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doukutsu-rs/src/npc/mod.rs

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use std::collections::{BTreeSet, HashMap};
use std::io;
use std::io::Cursor;
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use bitvec::vec::BitVec;
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use byteorder::{LE, ReadBytesExt};
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use crate::{bitfield, SharedGameState};
use crate::common::{Condition, Rect};
use crate::common::Direction;
use crate::common::Flag;
use crate::entity::GameEntity;
use crate::frame::Frame;
use crate::ggez::{Context, GameResult};
use crate::map::NPCData;
use crate::physics::PhysicalEntity;
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use crate::player::Player;
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use crate::str;
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use crate::text_script::TextScriptExecutionState;
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pub mod characters;
pub mod first_cave;
pub mod mimiga_village;
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pub mod misc;
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bitfield! {
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pub struct NPCFlag(u16);
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impl Debug;
pub solid_soft, set_solid_soft: 0;
pub ignore_tile_44, set_ignore_tile_44: 1;
pub invulnerable, set_invulnerable: 2;
pub ignore_solidity, set_ignore_solidity: 3;
pub bouncy, set_bouncy: 4;
pub shootable, set_shootable: 5;
pub solid_hard, set_solid_hard: 6;
pub rear_and_top_not_hurt, set_rear_and_top_not_hurt: 7;
pub event_when_touched, set_event_when_touched: 8;
pub event_when_killed, set_event_when_killed: 9;
pub flag_x400, set_flag_x400: 10;
pub appear_when_flag_set, set_appear_when_flag_set: 11;
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pub spawn_facing_right, set_spawn_facing_right: 12;
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pub interactable, set_interactable: 13;
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pub hide_unless_flag_set, set_hide_unless_flag_set: 14;
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pub show_damage, set_show_damage: 15;
}
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#[derive(Debug)]
pub struct NPC {
pub id: u16,
pub npc_type: u16,
pub x: isize,
pub y: isize,
pub vel_x: isize,
pub vel_y: isize,
pub target_x: isize,
pub target_y: isize,
pub size: u8,
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pub shock: u16,
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pub life: u16,
pub cond: Condition,
pub flags: Flag,
pub npc_flags: NPCFlag,
pub direction: Direction,
pub display_bounds: Rect<usize>,
pub hit_bounds: Rect<usize>,
pub action_num: u16,
pub anim_num: u16,
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pub flag_num: u16,
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pub event_num: u16,
pub action_counter: u16,
pub anim_counter: u16,
pub anim_rect: Rect<usize>,
}
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impl GameEntity<&mut Player> for NPC {
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fn tick(&mut self, state: &mut SharedGameState, player: &mut Player) -> GameResult {
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// maybe use macros?
match self.npc_type {
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0 => { self.tick_n000_null(state) }
16 => { self.tick_n016_save_point(state) }
17 => { self.tick_n017_health_refill(state) }
18 => { self.tick_n018_door(state) }
20 => { self.tick_n020_computer(state) }
21 => { self.tick_n021_chest_open(state) }
22 => { self.tick_n022_teleporter(state) }
27 => { self.tick_n027_death_trap(state) }
30 => { self.tick_n030_gunsmith(state) }
32 => { self.tick_n032_life_capsule(state) }
34 => { self.tick_n034_bed(state) }
37 => { self.tick_n037_sign(state) }
38 => { self.tick_n038_fireplace(state) }
39 => { self.tick_n039_save_sign(state) }
41 => { self.tick_n041_busted_door(state) }
43 => { self.tick_n043_chalkboard(state) }
