
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} |