doukutsu-rs/src/player.rs

614 lines
21 KiB
Rust

use std::clone::Clone;
use num_derive::FromPrimitive;
use num_traits::clamp;
use num_traits::FromPrimitive;
use crate::caret::CaretType;
use crate::common::{Condition, Equipment, Flag};
use crate::common::{Direction, Rect};
use crate::entity::GameEntity;
use crate::frame::Frame;
use crate::ggez::{Context, GameResult};
use crate::shared_game_state::SharedGameState;
#[derive(Debug, Clone, Copy, PartialEq, Eq, FromPrimitive)]
#[repr(u8)]
pub enum ControlMode {
Normal = 0,
IronHead,
}
#[derive(Clone)]
pub struct Player {
pub x: isize,
pub y: isize,
pub vel_x: isize,
pub vel_y: isize,
pub target_x: isize,
pub target_y: isize,
pub life: u16,
pub max_life: u16,
pub cond: Condition,
pub flags: Flag,
pub equip: Equipment,
pub direction: Direction,
pub display_bounds: Rect<usize>,
pub hit_bounds: Rect<usize>,
pub control_mode: ControlMode,
pub question: bool,
pub booster_fuel: usize,
pub up: bool,
pub down: bool,
pub shock_counter: u8,
pub current_weapon: u8,
pub update_target: bool,
pub stars: u8,
weapon_offset_y: i8,
index_x: isize,
index_y: isize,
splash: bool,
booster_switch: u8,
bubble: u8,
exp_wait: isize,
exp_count: isize,
anim_num: u16,
anim_counter: u16,
anim_rect: Rect<usize>,
weapon_rect: Rect<usize>,
}
impl Player {
pub fn new(state: &mut SharedGameState) -> Player {
let constants = &state.constants;
Player {
x: 0,
y: 0,
vel_x: 0,
vel_y: 0,
target_x: 0,
target_y: 0,
life: constants.my_char.life,
max_life: constants.my_char.max_life,
cond: Condition(0x80),
flags: Flag(0),
equip: Equipment(0),
direction: Direction::Right,
display_bounds: constants.my_char.display_bounds,
hit_bounds: constants.my_char.hit_bounds,
control_mode: constants.my_char.control_mode,
question: false,
booster_fuel: 0,
index_x: 0,
index_y: 0,
splash: false,
update_target: true,
up: false,
down: false,
current_weapon: 0,
weapon_offset_y: 0,
shock_counter: 0,
booster_switch: 0,
stars: 0,
bubble: 0,
exp_wait: 0,
exp_count: 0,
anim_num: 0,
anim_counter: 0,
anim_rect: constants.my_char.animations_right[0],
weapon_rect: Rect::new(0, 0, 0, 0),
}
}
fn tick_normal(&mut self, state: &mut SharedGameState) -> GameResult {
if self.cond.hidden() {
return Ok(());
}
let physics = if self.flags.in_water() { state.constants.my_char.water_physics } else { state.constants.my_char.air_physics };
self.question = false;
if !state.control_flags.control_enabled() {
self.booster_switch = 0;
}
// todo: split those into separate procedures and refactor (try to not break the logic!)
