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7 commits

Author SHA1 Message Date
Alula 334d1530c0
credit more people 2021-03-23 15:25:40 +01:00
Alula aa269377ab
add scaled font rendering 2021-03-23 15:25:26 +01:00
Alula 6a12a9082f
fix npc inaccuracies 2021-03-23 15:25:01 +01:00
Alula af7d7ae744
fix booster anp 2021-03-23 15:06:39 +01:00
Alula 6c74b5517c
add ravil 2021-03-23 15:05:09 +01:00
Alula f5751f6651
fix weapon being desynchronized with player animation 2021-03-23 14:28:51 +01:00
Alula 8973da2840
fix unsoundness and some shitty hacks 2021-03-23 13:51:55 +01:00
15 changed files with 496 additions and 334 deletions

View file

@ -47,6 +47,8 @@ Vanilla Cave Story does not work yet because some important data files have been
#### Credits #### Credits
- Studio Pixel/Nicalis for Cave Story - Studio Pixel/Nicalis for Cave Story
- [ggez](https://github.com/ggez/ggez) - we took few bits from it while moving away to SDL2.
- [@ClayHanson_](https://twitter.com/ClayHanson_) - for letting us use his .pxchar skin format from Cave Story Multiplayer mod.
- [Cave Story Tribute Site](https://cavestory.org) - has lots of useful resources related to the game. - [Cave Story Tribute Site](https://cavestory.org) - has lots of useful resources related to the game.
- [CSE2](https://github.com/Clownacy/CSE2) - widescreen fixes, mutual help in various things. - [CSE2](https://github.com/Clownacy/CSE2) - widescreen fixes, mutual help in various things.
- [LunarLambda for organism](https://gitdab.com/LunarLambda/organism) - which is being used by us as `.org` playback engine. - [LunarLambda for organism](https://gitdab.com/LunarLambda/organism) - which is being used by us as `.org` playback engine.

