592 lines
16 KiB
C
592 lines
16 KiB
C
#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "system/vga.h"
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#include "game.h"
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#include "powerup.h"
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#include "movement.h"
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#include "const.h"
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void setupBullet(
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struct BulletPosition *bullet,
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int x,
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int y,
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int angle,
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int velocity
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) {
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signed int doubleVelocityX, doubleVelocityY;
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doubleVelocityX = sin(angle * DEG2RAD) * (velocity * 2);
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doubleVelocityY = -cos(angle * DEG2RAD) * (velocity * 2);
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bullet->isActive = 1;
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bullet->willBeInactive = 0;
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bullet->x = x;
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bullet->y = y;
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bullet->oldX = x;
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bullet->oldY = y;
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bullet->wallCooldown = 1;
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bullet->angle = angle;
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bullet->velocityXSteps[0] = doubleVelocityX / velocity;
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bullet->velocityXSteps[1] = doubleVelocityX - bullet->velocityXSteps[0];
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bullet->velocityYSteps[0] = doubleVelocityY / velocity;
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bullet->velocityYSteps[1] = doubleVelocityY - bullet->velocityYSteps[0];
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bullet->velocityStep = 0;
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}
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int maybeFireShotCount(
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struct BulletPosition rabbitBulletPosition[],
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int availableBullets[],
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int count
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) {
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int i, remaining = count;
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
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if (rabbitBulletPosition[i].isActive == 0) {
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availableBullets[count - remaining] = i;
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remaining--;
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if (remaining == 0) break;
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}
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}
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return remaining == 0;
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}
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int attemptToFireRabbitBullet(
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struct RabbitPosition *rabbitPosition,
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struct RabbitWeaponry *rabbitWeaponry,
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struct BulletPosition rabbitBulletPosition[]
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) {
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int okToFire = 0, i, mouseAngle;
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int availableBullets[4];
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float beamOffsetX, beamOffsetY;
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if (rabbitWeaponry->cooldown > 0) return 0;
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mouseAngle = rabbitPosition->mouseAngle;
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rabbitWeaponry->cooldown = RABBIT_BULLET_COOLDOWN;
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if (rabbitWeaponry->currentWeapon == WEAPON_TYPE_SINGLE_SHOT_GUN) {
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if (!maybeFireShotCount(
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rabbitBulletPosition,
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availableBullets,
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1
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)) return 0;
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setupBullet(
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&rabbitBulletPosition[availableBullets[0]],
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rabbitPosition->rabbitPosition[0],
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rabbitPosition->rabbitPosition[1],
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mouseAngle,
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RABBIT_BULLET_VELOCITY
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);
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} else if (rabbitWeaponry->currentWeapon == WEAPON_TYPE_SPREAD_SHOT_GUN) {
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// make sure three bullets are available
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if (!maybeFireShotCount(
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rabbitBulletPosition,
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availableBullets,
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3
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)) return 0;
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// if so, fire away
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for (i = 0; i < 3; ++i) {
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setupBullet(
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&rabbitBulletPosition[availableBullets[i]],
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rabbitPosition->rabbitPosition[0],
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rabbitPosition->rabbitPosition[1],
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mouseAngle + (i - 1) * RABBIT_BULLET_SHOTGUN_SPREAD,
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RABBIT_BULLET_VELOCITY
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);
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}
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} else if (rabbitWeaponry->currentWeapon == WEAPON_TYPE_BEAM_SHOT_GUN) {
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// make sure two bullets are available
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if (!maybeFireShotCount(
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rabbitBulletPosition,
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availableBullets,
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2
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)) return 0;
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// if so, fire away
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for (i = 0; i < 2; ++i) {
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beamOffsetX = sin(mouseAngle * DEG2RAD) * i * 2;
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beamOffsetY = -cos(mouseAngle * DEG2RAD) * i * 2;
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setupBullet(
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&rabbitBulletPosition[availableBullets[i]],
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rabbitPosition->rabbitPosition[0] + beamOffsetX,
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rabbitPosition->rabbitPosition[1] + beamOffsetY,
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mouseAngle,
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RABBIT_BULLET_VELOCITY
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);
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}
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}
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return 1;
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}
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void limitBulletToArena(struct BulletPosition *bullet) {
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if (bullet->x < MOUSE_LIMIT_LEFT) bullet->willBeInactive = 1;
