comparison interpreters/src/th06/enemy.rs @ 757:21b186be2590

Split the Rust version into multiple crates.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 05 Jan 2021 02:16:32 +0100
parents src/th06/enemy.rs@3555845f8cf4
children
comparison
equal deleted inserted replaced
756:4d91790cf8ab 757:21b186be2590
1 //! Module providing an Enemy struct, to be changed by EclRunner.
2
3 use touhou_formats::th06::anm0::Anm0;
4 use touhou_formats::th06::ecl::Rank;
5 use crate::th06::anm0::{Sprite, AnmRunner};
6 use crate::th06::interpolator::{Interpolator1, Interpolator2};
7 use touhou_utils::prng::Prng;
8 use std::cell::RefCell;
9 use std::collections::HashMap;
10 use std::rc::{Rc, Weak};
11
12 /// The 2D position of an object in the game.
13 #[derive(Debug, Clone, Copy, Default, PartialEq)]
14 pub struct Position {
15 pub(crate) x: f32,
16 pub(crate) y: f32,
17 }
18
19 /// An offset which can be added to a Position.
20 #[derive(Debug, Clone, Copy, Default, PartialEq)]
21 pub struct Offset {
22 pub(crate) dx: f32,
23 pub(crate) dy: f32,
24 }
25
26 impl Position {
27 /// Create said position.
28 pub fn new(x: f32, y: f32) -> Position {
29 Position { x, y }
30 }
31 }
32
33 impl Offset {
34 /// Create said offset.
35 pub fn new(dx: f32, dy: f32) -> Offset {
36 Offset { dx, dy }
37 }
38 }
39
40 impl std::ops::Add<Offset> for Position {
41 type Output = Position;
42 fn add(self, offset: Offset) -> Position {
43 Position {
44 x: self.x + offset.dx,
45 y: self.y + offset.dy,
46 }
47 }
48 }
49
50 impl std::ops::Sub<Position> for Position {
51 type Output = Offset;
52 fn sub(self, other: Position) -> Offset {
53 Offset {
54 dx: other.x - self.x,
55 dy: other.y - self.y,
56 }
57 }
58 }
59
60 type Callback = i32;
61
62 #[derive(Debug, Clone)]
63 /// XXX
64 pub struct Laser {
65 /// XXX
66 pub placeholder: u32
67 }
68
69 #[derive(Debug, Clone, Default)]
70 struct Process;
71
72 /// Struct representing the player.
73 pub struct Player {
74 pos: Position,
75 }
76
77 /// Struct representing an enemy bullet.
78 pub struct Bullet {
79 /// Current position of the bullet.
80 pub pos: Position,
81
82 /// Current speed of the bullet.
83 pub speed: f32,
84
85 /// Current XXX of the bullet.
86 pub dpos: [f32; 3],
87
88 /// Current XXX of the bullet.
89 pub flags: u32,
90
91 /// Current frame of the bullet.
92 pub frame: i32,
93
94 /// Current attributes of the bullet.
95 pub attributes: [f32; 2],
96
97 /// TODO: what are the values?
98 pub state: i8,
99 }
100
101 /// God struct of our game.
102 pub struct Game {
103 enemies: Vec<Rc<RefCell<Enemy>>>,
104 anmrunners: Vec<Rc<RefCell<AnmRunner>>>,
105 pub(crate) bullets: Vec<Rc<RefCell<Bullet>>>,
106 player: Rc<RefCell<Player>>,
107 pub(crate) prng: Rc<RefCell<Prng>>,
108 rank: Rank,
109 difficulty: i32,
110 }
111
112 impl Game {
113 /// Create said god struct.
114 pub fn new(prng: Rc<RefCell<Prng>>, rank: Rank) -> Game {
115 Game {
116 enemies: Vec::new(),
117 anmrunners: Vec::new(),
118 bullets: Vec::new(),
119 player: Rc::new(RefCell::new(Player { pos: Position { x: 192., y: 384. } })),
120 prng,
121 rank,
122 difficulty: 0,
123 }
124 }
125
126 /// Run the simulation for a single frame.
