doukutsu-rs/src/weapon.rs

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use num_derive::FromPrimitive;
use crate::bullet::BulletManager;
use crate::caret::CaretType;
use crate::common::Direction;
use crate::player::Player;
use crate::SharedGameState;
#[derive(PartialEq, Eq, Copy, Clone, FromPrimitive)]
#[repr(u8)]
pub enum WeaponType {
None = 0,
Snake = 1,
PolarStar = 2,
Fireball = 3,
MachineGun = 4,
MissileLauncher = 5,
Bubbler = 7,
Sword = 9,
SuperMissileLauncher = 10,
Nemesis = 12,
Spur = 13,
}
#[derive(Clone)]
pub struct Weapon {
pub wtype: WeaponType,
pub level: WeaponLevel,
pub experience: u16,
pub ammo: u16,
pub max_ammo: u16,
}
#[derive(Debug, PartialEq, Eq, Copy, Clone)]
#[repr(u8)]
pub enum WeaponLevel {
None = 0,
Level1 = 1,
Level2 = 2,
Level3 = 3,
}
impl Weapon {
pub fn new(wtype: WeaponType, level: WeaponLevel, experience: u16, ammo: u16, max_ammo: u16) -> Weapon {
Weapon {
wtype,
level,
experience,
ammo,
max_ammo,
}
}
pub fn consume_ammo(&mut self, ammo: u16) -> bool {
if self.max_ammo == 0 {
return true;
}
if self.ammo >= ammo {
self.ammo -= ammo;
return true;
}
false
}
pub fn shoot_bullet_polar_star(&mut self, player: &Player, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
if state.key_trigger.fire() && bullet_manager.count_bullets_multi([4, 5, 6]) < 2 {
let btype = match self.level {
WeaponLevel::Level1 => { 4 }
WeaponLevel::Level2 => { 5 }
WeaponLevel::Level3 => { 6 }
WeaponLevel::None => { unreachable!() }
};
if !self.consume_ammo(1) {
// todo: play sound 37
return;
}
if player.up {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0x200, player.y - 8 * 0x200, btype, Direction::Up, &state.constants);
state.create_caret(player.x - 0x200, player.y - 8 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 0x200, player.y - 8 * 0x200, btype, Direction::Up, &state.constants);
state.create_caret(player.x + 0x200, player.y - 8 * 0x200, CaretType::Shoot, Direction::Left);
}
_ => { unreachable!() }
}
} else if player.down {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0x200, player.y + 8 * 0x200, btype, Direction::Bottom, &state.constants);
state.create_caret(player.x - 0x200, player.y + 8 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 0x200, player.y + 8 * 0x200, btype, Direction::Bottom, &state.constants);
state.create_caret(player.x + 0x200, player.y + 8 * 0x200, CaretType::Shoot, Direction::Left);
}
_ => { unreachable!() }
}
} else {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 6 * 0x200, player.y + 3 * 0x200, btype, Direction::Left, &state.constants);
state.create_caret(player.x - 6 * 0x200, player.y + 3 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 6 * 0x200, player.y + 3 * 0x200, btype, Direction::Right, &state.constants);
state.create_caret(player.x + 6 * 0x200, player.y + 3 * 0x200, CaretType::Shoot, Direction::Right);
}
_ => { unreachable!() }
}
}
if self.level == WeaponLevel::Level3 {
// todo play sound 49
} else {
// todo play sound 32
}
}
}
pub fn shoot_bullet(&mut self, player: &Player, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
if player.cond.hidden() {
return;
}
match self.wtype {
WeaponType::None => {}
WeaponType::Snake => {}
WeaponType::PolarStar => { self.shoot_bullet_polar_star(player, bullet_manager, state) }
WeaponType::Fireball => {}
WeaponType::MachineGun => {}
WeaponType::MissileLauncher => {}
WeaponType::Bubbler => {}
WeaponType::Sword => {}
WeaponType::SuperMissileLauncher => {}
WeaponType::Nemesis => {}
WeaponType::Spur => {}
}
}
}