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if (bullet->x >= MOUSE_LIMIT_RIGHT) bullet->willBeInactive = 1;
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if (bullet->y < MOUSE_LIMIT_TOP) bullet->willBeInactive = 1;
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if (bullet->y >= MOUSE_LIMIT_BOTTOM) bullet->willBeInactive = 1;
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}
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void moveBullet(struct BulletPosition *bullet) {
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bullet->oldX = bullet->x;
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bullet->oldY = bullet->y;
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bullet->x += bullet->velocityXSteps[bullet->velocityStep];
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bullet->y += bullet->velocityYSteps[bullet->velocityStep];
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bullet->velocityStep = 1 - bullet->velocityStep;
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}
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void advanceRabbitBullets(
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struct BulletPosition rabbitBulletPosition[],
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struct RabbitWeaponry *rabbitWeaponry
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) {
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int i;
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
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if (!rabbitBulletPosition[i].isActive) continue;
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moveBullet(&rabbitBulletPosition[i]);
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if (rabbitBulletPosition[i].wallCooldown == 0) {
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limitBulletToArena(&rabbitBulletPosition[i]);
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} else {
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rabbitBulletPosition[i].wallCooldown--;
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}
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}
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if (rabbitWeaponry->cooldown > 0) rabbitWeaponry->cooldown--;
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}
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void advanceEnemyBullets(
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struct BulletPosition enemyBulletPosition[]
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) {
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int i;
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for (i = 0; i < ENEMY_BULLET_LIMIT; ++i) {
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if (!enemyBulletPosition[i].isActive) continue;
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moveBullet(&enemyBulletPosition[i]);
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limitBulletToArena(&enemyBulletPosition[i]);
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}
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}
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void attemptToFireEnemyBullets(
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struct EnemyPosition enemyPosition[],
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struct BulletPosition enemyBulletPosition[],
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struct RabbitPosition *rabbitPosition,
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int difficulty
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) {
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int availableBullets[ENEMY_BULLET_LIMIT];
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int i, availableBullet, maxAvailableBulletIndex = 0;
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float distanceX, distanceY, angle, doubleVelocityX, doubleVelocityY;
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for (i = 0; i < ENEMY_BULLET_LIMIT; ++i) {
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if (!enemyBulletPosition[i].isActive) {
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availableBullets[maxAvailableBulletIndex++] = i;
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}
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}
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for (i = 0; i < ENEMY_MAX_COUNT; ++i) {
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if (!enemyPosition[i].isActive) continue;
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enemyPosition[i].enemyFireDelayStep--;
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if (enemyPosition[i].enemyFireDelayStep > 0) continue;
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distanceX = rabbitPosition->rabbitPosition[0] - enemyPosition[i].enemyPosition[0];
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distanceY = rabbitPosition->rabbitPosition[1] - enemyPosition[i].enemyPosition[1];
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angle = atan2(distanceY, distanceX) * RAD2DEG + 90;
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if (angle < 0) angle += 360;
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availableBullet = availableBullets[--maxAvailableBulletIndex];
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setupBullet(
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&enemyBulletPosition[availableBullet],
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enemyPosition[i].enemyPosition[0],
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enemyPosition[i].enemyPosition[1],
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angle,
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ENEMY_BULLET_VELOCITY
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);
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enemyPosition[i].enemyFireDelayStep = ENEMY_FIRE_MIN_DELAY - difficulty + rand() % ENEMY_FIRE_VARIABLE_DELAY;
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if (maxAvailableBulletIndex < 0) break;
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}
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}
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struct CollisionDetection {
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short int sourceSX, sourceSY, sourceEX, sourceEY;
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short int targetSX, targetSY, targetEX, targetEY;
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};
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struct CollisionDetection collisionDetection;
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int isCollision() {
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if (collisionDetection.sourceEY < collisionDetection.targetSY) return 0;
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if (collisionDetection.sourceEX < collisionDetection.targetSX) return 0;
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if (collisionDetection.targetEY < collisionDetection.sourceSY) return 0;
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if (collisionDetection.targetEX < collisionDetection.sourceSX) return 0;
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return 1;
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}
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void populateSourceCollision(struct CompiledSpriteRender *sprite) {
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getSpriteBounds(sprite, &bounds);
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collisionDetection.sourceSX = bounds.left;
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collisionDetection.sourceSY = bounds.top;
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collisionDetection.sourceEX = bounds.right;
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collisionDetection.sourceEY = bounds.bottom;
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}
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void populateTargetCollision(struct CompiledSpriteRender *sprite) {
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getSpriteBounds(sprite, &bounds);
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collisionDetection.targetSX = bounds.left;
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collisionDetection.targetSY = bounds.top;
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collisionDetection.targetEX = bounds.right;
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collisionDetection.targetEY = bounds.bottom;
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}
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// We are hardcoding a 2x2 grid on the screen as our collision partitioning
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// scheme.
