Mercurial > touhou
view src/th06/enemy.rs @ 687:ac092b70c39a
Fix PRNG not to panic, pass it to Enemy, and initialise it with time in eclrenderer.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Sat, 17 Aug 2019 13:49:31 +0200 |
parents | aefe5b5f481e |
children | 1adecaddf442 |
line wrap: on
line source
//! Module providing an Enemy struct, to be changed by EclRunner. use crate::th06::anm0::Anm0; use crate::th06::anm0_vm::{Sprite, AnmRunner}; use crate::th06::ecl::Rank; use crate::th06::interpolator::{Interpolator1, Interpolator2}; use crate::util::prng::Prng; use std::cell::RefCell; use std::collections::HashMap; use std::rc::{Rc, Weak}; /// The 2D position of an object in the game. #[derive(Debug, Clone, Copy, Default, PartialEq)] pub struct Position { pub(crate) x: f32, pub(crate) y: f32, } /// An offset which can be added to a Position. #[derive(Debug, Clone, Copy, Default, PartialEq)] pub struct Offset { dx: f32, dy: f32, } impl Position { /// Create said position. pub fn new(x: f32, y: f32) -> Position { Position { x, y } } } impl Offset { /// Create said offset. pub fn new(dx: f32, dy: f32) -> Offset { Offset { dx, dy } } } impl std::ops::Add<Offset> for Position { type Output = Position; fn add(self, offset: Offset) -> Position { Position { x: self.x + offset.dx, y: self.y + offset.dy, } } } #[derive(Debug, Clone)] struct Callback; #[derive(Debug, Clone)] /// XXX pub struct Laser { /// XXX pub placeholder: u32 } #[derive(Debug, Clone, Default)] struct Process; /// God struct of our game. pub struct Game { enemies: Vec<Rc<RefCell<Enemy>>>, anmrunners: Vec<Rc<RefCell<AnmRunner>>>, prng: Rc<RefCell<Prng>>, rank: Rank, difficulty: i32, } impl Game { /// Create said god struct. pub fn new(prng: Rc<RefCell<Prng>>, rank: Rank) -> Game { Game { enemies: Vec::new(), anmrunners: Vec::new(), prng, rank, difficulty: 0, } } /// Run the simulation for a single frame. pub fn run_frame(&mut self) { /* for eclrunner in self.eclrunners { eclrunner.run_frame(); } */ for anmrunner in self.anmrunners.iter() { let mut anmrunner = anmrunner.borrow_mut(); anmrunner.run_frame(); } } /// Returns a list of all sprites currently being displayed on screen. pub fn get_sprites(&self) -> Vec<(f32, f32, f32, Rc<RefCell<Sprite>>)> { let mut sprites = vec![]; for enemy in self.enemies.iter() { let enemy = enemy.borrow(); let anmrunner = enemy.anmrunner.upgrade().unwrap(); let anmrunner = anmrunner.borrow(); let sprite = anmrunner.get_sprite(); sprites.push((enemy.pos.x, enemy.pos.y, enemy.z, sprite)); } sprites } } /// Common to all elements in game. struct Element { pos: Position, removed: bool, anmrunner: AnmRunner, } #[derive(PartialEq)] pub(crate) struct DifficultyCoeffs { pub(crate) speed_a: f32, pub(crate) speed_b: f32, pub(crate) nb_a: i16, pub(crate) nb_b: i16, pub(crate) shots_a: i16, pub(crate) shots_b: i16, } impl Default for DifficultyCoeffs { fn default() -> DifficultyCoeffs { DifficultyCoeffs { speed_a: -0.5, speed_b: 0.5, nb_a: 0, nb_b: 0, shots_a: 0, shots_b: 0, } } } #[derive(Debug, Clone, Default, PartialEq)] pub(crate) struct BulletAttributes { pub(crate) anim: i16, pub(crate) sprite_index_offset: i16, pub(crate) pos: Position, // Doesn’t have a z field. pub(crate) launch_angle: f32, pub(crate) angle: f32, pub(crate) speed: f32, pub(crate) speed2: f32, pub(crate) extended_attributes: (i32, i32, i32, i32, f32, f32, f32, f32), // unknown: x32, pub(crate) bullets_per_shot: i16, pub(crate) number_of_shots: i16, pub(crate) bullet_type: i16, // zero: x32, pub(crate) flags: u32, pub(crate) ins84_param: i32, } impl BulletAttributes { /// Fire! pub fn fire(&mut self) { println!