fix unsoundness and some shitty hacks

This commit is contained in:
Alula 2021-03-23 13:51:55 +01:00
parent fe9fb06b5a
commit 8973da2840
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GPG Key ID: 3E00485503A1D8BA
7 changed files with 157 additions and 88 deletions

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@ -1,14 +1,30 @@
use crate::entity::GameEntity;
use crate::inventory::Inventory;
use crate::framework::context::Context;
use crate::frame::Frame;
use crate::shared_game_state::SharedGameState;
use crate::framework::error::GameResult;
pub struct Inventory {
pub struct InventoryUI {
text_y_pos: usize,
tick: usize,
}
impl Inventory {
pub fn new() -> Inventory {
Inventory {
impl InventoryUI {
pub fn new() -> InventoryUI {
InventoryUI {
text_y_pos: 24,
tick: 0,
}
}
}
impl GameEntity<&mut Inventory> for InventoryUI {
fn tick(&mut self, state: &mut SharedGameState, custom: &mut Inventory) -> GameResult<()> {
Ok(())
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult<()> {
Ok(())
}
}

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@ -177,6 +177,9 @@ pub struct TextScriptConsts {
pub textbox_rect_bottom: Rect<u16>,
pub textbox_rect_yes_no: Rect<u16>,
pub textbox_rect_cursor: Rect<u16>,
pub inventory_rect_top: Rect<u16>,
pub inventory_rect_middle: Rect<u16>,
pub inventory_rect_bottom: Rect<u16>,
pub get_item_top_left: Rect<u16>,
pub get_item_bottom_left: Rect<u16>,
pub get_item_top_right: Rect<u16>,
@ -1356,6 +1359,9 @@ impl EngineConstants {
textbox_rect_bottom: Rect { left: 0, top: 16, right: 244, bottom: 24 },
textbox_rect_yes_no: Rect { left: 152, top: 48, right: 244, bottom: 80 },
textbox_rect_cursor: Rect { left: 112, top: 88, right: 128, bottom: 104 },
inventory_rect_top: Rect { left: 0, top: 0, right: 244, bottom: 8 },
inventory_rect_middle: Rect { left: 0, top: 8, right: 244, bottom: 16 },
inventory_rect_bottom: Rect { left: 0, top: 16, right: 244, bottom: 24 },
get_item_top_left: Rect { left: 0, top: 0, right: 72, bottom: 16 },
get_item_bottom_left: Rect { left: 0, top: 8, right: 72, bottom: 24 },
get_item_top_right: Rect { left: 240, top: 0, right: 244, bottom: 8 },

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@ -3,9 +3,10 @@ use std::cmp::Ordering;
use crate::engine_constants::EngineConstants;
use crate::shared_game_state::SharedGameState;
use crate::weapon::{Weapon, WeaponLevel, WeaponType};
use crate::player::Player;
use crate::player::{Player, TargetPlayer};
use crate::caret::CaretType;
use crate::common::Direction;
use crate::weapon::bullet::BulletManager;
#[derive(Clone, Copy)]
/// (id, amount)
@ -183,8 +184,7 @@ impl Inventory {
pub fn reset_current_weapon_xp(&mut self) {
if let Some(weapon) = self.get_current_weapon_mut() {
weapon.level = WeaponLevel::Level1;
weapon.experience = 0;
weapon.reset_xp();
}
}
@ -221,43 +221,14 @@ impl Inventory {
pub fn add_xp(&mut self, exp: u16, player: &mut Player, state: &mut SharedGameState) {
if let Some(weapon) = self.get_current_weapon_mut() {
let curr_level_idx = weapon.level as usize - 1;
let lvl_table = state.constants.weapon.level_table[weapon.wtype as usize];
weapon.experience += exp;
if weapon.level == WeaponLevel::Level3 {
if weapon.experience > lvl_table[2] {
weapon.experience = lvl_table[2];
if player.equip.has_whimsical_star() && player.stars < 3 {
player.stars += 1;
}
}
} else if weapon.experience > lvl_table[curr_level_idx] {
weapon.level = weapon.level.next();
weapon.experience = 0;
if weapon.wtype != WeaponType::Spur {
state.sound_manager.play_sfx(27);
state.create_caret(player.x, player.y, CaretType::LevelUp, Direction::Left);
}
}
weapon.add_xp(exp, player, state);
}
}
/// Get current experience state. Returns a (exp, max exp, max level/exp) tuple.
pub fn get_current_max_exp(&self, constants: &EngineConstants) -> (u16, u16, bool) {
if let Some(weapon) = self.weapons.get(self.current_weapon as usize) {
if weapon.level == WeaponLevel::None {
return (0, 0, false);
}
let level_idx = weapon.level as usize - 1;
let max_exp = constants.weapon.level_table[weapon.wtype as usize][level_idx];
let max = weapon.level == WeaponLevel::Level3 && weapon.experience == max_exp;
(weapon.experience, max_exp, max)
weapon.get_max_exp(constants)
} else {
(0, 0, false)
}
@ -291,6 +262,12 @@ impl Inventory {
pub fn has_weapon(&self, wtype: WeaponType) -> bool {
self.weapons.iter().any(|weapon| weapon.wtype == wtype)
}
pub fn tick_weapons(&mut self, state: &mut SharedGameState, player: &mut Player, player_id: TargetPlayer, bullet_manager: &mut BulletManager) {
if let Some(weapon) = self.get_current_weapon_mut() {
weapon.tick(state, player, player_id, bullet_manager);
}
}
}
#[test]