// ground movement
if self.flags.hit_bottom_wall() || self.flags.hit_right_slope() || self.flags.hit_left_slope() {
self.booster_switch = 0;
if self.equip.has_booster_0_8() || self.equip.has_booster_2_0() {
self.booster_fuel = state.constants.booster.fuel;
} else {
self.booster_fuel = 0;
}
if state.control_flags.control_enabled() {
if state.key_trigger.only_down() && state.key_state.only_down() && !self.cond.interacted() && !state.control_flags.interactions_disabled() {
self.cond.set_interacted(true);
self.question = true;
} else {
if state.key_state.left() && self.vel_x > -physics.max_dash {
self.vel_x -= physics.dash_ground;
}
if state.key_state.right() && self.vel_x < physics.max_dash {
self.vel_x += physics.dash_ground;
}
if state.key_state.left() {
self.direction = Direction::Left;
}
if state.key_state.right() {
self.direction = Direction::Right;
}
}
}
if !self.cond.cond_x20() {
if self.vel_x < 0 {
if self.vel_x > -physics.resist {
self.vel_x = 0;
} else {
self.vel_x += physics.resist;
}
}
if self.vel_x > 0 {
if self.vel_x < physics.resist {
self.vel_x = 0;
} else {
self.vel_x -= physics.resist;
}
}
}
} else { // air movement
if state.control_flags.control_enabled() {
if state.key_trigger.jump() && self.booster_fuel != 0 {
if self.equip.has_booster_0_8() {
self.booster_switch = 1;
if self.vel_y > 0x100 { // 0.5fix9
self.vel_y /= 2;
}
} else if self.equip.has_booster_2_0() {
if state.key_state.up() {
self.booster_switch = 2;
self.vel_x = 0;
self.vel_y = state.constants.booster.b2_0_up;
} else if state.key_state.left() {
self.booster_switch = 1;
self.vel_x = state.constants.booster.b2_0_left;
self.vel_y = 0;
} else if state.key_state.right() {
self.booster_switch = 1;
self.vel_x = state.constants.booster.b2_0_right;
self.vel_y = 0;
} else if state.key_state.down() {
self.booster_switch = 3;
self.vel_x = 0;
self.vel_y = state.constants.booster.b2_0_down;
} else {
self.booster_switch = 2;
self.vel_x = 0;
self.vel_y = state.constants.booster.b2_0_up_nokey;
}
}
}
if state.key_state.left() && self.vel_x > -physics.max_dash {
self.vel_x -= physics.dash_air;
}
if state.key_state.right() && self.vel_x < physics.max_dash {
self.vel_x += physics.dash_air;
}
if state.key_state.left() {
self.direction = Direction::Left;
}
if state.key_state.right() {
self.direction = Direction::Right;
}
}
if self.equip.has_booster_2_0() && self.booster_switch != 0 && (!state.key_state.jump() || self.booster_fuel == 0) {
match self.booster_switch {
1 => { self.vel_x /= 2 }
2 => { self.vel_y /= 2 }
_ => {}
}
}
if self.booster_fuel == 0 || !state.key_state.jump() {
self.booster_switch = 0;
}
}
// jumping
if state.control_flags.control_enabled() {
self.up = state.key_state.up();
self.down = state.key_state.down() && !self.flags.hit_bottom_wall();
if state.key_trigger.jump() && (self.flags.hit_bottom_wall() || self.flags.hit_right_slope() || self.flags.hit_left_slope()) && !self.flags.force_up() {
self.vel_y = -physics.jump;
state.sound_manager.play_sfx(15);
}
}
// stop interacting when moved
if state.control_flags.control_enabled() && (state.key_state.left() || state.key_state.right() || state.key_state.up() || state.key_state.jump() || state.key_state.fire()) {
self.cond.set_interacted(false);
}
// booster losing fuel
if self.booster_switch != 0 && self.booster_fuel != 0 {
self.booster_fuel -= 1;
}
// wind / current forces
if self.flags.force_left() {
self.vel_x -= 0x88;
}
if self.flags.force_up() {
self.vel_y -= 0x80;
}
if self.flags.force_right() {
self.vel_x += 0x80;
}
if self.flags.force_down() {
self.vel_y += 0x55;
}
if self.equip.has_booster_2_0() && self.booster_switch != 0 {
match self.booster_switch {
1 => {
if self.flags.hit_left_wall() || self.flags.hit_right_wall() {
self.vel_y = -0x100; // -0.5fix9
}
if self.direction == Direction::Left {
self.vel_x -= 0x20; // 0.1fix9
}
if self.direction == Direction::Right {
self.vel_x += 0x20; // 0.1fix9
}
if state.key_trigger.jump() || self.booster_fuel % 3 == 1 {
if self.direction == Direction::Left || self.direction == Direction::Right {
state.create_caret(self.x + 0x400, self.y + 0x400, CaretType::Exhaust, self.direction.opposite());
