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https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-11-16 02:43:02 +00:00
unfuck already implemented NPCs
This commit is contained in:
parent
ea38f54c74
commit
aed30141b4
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@ -185,7 +185,7 @@ pub struct NPCConsts {
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pub n060_toroko: [Rect<u16>; 16],
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#[serde(default = "default_n061_king")]
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pub n061_king: [Rect<u16>; 20],
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pub n061_king: [Rect<u16>; 22],
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#[serde(default = "default_n062_kazuma_computer")]
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pub n062_kazuma_computer: [Rect<u16>; 3],
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@ -505,8 +505,8 @@ pub struct NPCConsts {
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#[serde(default = "default_n168_boulder")]
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pub n168_boulder: Rect<u16>,
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#[serde(default = "default_n169_missile")]
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pub n169_missile: [Rect<u16>; 18],
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#[serde(default = "default_n169_balrog_missile_group")]
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pub n169_balrog_missile_group: [Rect<u16>; 18],
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#[serde(default = "default_n170_balrog_missile")]
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pub n170_balrog_missile: [Rect<u16>; 4],
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@ -1742,7 +1742,7 @@ fn default_n060_toroko() -> [Rect<u16>; 16] {
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]
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}
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fn default_n061_king() -> [Rect<u16>; 20] {
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fn default_n061_king() -> [Rect<u16>; 22] {
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[
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Rect { left: 224, top: 32, right: 240, bottom: 48 },
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Rect { left: 240, top: 32, right: 256, bottom: 48 },
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@ -1754,6 +1754,7 @@ fn default_n061_king() -> [Rect<u16>; 20] {
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Rect { left: 224, top: 32, right: 240, bottom: 48 },
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Rect { left: 272, top: 32, right: 288, bottom: 48 },
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Rect { left: 0, top: 0, right: 0, bottom: 0 },
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Rect { left: 112, top: 32, right: 128, bottom: 48 },
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Rect { left: 224, top: 48, right: 240, bottom: 64 },
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Rect { left: 240, top: 48, right: 256, bottom: 64 },
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Rect { left: 256, top: 48, right: 272, bottom: 64 },
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@ -1764,6 +1765,7 @@ fn default_n061_king() -> [Rect<u16>; 20] {
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Rect { left: 224, top: 48, right: 240, bottom: 64 },
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Rect { left: 272, top: 48, right: 288, bottom: 64 },
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Rect { left: 0, top: 0, right: 0, bottom: 0 },
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Rect { left: 112, top: 32, right: 128, bottom: 48 },
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]
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}
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@ -2968,7 +2970,7 @@ fn default_n168_boulder() -> Rect<u16> {
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Rect { left: 264, top: 56, right: 320, bottom: 96 }
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}
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fn default_n169_missile() -> [Rect<u16>; 18] {
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fn default_n169_balrog_missile_group() -> [Rect<u16>; 18] {
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[
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Rect { left: 0, top: 0, right: 40, bottom: 24 },
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Rect { left: 0, top: 48, right: 40, bottom: 72 },
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@ -1,8 +1,8 @@
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use crate::framework::error::GameResult;
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use num_traits::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::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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@ -11,7 +11,11 @@ use crate::shared_game_state::SharedGameState;
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use crate::stage::Stage;
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impl NPC {
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pub(crate) fn tick_n009_balrog_falling_in(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
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pub(crate) fn tick_n009_balrog_falling_in(
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&mut self,
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state: &mut SharedGameState,
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npc_list: &NPCList,
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) -> 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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@ -73,7 +77,12 @@ impl NPC {
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Ok(())
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}
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pub(crate) fn tick_n010_balrog_shooting(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) -> GameResult {