("PAN!"); } } #[derive(PartialEq)] pub(crate) enum Direction { Left, Center, Right, } impl Default for Direction { fn default() -> Direction { Direction::Center } } /// The enemy struct, containing everything pertaining to an enemy. #[derive(Default)] pub struct Enemy { // Common to all elements in game. pub(crate) pos: Position, pub(crate) removed: bool, pub(crate) anmrunner: Weak<RefCell<AnmRunner>>, // Specific to enemy. // Floats. pub(crate) z: f32, pub(crate) angle: f32, pub(crate) speed: f32, pub(crate) rotation_speed: f32, pub(crate) acceleration: f32, // Ints. pub(crate) type_: u32, pub(crate) bonus_dropped: u32, pub(crate) die_score: u32, /// XXX pub frame: u32, pub(crate) life: u32, pub(crate) death_flags: u32, pub(crate) current_laser_id: u32, pub(crate) low_life_trigger: Option<u32>, pub(crate) timeout: Option<u32>, pub(crate) remaining_lives: u32, pub(crate) bullet_launch_interval: u32, pub(crate) bullet_launch_timer: u32, pub(crate) death_anim: i32, pub(crate) direction: Direction, pub(crate) update_mode: u32, // Bools. pub(crate) visible: bool, pub(crate) was_visible: bool, pub(crate) touchable: bool, pub(crate) collidable: bool, pub(crate) damageable: bool, pub(crate) boss: bool, pub(crate) automatic_orientation: bool, pub(crate) delay_attack: bool, // Tuples. pub(crate) difficulty_coeffs: DifficultyCoeffs, pub(crate) bullet_attributes: BulletAttributes, pub(crate) bullet_offset: Offset, pub(crate) movement_dependant_sprites: Option<(u8, u8, u8, u8)>, pub(crate) screen_box: Option<(f32, f32, f32, f32)>, // Callbacks. death_callback: Option<Callback>, boss_callback: Option<Callback>, low_life_callback: Option<Callback>, timeout_callback: Option<Callback>, // Laser. pub(crate) laser_by_id: HashMap<u32, Laser>, // Options. // TODO: actually a 8 element array. options: Vec<Element>, // Interpolators. pub(crate) interpolator: Option<Interpolator2<f32>>, pub(crate) speed_interpolator: Option<Interpolator1<f32>>, // Misc stuff, do we need them? pub(crate) anm0: Weak<RefCell<Anm0>>, process: Rc<RefCell<Process>>, pub(crate) game: Weak<RefCell<Game>>, pub(crate) prng: Weak<RefCell<Prng>>, pub(crate) hitbox_half_size: [f32; 2], } impl Enemy { /// Create a new enemy. pub fn new(pos: Position, life: i32, bonus_dropped: u32, die_score: u32, anm0: Weak<RefCell<Anm0>>, game: Weak<RefCell<Game>>) -> Rc<RefCell<Enemy>> { let game_rc = game.upgrade().unwrap(); let mut enemy = Enemy { pos, anm0, game, visible: true, bonus_dropped, die_score, life: if life < 0 { 1 } else { life as u32 }, touchable: true, collidable: true, damageable: true, ..Default::default() }; let mut game = game_rc.borrow_mut(); enemy.prng = Rc::downgrade(&game.prng); let enemy = Rc::new(RefCell::new(enemy)); game.enemies.push(enemy.clone()); enemy } /// Sets the animation to the one indexed by index in the current anm0. pub fn set_anim(&mut self, index: u8) { let anm0 = self.anm0.upgrade().unwrap(); let game = self.game.upgrade().unwrap(); let sprite = Rc::new(RefCell::new(Sprite::new())); let anmrunner = AnmRunner::new(&*anm0.borrow(), index, sprite, self.prng.clone(), 0); let anmrunner = Rc::new(RefCell::new(anmrunner)); self.anmrunner = Rc::downgrade(&anmrunner); (*game.borrow_mut()).anmrunners.push(anmrunner); } /// Sets the current position of the enemy. pub fn set_pos(&mut self, x: f32, y: f32, z: f32) { self.pos.x = x; self.pos.y = y; self.z = z; } /// Sets the hitbox around the enemy. pub fn set_hitbox(&mut self, width: f32, height: f32) { self.hitbox_half_size = [width / 2., height / 2.]; } /// Defines the attributes for the next bullet fired, and fire it if delay_attack isn’t set! pub fn set_bullet_attributes(&mut self, opcode: u16, anim: i16, sprite_index_offset: i16, bullets_per_shot: i16, number_of_shots: i16, speed: f32, speed2: f32, launch_angle: f32, angle: f32, flags: u32) { // Get the coeffs for the current