doukutsu-rs/src/weapon.rs

523 lines
24 KiB
Rust

use num_derive::FromPrimitive;
use crate::bullet::{Bullet, BulletManager};
use crate::caret::CaretType;
use crate::common::Direction;
use crate::inventory::Inventory;
use crate::player::{Player, TargetPlayer};
use crate::shared_game_state::SharedGameState;
#[derive(Debug, PartialEq, Eq, Copy, Clone, FromPrimitive)]
#[repr(u8)]
pub enum WeaponType {
None = 0,
Snake = 1,
PolarStar = 2,
Fireball = 3,
MachineGun = 4,
MissileLauncher = 5,
Bubbler = 7,
Blade = 9,
SuperMissileLauncher = 10,
Nemesis = 12,
Spur = 13,
}
#[derive(Debug, PartialEq, Eq, Copy, Clone)]
#[repr(u8)]
pub enum WeaponLevel {
None = 0,
Level1 = 1,
Level2 = 2,
Level3 = 3,
}
impl WeaponLevel {
pub fn next(self) -> WeaponLevel {
match self {
WeaponLevel::None => { WeaponLevel::Level1 }
WeaponLevel::Level1 => { WeaponLevel::Level2 }
WeaponLevel::Level2 => { WeaponLevel::Level3 }
WeaponLevel::Level3 => { WeaponLevel::Level3 }
}
}
pub fn prev(self) -> WeaponLevel {
match self {
WeaponLevel::None => { WeaponLevel::Level1 }
WeaponLevel::Level1 => { WeaponLevel::Level1 }
WeaponLevel::Level2 => { WeaponLevel::Level1 }
WeaponLevel::Level3 => { WeaponLevel::Level2 }
}
}
}
#[derive(Clone)]
pub struct Weapon {
pub wtype: WeaponType,
pub level: WeaponLevel,
pub experience: u16,
pub ammo: u16,
pub max_ammo: u16,
counter1: u16,
counter2: u16,
}
impl Weapon {
pub fn new(wtype: WeaponType, level: WeaponLevel, experience: u16, ammo: u16, max_ammo: u16) -> Weapon {
Weapon {
wtype,
level,
experience,
ammo,
max_ammo,
counter1: 0,
counter2: 0,
}
}
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
}
fn tick_snake(&mut self, player: &Player, player_id: TargetPlayer, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
if player.controller.trigger_shoot() && bullet_manager.count_bullets_multi(&[1, 2, 3], player_id) < 4 {
let btype = match self.level {
WeaponLevel::Level1 => { 1 }
WeaponLevel::Level2 => { 2 }
WeaponLevel::Level3 => { 3 }
WeaponLevel::None => { unreachable!() }
};
if !self.consume_ammo(1) {
// todo switch to first weapon
return;
}
self.counter1 = self.counter1.wrapping_add(1);
if player.up {
match player.direction {
Direction::Left => {
let mut bullet = Bullet::new(player.x - 3 * 0x200, player.y - 10 * 0x200, btype, player_id, Direction::Up, &state.constants);
bullet.target_x = self.counter1 as i32;
bullet_manager.push_bullet(bullet);
state.create_caret(player.x - 3 * 0x200, player.y - 10 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
let mut bullet = Bullet::new(player.x + 3 * 0x200, player.y - 10 * 0x200, btype, player_id, Direction::Up, &state.constants);
bullet.target_x = self.counter1 as i32;
bullet_manager.push_bullet(bullet);
state.create_caret(player.x + 3 * 0x200, player.y - 10 * 0x200, CaretType::Shoot, Direction::Left);
}
_ => {}
}
} else if player.down {
match player.direction {
Direction::Left => {
let mut bullet = Bullet::new(player.x - 3 * 0x200, player.y + 10 * 0x200, btype, player_id, Direction::Bottom, &state.constants);
bullet.target_x = self.counter1 as i32;
bullet_manager.push_bullet(bullet);
state.create_caret(player.x - 3 * 0x200, player.y + 10 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
let mut bullet = Bullet::new(player.x + 3 * 0x200, player.y + 10 * 0x200, btype, player_id, Direction::Bottom, &state.constants);
bullet.target_x = self.counter1 as i32;
bullet_manager.push_bullet(bullet);
state.create_caret(player.x + 3 * 0x200, player.y + 10 * 0x200, CaretType::Shoot, Direction::Left);
}
_ => {}
}
} else {
match player.direction {
Direction::Left => {