}
state.sound_manager.play_sfx(113);
}
}
2 => {
self.vel_y -= 0x20;
if state.key_trigger.jump() || self.booster_fuel % 3 == 1 {
state.create_caret(self.x, self.y + 6 * 0x200, CaretType::Exhaust, Direction::Bottom);
state.sound_manager.play_sfx(113);
}
}
3 if state.key_trigger.jump() || self.booster_fuel % 3 == 1 => {
state.create_caret(self.x, self.y + 6 * 0x200, CaretType::Exhaust, Direction::Up);
state.sound_manager.play_sfx(113);
}
_ => {}
}
} else if self.flags.force_up() {
self.vel_y += physics.gravity_air;
} else if self.equip.has_booster_0_8() && self.booster_switch != 0 && self.vel_y > -0x400 {
self.vel_y -= 0x20;
if self.booster_fuel % 3 == 0 {
state.create_caret(self.x, self.y + self.hit_bounds.bottom as isize / 2, CaretType::Exhaust, Direction::Bottom);
state.sound_manager.play_sfx(113);
}
// bounce off of ceiling
if self.flags.hit_top_wall() {
self.vel_y = 0x200; // 1.0fix9
}
} else if self.vel_y < 0 && state.control_flags.control_enabled() && state.key_state.jump() {
self.vel_y += physics.gravity_air;
} else {
self.vel_y += physics.gravity_ground;
}
if !state.control_flags.control_enabled() || !state.key_trigger.jump() {
if self.flags.hit_right_slope() && self.vel_x < 0 {
self.vel_y = -self.vel_x;
}
if self.flags.hit_left_slope() && self.vel_x > 0 {
self.vel_y = self.vel_x;
}
if (self.flags.hit_bottom_wall() && self.flags.hit_right_bigger_half() && self.vel_x < 0)
|| (self.flags.hit_bottom_wall() && self.flags.hit_left_bigger_half() && self.vel_x > 0)
|| (self.flags.hit_bottom_wall() && self.flags.hit_left_smaller_half() && self.flags.hit_right_smaller_half()) {
self.vel_y = 0x400; // 2.0fix9
}
}
let max_move = if self.flags.in_water() && !(self.flags.force_left() || self.flags.force_up() || self.flags.force_right() || self.flags.force_down()) {
state.constants.my_char.water_physics.max_move
} else {
state.constants.my_char.air_physics.max_move
};
self.vel_x = clamp(self.vel_x, -max_move, max_move);
self.vel_y = clamp(self.vel_y, -max_move, max_move);
// todo: water splashing
if !self.flags.in_water() {
self.splash = false;
}
// spike damage
if self.flags.hit_by_spike() {
self.damage(10, state);
}
// camera
if self.direction == Direction::Left {
self.index_x -= 0x200; // 1.0fix9
if self.index_x < -0x8000 { // -64.0fix9
self.index_x = -0x8000;
}
} else { // possible bug?
self.index_x += 0x200; // 1.0fix9
if self.index_x > 0x8000 { // -64.0fix9
self.index_x = 0x8000;
}
}
if state.control_flags.control_enabled() && state.key_state.up() {
self.index_y -= 0x200; // 1.0fix9
if self.index_y < -0x8000 { // -64.0fix9
self.index_y = -0x8000;
}
} else if state.control_flags.control_enabled() && state.key_state.down() {
self.index_y += 0x200; // 1.0fix9
if self.index_y > 0x8000 { // -64.0fix9
self.index_y = 0x8000;
}
} else {
if self.index_y > 0x200 { // 1.0fix9
self.index_y -= 0x200;
}
if self.index_y < -0x200 { // 1.0fix9
self.index_y += 0x200;
}
}
if self.update_target {
self.target_x = self.x + self.index_x;
self.target_y = self.y + self.index_y;
}
if self.vel_x > physics.resist || self.vel_x < -physics.resist {
self.x += self.vel_x;
}
self.y += self.vel_y;
Ok(())
}
fn tick_ironhead(&mut self, state: &mut SharedGameState) -> GameResult {
// todo ironhead boss controls
Ok(())
}
fn tick_animation(&mut self, state: &mut SharedGameState) {
if self.cond.hidden() {
return;
}
if self.flags.hit_bottom_wall() {
if self.cond.interacted() {
self.anim_num = 11;
} else if state.control_flags.control_enabled() && state.key_state.up() && (state.key_state.left() || state.key_state.right()) {
self.cond.set_fallen(true);
self.anim_counter += 1;
if self.anim_counter > 4 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num == 7 || self.anim_num == 9 {
state.sound_manager.play_sfx(24);
}
}
if self.anim_num > 9 || self.anim_num < 6 {
self.anim_num = 6;
}
} else if state.control_flags.control_enabled() && (state.key_state.left() || state.key_state.right()) {
self.cond.set_fallen(true);
self.anim_counter += 1;
if self.anim_counter > 4 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num == 2 || self.anim_num == 4 {