difficulty. let difficulty = self.get_difficulty() as i16; let coeff_nb = self.difficulty_coeffs.nb_a + (self.difficulty_coeffs.nb_b - self.difficulty_coeffs.nb_a) * difficulty / 32; let coeff_shots = self.difficulty_coeffs.shots_a + (self.difficulty_coeffs.shots_b - self.difficulty_coeffs.shots_a) * difficulty / 32; let coeff_speed = self.difficulty_coeffs.speed_a + (self.difficulty_coeffs.speed_b - self.difficulty_coeffs.speed_a) * difficulty as f32 / 32.; let opcode = 67; let mut bullet = &mut self.bullet_attributes; bullet.anim = anim; bullet.bullet_type = opcode - 67; bullet.sprite_index_offset = sprite_index_offset; bullet.bullets_per_shot = bullets_per_shot + coeff_nb; if bullet.bullets_per_shot < 1 { bullet.bullets_per_shot = 1; } bullet.number_of_shots = number_of_shots + coeff_shots; if bullet.number_of_shots < 1 { bullet.number_of_shots = 1; } bullet.pos = self.pos + self.bullet_offset; bullet.speed = speed + coeff_speed; if bullet.speed < 0.3 { bullet.speed = 0.3; } bullet.speed2 = speed2 + coeff_speed / 2.; if bullet.speed2 < 0.3 { bullet.speed2 = 0.3; } bullet.launch_angle = launch_angle.atan2(0.); bullet.angle = angle; bullet.flags = flags; if !self.delay_attack { bullet.fire(); } } /// Run all interpolators and such, and update internal variables once per /// frame. pub fn update(&mut self) { let Position { mut x, mut y } = self.pos; let speed = if self.update_mode == 1 { let mut speed = 0.; if let Some(interpolator) = &self.interpolator { let values = interpolator.values(self.frame as u16); x = values[0]; y = values[1]; } if let Some(interpolator) = &self.speed_interpolator { let values = interpolator.values(self.frame as u16); speed = values[0]; } speed } else { let speed = self.speed; self.speed += self.acceleration; self.angle += self.rotation_speed; speed }; let dx = self.angle.cos() * speed; let dy = self.angle.sin() * speed; if self.type_ & 2 != 0 { x -= dx; } else { x += dx; } y += dy; if let Some((end_left, end_right, left, right)) = self.movement_dependant_sprites { if x < self.pos.x && self.direction != Direction::Left { self.set_anim(left); self.direction = Direction::Left; } else if x > self.pos.x && self.direction != Direction::Right { self.set_anim(right); self.direction = Direction::Right; } else if x == self.pos.x && self.direction != Direction::Center { let anim = if self.direction == Direction::Left { end_left } else { end_right }; self.set_anim(anim); self.direction = Direction::Center; } } self.pos = Position { x, y }; self.frame += 1; } pub(crate) fn get_rank(&self) -> Rank { let game = self.game.upgrade().unwrap(); let game = game.borrow(); game.rank } pub(crate) fn get_difficulty(&self) -> i32 { let game = self.game.upgrade().unwrap(); let game = game.borrow(); game.difficulty } } trait Renderable { fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>>; } impl Renderable for Enemy { fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>> { let anmrunner = self.anmrunner.upgrade().unwrap(); let anmrunner = anmrunner.borrow(); vec![anmrunner.get_sprite()] } } #[cfg(test)] mod tests { use super::*; use std::io::{self, Read}; use std::fs::File; #[test] fn enemy() { let file = File::open("EoSD/ST/stg1enm.anm").unwrap(); let mut file = io::BufReader::new(file); let mut buf = vec![]; file.read_to_end(&mut buf).unwrap(); let anm0 = Anm0::from_slice(&buf).unwrap(); let anm0 = Rc::new(RefCell::new(anm0)); let prng = Rc::new(RefCell::new(Prng::new(0))); let game = Game::new(prng, Rank::Easy); let game = Rc::new(RefCell::new(game)); let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game)); let mut enemy = enemy.borrow_mut(); assert!(enemy.anmrunner.upgrade().is_none()); enemy.set_anim(0); assert!(enemy.anmrunner.upgrade().is_some()); } }