let mut bullet = Bullet::new(player.x - 6 * 0x200, player.y + 2 * 0x200, btype, player_id, Direction::Left, &state.constants);
bullet.target_x = self.counter1 as i32;
bullet_manager.push_bullet(bullet);
state.create_caret(player.x - 12 * 0x200, player.y + 2 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
let mut bullet = Bullet::new(player.x + 6 * 0x200, player.y + 2 * 0x200, btype, player_id, Direction::Right, &state.constants);
bullet.target_x = self.counter1 as i32;
bullet_manager.push_bullet(bullet);
state.create_caret(player.x + 12 * 0x200, player.y + 2 * 0x200, CaretType::Shoot, Direction::Right);
}
_ => {}
}
}
state.sound_manager.play_sfx(33);
}
}
fn tick_polar_star(&mut self, player: &Player, player_id: TargetPlayer, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
if player.controller.trigger_shoot() && bullet_manager.count_bullets_multi(&[4, 5, 6], player_id) < 2 {
let btype = match self.level {
WeaponLevel::Level1 => { 4 }
WeaponLevel::Level2 => { 5 }
WeaponLevel::Level3 => { 6 }
WeaponLevel::None => { unreachable!() }
};
if !self.consume_ammo(1) {
state.sound_manager.play_sfx(37);
return;
}
if player.up {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0x200, player.y - 8 * 0x200, btype, player_id, 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, player_id, Direction::Up, &state.constants);
state.create_caret(player.x + 0x200, player.y - 8 * 0x200, CaretType::Shoot, Direction::Left);
}
_ => {}
}
} else if player.down {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0x200, player.y + 8 * 0x200, btype, player_id, 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, player_id, Direction::Bottom, &state.constants);
state.create_caret(player.x + 0x200, player.y + 8 * 0x200, CaretType::Shoot, Direction::Left);
}
_ => {}
}
} else {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 6 * 0x200, player.y + 3 * 0x200, btype, player_id, 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, player_id, Direction::Right, &state.constants);
state.create_caret(player.x + 6 * 0x200, player.y + 3 * 0x200, CaretType::Shoot, Direction::Right);
}
_ => {}
}
}
if self.level == WeaponLevel::Level3 {
state.sound_manager.play_sfx(49);
} else {
state.sound_manager.play_sfx(32);
}
}
}
fn tick_fireball(&mut self, player: &Player, player_id: TargetPlayer, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
let max_bullets = self.level as usize + 1;
if player.controller.trigger_shoot() && bullet_manager.count_bullets_multi(&[7, 8, 9], player_id) < max_bullets {
let btype = match self.level {
WeaponLevel::Level1 => { 7 }
WeaponLevel::Level2 => { 8 }
WeaponLevel::Level3 => { 9 }
WeaponLevel::None => { unreachable!() }
};
if !self.consume_ammo(1) {
// todo switch to first weapon
return;
}
if player.up {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 4 * 0x200, player.y - 8 * 0x200, btype, player_id, Direction::Up, &state.constants);
state.create_caret(player.x - 4 * 0x200, player.y - 8 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 4 * 0x200, player.y - 8 * 0x200, btype, player_id, Direction::Up, &state.constants);
state.create_caret(player.x + 4 * 0x200, player.y - 8 * 0x200, CaretType::Shoot, Direction::Left);
}
_ => {}
}
} else if player.down {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 4 * 0x200, player.y + 8 * 0x200, btype, player_id, Direction::Bottom, &state.constants);
state.create_caret(player.x - 4 * 0x200, player.y + 8 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 4 * 0x200, player.y + 8 * 0x200, btype, player_id, Direction::Bottom, &state.constants);
state.create_caret(player.x + 4 * 0x200, player.y + 8 * 0x200, CaretType::Shoot, Direction::Left);