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pub(crate) fn tick_n010_balrog_shooting(
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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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@ -202,7 +211,13 @@ impl NPC {
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Ok(())
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}
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pub(crate) fn tick_n012_balrog_cutscene(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, stage: &mut Stage) -> GameResult {
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pub(crate) fn tick_n012_balrog_cutscene(
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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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stage: &mut Stage,
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) -> 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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@ -311,11 +326,7 @@ impl NPC {
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}
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self.action_counter2 += 1;
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self.x += if self.action_counter2 / 2 % 2 != 0 {
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0x200
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} else {
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-0x200
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};
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self.x += if self.action_counter2 / 2 % 2 != 0 { 0x200 } else { -0x200 };
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if self.action_counter > 100 {
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self.action_num = 11;
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@ -354,11 +365,7 @@ impl NPC {
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}
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self.anim_counter += 1;
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self.anim_num = if self.anim_counter / 2 % 2 != 0 {
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5
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} else {
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6
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};
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self.anim_num = if self.anim_counter / 2 % 2 != 0 { 5 } else { 6 };
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}
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42 | 43 => {
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if self.action_num == 42 {
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@ -378,11 +385,7 @@ impl NPC {
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}
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self.anim_counter += 1;
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self.anim_num = if self.anim_counter / 2 % 2 != 0 {
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7
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} else {
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6
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};
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self.anim_num = if self.anim_counter / 2 % 2 != 0 { 7 } else { 6 };
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}
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50 => {
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self.anim_num = 8;
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@ -435,11 +438,7 @@ impl NPC {
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}
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self.action_counter2 += 1;
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self.x += if self.action_counter2 / 2 % 2 != 0 {
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0x200
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} else {
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-0x200
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};
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self.x += if self.action_counter2 / 2 % 2 != 0 { 0x200 } else { -0x200 };
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self.anim_num = 5;
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self.vel_x = 0;
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@ -460,8 +459,7 @@ impl NPC {
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self.vel_y = -4 * 0x200;
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self.npc_flags.set_ignore_solidity(true);
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for npc in npc_list.iter_alive()
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.filter(|npc| npc.npc_type == 117 || npc.npc_type == 150) {
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for npc in npc_list.iter_alive().filter(|npc| npc.npc_type == 117 || npc.npc_type == 150) {
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npc.cond.set_alive(false)
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}
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@ -654,7 +652,12 @@ impl NPC {
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Ok(())
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}
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pub(crate) fn tick_n036_balrog_hover(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) -> GameResult {
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pub(crate) fn tick_n036_balrog_hover(
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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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@ -813,7 +816,12 @@ impl NPC {
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}
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/// note: vel_y2 stores currently caught player
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pub(crate) fn tick_n068_balrog_running(&mut self, state: &mut SharedGameState, mut players: [&mut Player; 2], npc_list: &NPCList) -> GameResult {