View file

@ -4,13 +4,12 @@ use std::path::PathBuf;
use crate::bmfont::BMFont; use crate::bmfont::BMFont;
use crate::common::{FILE_TYPES, Rect}; use crate::common::{FILE_TYPES, Rect};
use crate::engine_constants::EngineConstants; use crate::engine_constants::EngineConstants;
use crate::str;
use crate::texture_set::TextureSet;
use crate::framework::error::GameError::ResourceLoadError;
use crate::framework::context::Context; use crate::framework::context::Context;
use crate::framework::error::GameError::ResourceLoadError;
use crate::framework::error::GameResult; use crate::framework::error::GameResult;
use crate::framework::filesystem; use crate::framework::filesystem;
use crate::str;
use crate::texture_set::TextureSet;
pub struct BMFontRenderer { pub struct BMFontRenderer {
font: BMFont, font: BMFont,
@ -21,8 +20,8 @@ impl BMFontRenderer {
pub fn load(root: &str, desc_path: &str, ctx: &mut Context) -> GameResult<BMFontRenderer> { pub fn load(root: &str, desc_path: &str, ctx: &mut Context) -> GameResult<BMFontRenderer> {
let root = PathBuf::from(root); let root = PathBuf::from(root);
let full_path = &root.join(PathBuf::from(desc_path)); let full_path = &root.join(PathBuf::from(desc_path));
let desc_stem = full_path.file_stem() let desc_stem =
.ok_or_else(|| ResourceLoadError(str!("Cannot extract the file stem.")))?; full_path.file_stem().ok_or_else(|| ResourceLoadError(str!("Cannot extract the file stem.")))?;
let stem = full_path.parent().unwrap_or(full_path).join(desc_stem); let stem = full_path.parent().unwrap_or(full_path).join(desc_stem);
let font = BMFont::load_from(filesystem::open(ctx, &full_path)?)?; let font = BMFont::load_from(filesystem::open(ctx, &full_path)?)?;
@ -32,10 +31,12 @@ impl BMFontRenderer {
.iter() .iter()
.map(|ext| (1, ext, format!("{}_0{}", stem.to_string_lossy(), ext))) .map(|ext| (1, ext, format!("{}_0{}", stem.to_string_lossy(), ext)))
.find(|(_, _, path)| filesystem::exists(ctx, &path)) .find(|(_, _, path)| filesystem::exists(ctx, &path))
.or_else(|| FILE_TYPES .or_else(|| {
FILE_TYPES
.iter() .iter()
.map(|ext| (2, ext, format!("{}_00{}", stem.to_string_lossy(), ext))) .map(|ext| (2, ext, format!("{}_00{}", stem.to_string_lossy(), ext)))
.find(|(_, _, path)| filesystem::exists(ctx, &path))) .find(|(_, _, path)| filesystem::exists(ctx, &path))
})
.ok_or_else(|| ResourceLoadError(format!("Cannot find glyph atlas 0 for font: {:?}", desc_path)))?; .ok_or_else(|| ResourceLoadError(format!("Cannot find glyph atlas 0 for font: {:?}", desc_path)))?;
for i in 0..font.pages { for i in 0..font.pages {
@ -44,49 +45,66 @@ impl BMFontRenderer {
pages.push(page_path); pages.push(page_path);
} }
Ok(Self { Ok(Self { font, pages })
font,
pages,
})
} }
pub fn line_height(&self, constants: &EngineConstants) -> f32 { pub fn line_height(&self, constants: &EngineConstants) -> f32 {
self.font.line_height as f32 * constants.font_scale self.font.line_height as f32 * constants.font_scale
} }
pub fn text_width<I: Iterator<Item=char>>(&self, iter: I, constants: &EngineConstants) -> f32 { pub fn text_width<I: Iterator<Item = char>>(&self, iter: I, constants: &EngineConstants) -> f32 {
let mut offset_x = 0.0; let mut offset_x = 0.0;
for chr in iter { for chr in iter {
if let Some(glyph) = self.font.chars.get(&chr) { if let Some(glyph) = self.font.chars.get(&chr) {
offset_x += ((glyph.width as f32 + glyph.xoffset as f32) * constants.font_scale).floor() + if chr != ' ' { 1.0 } else { constants.font_space_offset }; offset_x += ((glyph.width as f32 + glyph.xoffset as f32) * constants.font_scale).floor()