127 pub fn run_frame(&mut self) {
128 /*
129 for eclrunner in self.eclrunners {
130 eclrunner.run_frame();
131 }
132 */
133
134 for anmrunner in self.anmrunners.iter() {
135 let mut anmrunner = anmrunner.borrow_mut();
136 anmrunner.run_frame();
137 }
138 }
139
140 /// Returns a list of all sprites currently being displayed on screen.
141 pub fn get_sprites(&self) -> Vec<(f32, f32, f32, Rc<RefCell<Sprite>>)> {
142 let mut sprites = vec![];
143 for enemy in self.enemies.iter() {
144 let enemy = enemy.borrow();
145 let anmrunner = enemy.anmrunner.upgrade().unwrap();
146 let anmrunner = anmrunner.borrow();
147 let sprite = anmrunner.get_sprite();
148 sprites.push((enemy.pos.x, enemy.pos.y, enemy.z, sprite));
149 }
150 sprites
151 }
152
153 // TODO: Fix this function so we can stop making Game::bullets pub.
154 /*
155 /// Apply a function on all bullets.
156 pub fn iter_bullets(&mut self, mut f: impl FnMut(Bullet)) {
157 self.bullets.iter().map(|bullet| {
158 let mut bullet = bullet.borrow_mut();
159 f(*bullet)
160 });
161 }
162 */
163
164 pub(crate) fn get_player(&self) -> Rc<RefCell<Player>> {
165 self.player.clone()
166 }
167 }
168
169 /// Common to all elements in game.
170 struct Element {
171 pos: Position,
172 removed: bool,
173 anmrunner: AnmRunner,
174 }
175
176 #[derive(PartialEq)]
177 pub(crate) struct DifficultyCoeffs {
178 pub(crate) speed_a: f32,
179 pub(crate) speed_b: f32,
180 pub(crate) nb_a: i16,
181 pub(crate) nb_b: i16,
182 pub(crate) shots_a: i16,
183 pub(crate) shots_b: i16,
184 }
185
186 impl Default for DifficultyCoeffs {
187 fn default() -> DifficultyCoeffs {
188 DifficultyCoeffs {
189 speed_a: -0.5,
190 speed_b: 0.5,
191 nb_a: 0,
192 nb_b: 0,
193 shots_a: 0,
194 shots_b: 0,
195 }
196 }
197 }
198
199 #[derive(Debug, Clone, Default, PartialEq)]
200 pub(crate) struct BulletAttributes {
201 pub(crate) anim: i16,
202 pub(crate) sprite_index_offset: i16,
203 pub(crate) pos: Position, // Doesn’t have a z field.
204 pub(crate) launch_angle: f32,
205 pub(crate) angle: f32,
206 pub(crate) speed: f32,
207 pub(crate) speed2: f32,
208 pub(crate) extended_attributes: (i32, i32, i32, i32, f32, f32, f32, f32),
209 // unknown: x32,
210 pub(crate) bullets_per_shot: i16,
211 pub(crate) number_of_shots: i16,
212 pub(crate) bullet_type: i16,
213 // zero: x32,
214 pub(crate) flags: u32,
215
216 /// Which sound to play when the bullet gets fired.
217 pub sound: Option<u8>,
218 }
219
220 impl BulletAttributes {
221 /// Fire!
222 pub fn fire(&mut self) {
223 println!("PAN!");
224 }
225 }
226
227 #[derive(PartialEq)]
228 pub(crate) enum Direction {
229 Left,
230 Center,
231 Right,
232 }
233
234 impl Default for Direction {
235 fn default() -> Direction {
236 Direction::Center
237 }
238 }
239
240 /// The enemy struct, containing everything pertaining to an enemy.
241 #[derive(Default)]
242 pub struct Enemy {
243 // Common to all elements in game.
244 pub(crate) pos: Position,
245 pub(crate) removed: bool,
246 pub(crate) anmrunner: Weak<RefCell<AnmRunner>>,
247
248 // Specific to enemy.
249 // Floats.
250 pub(crate) z: f32,
251 pub(crate) angle: f32,
252 pub(crate) speed: f32,
253 pub(crate) rotation_speed: f32,
254 pub(crate) acceleration: f32,
255
256 // Ints.