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pub(crate) fn tick_n068_balrog_running(
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&mut self,
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state: &mut SharedGameState,
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mut players: [&mut Player; 2],
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npc_list: &NPCList,
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) -> 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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@ -862,7 +870,9 @@ impl NPC {
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let pi = self.get_closest_player_idx_mut(&players);
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if self.action_counter >= 8 && (players[pi].x - self.x).abs() < 12 * 0x200 // 12.0fix9
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&& self.y - 12 * 0x200 < players[pi].y && self.y + 8 * 0x200 > players[pi].y { // 12.0fix9 / 8.0fix9
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&& self.y - 12 * 0x200 < players[pi].y && self.y + 8 * 0x200 > players[pi].y
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{
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// 12.0fix9 / 8.0fix9
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self.action_num = 10;
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self.anim_num = 5;
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self.vel_y2 = pi as i32;
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@ -890,8 +900,11 @@ impl NPC {
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}
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let pi = self.get_closest_player_idx_mut(&players);
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if self.action_counter >= 8 && (players[pi].x - self.x).abs() < 12 * 0x200
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&& self.y - 12 * 0x200 < players[pi].y && self.y + 8 * 0x200 > players[pi].y {
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if self.action_counter >= 8
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&& (players[pi].x - self.x).abs() < 12 * 0x200
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&& self.y - 12 * 0x200 < players[pi].y
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&& self.y + 8 * 0x200 > players[pi].y
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{
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self.action_num = 10;
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self.anim_num = 5;
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self.vel_y2 = pi as i32;
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@ -983,5 +996,279 @@ impl NPC {
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Ok(())
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}
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pub(crate) fn tick_n169_balrog_missile_group(
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&mut self,
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state: &mut SharedGameState,
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mut players: [&mut Player; 2],
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npc_list: &NPCList,
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) -> 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.action_counter = 30;
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self.anim_num = 0;
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let player = self.get_closest_player_mut(players);
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if self.x <= player.x {
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self.direction = Direction::Right;
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} else {
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self.direction = Direction::Left;
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}
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}
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if self.action_counter > 0 {
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self.action_counter -= 1;
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} else {
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self.action_num = 2;
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self.action_counter3 += 1;
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}
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}
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2 | 3 => {
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if self.action_num == 2 {
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self.action_num = 3;
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self.action_counter = 0;
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self.anim_num = 1;
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self.anim_counter = 0;
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}
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self.anim_counter += 1;
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if self.anim_counter > 3 {
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self.anim_counter = 0;
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self.anim_num += 1;
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if self.anim_num == 2 || self.anim_num == 4 {
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state.sound_manager.play_sfx(23);
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}
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if self.anim_num > 4 {
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self.anim_num = 1;
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}
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}
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self.vel_x += self.direction.vector_x() * 0x20;
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let player_idx = self.get_closest_player_idx_mut(&players);
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let player = &mut players[player_idx];
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if self.action_counter <= 7