+ if chr != ' ' { 1.0 } else { constants.font_space_offset };
} }
} }
offset_x offset_x
} }
pub fn draw_text<I: Iterator<Item = char>>(
pub fn draw_text<I: Iterator<Item=char>>(&self, iter: I, x: f32, y: f32, constants: &EngineConstants, texture_set: &mut TextureSet, ctx: &mut Context) -> GameResult { &self,
iter: I,
x: f32,
y: f32,
constants: &EngineConstants,
texture_set: &mut TextureSet,
ctx: &mut Context,
) -> GameResult {
self.draw_colored_text(iter, x, y, (255, 255, 255, 255), constants, texture_set, ctx) self.draw_colored_text(iter, x, y, (255, 255, 255, 255), constants, texture_set, ctx)
} }
pub fn draw_colored_text<I: Iterator<Item=char>>(&self, iter: I, x: f32, y: f32, color: (u8, u8, u8, u8), pub fn draw_colored_text_scaled<I: Iterator<Item = char>>(
constants: &EngineConstants, texture_set: &mut TextureSet, ctx: &mut Context) -> GameResult { &self,
iter: I,
x: f32,
y: f32,
scale: f32,
color: (u8, u8, u8, u8),
constants: &EngineConstants,
texture_set: &mut TextureSet,
ctx: &mut Context,
) -> GameResult {
if self.pages.len() == 1 { if self.pages.len() == 1 {
let batch = texture_set.get_or_load_batch(ctx, constants, self.pages.get(0).unwrap())?; let batch = texture_set.get_or_load_batch(ctx, constants, self.pages.get(0).unwrap())?;
let mut offset_x = x; let mut offset_x = x;
for chr in iter { for chr in iter {
if let Some(glyph) = self.font.chars.get(&chr) { if let Some(glyph) = self.font.chars.get(&chr) {
batch.add_rect_scaled_tinted(offset_x, y + (glyph.yoffset as f32 * constants.font_scale).floor(), color, batch.add_rect_scaled_tinted(
constants.font_scale, constants.font_scale, offset_x,
&Rect::new_size( y + (glyph.yoffset as f32 * constants.font_scale).floor(),
glyph.x as u16, glyph.y as u16, color,
glyph.width as u16, glyph.height as u16, constants.font_scale,
)); constants.font_scale,
&Rect::new_size(glyph.x as u16, glyph.y as u16, glyph.width as u16, glyph.height as u16),
);
offset_x += ((glyph.width as f32 + glyph.xoffset as f32) * constants.font_scale).floor() + if chr != ' ' { 1.0 } else { constants.font_space_offset }; offset_x += ((glyph.width as f32 + glyph.xoffset as f32) * constants.font_scale).floor()
+ if chr != ' ' { 1.0 } else { constants.font_space_offset };
} }
} }
@ -114,15 +132,19 @@ impl BMFontRenderer {
for (chr, glyph) in chars.iter() { for (chr, glyph) in chars.iter() {
if glyph.page == page { if glyph.page == page {
batch.add_rect_scaled_tinted(offset_x, y + (glyph.yoffset as f32 * constants.font_scale).floor(), color, batch.add_rect_scaled_tinted(
constants.font_scale, constants.font_scale, offset_x,
&Rect::new_size( y + (glyph.yoffset as f32 * constants.font_scale).floor(),
glyph.x as u16, glyph.y as u16, color,
glyph.width as u16, glyph.height as u16, constants.font_scale * scale,
)); constants.font_scale * scale,
&Rect::new_size(glyph.x as u16, glyph.y as u16, glyph.width as u16, glyph.height as u16),
);
} }
offset_x += ((glyph.width as f32 + glyph.xoffset as f32) * constants.font_scale).floor() + if *chr != ' ' { 1.0 } else { constants.font_space_offset }; offset_x += scale
* (((glyph.width as f32 + glyph.xoffset as f32) * constants.font_scale).floor()
+ if *chr != ' ' { 1.0 } else { constants.font_space_offset });
} }
batch.draw(ctx)?; batch.draw(ctx)?;
@ -131,4 +153,17 @@ impl BMFontRenderer {
Ok(()) Ok(())
} }
pub fn draw_colored_text<I: Iterator<Item = char>>(
&self,
iter: I,
x: f32,
y: f32,
color: (u8, u8, u8, u8),
constants: &EngineConstants,
texture_set: &mut TextureSet,
ctx: &mut Context,
) -> GameResult {
self.draw_colored_text_scaled(iter, x, y, 1.0, color, constants, texture_set, ctx)
}
} }