46 => { self.tick_n046_hv_trigger(state, player) }
52 => { self.tick_n052_sitting_blue_robot(state) }
55 => { self.tick_n055_kazuma(state) }
59 => { self.tick_n059_eye_door(state, player) }
60 => { self.tick_n060_toroko(state, player) }
61 => { self.tick_n061_king(state) }
62 => { self.tick_n062_kazuma_computer(state) }
70 => { self.tick_n070_sparkle(state) }
72 => { self.tick_n072_sprinkler(state) }
74 => { self.tick_n074_jack(state) }
75 => { self.tick_n075_kanpachi(state, player) }
77 => { self.tick_n077_yamashita(state) }
78 => { self.tick_n078_pot(state) }
79 => { self.tick_n079_mahin(state, player) }
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_ => { Ok(()) }
}
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult {
if !self.cond.alive() || self.cond.hidden() {
return Ok(());
}
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, state.npc_table.get_texture_name(self.npc_type))?;
let off_x = if self.direction == Direction::Left { self.display_bounds.left } else { self.display_bounds.right } as isize;
batch.add_rect(
(((self.x - off_x) / 0x200) - (frame.x / 0x200)) as f32,
(((self.y - self.display_bounds.top as isize) / 0x200) - (frame.y / 0x200)) as f32,
&self.anim_rect,
);
batch.draw(ctx)?;
Ok(())
}
}
impl PhysicalEntity for NPC {
#[inline(always)]
fn x(&self) -> isize {
self.x
}
#[inline(always)]
fn y(&self) -> isize {
self.y
}
#[inline(always)]
fn vel_x(&self) -> isize {
self.vel_x
}
#[inline(always)]
fn vel_y(&self) -> isize {
self.vel_y
}
#[inline(always)]
fn size(&self) -> u8 {
self.size
}
#[inline(always)]
fn hit_bounds(&self) -> &Rect<usize> {
&self.hit_bounds
}
#[inline(always)]
fn set_x(&mut self, x: isize) {
self.x = x;
}
#[inline(always)]
fn set_y(&mut self, y: isize) {
self.y = y;
}
#[inline(always)]
fn set_vel_x(&mut self, vel_x: isize) {
self.vel_x = vel_x;
}
#[inline(always)]
fn set_vel_y(&mut self, vel_y: isize) {
self.vel_y = vel_y;
}
#[inline(always)]
fn cond(&mut self) -> &mut Condition {
&mut self.cond
}
#[inline(always)]
fn flags(&mut self) -> &mut Flag {
&mut self.flags
}
#[inline(always)]
fn is_player(&self) -> bool {
false
}
#[inline(always)]
fn ignore_tile_44(&self) -> bool {
self.npc_flags.ignore_tile_44()
}
}
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pub struct NPCMap {
/// A sorted pool of free IDs to make ID assignment for new entities a bit cheaper.
free_npc_ids: BTreeSet<u16>,
/// A sorted pool of used IDs to used to iterate over NPCs in order, as original game does.
pub npc_ids: BTreeSet<u16>,
/// Do not iterate over this directly outside render pipeline.
pub npcs: HashMap<u16, NPC>,
}
impl NPCMap {
#[allow(clippy::new_without_default)]
pub fn new() -> NPCMap {
NPCMap {
npc_ids: BTreeSet::new(),
free_npc_ids: BTreeSet::new(),
npcs: HashMap::with_capacity(256),
}
}
pub fn clear(&mut self) {
self.free_npc_ids.clear();
self.npc_ids.clear();
self.npcs.clear();
}
pub fn create_npc_from_data(&mut self, table: &NPCTable, data: &NPCData) -> &mut NPC {
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let npc_flags = NPCFlag(data.flags);
let display_bounds = table.get_display_bounds(data.npc_type);
let hit_bounds = table.get_hit_bounds(data.npc_type);
let (size, life) = match table.get_entry(data.npc_type) {
Some(entry) => { (entry.size, entry.life) }
None => { (1, 0) }
};
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let npc = NPC {
id: data.id,
npc_type: data.npc_type,
x: data.x as isize * 16 * 0x200,
y: data.y as isize * 16 * 0x200,
vel_x: 0,
vel_y: 0,
target_x: 0,
target_y: 0,
action_num: 0,
anim_num: 0,
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flag_num: data.flag_num,
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event_num: data.event_num,
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shock: 0,
size,
life,
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cond: Condition(0x00),
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flags: Flag(data.flag_num as u32),
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direction: if npc_flags.spawn_facing_right() { Direction::Right } else { Direction::Left },
npc_flags,