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|| self.x - 0x1800 >= player.x
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|| self.x + 0x1800 <= player.x
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|| self.y - 0x1800 >= player.y
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|| self.y + 0x1000 <= player.y
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{
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self.action_counter += 1;
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if self.action_counter <= 75 {
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if self.flags.hit_left_wall() || self.flags.hit_right_wall() {
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if self.action_counter2 > 4 {
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self.action_num = 4;
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self.action_counter = 0;
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self.anim_num = 7;
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self.vel_y = -0x5FF;
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} else {
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self.action_counter2 += 1;
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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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if (self.action_counter3 & 1) == 0 && self.action_counter > 25 {
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self.action_num = 4;
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self.action_counter = 0;
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self.anim_num = 7;
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self.vel_y = -0x5FF;
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}
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} else {
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self.action_num = 9;
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self.anim_num = 0;
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}
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} else {
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self.action_num = 10;
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self.anim_num = 5;
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self.target_x = player_idx as i32;
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player.cond.set_hidden(true);
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player.damage(5, state, npc_list);
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}
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}
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4 => {
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let player_idx = self.get_closest_player_idx_mut(&players);
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let player = &mut players[player_idx];
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if self.x <= player.x {
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self.direction = Direction::Right;
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} else {
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self.direction = Direction::Left;
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}
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self.action_counter += 1;
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if self.action_counter <= 29 && self.action_counter % 6 == 1 {
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state.sound_manager.play_sfx(39);
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let mut npc = NPC::create(170, &state.npc_table);
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npc.cond.set_alive(true);
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npc.x = self.x;
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npc.y = self.y;
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npc.direction = self.direction;
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let _ = npc_list.spawn(0x100, npc);
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}
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if self.flags.hit_bottom_wall() {
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self.action_num = 9;
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self.anim_num = 8;
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state.quake_counter = 30;
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state.sound_manager.play_sfx(26);
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}
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if self.action_counter > 7
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&& self.x - 0x1800 < player.x
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&& self.x + 0x1800 > player.x
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&& self.y - 0x1800 < player.y
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&& self.y + 0x1000 > player.y
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{
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self.action_num = 10;
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self.anim_num = 5;
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player.cond.set_hidden(true);
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player.damage(10, state, npc_list);
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}
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}
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9 => {
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self.vel_x = 4 * self.vel_x / 5;
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if self.vel_x == 0 {
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self.action_num = 0;
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}
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}
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10 => {
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let player = &mut players[self.target_x as usize];
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player.x = self.x;
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player.y = self.y;