View file

@ -1,14 +1,30 @@
use crate::entity::GameEntity;
use crate::inventory::Inventory;
use crate::framework::context::Context;
use crate::frame::Frame;
use crate::shared_game_state::SharedGameState;
use crate::framework::error::GameResult;
pub struct Inventory { pub struct InventoryUI {
text_y_pos: usize, text_y_pos: usize,
tick: usize, tick: usize,
} }
impl Inventory { impl InventoryUI {
pub fn new() -> Inventory { pub fn new() -> InventoryUI {
Inventory { InventoryUI {
text_y_pos: 24, text_y_pos: 24,
tick: 0, tick: 0,
} }
} }
} }
impl GameEntity<&mut Inventory> for InventoryUI {
fn tick(&mut self, state: &mut SharedGameState, custom: &mut Inventory) -> GameResult<()> {
Ok(())
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult<()> {
Ok(())
}
}

View file

@ -177,6 +177,9 @@ pub struct TextScriptConsts {
pub textbox_rect_bottom: Rect<u16>, pub textbox_rect_bottom: Rect<u16>,
pub textbox_rect_yes_no: Rect<u16>, pub textbox_rect_yes_no: Rect<u16>,
pub textbox_rect_cursor: Rect<u16>, pub textbox_rect_cursor: Rect<u16>,
pub inventory_rect_top: Rect<u16>,
pub inventory_rect_middle: Rect<u16>,
pub inventory_rect_bottom: Rect<u16>,
pub get_item_top_left: Rect<u16>, pub get_item_top_left: Rect<u16>,
pub get_item_bottom_left: Rect<u16>, pub get_item_bottom_left: Rect<u16>,
pub get_item_top_right: Rect<u16>, pub get_item_top_right: Rect<u16>,
@ -1356,6 +1359,9 @@ impl EngineConstants {
textbox_rect_bottom: Rect { left: 0, top: 16, right: 244, bottom: 24 }, textbox_rect_bottom: Rect { left: 0, top: 16, right: 244, bottom: 24 },
textbox_rect_yes_no: Rect { left: 152, top: 48, right: 244, bottom: 80 }, textbox_rect_yes_no: Rect { left: 152, top: 48, right: 244, bottom: 80 },
textbox_rect_cursor: Rect { left: 112, top: 88, right: 128, bottom: 104 }, textbox_rect_cursor: Rect { left: 112, top: 88, right: 128, bottom: 104 },
inventory_rect_top: Rect { left: 0, top: 0, right: 244, bottom: 8 },
inventory_rect_middle: Rect { left: 0, top: 8, right: 244, bottom: 16 },
inventory_rect_bottom: Rect { left: 0, top: 16, right: 244, bottom: 24 },
get_item_top_left: Rect { left: 0, top: 0, right: 72, bottom: 16 }, get_item_top_left: Rect { left: 0, top: 0, right: 72, bottom: 16 },
get_item_bottom_left: Rect { left: 0, top: 8, right: 72, bottom: 24 }, get_item_bottom_left: Rect { left: 0, top: 8, right: 72, bottom: 24 },
get_item_top_right: Rect { left: 240, top: 0, right: 244, bottom: 8 }, get_item_top_right: Rect { left: 240, top: 0, right: 244, bottom: 8 },

