skullstep
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@ -1,9 +1,9 @@
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use crate::framework::context::Context;
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use crate::framework::error::GameResult;
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use num_traits::{abs, clamp};
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use crate::caret::CaretType;
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use crate::common::{CDEG_RAD, Direction};
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use crate::common::{Direction, CDEG_RAD};
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use crate::framework::context::Context;
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use crate::framework::error::GameResult;
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use crate::npc::list::NPCList;
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use crate::npc::NPC;
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use crate::player::Player;
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@ -288,7 +288,12 @@ impl NPC {
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Ok(())
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}
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pub(crate) fn tick_n049_skullhead(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) -> GameResult {
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pub(crate) fn tick_n049_skullhead(
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&mut self,
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state: &mut SharedGameState,
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players: [&mut Player; 2],
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npc_list: &NPCList,
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) -> GameResult {
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let parent = self.get_parent_ref_mut(npc_list);
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if self.action_num > 9 && parent.as_ref().map(|n| n.npc_type == 3).unwrap_or(false) {
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@ -344,8 +349,7 @@ impl NPC {
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if self.vel_y2 >= 50 {
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let player = self.get_closest_player_mut(players);
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if abs(self.x - player.x) < 0x10000
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&& abs(self.y - player.y) < 0xc000 {
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if abs(self.x - player.x) < 0x10000 && abs(self.y - player.y) < 0xc000 {
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self.action_num = 11;
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self.action_counter = 0;
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self.anim_num = 2;
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@ -398,7 +402,6 @@ impl NPC {
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self.x += self.vel_x;
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self.y += self.vel_y;
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let dir_offset = if self.direction == Direction::Left { 0 } else { 3 };
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self.anim_rect = state.constants.npc.n049_skullhead[self.anim_num as usize + dir_offset];
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@ -476,7 +479,12 @@ impl NPC {
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Ok(())
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}
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pub(crate) fn tick_n051_crow_and_skullhead(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) -> GameResult {
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pub(crate) fn tick_n051_crow_and_skullhead(
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&mut self,
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state: &mut SharedGameState,
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players: [&mut Player; 2],
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npc_list: &NPCList,
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) -> GameResult {
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let player = self.get_closest_player_mut(players);
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match self.action_num {
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@ -559,6 +567,127 @@ impl NPC {
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Ok(())
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}
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pub(crate) fn tick_n053_skullstep_leg(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
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let parent = self.get_parent_ref_mut(npc_list);
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if parent.is_none() || parent.as_ref().unwrap().npc_type == 3 {
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self.vanish(state);
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npc_list.create_death_smoke(self.x, self.y, self.display_bounds.right, 4, state, &self.rng);
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return Ok(());
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}
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let parent = parent.unwrap();
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let angle = self.vel_x + parent.vel_y2;
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if self.action_num < 2 {
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if self.action_num == 0 {
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self.action_num = 1;
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self.action_counter2 = 10;
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}
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if self.direction == Direction::Left && self.flags.hit_left_slope() {
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parent.y -= 0x400;
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parent.vel_y -= 0x100;
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}
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if self.direction == Direction::Right && self.flags.hit_right_slope() {
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parent.y -= 0x400;
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parent.vel_y -= 0x100;
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}
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if self.flags.hit_bottom_wall() {
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parent.y -= 0x400;
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parent.vel_y -= 0x100;
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parent.vel_x += parent.direction.vector_x() * 0x80;
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}
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self.x = parent.x + (self.action_counter2 as f64 * (angle as f64 * CDEG_RAD).cos() * 512.0) as i32;
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self.y = parent.y + (self.action_counter2 as f64 * (angle as f64 * CDEG_RAD).sin() * 512.0) as i32;
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}
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self.direction = parent.direction;
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self.anim_num = if angle < 0x14 || angle > 0x6c { 1 } else { 0 };
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let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
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self.anim_rect = state.constants.npc.n053_skullstep_leg[self.anim_num as usize + dir_offset];
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Ok(())
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}
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pub(crate) fn tick_n054_skullstep(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
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match self.action_num {
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0 | 1 => {
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if self.action_num == 0 {
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self.action_num = 1;
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self.anim_num = 1;
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let mut leg = NPC::create(53, &state.npc_table);
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leg.cond.set_alive(true);
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leg.direction = self.direction;
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leg.parent_id = self.id;
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npc_list.spawn(256, leg.clone());
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leg.vel_x = 0x80;
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npc_list.spawn(0, leg);
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}
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self.vel_y2 += self.direction.vector_x() * 6;
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if self.flags.hit_bottom_wall() {
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self.vel_x = self.vel_x * 3 / 4;
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self.action_counter += 1;
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if self.action_counter > 60 {
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self.action_num = 2;
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self.action_counter = 0;
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}
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} else {
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self.action_counter = 0;
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}
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if self.direction == Direction::Left && self.flags.hit_left_wall() {
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self.action_counter2 += 1;
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if self.action_counter2 > 8 {
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self.direction = Direction::Right;
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self.vel_x = -self.vel_x;
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}
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} else if self.direction == Direction::Right && self.flags.hit_right_wall() {
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self.action_counter2 += 1;
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if self.action_counter2 > 8 {
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self.direction = Direction::Left;
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self.vel_x = -self.vel_x;
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}
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} else {
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self.action_counter2 = 0;
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}
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}
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2 => {
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self.action_counter += 1;
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self.shock += self.action_counter & 0xff;
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if self.action_counter > 50 {
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state.sound_manager.play_sfx(25);
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self.vanish(state);
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npc_list.create_death_smoke(self.x, self.y, self.display_bounds.right, 8, state, &self.rng);
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}
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}
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_ => {}
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}
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self.vel_y += 0x80;
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self.vel_x = clamp(self.vel_x, -0x2ff, 0x2ff);
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self.vel_y = clamp(self.vel_y, -0x2ff, 0x2ff);
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self.x += self.vel_x;
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self.y += self.vel_y;
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let dir_offset = if self.direction == Direction::Left { 0 } else { 3 };
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self.anim_rect = state.constants.npc.n054_skullstep[self.anim_num as usize + dir_offset];
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Ok(())
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}
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pub(crate) fn tick_n120_colon_a(&mut self, state: &mut SharedGameState) -> GameResult {
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let anim = if self.direction == Direction::Left { 0 } else { 1 };
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@ -195,6 +195,8 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager)> for NP
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50 => self.tick_n050_skeleton_projectile(state),
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51 => self.tick_n051_crow_and_skullhead(state, players, npc_list),
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52 => self.tick_n052_sitting_blue_robot(state),
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53 => self.tick_n053_skullstep_leg(state, npc_list),
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54 => self.tick_n054_skullstep(state, npc_list),
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55 => self.tick_n055_kazuma(state),
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58 => self.tick_n058_basu(state, players, npc_list),
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59 => self.tick_n059_eye_door(state, players),
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