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self.vel_x = 4 * self.vel_x / 5;
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if self.vel_x == 0 {
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self.action_num = 11;
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self.action_counter = 0;
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self.anim_num = 5;
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self.anim_counter = 0;
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}
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}
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11 => {
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let player = &mut players[self.target_x as usize];
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player.x = self.x;
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player.y = self.y;
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self.animate(2, 5, 6);
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self.action_counter += 1;
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if self.action_counter > 100 {
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self.action_num = 20;
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}
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}
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20 | 21 => {
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let player = &mut players[self.target_x as usize];
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if self.action_num == 20 {
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state.sound_manager.play_sfx(25);
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player.cond.set_hidden(false);
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if self.direction != Direction::Left {
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player.x -= 0x800;
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player.y -= 0x1000;
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player.vel_x = -0x5FF;
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player.vel_y = -0x200;
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player.direction = Direction::Left;
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self.direction = Direction::Left;
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} else {
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player.x += 0x800;
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player.y -= 0x1000;
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player.vel_x = 0x5FF;
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player.vel_y = -0x200;
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player.direction = Direction::Right;
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self.direction = Direction::Right;
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}
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self.action_num = 21;
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self.action_counter = 0;
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self.anim_num = 7;
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}
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self.action_counter += 1;
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if self.action_counter >= 50 {
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self.action_num = 0;
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}
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}
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_ => {}
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}
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self.vel_y += 0x20;
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self.vel_x = self.vel_x.clamp(-0x300, 0x300);
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if self.vel_y > 0x5FF {
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self.vel_y = 0x5FF;
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}
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self.x += self.vel_x;
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self.y += self.vel_y;
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Ok(())
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}
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pub(crate) fn tick_n170_balrog_missile(
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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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if (self.direction == Direction::Left && self.flags.hit_left_wall())
|
||||
|| (self.direction == Direction::Right && self.flags.hit_right_wall())
|
||||
{
|
||||
state.sound_manager.play_sfx(44);
|
||||
npc_list.create_death_smoke(self.x, self.y, 0, 3, state, &self.rng);
|
||||
self.vanish(state);
|
||||
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
if self.action_num == 0 {
|
||||
self.action_num = 1;
|
||||
self.vel_x = if self.direction != Direction::Left {
|
||||
self.rng.range(-2..-1) * 0x200
|
||||
} else {
|
||||
self.rng.range(1..2) * 0x200
|
||||
};
|
||||
self.vel_y = self.rng.range(-2..0) * 0x200;
|
||||
}
|
||||
|
||||
if self.action_num == 1 {
|
||||
self.action_counter3 += 1;
|
||||
self.vel_x += self.direction.vector_x() * 0x20;
|
||||
if self.action_counter3 % 3 == 1 {
|
||||
state.create_caret(
|
||||
self.x + 0x1000 * self.direction.vector_x(),
|
||||
self.y,
|
||||
CaretType::Exhaust,
|
||||
self.direction,
|
||||
);
|
||||
}
|
||||
|
||||
if self.action_counter3 >= 50 {
|
||||
self.vel_y = 0;
|
||||
} else {
|
||||
let player = self.get_closest_player_mut(players);
|
||||
|
||||
self.vel_y = if self.y >= player.y { self.vel_y - 32 } else { self.vel_y + 32 };
|
||||
}
|
||||
self.anim_num = (self.anim_num + 1) & 1;
|
||||
}
|
||||
|
||||
if self.vel_x < -0x400 {
|
||||
self.vel_x = -0x600;
|
||||
}
|
||||
if self.vel_x > 0x400 {
|
||||
self.vel_x = 0x600;
|
||||
}
|
||||
|
||||
self.x += self.vel_x;
|
||||
self.y += self.vel_y;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
|
|
@ -25,6 +25,7 @@ impl NPC {
|
|||
}
|
||||
|
||||
let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