View file

@ -3,9 +3,10 @@ use std::cmp::Ordering;
use crate::engine_constants::EngineConstants; use crate::engine_constants::EngineConstants;
use crate::shared_game_state::SharedGameState; use crate::shared_game_state::SharedGameState;
use crate::weapon::{Weapon, WeaponLevel, WeaponType}; use crate::weapon::{Weapon, WeaponLevel, WeaponType};
use crate::player::Player; use crate::player::{Player, TargetPlayer};
use crate::caret::CaretType; use crate::caret::CaretType;
use crate::common::Direction; use crate::common::Direction;
use crate::weapon::bullet::BulletManager;
#[derive(Clone, Copy)] #[derive(Clone, Copy)]
/// (id, amount) /// (id, amount)
@ -183,8 +184,7 @@ impl Inventory {
pub fn reset_current_weapon_xp(&mut self) { pub fn reset_current_weapon_xp(&mut self) {
if let Some(weapon) = self.get_current_weapon_mut() { if let Some(weapon) = self.get_current_weapon_mut() {
weapon.level = WeaponLevel::Level1; weapon.reset_xp();
weapon.experience = 0;
} }
} }
@ -221,43 +221,14 @@ impl Inventory {
pub fn add_xp(&mut self, exp: u16, player: &mut Player, state: &mut SharedGameState) { pub fn add_xp(&mut self, exp: u16, player: &mut Player, state: &mut SharedGameState) {
if let Some(weapon) = self.get_current_weapon_mut() { if let Some(weapon) = self.get_current_weapon_mut() {
let curr_level_idx = weapon.level as usize - 1; weapon.add_xp(exp, player, state);
let lvl_table = state.constants.weapon.level_table[weapon.wtype as usize];
weapon.experience += exp;
if weapon.level == WeaponLevel::Level3 {
if weapon.experience > lvl_table[2] {
weapon.experience = lvl_table[2];
if player.equip.has_whimsical_star() && player.stars < 3 {
player.stars += 1;
}
}
} else if weapon.experience > lvl_table[curr_level_idx] {
weapon.level = weapon.level.next();
weapon.experience = 0;
if weapon.wtype != WeaponType::Spur {
state.sound_manager.play_sfx(27);
state.create_caret(player.x, player.y, CaretType::LevelUp, Direction::Left);
}
}
} }
} }
/// Get current experience state. Returns a (exp, max exp, max level/exp) tuple. /// Get current experience state. Returns a (exp, max exp, max level/exp) tuple.
pub fn get_current_max_exp(&self, constants: &EngineConstants) -> (u16, u16, bool) { pub fn get_current_max_exp(&self, constants: &EngineConstants) -> (u16, u16, bool) {
if let Some(weapon) = self.weapons.get(self.current_weapon as usize) { if let Some(weapon) = self.weapons.get(self.current_weapon as usize) {
if weapon.level == WeaponLevel::None { weapon.get_max_exp(constants)
return (0, 0, false);
}
let level_idx = weapon.level as usize - 1;
let max_exp = constants.weapon.level_table[weapon.wtype as usize][level_idx];
let max = weapon.level == WeaponLevel::Level3 && weapon.experience == max_exp;
(weapon.experience, max_exp, max)
} else { } else {
(0, 0, false) (0, 0, false)
} }
@ -291,6 +262,12 @@ impl Inventory {
pub fn has_weapon(&self, wtype: WeaponType) -> bool { pub fn has_weapon(&self, wtype: WeaponType) -> bool {
self.weapons.iter().any(|weapon| weapon.wtype == wtype) self.weapons.iter().any(|weapon| weapon.wtype == wtype)
} }
pub fn tick_weapons(&mut self, state: &mut SharedGameState, player: &mut Player, player_id: TargetPlayer, bullet_manager: &mut BulletManager) {
if let Some(weapon) = self.get_current_weapon_mut() {
weapon.tick(state, player, player_id, bullet_manager);
}
}
} }
#[test] #[test]