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@ -32,6 +32,7 @@ use crate::text_script::{ConfirmSelection, ScriptMode, TextScriptExecutionState,
use crate::texture_set::SizedBatch;
use crate::weapon::bullet::BulletManager;
use crate::weapon::WeaponType;
use crate::components::inventory::InventoryUI;
pub struct GameScene {
pub tick: u32,
@ -39,6 +40,7 @@ pub struct GameScene {
pub boss_life_bar: BossLifeBar,
pub stage_select: StageSelect,
pub flash: Flash,
pub inventory_ui: InventoryUI,
pub hud_player1: HUD,
pub hud_player2: HUD,
pub frame: Frame,
@ -89,6 +91,7 @@ impl GameScene {
boss_life_bar: BossLifeBar::new(),
stage_select: StageSelect::new(),
flash: Flash::new(),
inventory_ui: InventoryUI::new(),
hud_player1: HUD::new(Alignment::Left),
hud_player2: HUD::new(Alignment::Right),
frame: Frame {
@ -1186,21 +1189,16 @@ impl GameScene {
self.frame.update(state, &self.stage);
if state.control_flags.control_enabled() {
#[allow(clippy::cast_ref_to_mut)]
let inventory = unsafe { &mut *(&self.inventory_player1 as *const Inventory as *mut Inventory) }; // fuck off
if let Some(weapon) = self.inventory_player1.get_current_weapon_mut() {
weapon.tick(&mut self.player1, TargetPlayer::Player1, inventory, &mut self.bullet_manager, state);
}
#[allow(clippy::cast_ref_to_mut)]
let inventory = unsafe { &mut *(&self.inventory_player2 as *const Inventory as *mut Inventory) };
if let Some(weapon) = self.inventory_player2.get_current_weapon_mut() {
weapon.tick(&mut self.player2, TargetPlayer::Player2, inventory, &mut self.bullet_manager, state);
}
self.inventory_player1.tick_weapons(state, &mut self.player1, TargetPlayer::Player1, &mut self.bullet_manager);
self.inventory_player2.tick_weapons(state, &mut self.player2, TargetPlayer::Player2, &mut self.bullet_manager);
self.hud_player1.tick(state, (&self.player1, &mut self.inventory_player1))?;
self.hud_player2.tick(state, (&self.player2, &mut self.inventory_player2))?;
self.boss_life_bar.tick(state, (&self.npc_list, &self.boss))?;
if self.player1.controller.trigger_inventory() {
state.textscript_vm.set_mode(ScriptMode::Inventory);
}
}
Ok(())
@ -1356,6 +1354,7 @@ impl Scene for GameScene {
match state.textscript_vm.mode {
ScriptMode::Map if state.control_flags.tick_world() => self.tick_world(state)?,
ScriptMode::StageSelect => self.stage_select.tick(state, (&self.player1, &self.player2))?,
ScriptMode::Inventory => self.inventory_ui.tick(state, &mut self.inventory_player1)?,
_ => {}
}