|
||||
|
||||
self.anim_rect = state.constants.npc.n029_cthulhu[self.anim_num as usize + dir_offset];
|
||||
|
||||
Ok(())
|
||||
|
@ -40,14 +41,11 @@ impl NPC {
|
|||
}
|
||||
|
||||
pub(crate) fn tick_n055_kazuma(&mut self, state: &mut SharedGameState) -> GameResult {
|
||||
let off = if self.direction == Direction::Left { 0 } else { 6 };
|
||||
|
||||
match self.action_num {
|
||||
0 => {
|
||||
self.action_num = 1;
|
||||
self.anim_num = 0;
|
||||
self.anim_counter = 0;
|
||||
self.anim_rect = state.constants.npc.n055_kazuma[off];
|
||||
}
|
||||
3 | 4 => {
|
||||
if self.action_num == 3 {
|
||||
|
@ -56,32 +54,10 @@ impl NPC {
|
|||
self.anim_counter = 0;
|
||||
}
|
||||
|
||||
self.anim_counter += 1;
|
||||
if self.anim_counter > 4 {
|
||||
self.anim_counter = 0;
|
||||
self.anim_num += 1;
|
||||
}
|
||||
|
||||
if self.anim_num > 4 {
|
||||
self.anim_num = 1;
|
||||
}
|
||||
|
||||
match self.direction {
|
||||
Direction::Left => {
|
||||
self.x -= 0x200;
|
||||
}
|
||||
Direction::Right => {
|
||||
self.x += 0x200;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
self.anim_rect = state.constants.npc.n055_kazuma[self.anim_num as usize + off];
|
||||
}
|
||||
5 => {
|
||||
self.anim_num = 5;
|
||||
self.anim_rect = state.constants.npc.n055_kazuma[self.anim_num as usize + off];
|
||||
self.animate(4, 1, 4);
|
||||
self.x += self.direction.vector_x() * 0x200;
|
||||
}
|
||||
5 => self.anim_num = 5,
|
||||
_ => {}
|
||||
}
|
||||
|
||||
|
@ -93,10 +69,14 @@ impl NPC {
|
|||
|
||||
self.y += self.vel_y;
|
||||
|
||||
let dir_offset = if self.direction == Direction::Left { 0 } else { 6 };
|
||||
|
||||
self.anim_rect = state.constants.npc.n055_kazuma[self.anim_num as usize + dir_offset];
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub(crate) fn tick_n061_king(&mut self, state: &mut SharedGameState) -> GameResult {
|
||||
pub(crate) fn tick_n061_king(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
|
||||
match self.action_num {
|
||||
0 | 1 => {
|
||||
if self.action_num == 0 {
|
||||
|
@ -132,18 +112,13 @@ impl NPC {
|
|||
}
|
||||
|
||||
self.anim_num = 2;
|
||||
|
||||
if self.direction == Direction::Left {
|
||||
self.vel_x = -0x200;
|
||||
} else {
|
||||
self.vel_x = 0x200;
|
||||
}
|
||||
|
||||
if self.action_counter != 0 && self.flags.hit_bottom_wall() {
|
||||
self.action_num = 5;
|
||||
}
|
||||
self.vel_x = self.direction.vector_x() * 0x200;
|
||||
|
||||
self.action_counter += 1;
|
||||
|
||||
if self.action_counter > 1 && self.flags.hit_bottom_wall() {
|
||||
self.action_num = 5;
|
||||
}
|
||||
}
|
||||
8 | 9 => {
|
||||
if self.action_num == 8 {
|
||||
|
@ -152,21 +127,8 @@ impl NPC {
|
|||
self.anim_counter = 0;
|
||||
}
|
||||
|
||||
self.anim_counter += 1;
|
||||
if self.anim_counter > 4 {
|
||||
self.anim_counter = 0;
|
||||
self.anim_num += 1;
|
||||
}
|
||||
|
||||
if self.anim_num > 7 {
|
||||
self.anim_num = 4;
|
||||
}
|
||||
|
||||
if self.direction == Direction::Left {
|
||||
self.vel_x = -0x200;
|
||||
} else {
|
||||
self.vel_x = 0x200;
|
||||
}
|
||||
self.animate(4, 4, 7);
|
||||
self.vel_x = self.direction.vector_x() * 0x200;
|
||||
}
|
||||
10 | 11 => {
|
||||
if self.action_num == 10 {
|
||||
|
@ -175,32 +137,100 @@ impl NPC {
|
|||
self.anim_counter = 0;
|
||||
}
|
||||
|
||||
self.anim_counter += 1;
|
||||
if self.anim_counter > 2 {
|
||||
self.animate(2, 4, 7);
|
||||
self.vel_x = self.direction.vector_x() * 0x400;
|
||||
}
|
||||
20 => {
|
||||
let mut npc = NPC::create(145, &state.npc_table);
|
||||
npc.cond.set_alive(true);
|
||||
npc.direction = Direction::Right;
|
||||
npc.parent_id = self.id;
|
||||
|
||||
let _ = npc_list.spawn(0x100, npc);
|
||||
|
||||
self.anim_num = 0;
|
||||
self.action_num = 0;
|
||||
}
|
||||
30 | 31 => {
|
||||
if self.action_num == 30 {
|
||||
self.action_num = 31;
|
||||
self.action_counter = 0;
|
||||
self.anim_counter = 0;
|
||||
self.vel_y = 0;
|
||||
}
|
||||
|
||||
self.anim_num = 2;
|
||||
self.vel_x = self.direction.vector_x() * 0x600;
|
||||
|
||||
if self.flags.hit_left_wall() {
|
||||
self.action_num = 7;
|
||||
self.action_counter = 0;
|
||||
self.anim_counter = 0;
|
||||
|
||||
self.direction = Direction::Right;
|
||||
self.vel_y = -0x400;
|
||||
self.vel_x = 0x200;
|
||||
|
||||
state.sound_manager.play_sfx(71);
|
||||
npc_list.create_death_smoke(self.x, self.y, 0x800, 4, state, &self.rng);
|
||||
}
|
||||
}
|
||||
40 | 42 => {
|
||||
if self.action_num == 40 {
|
||||
self.action_num = 42;
|
||||
self.action_counter = 0;
|
||||
self.anim_num = 8;
|
||||
|
||||
state.sound_manager.play_sfx(29);
|
||||
}
|
||||
|
||||
self.anim_num += 1;
|
||||
if self.anim_num > 9 {
|
||||
self.anim_num = 8;
|
||||
}
|
||||
|
||||
if self.anim_num > 7 {
|
||||
self.anim_num = 4;
|
||||
}
|
||||
self.action_counter += 1;
|
||||
if self.action_counter > 100 {
|
||||
self.action_num = 50;
|
||||
self.anim_num = 10;
|
||||
self.spritesheet_id = 20;
|
||||
|
||||
if self.direction == Direction::Left {
|
||||
self.vel_x = -0x400;
|
||||
} else {
|
||||
let mut npc = NPC::create(4, &state.npc_table);
|
||||
npc.cond.set_alive(true);
|
||||
npc.direction = Direction::Left;
|
||||
|
||||
for _ in 0..4 {
|
||||
npc.x = self.x + self.rng.range(-12..12) as i32 * 0x200;
|
||||
npc.y = self.y + self.rng.range(-12..12) as i32 * 0x200;
|
||||
npc.vel_x = self.rng.range(-0x155..0x155) as i32;
|
||||
npc.vel_y = self.rng.range(-0x600..0) as i32;
|
||||
|
||||
let _ = npc_list.spawn(0x100, npc.clone());
|
||||
}
|
||||
}
|
||||
}
|
||||
60 | 61 => {
|
||||
if self.action_num == 60 {
|
||||
self.action_num = 61;
|
||||
self.anim_num = 6;
|
||||
self.action_counter2 = 1;
|
||||
self.vel_y = -0x5ff;
|
||||
self.vel_x = 0x400;
|
||||
}
|
||||
|
||||
self.vel_y += 0x40;
|
||||
if self.flags.hit_bottom_wall() {
|
||||
self.vel_x = 0;
|
||||
self.action_num = 0;
|
||||
self.action_counter2 = 0;
|
||||
}
|
||||
}
|
||||
// todo: 20 - king's sword
|
||||
// todo: 30,31 - pre misery attack
|
||||
// todo: 40,42 - dying
|
||||
// todo: 60,61 - leap
|
||||
_ => {}
|
||||
}
|
||||
|
||||
if self.action_num < 30 || self.action_num >= 40 {
|
||||
self.vel_y += 0x40;
|
||||