}
_ => {}
}
} else {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 6 * 0x200, player.y + 2 * 0x200, btype, player_id, Direction::Left, &state.constants);
state.create_caret(player.x - 12 * 0x200, player.y + 2 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 6 * 0x200, player.y + 2 * 0x200, btype, player_id, Direction::Right, &state.constants);
state.create_caret(player.x + 12 * 0x200, player.y + 2 * 0x200, CaretType::Shoot, Direction::Right);
}
_ => {}
}
}
state.sound_manager.play_sfx(34)
}
}
fn tick_blade(&mut self, player: &Player, player_id: TargetPlayer, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
if player.controller.trigger_shoot() && bullet_manager.count_bullets_multi(&[25, 26, 27], player_id) == 0 {
let btype = match self.level {
WeaponLevel::Level1 => { 25 }
WeaponLevel::Level2 => { 26 }
WeaponLevel::Level3 => { 27 }
WeaponLevel::None => { unreachable!() }
};
if player.up {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0x200, player.y + 4 * 0x200, btype, player_id, Direction::Up, &state.constants);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 0x200, player.y + 4 * 0x200, btype, player_id, Direction::Up, &state.constants);
}
_ => {}
}
} else if player.down {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0x200, player.y - 6 * 0x200, btype, player_id, Direction::Bottom, &state.constants);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 0x200, player.y - 6 * 0x200, btype, player_id, Direction::Bottom, &state.constants);
}
_ => {}
}
} else {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x + 6 * 0x200, player.y - 3 * 0x200, btype, player_id, Direction::Left, &state.constants);
}
Direction::Right => {
bullet_manager.create_bullet(player.x - 6 * 0x200, player.y - 3 * 0x200, btype, player_id, Direction::Right, &state.constants);
}
_ => {}
}
}
state.sound_manager.play_sfx(34)
}
}
fn tick_nemesis(&mut self, player: &Player, player_id: TargetPlayer, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
if player.controller.trigger_shoot() && bullet_manager.count_bullets_multi(&[34, 35, 36], player_id) < 2 {
let btype = match self.level {
WeaponLevel::Level1 => { 34 }
WeaponLevel::Level2 => { 35 }
WeaponLevel::Level3 => { 36 }
WeaponLevel::None => { unreachable!() }
};
if !self.consume_ammo(1) {
state.sound_manager.play_sfx(37);
return;
}
if player.up {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0x200, player.y - 12 * 0x200, btype, player_id, 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 - 12 * 0x200, btype, player_id, Direction::Up, &state.constants);
state.create_caret(player.x + 0x200, player.y - 8 * 0x200, CaretType::Shoot, Direction::Left);
}
_ => {}
}
} else if player.down {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0x200, player.y + 12 * 0x200, btype, player_id, 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 + 12 * 0x200, btype, player_id, Direction::Bottom, &state.constants);
state.create_caret(player.x + 0x200, player.y + 8 * 0x200, CaretType::Shoot, Direction::Left);
}
_ => {}
}
} else {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 22 * 0x200, player.y + 3 * 0x200, btype, player_id, Direction::Left, &state.constants);
state.create_caret(player.x - 16 * 0x200, player.y + 3 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 22 * 0x200, player.y + 3 * 0x200, btype, player_id, Direction::Right, &state.constants);
state.create_caret(player.x + 16 * 0x200, player.y + 3 * 0x200, CaretType::Shoot, Direction::Right);
}
_ => {}
}
}
match self.level {
WeaponLevel::Level1 => state.sound_manager.play_sfx(117),