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int rabbitGrid[4], powerupGrid[4];
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int rabbitBulletGrid[4][RABBIT_BULLET_LIMIT];
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int enemyGrid[4][ENEMY_MAX_COUNT];
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int enemyBulletGrid[4][ENEMY_BULLET_LIMIT];
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int rabbitBulletGridIndex[4],
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enemyGridIndex[4],
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enemyBulletGridIndex[4];
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int gridPosition[4];
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#define CALCULATE_GRID_POS(x,y) ((x / COLLISION_GRID_SIZE) + (y / COLLISION_GRID_SIZE) * 2)
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void determineGridPositionsForSprite(struct CompiledSpriteRender *sprite) {
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int i;
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getSpriteBounds(sprite, &bounds);
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for (i = 0; i < 4; ++i) {
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gridPosition[i] = 0;
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}
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gridPosition[CALCULATE_GRID_POS(bounds.left, bounds.top)] = 1;
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gridPosition[CALCULATE_GRID_POS(bounds.right, bounds.top)] = 1;
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gridPosition[CALCULATE_GRID_POS(bounds.left, bounds.bottom)] = 1;
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gridPosition[CALCULATE_GRID_POS(bounds.right, bounds.bottom)] = 1;
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}
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void buildCollisionGrids(
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struct BulletPosition rabbitBulletPosition[],
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struct BulletPosition enemyBulletPosition[],
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struct RabbitPosition *rabbitPosition,
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struct EnemyPosition enemyPosition[],
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struct PlayerPowerup *playerPowerup
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) {
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int grid, i;
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struct CompiledSpriteRender *which;
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for (grid = 0; grid < 4; ++grid) {
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rabbitBulletGridIndex[grid] = 0;
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enemyBulletGridIndex[grid] = 0;
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enemyGridIndex[grid] = 0;
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}
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rabbit.x = rabbitPosition->rabbitPosition[0];
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rabbit.y = rabbitPosition->rabbitPosition[1];
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determineGridPositionsForSprite(&rabbit);
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for (grid = 0; grid < 4; ++grid) {
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rabbitGrid[grid] = gridPosition[grid];
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}
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switch (playerPowerup->type) {
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case POWERUP_TYPE_SHOTGUN:
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which = &shotgun;
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break;
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case POWERUP_TYPE_BEAM_WEAPON:
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which = &beam;
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break;
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}
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which->x = playerPowerup->x;
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which->y = playerPowerup->y;
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determineGridPositionsForSprite(which);
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for (grid = 0; grid < 4; ++grid) {
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powerupGrid[grid] = gridPosition[grid];
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}
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
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if (!rabbitBulletPosition[i].isActive) continue;
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if (rabbitBulletPosition[i].willBeInactive) continue;
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bullet.x = rabbitBulletPosition[i].x;
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bullet.y = rabbitBulletPosition[i].y;
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determineGridPositionsForSprite(&bullet);
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for (grid = 0; grid < 4; ++grid) {
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if (gridPosition[grid]) {
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rabbitBulletGrid[grid][rabbitBulletGridIndex[grid]++] = i;
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}
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}
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}
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for (i = 0; i < ENEMY_BULLET_LIMIT; ++i) {
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if (!enemyBulletPosition[i].isActive) continue;
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if (enemyBulletPosition[i].willBeInactive) continue;
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enemyBullet.x = enemyBulletPosition[i].x;
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enemyBullet.y = enemyBulletPosition[i].y;
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determineGridPositionsForSprite(&enemyBullet);
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for (grid = 0; grid < 4; ++grid) {
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if (gridPosition[grid]) {
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enemyBulletGrid[grid][enemyBulletGridIndex[grid]++] = i;
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}
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}