self.vel_x = clamp(self.vel_x, -0x400, 0x400);
|
||||
self.vel_x = self.vel_x.clamp(-0x400, 0x400);
|
||||
|
||||
if self.vel_y > 0x5ff {
|
||||
self.vel_y = 0x5ff;
|
||||
|
@ -210,11 +240,9 @@ impl NPC {
|
|||
self.x += self.vel_x;
|
||||
self.y += self.vel_y;
|
||||
|
||||
if self.direction == Direction::Left {
|
||||
self.anim_rect = state.constants.npc.n061_king[self.anim_num as usize];
|
||||
} else {
|
||||
self.anim_rect = state.constants.npc.n061_king[self.anim_num as usize + 10];
|
||||
}
|
||||
let dir_offset = if self.direction == Direction::Left { 0 } else { 11 };
|
||||
|
||||
self.anim_rect = state.constants.npc.n061_king[self.anim_num as usize + dir_offset];
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
@ -310,21 +338,9 @@ impl NPC {
|
|||
self.anim_counter = 0;
|
||||
}
|
||||
|
||||
self.anim_counter += 1;
|
||||
if self.anim_counter > 4 {
|
||||
self.anim_counter = 0;
|
||||
self.anim_num += 1;
|
||||
}
|
||||
self.animate(4, 2, 5);
|
||||
|
||||
if self.anim_num > 5 {
|
||||
self.anim_num = 2;
|
||||
}
|
||||
|
||||
if self.direction == Direction::Left {
|
||||
self.vel_x = -0x200;
|
||||
} else {
|
||||
self.vel_x = 0x200;
|
||||
}
|
||||
self.vel_x = self.direction.vector_x() * 0x200;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
@ -361,14 +377,15 @@ impl NPC {
|
|||
} else {
|
||||
self.direction = Direction::Left;
|
||||
}
|
||||
self.x = if self.direction != Direction::Left { parent.x + 5120 } else { parent.x - 5120 };
|
||||
|
||||
self.x = parent.x + self.direction.vector_x() * 0x1400;
|
||||
self.y = parent.y;
|
||||
}
|
||||
}
|
||||
|
||||
let dir_offset = if self.direction == Direction::Left { 0 } else { 1 };
|
||||
|
||||
self.anim_rect = state.constants.npc.n145_king_sword[self.anim_num as usize + dir_offset];
|
||||
self.anim_rect = state.constants.npc.n145_king_sword[dir_offset];
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
@ -404,4 +421,57 @@ impl NPC {
|
|||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub(crate) fn tick_n167_booster_falling(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
|
||||
match self.action_num {
|
||||
0 => {
|
||||
self.action_num = 1;
|
||||
self.anim_num = 1;
|
||||
}
|
||||
10 => {
|
||||
self.anim_num = 0;
|
||||
self.vel_y += 0x40;
|
||||
if self.vel_y > 0x5FF {
|
||||
self.vel_y = 0x5FF;
|
||||
}
|
||||
self.y += self.vel_y;
|
||||
}
|
||||
20 | 21 => {
|
||||
if self.action_num == 20 {
|
||||
self.action_num = 21;
|
||||
self.action_counter = 0;
|
||||
self.anim_num = 0;
|
||||
state.sound_manager.play_sfx(29);
|
||||
}
|
||||
|
||||
self.anim_num += 1;
|
||||
if self.anim_num > 2 {
|
||||
self.anim_num = 1;
|
||||
}
|
||||
|
||||
self.action_counter += 1;
|
||||
if self.action_counter > 100 {
|
||||
let mut npc = NPC::create(4, &state.npc_table);
|
||||
npc.cond.set_alive(true);
|
||||
npc.direction = Direction::Left;
|
||||
|
||||
for _ in 0..4 {
|
||||
npc.x = self.x + self.rng.range(-12..12) as i32 * 0x200;
|
||||
npc.y = self.y + self.rng.range(-12..12) as i32 * 0x200;
|
||||
npc.vel_x = self.rng.range(-0x155..0x155) as i32;
|
||||
npc.vel_y = self.rng.range(-0x600..0) as i32;
|
||||
|
||||
let _ = npc_list.spawn(0x100, npc.clone());
|
||||
}
|
||||
|
||||
self.cond.set_alive(false);
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
self.anim_rect = state.constants.npc.n167_booster_falling[self.anim_num as usize];
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
use crate::caret::CaretType;
|
||||
use crate::common::{Direction, CDEG_RAD};
|
||||
use crate::common::{CDEG_RAD, Direction};
|
||||
use crate::framework::error::GameResult;
|
||||
use crate::npc::list::NPCList;
|
||||
use crate::npc::NPC;
|
||||
|
@ -821,6 +821,7 @@ impl NPC {
|
|||
}
|
||||
|
||||
let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
|
||||
|
||||
self.anim_rect = state.constants.npc.n163_dr_gero[self.anim_num as usize + dir_offset];
|
||||
|
||||
Ok(())
|
||||
|
@ -852,11 +853,59 @@ impl NPC {
|
|||
}
|
||||
|
||||
let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
|
||||
|
||||
self.anim_rect = state.constants.npc.n164_nurse_hasumi[self.anim_num as usize + dir_offset];
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub(crate) fn tick_n168_boulder(&mut self, state: &mut SharedGameState) -> GameResult {
|
||||
match self.action_num {
|
||||
0 => {
|
||||
self.action_num = 1;
|
||||
}
|
||||
10 | 11 => {
|
||||
if self.action_num == 10 {
|
||||
self.action_num = 11;
|
||||
self.action_counter = 0;
|
||||
self.target_x = self.x;
|
||||
}
|
||||
|
||||
self.action_counter += 1;
|
||||
self.x = self.target_x;
|
||||
if ((self.action_counter / 3) & 1) != 0 {
|
||||
self.x += 0x200;
|
||||
}
|
||||
}
|
||||
20 | 21 => {
|
||||
if self.action_num == 20 {
|
||||
self.action_num = 21;
|
||||
self.action_counter = 0;
|
||||
self.vel_y = -0x400;
|
||||
self.vel_x = 0x100;
|
||||
state.sound_manager.play_sfx(25);
|
||||
}
|
||||
|
||||
self.x += self.vel_x;
|
||||
self.y += self.vel_y;
|
||||
|
||||
if self.action_counter != 0 && self.flags.hit_bottom_wall() {
|
||||
state.sound_manager.play_sfx(35);
|
||||
state.quake_counter = 40;
|
||||
self.action_num = 0;
|
||||
}
|
||||
if self.action_counter == 0 {
|
||||
self.action_counter += 1;
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
self.anim_rect = state.constants.npc.n168_boulder;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub(crate) fn tick_n173_gaudi_armored(
|
||||
&mut self,
|
||||
state: &mut SharedGameState,
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
use num_traits::{abs, clamp};
|
||||
|
||||
use crate::caret::CaretType;
|
||||
use crate::common::{Direction, CDEG_RAD};
|
||||
use crate::common::{CDEG_RAD, Direction};
|
||||
use crate::framework::error::GameResult;
|
||||
use crate::npc::list::NPCList;
|
||||
use crate::npc::NPC;
|
||||
|
@ -905,6 +905,147 @@ impl NPC {
|
|||
Ok(())
|
||||
}
|
||||
|
||||
pub(crate) fn tick_n122_colon_enraged(
|
||||
&mut self,
|
||||
state: &mut SharedGameState,
|
||||
players: [&mut Player; 2],
|
||||
) -> GameResult {
|
||||
match self.action_num {
|
||||
0 | 1 => {
|
||||
if self.action_num == 0 {
|
||||
self.action_num = 1;