display_bounds,
hit_bounds,
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action_counter: 0,
anim_counter: 0,
anim_rect: Rect::new(0, 0, 0, 0),
};
self.free_npc_ids.remove(&data.id);
self.npc_ids.insert(data.id);
self.npcs.insert(data.id, npc);
self.npcs.get_mut(&data.id).unwrap()
}
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pub fn remove_by_event(&mut self, event_num: u16, game_flags: &mut BitVec) {
for npc in self.npcs.values_mut() {
if npc.event_num == event_num {
npc.cond.set_alive(false);
game_flags.set(npc.flag_num as usize, true);
}
}
}
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}
pub struct NPCTableEntry {
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pub npc_flags: NPCFlag,
pub life: u16,
pub spritesheet_id: u8,
pub death_sound: u8,
pub hurt_sound: u8,
pub size: u8,
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pub experience: u32,
pub damage: u32,
pub display_bounds: Rect<u8>,
pub hit_bounds: Rect<u8>,
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}
pub struct NPCTable {
entries: Vec<NPCTableEntry>,
pub tex_npc1_name: String,
pub tex_npc2_name: String,
}
impl NPCTable {
pub fn new() -> NPCTable {
NPCTable {
entries: Vec::new(),
tex_npc1_name: str!("Npc/Npc0"),
tex_npc2_name: str!("Npc/Npc0"),
}
}
pub fn load_from<R: io::Read>(mut data: R) -> GameResult<NPCTable> {
let mut table = NPCTable::new();
let mut buf = Vec::new();
data.read_to_end(&mut buf)?;
let count = buf.len() / 0x18;
let mut f = Cursor::new(buf);
for _ in 0..count {
table.entries.push(NPCTableEntry {
npc_flags: NPCFlag(0),
life: 0,
spritesheet_id: 0,
death_sound: 0,
hurt_sound: 0,
size: 0,
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experience: 0,
damage: 0,
display_bounds: Rect::new(0, 0, 0, 0),
hit_bounds: Rect::new(0, 0, 0, 0),
});
}
for npc in table.entries.iter_mut() {
npc.npc_flags.0 = f.read_u16::<LE>()?;
}
for npc in table.entries.iter_mut() {
npc.life = f.read_u16::<LE>()?;
}
for npc in table.entries.iter_mut() {
npc.spritesheet_id = f.read_u8()?;
}
for npc in table.entries.iter_mut() {
npc.death_sound = f.read_u8()?;
}
for npc in table.entries.iter_mut() {
npc.hurt_sound = f.read_u8()?;
}
for npc in table.entries.iter_mut() {
npc.size = f.read_u8()?;
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}
for npc in table.entries.iter_mut() {
npc.experience = f.read_u32::<LE>()?;
}
for npc in table.entries.iter_mut() {
npc.damage = f.read_u32::<LE>()?;
}
for npc in table.entries.iter_mut() {
npc.hit_bounds.left = f.read_u8()?;
npc.hit_bounds.top = f.read_u8()?;
npc.hit_bounds.right = f.read_u8()?;
npc.hit_bounds.bottom = f.read_u8()?;
}
for npc in table.entries.iter_mut() {
npc.display_bounds.left = f.read_u8()?;
npc.display_bounds.top = f.read_u8()?;
npc.display_bounds.right = f.read_u8()?;
npc.display_bounds.bottom = f.read_u8()?;
}
Ok(table)
}
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pub fn get_entry(&self, npc_type: u16) -> Option<&NPCTableEntry> {
self.entries.get(npc_type as usize)
}
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pub fn get_display_bounds(&self, npc_type: u16) -> Rect<usize> {
if let Some(npc) = self.entries.get(npc_type as usize) {
Rect {
left: npc.display_bounds.left as usize * 0x200,
top: npc.display_bounds.top as usize * 0x200,
right: npc.display_bounds.right as usize * 0x200,
bottom: npc.display_bounds.bottom as usize * 0x200,
}
} else {
Rect { left: 0, top: 0, right: 0, bottom: 0 }
}
}
pub fn get_hit_bounds(&self, npc_type: u16) -> Rect<usize> {
if let Some(npc) = self.entries.get(npc_type as usize) {
Rect {
left: npc.hit_bounds.left as usize * 0x200,
top: npc.hit_bounds.top as usize * 0x200,
right: npc.hit_bounds.right as usize * 0x200,
bottom: npc.hit_bounds.bottom as usize * 0x200,
}
} else {
Rect { left: 0, top: 0, right: 0, bottom: 0 }
}
}
pub fn get_texture_name(&self, npc_type: u16) -> &str {
if let Some(npc) = self.entries.get(npc_type as usize) {
match npc.spritesheet_id {
20 => "Npc/NpcSym",
21 => self.tex_npc1_name.as_str(),
22 => self.tex_npc2_name.as_str(),
23 => "Npc/NpcRegu",
_ => "Npc/Npc0"
}
} else {
"Npc/Npc0"
}
}
}