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}
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for (i = 0; i < ENEMY_MAX_COUNT; ++i) {
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if (!enemyPosition[i].isActive) continue;
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if (enemyPosition[i].willBeInactive) continue;
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enemy.x = enemyPosition[i].enemyPosition[0];
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enemy.y = enemyPosition[i].enemyPosition[1];
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determineGridPositionsForSprite(&enemy);
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for (grid = 0; grid < 4; ++grid) {
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if (gridPosition[grid]) {
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enemyGrid[grid][enemyGridIndex[grid]++] = i;
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}
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}
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}
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}
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int handleEnemyBulletToRabbitCollisions(
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struct BulletPosition enemyBulletPosition[],
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struct RabbitPosition *rabbitPosition
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) {
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int bulletIdx, grid;
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int resolvedBulletIdx;
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int hitCount = 0;
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rabbit.x = rabbitPosition->rabbitPosition[0];
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rabbit.y = rabbitPosition->rabbitPosition[1];
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populateTargetCollision(&rabbit);
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for (grid = 0; grid < 4; ++grid) {
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if (!rabbitGrid[grid]) continue;
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for (bulletIdx = 0; bulletIdx < enemyBulletGridIndex[grid]; ++bulletIdx) {
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resolvedBulletIdx = enemyBulletGrid[grid][bulletIdx];
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enemyBullet.x = enemyBulletPosition[resolvedBulletIdx].x;
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enemyBullet.y = enemyBulletPosition[resolvedBulletIdx].y;
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populateSourceCollision(&enemyBullet);
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if (isCollision()) {
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enemyBulletPosition[resolvedBulletIdx].willBeInactive = 1;
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hitCount++;
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break;
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}
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}
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}
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return hitCount;
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}
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void knockbackEnemy(
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struct EnemyPosition *enemy,
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int angle
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) {
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int distanceX, distanceY;
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distanceX = sin(angle * DEG2RAD) * (KNOCKBACK_DISTANCE * 2);
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distanceY = -cos(angle * DEG2RAD) * (KNOCKBACK_DISTANCE * 2);
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enemy->enemyPosition[0] += distanceX;
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enemy->enemyPosition[1] += distanceY;
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}
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void handleRabbitBulletToEnemyCollisions(
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struct BulletPosition rabbitBulletPosition[],
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struct EnemyPosition enemyPosition[],
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struct RabbitWeaponry *rabbitWeaponry
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) {
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int bulletIdx, enemyIdx, grid;
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int resolvedBulletIdx, resolvedEnemyIdx;
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for (grid = 0; grid < 4; ++grid) {
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if (enemyGridIndex[grid] == 0) continue;
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for (bulletIdx = 0; bulletIdx < rabbitBulletGridIndex[grid]; ++bulletIdx) {
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resolvedBulletIdx = rabbitBulletGrid[grid][bulletIdx];
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bullet.x = rabbitBulletPosition[resolvedBulletIdx].x;
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bullet.y = rabbitBulletPosition[resolvedBulletIdx].y;
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populateSourceCollision(&bullet);
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for (enemyIdx = 0; enemyIdx < enemyGridIndex[grid]; ++enemyIdx) {
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resolvedEnemyIdx = enemyGrid[grid][enemyIdx];
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enemy.x = enemyPosition[resolvedEnemyIdx].enemyPosition[0];
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enemy.y = enemyPosition[resolvedEnemyIdx].enemyPosition[1];
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populateTargetCollision(&enemy);
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if (isCollision()) {
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enemyPosition[resolvedEnemyIdx].hitPoints -= rabbitWeaponry->damage;
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if (enemyPosition[resolvedEnemyIdx].hitPoints < 1) {
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enemyPosition[resolvedEnemyIdx].willBeInactive = 1;
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enemyPosition[resolvedEnemyIdx].wasKilled = 1;