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@ -17,29 +17,16 @@ lazy_static! {
let mut random = [0i8; 0x100];
let ref_data = include_bytes!("pixtone_ref.dat");
unsafe {
sine.copy_from_slice(&*(&ref_data[0..0x100] as *const [u8] as *const [i8]));
triangle.copy_from_slice(&*(&ref_data[0x100..0x200] as *const [u8] as *const [i8]));
saw_up.copy_from_slice(&*(&ref_data[0x200..0x300] as *const [u8] as *const [i8]));
saw_down.copy_from_slice(&*(&ref_data[0x300..0x400] as *const [u8] as *const [i8]));
square.copy_from_slice(&*(&ref_data[0x400..0x500] as *const [u8] as *const [i8]));
random.copy_from_slice(&*(&ref_data[0x500..0x600] as *const [u8] as *const [i8]));
sine.copy_from_slice(std::mem::transmute(&ref_data[0..0x100]));
triangle.copy_from_slice(std::mem::transmute(&ref_data[0x100..0x200]));
saw_up.copy_from_slice(std::mem::transmute(&ref_data[0x200..0x300]));
saw_down.copy_from_slice(std::mem::transmute(&ref_data[0x300..0x400]));
square.copy_from_slice(std::mem::transmute(&ref_data[0x400..0x500]));
random.copy_from_slice(std::mem::transmute(&ref_data[0x500..0x600]));
}
// todo i can't get this shit right
/*
let mut seed = 0i32;
for i in 0..255 {
seed = seed.wrapping_mul(214013).wrapping_add(2531011);
sine[i] = (64.0 * (i as f64 * std::f64::consts::PI).sin()) as i8;
triangle[i] = (if (0x40i32.wrapping_add(i as i32)) & 0x80 != 0 { 0x80i32.wrapping_sub(i as i32) } else { i as i32 }) as i8;
saw_up[i] = (-0x40i32).wrapping_add(i as i32 / 2) as i8;
saw_down[i] = (0x40i32.wrapping_sub(i as i32 / 2)) as i8;
square[i] = (0x40i32.wrapping_sub(i as i32 & 0x80)) as i8;
random[i] = (seed >> 16) as i8 / 2;
}*/
[sine, triangle, saw_up, saw_down, square, random]
};
}

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@ -2,10 +2,10 @@ use num_derive::FromPrimitive;
use crate::caret::CaretType;
use crate::common::Direction;
use crate::inventory::Inventory;
use crate::engine_constants::EngineConstants;
use crate::player::{Player, TargetPlayer};
use crate::shared_game_state::SharedGameState;
use crate::weapon::bullet::{Bullet, BulletManager};
use crate::weapon::bullet::BulletManager;
mod blade;
mod bubbler;
@ -101,13 +101,54 @@ impl Weapon {
}
}
pub fn get_max_exp(&self, constants: &EngineConstants) -> (u16, u16, bool) {
if self.level == WeaponLevel::None {
return (0, 0, false);
}
let level_idx = self.level as usize - 1;
let max_exp = constants.weapon.level_table[self.wtype as usize][level_idx];
let max = self.level == WeaponLevel::Level3 && self.experience == max_exp;
(self.experience, max_exp, max)
}
pub fn add_xp(&mut self, exp: u16, player: &mut Player, state: &mut SharedGameState) {
let curr_level_idx = self.level as usize - 1;
let lvl_table = state.constants.weapon.level_table[self.wtype as usize];
self.experience = self.experience.saturating_add(exp);
if self.level == WeaponLevel::Level3 {
if self.experience > lvl_table[2] {
self.experience = lvl_table[2];
if player.equip.has_whimsical_star() && player.stars < 3 {
player.stars += 1;
}
}
} else if self.experience > lvl_table[curr_level_idx] {
self.level = self.level.next();
self.experience = 0;
if self.wtype != WeaponType::Spur {
state.sound_manager.play_sfx(27);
state.create_caret(player.x, player.y, CaretType::LevelUp, Direction::Left);
}
}
}
pub fn reset_xp(&mut self) {
self.level = WeaponLevel::Level1;
self.experience = 0;
}
pub fn tick(
&mut self,
state: &mut SharedGameState,
player: &mut Player,
player_id: TargetPlayer,
inventory: &mut Inventory,
bullet_manager: &mut BulletManager,
state: &mut SharedGameState,
) {
if !player.cond.alive() || player.cond.hidden() {
return;
@ -124,9 +165,11 @@ impl Weapon {
WeaponType::MissileLauncher => self.tick_missile_launcher(player, player_id, bullet_manager, state),
WeaponType::Bubbler => self.tick_bubbler(player, player_id, bullet_manager, state),
WeaponType::Blade => self.tick_blade(player, player_id, bullet_manager, state),
WeaponType::SuperMissileLauncher => self.tick_super_missile_launcher(player, player_id, bullet_manager, state),
WeaponType::SuperMissileLauncher => {
self.tick_super_missile_launcher(player, player_id, bullet_manager, state)
}
WeaponType::Nemesis => self.tick_nemesis(player, player_id, bullet_manager, state),
WeaponType::Spur => self.tick_spur(player, player_id, inventory, bullet_manager, state),
WeaponType::Spur => self.tick_spur(player, player_id, bullet_manager, state),
}
}
}