257 pub(crate) type_: u32,
258 pub(crate) bonus_dropped: u32,
259 pub(crate) die_score: u32,
260 /// XXX
261 pub frame: u32,
262 pub(crate) life: u32,
263 pub(crate) death_flags: u32,
264 pub(crate) current_laser_id: u32,
265 pub(crate) low_life_trigger: Option<u32>,
266 pub(crate) timeout: Option<u32>,
267 pub(crate) remaining_lives: u32,
268 bullet_launch_interval: u32,
269 bullet_launch_timer: u32,
270 pub(crate) death_anim: i32,
271 pub(crate) direction: Direction,
272 pub(crate) update_mode: u32,
273
274 // Bools.
275 pub(crate) visible: bool,
276 pub(crate) was_visible: bool,
277 pub(crate) touchable: bool,
278 pub(crate) collidable: bool,
279 pub(crate) damageable: bool,
280 pub(crate) boss: bool,
281 pub(crate) automatic_orientation: bool,
282 pub(crate) delay_attack: bool,
283 // Actually part of type_ atm.
284 pub(crate) mirror: bool,
285
286 // Tuples.
287 pub(crate) difficulty_coeffs: DifficultyCoeffs,
288 pub(crate) bullet_attributes: BulletAttributes,
289 pub(crate) bullet_offset: Offset,
290 pub(crate) movement_dependant_sprites: Option<(u8, u8, u8, u8)>,
291 pub(crate) screen_box: Option<(f32, f32, f32, f32)>,
292
293 // Callbacks.
294 pub(crate) death_callback: Option<Callback>,
295 pub(crate) boss_callback: Option<Callback>,
296 pub(crate) low_life_callback: Option<Callback>,
297 pub(crate) timeout_callback: Option<Callback>,
298
299 // Laser.
300 pub(crate) laser_by_id: HashMap<u32, Laser>,
301
302 // Options.
303 // TODO: actually a 8 element array.
304 options: Vec<Element>,
305
306 // Interpolators.
307 pub(crate) interpolator: Option<Interpolator2<f32>>,
308 pub(crate) speed_interpolator: Option<Interpolator1<f32>>,
309
310 // Misc stuff, do we need them?
311 pub(crate) anm0: Weak<RefCell<[Anm0; 2]>>,
312 process: Rc<RefCell<Process>>,
313 pub(crate) game: Weak<RefCell<Game>>,
314 pub(crate) prng: Weak<RefCell<Prng>>,
315 pub(crate) hitbox_half_size: [f32; 2],
316 }
317
318 impl Enemy {
319 /// Create a new enemy.
320 pub fn new(pos: Position, life: i16, bonus_dropped: i16, die_score: u32, mirror: bool, anm0: Weak<RefCell<[Anm0; 2]>>, game: Weak<RefCell<Game>>) -> Rc<RefCell<Enemy>> {
321 let game_rc = game.upgrade().unwrap();
322 let mut enemy = Enemy {
323 pos,
324 anm0,
325 game,
326 visible: true,
327 // XXX: shouldn’t be u32, since that can be -1.
328 bonus_dropped: bonus_dropped as u32,
329 die_score,
330 life: if life < 0 { 1 } else { life as u32 },
331 touchable: true,
332 collidable: true,
333 damageable: true,
334 mirror,
335 ..Default::default()
336 };
337 let mut game = game_rc.borrow_mut();
338 enemy.prng = Rc::downgrade(&game.prng);
339 let enemy = Rc::new(RefCell::new(enemy));
340 game.enemies.push(enemy.clone());
341 enemy
342 }
343
344 /// Sets the animation to the one indexed by index in the current anm0.
345 pub fn set_anim(&mut self, index: u8) {
346 let anm0 = self.anm0.upgrade().unwrap();
347 let game = self.game.upgrade().unwrap();
348 let sprite = Rc::new(RefCell::new(Sprite::new()));
349 let anmrunner = AnmRunner::new(anm0, index, sprite, self.prng.clone(), 0);
350 let anmrunner = Rc::new(RefCell::new(anmrunner));
351 self.anmrunner = Rc::downgrade(&anmrunner);
352 (*game.borrow_mut()).anmrunners.push(anmrunner);
353 }
354
355 /// Sets the current position of the enemy.
