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doukutsu-rs/src/npc/boss/omega.rs

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use crate::caret::CaretType;
use crate::common::{Direction, Rect};
use crate::components::flash::Flash;
use crate::framework::error::GameResult;
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use crate::npc::boss::BossNPC;
use crate::npc::list::NPCList;
use crate::npc::NPC;
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use crate::player::Player;
use crate::rng::RNG;
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use crate::shared_game_state::SharedGameState;
use crate::weapon::bullet::BulletManager;
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impl NPC {
pub(crate) fn tick_n048_omega_projectiles(&mut self, state: &mut SharedGameState) -> GameResult {
if (self.flags.hit_left_wall() && self.vel_x < 0) || (self.flags.hit_right_wall() && self.vel_x > 0) {
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self.vel_x = -self.vel_x;
} else if self.flags.hit_bottom_wall() {
self.action_counter2 += 1;
if self.action_counter2 <= 2 && self.direction != Direction::Right {
self.vel_y = -0x100;
} else {
self.vanish(state);
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state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
}
}
if self.direction == Direction::Right {
self.npc_flags.set_shootable(false);
self.npc_flags.set_invulnerable(true);
}
self.vel_y += 0x5;
self.x += self.vel_x;
self.y += self.vel_y;
self.action_counter += 1;
if self.action_counter > 750 {
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
self.cond.set_alive(false);
}
self.animate(2, 0, 1);
let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
self.anim_rect = state.constants.npc.n048_omega_projectiles[self.anim_num as usize + dir_offset];
Ok(())
}
}
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impl BossNPC {
pub(crate) fn tick_b01_omega(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
bullet_manager: &BulletManager,
flash: &mut Flash,
) {
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match self.parts[0].action_num {
0 => {
self.parts[0].cond.set_alive(true);
self.parts[0].size = 3;
self.parts[0].exp = 1;
self.parts[0].event_num = 210;
self.parts[0].life = 400;
self.parts[0].npc_flags.set_show_damage(true);
self.parts[0].npc_flags.set_event_when_killed(true);
self.parts[0].npc_flags.set_ignore_solidity(true);
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self.parts[0].x = 219 * 0x2000;
self.parts[0].y = 16 * 0x2000;
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self.parts[0].target_x = self.parts[0].x;
self.parts[0].target_y = self.parts[0].y;
self.parts[0].display_bounds =
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Rect { left: 40 * 0x200, top: 40 * 0x200, right: 40 * 0x200, bottom: 0x2000 };
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self.parts[0].hit_bounds = Rect { left: 0x1000, top: 24 * 0x200, right: 0x1000, bottom: 0x2000 };
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self.parts[1].cond.set_alive(true);
self.parts[1].display_bounds =
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Rect { left: 12 * 0x200, top: 0x1000, right: 12 * 0x200, bottom: 0x1000 };
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self.parts[1].npc_flags.set_ignore_solidity(true);
self.parts[1].direction = Direction::Left;
self.parts[2].cond.set_alive(true);
self.parts[2].display_bounds = self.parts[1].display_bounds;
self.parts[2].npc_flags = self.parts[1].npc_flags;
self.parts[2].direction = Direction::Right;
self.parts[3].cond.set_alive(true);
self.parts[3].npc_flags.set_ignore_solidity(true);
self.parts[3].direction = Direction::Left;
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self.parts[3].x = self.parts[0].x + 0x2000;
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self.parts[3].y = self.parts[0].y;
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self.parts[3].display_bounds = Rect { left: 24 * 0x200, top: 0x2000, right: 0x2000, bottom: 0x2000 };
self.parts[3].hit_bounds = Rect { left: 0x1000, top: 0x1000, right: 0x1000, bottom: 0x1000 };