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@ -1,6 +1,5 @@
use crate::caret::CaretType;
use crate::common::Direction;
use crate::inventory::Inventory;
use crate::player::{Player, TargetPlayer};
use crate::shared_game_state::SharedGameState;
use crate::weapon::bullet::BulletManager;
@ -11,7 +10,6 @@ impl Weapon {
&mut self,
player: &mut Player,
player_id: TargetPlayer,
inventory: &mut Inventory,
bullet_manager: &mut BulletManager,
state: &mut SharedGameState,
) {
@ -21,7 +19,7 @@ impl Weapon {
let btype;
if player.controller.shoot() {
inventory.add_xp(if player.equip.has_turbocharge() { 3 } else { 2 }, player, state);
self.add_xp(if player.equip.has_turbocharge() { 3 } else { 2 }, player, state);
self.counter1 += 1;
if (self.counter1 / 2 % 2) != 0 {
@ -33,7 +31,7 @@ impl Weapon {
state.sound_manager.play_sfx(60);
}
WeaponLevel::Level3 => {
if let (_, _, false) = inventory.get_current_max_exp(&state.constants) {
if let (_, _, false) = self.get_max_exp(&state.constants) {
state.sound_manager.play_sfx(61);
}
}
@ -47,7 +45,7 @@ impl Weapon {
}
}
if let (_, _, true) = inventory.get_current_max_exp(&state.constants) {
if let (_, _, true) = self.get_max_exp(&state.constants) {
if self.counter2 == 0 {
self.counter2 = 1;
state.sound_manager.play_sfx(65);
@ -58,7 +56,7 @@ impl Weapon {
let level = self.level;
if !player.controller.shoot() {
inventory.reset_current_weapon_xp();
self.reset_xp();
}
match level {
@ -77,7 +75,8 @@ impl Weapon {
WeaponLevel::None => unreachable!(),
}
if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 0 || !(player.controller.trigger_shoot() || shoot) {
if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 0 || !(player.controller.trigger_shoot() || shoot)
{
return;
}
@ -86,27 +85,69 @@ impl Weapon {
} else {
match player.direction {
Direction::Left if player.up => {
bullet_manager.create_bullet(player.x - 0x200, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants);
bullet_manager.create_bullet(
player.x - 0x200,
player.y - 0x1000,
btype,
player_id,
Direction::Up,
&state.constants,
);
state.create_caret(player.x - 0x200, player.y - 0x1000, CaretType::Shoot, Direction::Left);
}
Direction::Right if player.up => {
bullet_manager.create_bullet(player.x + 0x200, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants);
bullet_manager.create_bullet(
player.x + 0x200,
player.y - 0x1000,
btype,
player_id,
Direction::Up,
&state.constants,
);
state.create_caret(player.x + 0x200, player.y - 0x1000, CaretType::Shoot, Direction::Left);
}
Direction::Left if player.down => {
bullet_manager.create_bullet(player.x - 0x200, player.y + 0x1000, btype, player_id, Direction::Bottom, &state.constants);
bullet_manager.create_bullet(
player.x - 0x200,
player.y + 0x1000,
btype,
player_id,
Direction::Bottom,
&state.constants,
);
state.create_caret(player.x - 0x200, player.y + 0x1000, CaretType::Shoot, Direction::Left);
}
Direction::Right if player.down => {
bullet_manager.create_bullet(player.x + 0x200, player.y + 0x1000, btype, player_id, Direction::Bottom, &state.constants);
bullet_manager.create_bullet(
player.x + 0x200,
player.y + 0x1000,
btype,
player_id,
Direction::Bottom,
&state.constants,
);
state.create_caret(player.x + 0x200, player.y + 0x1000, CaretType::Shoot, Direction::Left);
}
Direction::Left => {
bullet_manager.create_bullet(player.x - 0xc00, player.y + 0x600, btype, player_id, Direction::Left, &state.constants);
bullet_manager.create_bullet(
player.x - 0xc00,
player.y + 0x600,
btype,
player_id,
Direction::Left,
&state.constants,
);
state.create_caret(player.x - 0xc00, player.y + 0x600, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 0xc00, player.y + 0x600, btype, player_id, Direction::Right, &state.constants);
bullet_manager.create_bullet(
player.x + 0xc00,
player.y + 0x600,
btype,
player_id,
Direction::Right,
&state.constants,
);
state.create_caret(player.x + 0xc00, player.y + 0x600, CaretType::Shoot, Direction::Right);
}
_ => {}