356 pub fn set_pos(&mut self, x: f32, y: f32, z: f32) {
357 self.pos.x = x;
358 self.pos.y = y;
359 self.z = z;
360 }
361
362 /// Sets the hitbox around the enemy.
363 pub fn set_hitbox(&mut self, width: f32, height: f32) {
364 self.hitbox_half_size = [width / 2., height / 2.];
365 }
366
367 /// Defines the attributes for the next bullet fired, and fire it if delay_attack isn’t set!
368 pub fn set_bullet_attributes(&mut self, opcode: u16, anim: i16, sprite_index_offset: i16,
369 bullets_per_shot: i16, number_of_shots: i16, speed: f32,
370 speed2: f32, launch_angle: f32, angle: f32, flags: u32) {
371 // Get the coeffs for the current difficulty.
372 let difficulty = self.get_difficulty() as i16;
373 let coeff_nb = self.difficulty_coeffs.nb_a + (self.difficulty_coeffs.nb_b - self.difficulty_coeffs.nb_a) * difficulty / 32;
374 let coeff_shots = self.difficulty_coeffs.shots_a + (self.difficulty_coeffs.shots_b - self.difficulty_coeffs.shots_a) * difficulty / 32;
375 let coeff_speed = self.difficulty_coeffs.speed_a + (self.difficulty_coeffs.speed_b - self.difficulty_coeffs.speed_a) * difficulty as f32 / 32.;
376
377 let opcode = 67;
378 let mut bullet = &mut self.bullet_attributes;
379
380 bullet.anim = anim;
381 bullet.bullet_type = opcode - 67;
382 bullet.sprite_index_offset = sprite_index_offset;
383
384 bullet.bullets_per_shot = bullets_per_shot + coeff_nb;
385 if bullet.bullets_per_shot < 1 {
386 bullet.bullets_per_shot = 1;
387 }
388
389 bullet.number_of_shots = number_of_shots + coeff_shots;
390 if bullet.number_of_shots < 1 {
391 bullet.number_of_shots = 1;
392 }
393
394 bullet.pos = self.pos + self.bullet_offset;
395
396 bullet.speed = speed + coeff_speed;
397 if bullet.speed < 0.3 {
398 bullet.speed = 0.3;
399 }
400
401 bullet.speed2 = speed2 + coeff_speed / 2.;
402 if bullet.speed2 < 0.3 {
403 bullet.speed2 = 0.3;
404 }
405
406 bullet.launch_angle = launch_angle.atan2(0.);
407 bullet.angle = angle;
408 bullet.flags = flags;
409
410 if !self.delay_attack {
411 bullet.fire();
412 }
413 }
414
415 /// Sets the bullet launch interval.
416 pub(crate) fn set_bullet_launch_interval(&mut self, rand_start: u32, interval: i32) {
417 let coeff_interval = interval / 5;
418 let difficulty_modifier = coeff_interval + (-coeff_interval * 2) * self.get_difficulty() / 32;
419 self.bullet_launch_interval = (interval + difficulty_modifier) as u32;
420 if self.bullet_launch_interval > 0 {
421 self.bullet_launch_timer = rand_start % self.bullet_launch_interval;
422 }
423 }
424
425 /// Stubbed for now.
426 pub(crate) fn play_sound(&self, sound_index: i32) {
427 println!("Playing sound {}!", sound_index);
428 }
429
430 /// Stubbed for now.
431 pub(crate) fn set_boss(&self, enable: bool) {
432 match enable {
433 true => println!("Enemy is now boss!"),
434 false => println!("Enemy is not boss anymore."),
435 }
436 }
437
438 /// Run all interpolators and such, and update internal variables once per
439 /// frame.