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self.hurt_sound[3] = 52;
self.parts[4].cond.set_alive(true);
self.parts[4].display_bounds = self.parts[3].display_bounds;
self.parts[4].hit_bounds = self.parts[3].hit_bounds;
self.parts[4].npc_flags = self.parts[3].npc_flags;
self.parts[4].y = self.parts[3].y;
self.parts[4].direction = Direction::Right;
self.hurt_sound[4] = 52;
self.parts[5].cond.set_alive(true);
}
20 | 30 => {
if self.parts[0].action_num == 20 {
self.parts[0].action_num = 30;
self.parts[0].action_counter = 0;
self.parts[0].anim_num = 0;
}
self.parts[0].y -= 0x200;
self.parts[0].action_counter += 1;
state.quake_counter = 2;
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state.quake_rumble_counter = 2;
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if self.parts[0].action_counter % 4 == 0 {
state.sound_manager.play_sfx(26);
}
if self.parts[0].action_counter == 48 {
self.parts[0].action_counter = 0;
self.parts[0].action_num = 40;
if self.parts[0].life <= 280 {
self.parts[0].action_num = 110;
self.parts[0].npc_flags.set_shootable(true);
self.parts[0].npc_flags.set_ignore_solidity(false);
self.parts[3].npc_flags.set_ignore_solidity(false);
self.parts[4].npc_flags.set_ignore_solidity(false);
self.parts[3].action_num = 3;
self.parts[4].action_num = 3;
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self.parts[5].hit_bounds.top = 0x2000;
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}
}
}
40 => {
self.parts[0].action_counter += 1;
if self.parts[0].action_counter == 48 {
self.parts[0].action_counter = 0;
self.parts[0].action_num = 50;
self.parts[0].anim_counter = 0;
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self.parts[5].hit_bounds.top = 0x2000;
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state.sound_manager.play_sfx(102);
}
}
50 => {
self.parts[0].anim_counter += 1;
if self.parts[0].anim_counter > 2 {
self.parts[0].anim_counter = 0;
self.parts[0].anim_num += 1;
if self.parts[0].anim_num == 3 {
self.parts[0].action_num = 60;
self.parts[0].action_counter = 0;
self.parts[0].npc_flags.set_shootable(true);
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self.parts[0].hit_bounds.left = 0x2000;
self.parts[0].hit_bounds.right = 0x2000;
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}
}
}
60 => {
self.parts[0].action_counter += 1;
if self.parts[0].action_counter % 3 == 0 && (20..80).contains(&self.parts[0].action_counter) {
let mut npc = NPC::create(48, &state.npc_table);
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npc.cond.set_alive(true);
npc.x = self.parts[0].x;
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npc.y = self.parts[0].y - 0x2000;
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npc.vel_x = self.parts[0].rng.range(-0x100..0x100) as i32;
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npc.vel_y = -0x333;
npc.direction = if self.parts[0].rng.range(0..9) <= 7 { Direction::Left } else { Direction::Right };
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let _ = npc_list.spawn(0x100, npc);
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state.sound_manager.play_sfx(39);
}
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if self.parts[0].action_counter == 200 || bullet_manager.count_bullets_type_idx_all(6) > 0 {
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self.parts[0].action_num = 70;
self.parts[0].anim_counter = 0;
state.sound_manager.play_sfx(102);
}
}
70 => {
self.parts[0].anim_counter += 1;
if self.parts[0].anim_counter > 2 {
self.parts[0].anim_counter = 0;
self.parts[0].anim_num -= 1;
match self.parts[0].anim_num {
1 => self.parts[0].damage = 20,
0 => {
self.parts[0].action_num = 80;
self.parts[0].action_counter = 0;
self.parts[0].npc_flags.set_shootable(false);
self.parts[0].hit_bounds.left = 24 * 0x200;
self.parts[0].hit_bounds.right = 24 * 0x200;
self.parts[0].damage = 0;
self.parts[5].hit_bounds.top = 36 * 0x200;
}
_ => {}
}
}
}
80 => {
self.parts[0].action_counter += 1;
if self.parts[0].action_counter == 48 {
self.parts[0].action_counter = 0;
self.parts[0].action_num = 90;
