The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
98 lines
4.9 KiB
98 lines
4.9 KiB
#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 <ranges>
|
|
#include "util.h"
|
|
#include "AdventuresInLestoria.h"
|
|
|
|
INCLUDE_ANIMATION_DATA
|
|
INCLUDE_game
|
|
|
|
DeadlyDash::DeadlyDash(vf2d startPos,vf2d endPos,float radius,float afterImagesLingeringTime,int damage,float knockbackAmt,bool upperLevel,bool friendly,float afterImagesSpreadDist,const std::string&animation,Pixel col)
|
|
:animation(animation),startPos(startPos),endPos(endPos),checkRadius(radius),afterImagesSpreadDist(afterImagesSpreadDist),afterImagesLingeringTime(afterImagesLingeringTime),knockbackAmt(knockbackAmt),Bullet({},{},0.f,damage,"circle.png",upperLevel,true,INFINITE,false,friendly,col,{1.f,1.f},0.f){
|
|
const geom2d::line<float>afterImageLine{startPos,endPos};
|
|
const int afterImageCount{int(afterImageLine.length()/afterImagesSpreadDist)+1};
|
|
lifetime=afterImageCount*afterImagesLingeringTime;
|
|
for(int i:std::ranges::iota_view(0,afterImageCount)){
|
|
const float offsetDist{afterImagesSpreadDist*(i+1)};
|
|
const vf2d afterImagePos{geom2d::line<float>{startPos,endPos}.rpoint(offsetDist)};
|
|
if(friendly){
|
|
const HurtList&hitList{game->HurtNotHit(afterImagePos,radius,damage,this->hitList,OnUpperLevel(),GetZ(),HurtType::MONSTER,HurtFlag::PLAYER_ABILITY)};
|
|
for(auto&[entityPtr,wasHit]:hitList){
|
|
if(wasHit){
|
|
Monster*monster{std::get<Monster*>(entityPtr)};
|
|
monster->ProximityKnockback(afterImagePos,knockbackAmt);
|
|
this->hitList.insert(monster);
|
|
}
|
|
}
|
|
}else{
|
|
const HurtList&hitList{game->HurtNotHit(afterImagePos,radius,damage,this->hitList,OnUpperLevel(),GetZ(),HurtType::PLAYER)};
|
|
for(auto&[entityPtr,wasHit]:hitList){
|
|
if(wasHit){
|
|
Player*player{std::get<Player*>(entityPtr)};
|
|
player->ProximityKnockback(afterImagePos,knockbackAmt);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void DeadlyDash::Draw(const Pixel blendCol)const{
|
|
const geom2d::line<float>afterImageLine{startPos,endPos};
|
|
const int afterImageCount{int(afterImageLine.length()/afterImagesSpreadDist)+1};
|
|
for(int i:std::ranges::iota_view(0,afterImageCount)){
|
|
const float fadeTimeBegins{(i+1)*afterImagesLingeringTime};
|
|
uint8_t alpha{255U};
|
|
if(GetAliveTime()>fadeTimeBegins)alpha=std::max(0.f,util::lerp(255,0,(GetAliveTime()-fadeTimeBegins)/afterImagesLingeringTime));
|
|
const Animate2D::FrameSequence&animation{ANIMATION_DATA[this->animation]};
|
|
const float animationFrameTimer{i*animation.m_fFrameDuration};
|
|
|
|
const float offsetDist{afterImagesSpreadDist*(i+1)};
|
|
const vf2d drawPos{geom2d::line<float>{startPos,endPos}.rpoint(offsetDist)};
|
|
const Animate2D::Frame&frame{animation.GetFrame(animationFrameTimer)};
|
|
game->SetDecalMode(DecalMode::ADDITIVE);
|
|
game->view.DrawPartialRotatedDecal(drawPos,frame.GetSourceImage()->Decal(),0.f,frame.GetSourceRect().size/2,frame.GetSourceRect().pos,frame.GetSourceRect().size,{game->GetPlayer()->GetSizeMult(),game->GetPlayer()->GetSizeMult()},{col.r,col.g,col.b,alpha});
|
|
game->SetDecalMode(DecalMode::NORMAL);
|
|
}
|
|
}
|
|
|
|
void DeadlyDash::ModifyOutgoingDamageData(int&damage,bool&onUpperLevel,float&z,HurtFlag::HurtFlag&hurtFlags){
|
|
//NOTE: Despite it looking like we modify the damage here, the radius passed to Bullet is 0, so this shouldn't matter anyways, the damage happens in the check in Update()
|
|
if(friendly)hurtFlags|=HurtFlag::PLAYER_ABILITY;
|
|
} |