440 pub fn update(&mut self) {
441 let Position { mut x, mut y } = self.pos;
442
443 let speed = if self.update_mode == 1 {
444 let mut speed = 0.;
445 if let Some(interpolator) = &self.interpolator {
446 let values = interpolator.values(self.frame);
447 x = values[0];
448 y = values[1];
449 }
450 if let Some(interpolator) = &self.speed_interpolator {
451 let values = interpolator.values(self.frame);
452 speed = values[0];
453 }
454 speed
455 } else {
456 let speed = self.speed;
457 self.speed += self.acceleration;
458 self.angle += self.rotation_speed;
459 speed
460 };
461
462 let dx = self.angle.cos() * speed;
463 let dy = self.angle.sin() * speed;
464 if self.mirror {
465 x -= dx;
466 } else {
467 x += dx;
468 }
469 y += dy;
470
471 if let Some((end_left, end_right, left, right)) = self.movement_dependant_sprites {
472 if x < self.pos.x && self.direction != Direction::Left {
473 self.set_anim(left);
474 self.direction = Direction::Left;
475 } else if x > self.pos.x && self.direction != Direction::Right {
476 self.set_anim(right);
477 self.direction = Direction::Right;
478 } else if x == self.pos.x && self.direction != Direction::Center {
479 let anim = if self.direction == Direction::Left {
480 end_left
481 } else {
482 end_right
483 };
484 self.set_anim(anim);
485 self.direction = Direction::Center;
486 }
487 }
488
489 self.pos = Position { x, y };
490
491 if self.bullet_launch_interval != 0 {
492 if self.bullet_launch_timer == 0 {
493 self.bullet_attributes.fire();
494 self.bullet_launch_timer = self.bullet_launch_interval;
495 }
496 self.bullet_launch_timer += 1;
497 self.bullet_launch_timer %= self.bullet_launch_interval;
498 }
499
500 self.frame += 1;
501 }
502
503 pub(crate) fn get_rank(&self) -> Rank {
504 let game = self.game.upgrade().unwrap();
505 let game = game.borrow();
506 game.rank
507 }
508
509 pub(crate) fn get_difficulty(&self) -> i32 {
510 let game = self.game.upgrade().unwrap();
511 let game = game.borrow();
512 game.difficulty
513 }
514
515 // TODO: use a trait for positionable entities.
516 pub(crate) fn get_angle_to(&self, player: Rc<RefCell<Player>>) -> f32 {
517 let player = player.borrow();
518 let offset = self.pos - player.pos;
519 offset.dy.atan2(offset.dx)
520 }
521
522 pub(crate) fn set_aux_anm(&self, number: i32, script: i32) {
523 println!("TODO: Spawn aux anm {} with script {}.", number, script);
524 }
525 }
526
527 trait Renderable {
528 fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>>;
529 }
530
531 impl Renderable for Enemy {
532 fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>> {
533 let anmrunner = self.anmrunner.upgrade().unwrap();
534 let anmrunner = anmrunner.borrow();
535 vec![anmrunner.get_sprite()]
536 }
537 }
538
539 #[cfg(test)]
540 mod tests {
541 use super::*;
542 use std::io::{self, Read};
543 use std::fs::File;
544
545 #[test]
546 fn enemy() {
547 let file = File::open("EoSD/ST/stg1enm.anm").unwrap();
548 let mut file = io::BufReader::new(file);
549 let mut buf = vec![];
550 file.read_to_end(&mut buf).unwrap();
551 let (_, mut anms) = Anm0::from_slice(&buf).unwrap();
552 let anm0 = anms.pop().unwrap();
553
554 let file = File::open("EoSD/ST/stg1enm2.anm").unwrap();
555 let mut file = io::BufReader::new(file);
556 let mut buf = vec![];
557 file.read_to_end(&mut buf).unwrap();
558 let (_, mut anms) = Anm0::from_slice(&buf).unwrap();
559 let anm0_bis = anms.pop().unwrap();
560
561 let anm0 = Rc::new(RefCell::new([anm0, anm0_bis]));
562 let prng = Rc::new(RefCell::new(Prng::new(0)));
563 let game = Game::new(prng, Rank::EASY);
564 let game = Rc::new(RefCell::new(game));
565 let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game));
566 let mut enemy = enemy.borrow_mut();
567 assert!(enemy.anmrunner.upgrade().is_none());
568 enemy.set_anim(0);
569 assert!(enemy.anmrunner.upgrade().is_some());
570 }
571 }