}
}
90 => {
state.quake_counter = 2;
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state.quake_rumble_counter = 2;
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self.parts[0].y += 0x200;
self.parts[0].action_counter += 1;
if self.parts[0].action_counter % 4 == 0 {
state.sound_manager.play_sfx(26);
}
if self.parts[0].action_counter == 48 {
self.parts[0].action_num = 100;
self.parts[0].action_counter = 0;
}
}
100 => {
self.parts[0].action_counter += 1;
if self.parts[0].action_counter == 120 {
self.parts[0].action_num = 30;
self.parts[0].action_counter = 0;
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self.parts[0].x = self.parts[0].target_x + self.parts[0].rng.range(-0x40..0x40) as i32 * 0x200;
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self.parts[0].y = self.parts[0].target_y;
}
}
110 => {
self.parts[0].anim_counter += 1;
if self.parts[0].anim_counter > 2 {
self.parts[0].anim_counter = 0;
self.parts[0].anim_num += 1;
}
if self.parts[0].anim_num == 3 {
self.parts[0].action_num = 120;
self.parts[0].action_counter = 0;
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self.parts[0].hit_bounds.left = 0x2000;
self.parts[0].hit_bounds.right = 0x2000;
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}
}
120 => {
self.parts[0].action_counter += 1;
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if self.parts[0].action_counter == 50 || bullet_manager.count_bullets_type_idx_all(6) > 0 {
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self.parts[0].action_num = 130;
self.parts[0].action_counter = 0;
self.parts[0].anim_counter = 0;
state.sound_manager.play_sfx(102);
}
if self.parts[0].action_counter < 30 && self.parts[0].action_counter % 5 == 0 {
let mut npc = NPC::create(48, &state.npc_table);
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npc.cond.set_alive(true);
npc.x = self.parts[0].x;
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npc.y = self.parts[0].y - 0x2000;
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npc.vel_x = self.parts[0].rng.range(-0x155..0x155) as i32;
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npc.vel_y = -0x333;
npc.direction = Direction::Left;
let _ = npc_list.spawn(0x100, npc);
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state.sound_manager.play_sfx(39);
}
}
130 => {
self.parts[0].anim_counter += 1;
if self.parts[0].anim_counter > 2 {
self.parts[0].anim_counter = 0;
self.parts[0].anim_num -= 1;
}
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match self.parts[0].anim_num {
0 => {
self.parts[0].action_num = 140;
self.parts[0].npc_flags.set_shootable(true);
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self.parts[0].hit_bounds.left = 0x2000;
self.parts[0].hit_bounds.right = 0x2000;
let player = self.parts[0].get_closest_player_mut(players);
self.parts[0].vel_x = (player.x - self.parts[0].x).signum() * 0x100;
self.parts[0].vel_y = -0x5ff;
self.parts[0].damage = 0;
self.parts[5].hit_bounds.top = 0x4800;
state.sound_manager.play_sfx(12);
state.sound_manager.play_sfx(25);
state.sound_manager.play_sfx(102);
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}
1 => {
self.parts[0].damage = 20;
}
_ => {}
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}
}
140 => {
let player = self.parts[5].get_closest_player_mut(players);
self.parts[5].damage = if player.flags.hit_bottom_wall() && self.parts[0].vel_y > 0 { 20 } else { 0 };
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self.parts[0].vel_y += 0x24;
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self.parts[0].clamp_fall_speed();
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self.parts[0].y += self.parts[0].vel_y;
self.parts[0].x += self.parts[0].vel_x;
if self.parts[0].flags.hit_bottom_wall() {
self.parts[0].action_num = 110;
self.parts[0].action_counter = 0;
self.parts[0].anim_counter = 0;
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self.parts[5].hit_bounds.top = 0x2000;
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self.parts[5].damage = 0;
state.sound_manager.play_sfx(26);
state.sound_manager.play_sfx(12);
state.quake_counter = 30;