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} else {
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knockbackEnemy(&enemyPosition[resolvedEnemyIdx], rabbitBulletPosition[resolvedBulletIdx].angle);
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}
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rabbitBulletPosition[resolvedBulletIdx].willBeInactive = 1;
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break;
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}
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}
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}
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}
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}
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int handleRabbitToEnemyCollisions(
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struct RabbitPosition *rabbitPosition,
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struct EnemyPosition enemyPosition[]
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) {
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int enemyIdx, grid, resolvedEnemyIdx, hitCount = 0;
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rabbit.x = rabbitPosition->rabbitPosition[0];
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rabbit.y = rabbitPosition->rabbitPosition[1];
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populateSourceCollision(&rabbit);
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for (grid = 0; grid < 4; ++grid) {
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if (!rabbitGrid[grid]) continue;
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if (enemyGridIndex[grid] == 0) continue;
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for (enemyIdx = 0; enemyIdx < enemyGridIndex[grid]; ++enemyIdx) {
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resolvedEnemyIdx = enemyGrid[grid][enemyIdx];
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enemy.x = enemyPosition[resolvedEnemyIdx].enemyPosition[0];
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enemy.y = enemyPosition[resolvedEnemyIdx].enemyPosition[1];
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populateTargetCollision(&enemy);
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if (isCollision()) {
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enemyPosition[resolvedEnemyIdx].willBeInactive = 1;
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hitCount++;
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}
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}
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}
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return hitCount;
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}
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int handleRabbitToPowerupCollision(
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struct RabbitPosition *rabbitPosition,
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struct PlayerPowerup *playerPowerup
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) {
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struct CompiledSpriteRender *which;
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if (!playerPowerup->isActive) return 0;
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rabbit.x = rabbitPosition->rabbitPosition[0];
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rabbit.y = rabbitPosition->rabbitPosition[1];
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populateSourceCollision(&rabbit);
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switch (playerPowerup->type) {
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case POWERUP_TYPE_SHOTGUN:
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which = &shotgun;
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break;
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case POWERUP_TYPE_BEAM_WEAPON:
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which = &beam;
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break;
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}
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which->x = playerPowerup->x;
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which->y = playerPowerup->y;
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populateTargetCollision(which);
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return isCollision();
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}
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int processEnemyKillStates(
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struct EnemyPosition enemyPosition[]
|
|
) {
|
|
int i, currentKillCount = 0;
|
|
|
|
for (i = 0; i < ENEMY_MAX_COUNT; ++i) {
|
|
if (enemyPosition[i].wasKilled) {
|
|
enemyPosition[i].wasKilled = 0;
|
|
currentKillCount++;
|
|
}
|
|
}
|
|
|
|
return currentKillCount;
|
|
}
|
|
|
|
void handleEnemyKills(
|
|
struct EnemyPosition enemyPosition[],
|
|
struct GlobalGameState *globalGameState,
|
|
struct PlayerPowerup *playerPowerup,
|
|
struct RabbitWeaponry *rabbitWeaponry
|
|
) {
|
|
int i, currentKillCount;
|
|
int originalDifficulty;
|
|
int healthIncrease;
|
|
|
|
currentKillCount = processEnemyKillStates(enemyPosition);
|
|
|
|
healthIncrease = globalGameState->healthGainPerKill * currentKillCount;
|
|
if (healthIncrease > 0) {
|
|
healthIncrease = rand() % healthIncrease + 1;
|
|
|
|
globalGameState->health += healthIncrease;
|
|
if (globalGameState->health > globalGameState->maxHealth) globalGameState->health = globalGameState->maxHealth;
|
|
}
|
|
|
|
globalGameState->kills += currentKillCount;
|
|
|
|
if (currentKillCount > 0) {
|
|
processPowerupCooldown(
|
|
playerPowerup,
|
|
globalGameState,
|
|
rabbitWeaponry,
|
|
currentKillCount
|
|
);
|
|
|
|
originalDifficulty = globalGameState->difficulty;
|
|
|
|
for (i = 0; i < MAX_DIFFICULTY; ++i) {
|
|
if (globalGameState->kills > difficultyBands[i]) {
|
|
globalGameState->difficulty = i + 1;
|
|
}
|
|
}
|
|
|
|
if (originalDifficulty != globalGameState->difficulty) {
|
|
globalGameState->coins += (globalGameState->difficulty - originalDifficulty);
|
|
}
|
|
}
|
|
}
|
|
|
|
void fireCurrentWeaponOnce(struct RabbitWeaponry *rabbitWeaponry) {
|
|
if (rabbitWeaponry->currentWeaponRemainingRounds > 0) {
|
|
rabbitWeaponry->currentWeaponRemainingRounds--;
|
|
if (rabbitWeaponry->currentWeaponRemainingRounds == 0) {
|
|
rabbitWeaponry->currentWeapon = WEAPON_TYPE_SINGLE_SHOT_GUN;
|
|
}
|
|
}
|
|
}
|