|
||||
self.anim_num = 0;
|
||||
self.anim_counter = 0;
|
||||
}
|
||||
|
||||
if self.rng.range(0..120) == 10 {
|
||||
self.action_num = 2;
|
||||
self.action_counter = 0;
|
||||
self.anim_num = 1;
|
||||
}
|
||||
|
||||
let player = self.get_closest_player_mut(players);
|
||||
|
||||
if self.x - 0x4000 < player.x
|
||||
&& self.x + 0x4000 > player.x
|
||||
&& self.y - 0x4000 < player.y
|
||||
&& self.y + 0x2000 > player.y
|
||||
{
|
||||
if self.x <= player.x {
|
||||
self.direction = Direction::Right;
|
||||
} else {
|
||||
self.direction = Direction::Left;
|
||||
}
|
||||
}
|
||||
}
|
||||
2 => {
|
||||
self.action_counter += 1;
|
||||
if self.action_counter > 8 {
|
||||
self.action_num = 1;
|
||||
self.anim_num = 0;
|
||||
}
|
||||
}
|
||||
10 | 11 => {
|
||||
if self.action_num == 10 {
|
||||
self.life = 1000;
|
||||
self.action_num = 11;
|
||||
self.action_counter = self.rng.range(0..50) as u16;
|
||||
self.anim_num = 0;
|
||||
self.damage = 0;
|
||||
}
|
||||
|
||||
if self.action_counter != 0 {
|
||||
self.action_counter -= 1;
|
||||
} else {
|
||||
self.action_num = 13;
|
||||
}
|
||||
}
|
||||
13 | 14 => {
|
||||
if self.action_num == 13 {
|
||||
self.action_num = 14;
|
||||
self.action_counter = self.rng.range(0..50) as u16;
|
||||
|
||||
let player = self.get_closest_player_mut(players);
|
||||
|
||||
if self.x <= player.x {
|
||||
self.direction = Direction::Right;
|
||||
} else {
|
||||
self.direction = Direction::Left;
|
||||
}
|
||||
}
|
||||
|
||||
self.animate(2, 2, 5);
|
||||
|
||||
self.vel_x = if self.direction != Direction::Left { self.vel_x + 64 } else { self.vel_x - 64 };
|
||||
|
||||
if self.action_counter != 0 {
|
||||
self.action_counter -= 1;
|
||||
} else {
|
||||
self.npc_flags.set_shootable(true);
|
||||
self.action_num = 15;
|
||||
self.anim_num = 2;
|
||||
self.vel_y = -512;
|
||||
self.damage = 2;
|
||||
}
|
||||
}
|
||||
15 => {
|
||||
if self.flags.hit_bottom_wall() {
|
||||
self.npc_flags.set_shootable(true);
|
||||
self.vel_x = 0;
|
||||
self.action_num = 10;
|
||||
self.damage = 0;
|
||||
}
|
||||
}
|
||||
20 => {
|
||||
if self.flags.hit_bottom_wall() {
|
||||
self.vel_x = 0;
|
||||
self.action_num = 21;
|
||||
self.damage = 0;
|
||||
if self.anim_num == 6 {
|
||||
self.anim_num = 8;
|
||||
} else {
|
||||
self.anim_num = 9;
|
||||
}
|
||||
self.action_counter = self.rng.range(300..400) as u16;
|
||||
}
|
||||
}
|
||||
21 => {
|
||||
if self.action_counter > 0 {
|
||||
self.action_counter -= 1;
|
||||
} else {
|
||||
self.npc_flags.set_shootable(true);
|
||||
self.life = 1000;
|
||||
self.action_num = 11;
|
||||
self.action_counter = self.rng.range(0..50) as u16;
|
||||
self.anim_num = 0;
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
if self.action_num > 10 && self.action_num < 20 && self.life != 1000 {
|
||||
self.action_num = 20;
|
||||
self.vel_y = -512;
|
||||
self.anim_num = self.rng.range(6..7) as u16;
|
||||
self.npc_flags.set_shootable(false);
|
||||
}
|
||||
self.vel_y += 32;
|
||||
|
||||
self.vel_x = self.vel_x.clamp(-0x200, 0x200);
|
||||
|
||||
if self.vel_y > 0x5ff {
|
||||
self.vel_y = 0x5ff;
|
||||
}
|
||||
self.y += self.vel_y;
|
||||
self.x += self.vel_x;
|
||||
|
||||
|
||||
let dir_offset = if self.direction == Direction::Left { 0 } else { 10 };
|
||||
|
||||
self.anim_rect = state.constants.npc.n122_colon_enraged[self.anim_num as usize + dir_offset];
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub(crate) fn tick_n124_sunstone(&mut self, state: &mut SharedGameState) -> GameResult {
|
||||
match self.action_num {
|
||||
0 | 1 => {
|
||||
|
@ -1483,7 +1624,6 @@ impl NPC {
|
|||
self.y += self.vel_y;
|
||||
self.x += self.vel_x;
|
||||
|
||||
|
||||
let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
|
||||
|
||||
self.anim_rect = state.constants.npc.n135_skeleton[self.anim_num as usize + dir_offset];
|
||||
|
|
|
@ -225,7 +225,7 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager, &mut Fl
|
|||
58 => self.tick_n058_basu(state, players, npc_list),
|
||||
59 => self.tick_n059_eye_door(state, players),
|
||||
60 => self.tick_n060_toroko(state, players),
|
||||
61 => self.tick_n061_king(state),
|
||||
61 => self.tick_n061_king(state, npc_list),
|
||||
62 => self.tick_n062_kazuma_computer(state),
|
||||
63 => self.tick_n063_toroko_stick(state),
|
||||
64 => self.tick_n064_first_cave_critter(state, players),
|
||||
|
@ -286,6 +286,7 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager, &mut Fl
|
|||
119 => self.tick_n119_table_chair(state),
|
||||
120 => self.tick_n120_colon_a(state),
|
||||
121 => self.tick_n121_colon_b(state),
|
||||
122 => self.tick_n122_colon_enraged(state, players),
|
||||
123 => self.tick_n123_curly_boss_bullet(state),
|
||||
124 => self.tick_n124_sunstone(state),
|
||||
125 => self.tick_n125_hidden_item(state, npc_list),
|
||||
|
@ -330,6 +331,10 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager, &mut Fl
|
|||
164 => self.tick_n164_nurse_hasumi(state),
|
||||
165 => self.tick_n165_curly_collapsed(state, players),
|
||||
166 => self.tick_n166_chaba(state),
|
||||
167 => self.tick_n167_booster_falling(state, npc_list),
|
||||
168 => self.tick_n168_boulder(state),
|
||||
169 => self.tick_n169_balrog_missile_group(state, players, npc_list),
|
||||
170 => self.tick_n170_balrog_missile(state, players, npc_list),
|
||||
192 => self.tick_n192_scooter(state),
|
||||
193 => self.tick_n193_broken_scooter(state),
|
||||
194 => self.tick_n194_broken_blue_robot(state),
|
||||
|
|
|
@ -104,6 +104,8 @@ pub struct SharedGameState {
|
|||
pub base_path: String,
|
||||
pub npc_table: NPCTable,
|
||||
pub npc_super_pos: (i32, i32),
|
||||
pub npc_curly_target: (i32, i32),
|
||||
pub npc_curly_counter: u16,
|
||||
pub stages: Vec<StageData>,
|
||||
pub frame_time: f64,
|
||||
pub debugger: bool,
|
||||
|
@ -175,6 +177,8 @@ impl SharedGameState {
|
|||
base_path: str!(base_path),
|
||||
npc_table: NPCTable::new(),
|
||||
npc_super_pos: (0, 0),
|
||||
npc_curly_target: (0, 0),
|
||||
npc_curly_counter: 0,
|
||||
stages: Vec::with_capacity(96),
|
||||
frame_time: 0.0,
|
||||
debugger: false,
|
||||
|
|
Loading…
Reference in a new issue