WeaponLevel::Level2 => state.sound_manager.play_sfx(49),
WeaponLevel::Level3 => state.sound_manager.play_sfx(60),
_ => unreachable!(),
}
}
}
fn tick_spur(&mut self, player: &mut Player, player_id: TargetPlayer, inventory: &mut Inventory, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
let mut shoot = false;
let mut btype;
if player.controller.shoot() {
inventory.add_xp(if player.equip.has_turbocharge() { 3 } else { 2 }, player, state);
self.counter1 += 1;
if (self.counter1 / 2 % 2) != 0 {
match self.level {
WeaponLevel::Level1 => {
state.sound_manager.play_sfx(59);
}
WeaponLevel::Level2 => {
state.sound_manager.play_sfx(60);
}
WeaponLevel::Level3 => {
if let (_, _, false) = inventory.get_current_max_exp(&state.constants) {
state.sound_manager.play_sfx(61);
}
}
WeaponLevel::None => unreachable!(),
}
}
} else {
if self.counter1 > 0 {
shoot = true;
self.counter1 = 0;
}
}
if let (_, _, true) = inventory.get_current_max_exp(&state.constants) {
if self.counter2 == 0 {
self.counter2 = 1;
state.sound_manager.play_sfx(65);
}
} else {
self.counter2 = 0;
}
let level = self.level;
if !player.controller.shoot() {
inventory.reset_current_weapon_xp();
}
match level {
WeaponLevel::Level1 => {
btype = 6;
shoot = false;
}
WeaponLevel::Level2 => btype = 37,
WeaponLevel::Level3 => {
if self.counter2 == 1 {
btype = 39;
} else {
btype = 38;
}
}
WeaponLevel::None => unreachable!(),
}
const BULLETS: [u16; 6] = [44, 45, 46, 47, 48, 49];
if bullet_manager.count_bullets_multi(&BULLETS, player_id) == 0
&& (player.controller.trigger_shoot() || shoot) {
if !self.consume_ammo(1) {
state.sound_manager.play_sfx(37);
} else {
if player.up {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0x200, player.y - 8 * 0x200, btype, player_id, 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, player_id, Direction::Up, &state.constants);
state.create_caret(player.x + 0x200, player.y - 8 * 0x200, CaretType::Shoot, Direction::Left);
}
_ => {}
}
} else if player.down {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0x200, player.y + 8 * 0x200, btype, player_id, 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, player_id, Direction::Bottom, &state.constants);
state.create_caret(player.x + 0x200, player.y + 8 * 0x200, CaretType::Shoot, Direction::Left);
}
_ => {}
}
} else {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 6 * 0x200, player.y + 3 * 0x200, btype, player_id, 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, player_id, Direction::Right, &state.constants);
state.create_caret(player.x + 6 * 0x200, player.y + 3 * 0x200, CaretType::Shoot, Direction::Right);
}
_ => {}
}
}
let sound = match btype {
6 => 49,
37 => 62,
38 => 63,
39 => 64,
_ => 0,
};
state.sound_manager.play_sfx(sound);
}
}
}
pub fn tick(&mut self, player: &mut Player, player_id: TargetPlayer, inventory: &mut Inventory, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
if !player.cond.alive() || player.cond.hidden() {
return;
}
match self.wtype {
WeaponType::None => {}
WeaponType::Snake => self.tick_snake(player, player_id, bullet_manager, state),
WeaponType::PolarStar => self.tick_polar_star(player, player_id, bullet_manager, state),
WeaponType::Fireball => self.tick_fireball(player, player_id, bullet_manager, state),
WeaponType::MachineGun => {}
WeaponType::MissileLauncher => {}
WeaponType::Bubbler => {}
WeaponType::Blade => self.tick_blade(player, player_id, bullet_manager, state),
WeaponType::SuperMissileLauncher => {}
WeaponType::Nemesis => self.tick_nemesis(player, player_id, bullet_manager, state),
WeaponType::Spur => self.tick_spur(player, player_id, inventory, bullet_manager, state),
}
}
}