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state.quake_rumble_counter = 30;
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}
}
150 => {
state.quake_counter = 2;
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state.quake_rumble_counter = 2;
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self.parts[0].action_counter += 1;
if self.parts[0].action_counter % 12 == 0 {
state.sound_manager.play_sfx(52);
}
let dest_x = self.parts[0].x + self.parts[0].rng.range(-0x30..0x30) * 0x200;
let dest_y = self.parts[0].y + self.parts[0].rng.range(-0x30..0x18) * 0x200;
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npc_list.create_death_smoke(dest_x, dest_y, 1, 1, state, &self.parts[0].rng);
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if self.parts[0].action_counter > 100 {
self.parts[0].action_num = 160;
self.parts[0].action_counter = 0;
flash.set_cross(self.parts[0].x, self.parts[0].y);
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state.sound_manager.play_sfx(35);
}
}
160 => {
state.quake_counter = 40;
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state.quake_rumble_counter = 40;
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self.parts[0].action_counter += 1;
if self.parts[0].action_counter > 50 {
for i in 0..6 {
self.parts[i].cond.set_alive(false);
}
}
}
_ => {}
}
self.parts[0].anim_rect = state.constants.npc.b01_omega[self.parts[0].anim_num as usize];
for i in 1..5 {
self.parts[i].shock = self.parts[0].shock;
}
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for &i in &[3, 4] {
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match self.parts[i].action_num {
0 | 1 => {
if self.parts[i].action_num == 0 {
self.parts[i].action_num = 1;
}
self.parts[i].y = self.parts[0].y;
match i {
3 => self.parts[i].x = self.parts[0].x - 0x2000,
4 => self.parts[i].x = self.parts[0].x + 0x2000,
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_ => {}
}
}
3 => {
self.parts[i].target_y = self.parts[0].y + 0x3000;
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match i {
3 => self.parts[i].x = self.parts[0].x - 0x2000,
4 => self.parts[i].x = self.parts[0].x + 0x2000,
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_ => {}
}
self.parts[i].y += (self.parts[i].target_y - self.parts[i].y) / 2;
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}
_ => {}
}
self.parts[i].anim_num =
if !self.parts[i].flags.hit_bottom_wall() && self.parts[i].y > self.parts[i].target_y { 1 } else { 0 };
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let dir_offset = if self.parts[i].direction == Direction::Left { 0 } else { 2 };
self.parts[i].anim_rect = state.constants.npc.b01_omega[6 + dir_offset + self.parts[i].anim_num as usize];
}
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for &i in &[1, 2] {
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self.parts[i].x = self.parts[0].x + self.parts[i].direction.vector_x() * 0x2000;
self.parts[i].y = (self.parts[0].y + self.parts[i + 2].y - 0x1000) / 2;
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let dir_offset = if self.parts[i].direction == Direction::Left { 0 } else { 1 };
self.parts[i].anim_rect = state.constants.npc.b01_omega[4 + dir_offset];
}
if self.parts[5].action_num == 0 {
self.parts[5].action_num = 1;
self.parts[5].npc_flags.set_solid_soft(true);
self.parts[5].npc_flags.set_ignore_solidity(true);
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self.parts[5].hit_bounds = Rect { left: 20 * 0x200, top: 36 * 0x200, right: 20 * 0x200, bottom: 0x2000 };
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}
self.parts[5].x = self.parts[0].x;
self.parts[5].y = self.parts[0].y;
if self.parts[0].life == 0 && self.parts[0].action_num < 150 {
self.parts[0].action_num = 150;
self.parts[0].action_counter = 0;
self.parts[0].damage = 0;
self.parts[5].damage = 5;
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for npc in npc_list.iter_alive() {
if npc.npc_type == 48 {
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npc.cond.set_alive(false);
}
}
}
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}
}