The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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109 lines
4.4 KiB
109 lines
4.4 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 "olcUTIL_Geometry2D.h"
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INCLUDE_game
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Arrow::Arrow(vf2d pos,vf2d targetPos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:finalDistance(geom2d::line(pos,targetPos).length()*1.2f),acc(PI/2*250),targetPos(targetPos),
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Bullet(pos,vel,radius,damage,
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"arrow.png",upperLevel,false,INFINITE,true,friendly,col){}
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Arrow::Arrow(vf2d pos,vf2d targetPos,vf2d vel,const std::string_view gfx,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:finalDistance(geom2d::line(pos,targetPos).length()*1.2f),acc(PI/2*250),targetPos(targetPos),
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Bullet(pos,vel,radius,damage,std::string(gfx),upperLevel,false,INFINITE,true,friendly,col){}
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void Arrow::Update(float fElapsedTime){
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float speed=vel.mag();
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travelDistance+=speed*fElapsedTime;
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vel.y+=acc*fElapsedTime;
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if(IsActivated()&&travelDistance>=finalDistance){
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fadeOutTime=0.2f;
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}
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}
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const vf2d Arrow::PointToBestTargetPath(const uint8_t perceptionLevel){
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if(perceptionLevel>90)ERR(std::format("WARNING! Perception level {} provided. Acceptable range is 0-90.",perceptionLevel));
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Arrow copiedArrow{*this};
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float closestDist=std::numeric_limits<float>::max();
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vf2d closestVel{};
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for(float angle=util::degToRad(-perceptionLevel);angle<=util::degToRad(perceptionLevel);angle+=util::degToRad(1.f)){
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Arrow simulatedArrow{copiedArrow};
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vf2d simulatedAimingDir=simulatedArrow.vel.polar();
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simulatedAimingDir.y+=angle;
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simulatedArrow.vel=simulatedAimingDir.cart();
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vf2d originalSimulatedShootingAngle=simulatedArrow.vel;
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while(simulatedArrow.IsActivated()){
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simulatedArrow.SimulateUpdate(1/30.f);
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float distToPlayer=geom2d::line<float>(simulatedArrow.pos,game->GetPlayer()->GetPos()).length();
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if(distToPlayer<closestDist){
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closestDist=distToPlayer;
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closestVel=originalSimulatedShootingAngle;
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}
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}
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}
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if(closestVel==vf2d{0,0})ERR("WARNING! We didn't find a valid path of flight for the Arrow! THIS SHOULD NOT BE HAPPENING!");
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vel=closestVel;
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return vel;
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}
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BulletDestroyState Arrow::PlayerHit(Player*player)
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{
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fadeOutTime=0.2f;
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game->AddEffect(std::make_unique<Effect>(player->GetPos(),0,"splash_effect.png",upperLevel,player->GetSizeMult(),0.25));
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState Arrow::MonsterHit(Monster& monster)
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{
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fadeOutTime=0.2f;
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,"splash_effect.png",upperLevel,monster.GetSizeMult(),0.25));
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return BulletDestroyState::KEEP_ALIVE;
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}
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void Arrow::ModifyOutgoingDamageData(int&damage,bool&onUpperLevel,float&z,HurtFlag::HurtFlag&hurtFlags){
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if(friendly)hurtFlags|=HurtFlag::PLAYER_ABILITY;
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} |