The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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66 lines
3.6 KiB
66 lines
3.6 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_ANIMATION_DATA
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InkBullet::InkBullet(const vf2d pos,const vf2d targetPos,const vf2d vel,const float inkExplosionRadius,const float inkPuddleLifetime,const float inkSlowdownDuration,const float inkSlowdownPct,const float inkPuddleRadius,const bool upperLevel,const bool friendly)
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:Bullet(pos,vel,inkExplosionRadius,0,"inkbullet.png",upperLevel,friendly),targetPos(targetPos),inkExplosionRadius(inkExplosionRadius),inkSlowdownPct(inkSlowdownPct),inkSlowdownDuration(inkSlowdownDuration),inkPuddleLifetime(inkPuddleLifetime),inkPuddleRadius(inkPuddleRadius){
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additiveBlending=true;
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}
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void InkBullet::Update(float fElapsedTime){
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const float magnitude{vel.mag()};
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vel=util::pointTo(pos,targetPos)*magnitude;
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if(util::distance(pos,targetPos)<=8.f){Splat();}
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else if(GetAliveTime()>=30.f)ERR(std::format("WARNING! An Ink Bullet did not resolve to target position {} in time! Last reported pos: {}! THE DISTANCE THRESHOLD FOR INK EXPLOSIONS IS LIKELY TOO HIGH! THIS SHOULD NOT BE HAPPENING!",targetPos.str(),pos.str())); //NOTE: THIS SHOULD NOT BE HAPPENING! If this does, then we probably just set the distance threshold WAY TOO LOW! Let's crash for now.
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}
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void InkBullet::Splat(){
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game->AddEffect(std::make_unique<Effect>(pos,ANIMATION_DATA["inkbubble_explode.png"].GetTotalAnimationDuration(),"inkbubble_explode.png",OnUpperLevel(),vf2d{1.f,1.f},0.f,vf2d{},WHITE,0.f,0.f,additiveBlending));
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game->AddEffect(std::make_unique<Ink>(pos,inkPuddleRadius,inkPuddleLifetime,inkSlowdownDuration,inkSlowdownPct,0.4f,0.4f,vf2d{1.f,1.f},WHITE,OnUpperLevel(),int(util::random_range(0,4.f))*PI/2),true);
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lifetime=0.f;
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}
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BulletDestroyState InkBullet::PlayerHit(Player*player){
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Splat();
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return BulletDestroyState::DESTROY;
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}
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BulletDestroyState InkBullet::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit){
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Splat();
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return BulletDestroyState::DESTROY;
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}
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void InkBullet::ModifyOutgoingDamageData(HurtDamageInfo&data){} |