state.sound_manager.play_sfx(24);
}
}
if self.anim_num > 4 || self.anim_num < 1 {
self.anim_num = 1;
}
} else if state.control_flags.control_enabled() && state.key_state.up() {
if self.cond.fallen() {
state.sound_manager.play_sfx(24);
}
self.cond.set_fallen(false);
self.anim_num = 5;
} else {
if self.cond.fallen() {
state.sound_manager.play_sfx(24);
}
self.cond.set_fallen(false);
self.anim_num = 0;
}
} else if state.key_state.up() {
self.anim_num = 6;
} else if state.key_state.down() {
self.anim_num = 10;
} else {
self.anim_num = if self.vel_y > 0 { 1 } else { 3 };
}
self.weapon_offset_y = 0;
self.weapon_rect.left = (self.current_weapon as usize % 13) * 24;
self.weapon_rect.top = (self.current_weapon as usize / 13) * 96;
self.weapon_rect.right = self.weapon_rect.left + 24;
self.weapon_rect.bottom = self.weapon_rect.top + 16;
match self.direction {
Direction::Left => {
self.anim_rect = state.constants.my_char.animations_left[self.anim_num as usize];
}
Direction::Right => {
self.weapon_rect.top += 16;
self.weapon_rect.bottom += 16;
self.anim_rect = state.constants.my_char.animations_right[self.anim_num as usize];
}
_ => {}
}
if self.up {
self.weapon_offset_y = -4;
self.weapon_rect.top += 32;
self.weapon_rect.bottom += 32;
} else if self.down {
self.weapon_offset_y = 4;
self.weapon_rect.top += 64;
self.weapon_rect.bottom += 64;
}
if self.anim_num == 1 || self.anim_num == 3 || self.anim_num == 6 || self.anim_num == 8 {
self.weapon_rect.top += 1;
}
}
pub fn damage(&mut self, hp: isize, state: &mut SharedGameState) {
if state.god_mode || self.shock_counter > 0 {
return;
}
state.sound_manager.play_sfx(16);
self.shock_counter = 128;
self.cond.set_interacted(false);
if self.control_mode == ControlMode::Normal {
self.vel_y = -0x400; // -2.0fix9
}
self.life = self.life.saturating_sub(hp as u16);
if self.equip.has_whimsical_star() && self.stars > 0 {
self.stars -= 1;
}
if self.life == 0 {
state.sound_manager.play_sfx(17);
self.cond.0 = 0;
state.control_flags.set_flag_x01(true);
state.control_flags.set_interactions_disabled(true);
state.textscript_vm.start_script(40);
}
}
}
impl GameEntity<()> for Player {
fn tick(&mut self, state: &mut SharedGameState, _cust: ()) -> GameResult {
if !self.cond.alive() {
return Ok(());
}
if self.exp_wait != 0 {
self.exp_wait -= 1;
}
if self.shock_counter != 0 {
self.shock_counter -= 1;
} else if self.exp_count != 0 {
// SetValueView(&self.x, &self.y, self.exp_count); // todo: damage popup
self.exp_count = 0;
}
// todo: add additional control modes like NXEngine has such as noclip?
match self.control_mode {
ControlMode::Normal => {
if state.control_flags.interactions_disabled() && state.control_flags.control_enabled() {
// AirProcess(); // todo
}
self.tick_normal(state)?;
}
ControlMode::IronHead => {
self.tick_ironhead(state)?;
}
}
self.cond.set_cond_x20(false);
self.tick_animation(state);
Ok(())
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult<> {
if !self.cond.alive() || self.cond.hidden() || (self.shock_counter / 2 % 2 != 0) {
return Ok(());
}
{
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "MyChar")?;
batch.add_rect(
((((self.x - self.display_bounds.left as isize) / 0x200) - (frame.x / 0x200)) as f32).floor(),
((((self.y - self.display_bounds.top as isize) / 0x200) - (frame.y / 0x200)) as f32).floor(),
&self.anim_rect,
);
batch.draw(ctx)?;
}
if self.current_weapon != 0 {
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Arms")?;
match self.direction {
Direction::Left => {
batch.add_rect(
((((self.x - self.display_bounds.left as isize) / 0x200) - (frame.x / 0x200)) as f32 - 8.0).floor(),
((((self.y - self.display_bounds.top as isize) / 0x200) - (frame.y / 0x200)) as f32 + self.weapon_offset_y as f32).floor(),
&self.weapon_rect,
);
}
Direction::Right => {
batch.add_rect(
(((self.x - self.display_bounds.left as isize) / 0x200) - (frame.x / 0x200)) as f32,
(((self.y - self.display_bounds.top as isize) / 0x200) - (frame.y / 0x200)) as f32 + self.weapon_offset_y as f32,
&self.weapon_rect,
);
}
_ => {}
}
batch.draw(ctx)?;
}
Ok(())
}
}