View file

@ -51,6 +51,9 @@ impl NPC {
self.hit_bounds.bottom = 16 * 0x200; self.hit_bounds.bottom = 16 * 0x200;
self.x -= 16 * 0x200; self.x -= 16 * 0x200;
self.y += 8 * 0x200; self.y += 8 * 0x200;
// interpolation glitch fix
self.prev_x = self.x;
self.prev_y = self.y;
} }
self.action_counter += 1; self.action_counter += 1;

View file

@ -1,17 +1,21 @@
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use num_traits::abs; use num_traits::abs;
use num_traits::clamp; use num_traits::clamp;
use crate::caret::CaretType; use crate::caret::CaretType;
use crate::common::{Direction, Rect}; use crate::common::{Direction, Rect};
use crate::npc::{NPC, NPCList}; use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::npc::{NPCList, NPC};
use crate::player::Player; use crate::player::Player;
use crate::rng::RNG; use crate::rng::RNG;
use crate::shared_game_state::SharedGameState; use crate::shared_game_state::SharedGameState;
impl NPC { impl NPC {
pub(crate) fn tick_n024_power_critter(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult { pub(crate) fn tick_n024_power_critter(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
) -> GameResult {
let player = self.get_closest_player_mut(players); let player = self.get_closest_player_mut(players);
match self.action_num { match self.action_num {
@ -23,7 +27,9 @@ impl NPC {
if self.action_counter >= 8 if self.action_counter >= 8
&& abs(self.x - player.x) < (128 * 0x200) && abs(self.x - player.x) < (128 * 0x200)
&& self.y - 128 * 0x200 < player.y && self.y + 48 * 0x200 > player.y { && self.y - 128 * 0x200 < player.y
&& self.y + 48 * 0x200 > player.y
{
if self.x > player.x { if self.x > player.x {
self.direction = Direction::Left; self.direction = Direction::Left;
} else { } else {
@ -48,7 +54,8 @@ impl NPC {
if self.action_counter >= 8 if self.action_counter >= 8
&& abs(self.x - player.x) < 96 * 0x200 && abs(self.x - player.x) < 96 * 0x200
&& self.y - 96 * 0x200 < player.y && self.y - 96 * 0x200 < player.y
&& self.y + 48 * 0x200 > player.y { && self.y + 48 * 0x200 > player.y
{
self.action_num = 2; self.action_num = 2;
self.action_counter = 0; self.action_counter = 0;
self.anim_num = 0; self.anim_num = 0;
@ -87,9 +94,9 @@ impl NPC {
self.action_counter += 1; self.action_counter += 1;
if (self.flags.hit_left_wall() if (self.flags.hit_left_wall() || self.flags.hit_right_wall() || self.flags.hit_top_wall())
|| self.flags.hit_right_wall() || self.action_counter > 100
|| self.flags.hit_top_wall()) || self.action_counter > 100 { {
self.action_num = 5; self.action_num = 5;
self.anim_num = 2; self.anim_num = 2;
self.vel_x /= 2; self.vel_x /= 2;
@ -136,7 +143,11 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n026_bat_flying(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult { pub(crate) fn tick_n026_bat_flying(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
) -> GameResult {
let player = self.get_closest_player_mut(players); let player = self.get_closest_player_mut(players);
match self.action_num { match self.action_num {
@ -144,11 +155,13 @@ impl NPC {
if self.action_num == 0 { if self.action_num == 0 {
let angle = self.rng.range(0..0xff); let angle = self.rng.range(0..0xff);
self.vel_x = ((angle as f64 * 1.40625).cos() * 512.0) as i32; self.vel_x = ((angle as f64 * 1.40625).cos() * 512.0) as i32;
self.target_x = self.x + ((angle as f64 * 1.40625 + std::f64::consts::FRAC_2_PI).cos() * 8.0 * 512.0) as i32; self.target_x =
self.x + ((angle as f64 * 1.40625 + std::f64::consts::FRAC_2_PI).cos() * 8.0 * 512.0) as i32;
let angle = self.rng.range(0..0xff); let angle = self.rng.range(0..0xff);
self.vel_y = ((angle as f64 * 1.40625).sin() * 512.0) as i32; self.vel_y = ((angle as f64 * 1.40625).sin() * 512.0) as i32;
self.target_y = self.y + ((angle as f64 * 1.40625 + std::f64::consts::FRAC_2_PI).sin() * 8.0 * 512.0) as i32; self.target_y =
self.y + ((angle as f64 * 1.40625 + std::f64::consts::FRAC_2_PI).sin() * 8.0 * 512.0) as i32;
self.action_num = 1; self.action_num = 1;
self.action_counter2 = 120; self.action_counter2 = 120;
@ -165,9 +178,7 @@ impl NPC {
if self.action_counter2 < 120 { if self.action_counter2 < 120 {
self.action_counter2 += 1; self.action_counter2 += 1;
} else if abs(self.x - player.x) < 8 * 0x200 } else if abs(self.x - player.x) < 8 * 0x200 && self.y < player.y && self.y + 96 * 0x200 > player.y {
&& self.y < player.y
&& self.y + 96 * 0x200 > player.y {
self.vel_x /= 2; self.vel_x /= 2;
self.vel_y = 0; self.vel_y = 0;
self.action_num = 3; self.action_num = 3;
@ -206,7 +217,11 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n028_flying_critter(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult { pub(crate) fn tick_n028_flying_critter(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
) -> GameResult {
let player = self.get_closest_player_mut(players); let player = self.get_closest_player_mut(players);
match self.action_num { match self.action_num {
@ -219,7 +234,8 @@ impl NPC {
if self.action_counter >= 8 if self.action_counter >= 8
&& abs(self.x - player.x) < 96 * 0x200 && abs(self.x - player.x) < 96 * 0x200
&& self.y - 128 * 0x200 < player.y && self.y - 128 * 0x200 < player.y
&& self.y + 48 * 0x200 > player.y { && self.y + 48 * 0x200 > player.y
{
if self.x > player.x { if self.x > player.x {
self.direction = Direction::Left; self.direction = Direction::Left;
} else { } else {
@ -244,7 +260,8 @@ impl NPC {
if self.action_counter >= 8 if self.action_counter >= 8
&& abs(self.x - player.x) < 96 * 0x200 && abs(self.x - player.x) < 96 * 0x200
&& self.y - 96 * 0x200 < player.y && self.y - 96 * 0x200 < player.y
&& self.y + 48 * 0x200 > player.y { && self.y + 48 * 0x200 > player.y
{
self.action_num = 2; self.action_num = 2;
self.action_counter = 0; self.action_counter = 0;
self.anim_num = 0; self.anim_num = 0;
@ -283,9 +300,9 @@ impl NPC {
self.action_counter += 1; self.action_counter += 1;
if (self.flags.hit_left_wall() if (self.flags.hit_left_wall() || self.flags.hit_right_wall() || self.flags.hit_top_wall())
|| self.flags.hit_right_wall() || self.action_counter > 100
|| self.flags.hit_top_wall()) || self.action_counter > 100 { {
self.action_num = 5; self.action_num = 5;
self.anim_num = 2; self.anim_num = 2;
self.vel_x /= 2; self.vel_x /= 2;
@ -335,7 +352,11 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n031_bat_hanging(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult { pub(crate) fn tick_n031_bat_hanging(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
) -> GameResult {
let player = self.get_closest_player_mut(players); let player = self.get_closest_player_mut(players);
match self.action_num { match self.action_num {
@ -350,9 +371,8 @@ impl NPC {
self.anim_num = 1; self.anim_num = 1;
} }
if abs(self.x - player.x) < 8 * 0x200 if abs(self.x - player.x) < 8 * 0x200 && self.y - 8 * 0x200 < player.y && self.y + 96 * 0x200 > player.y
&& self.y - 8 * 0x200 < player.y {
&& self.y + 96 * 0x200 > player.y {
self.action_num = 3; self.action_num = 3;
self.anim_num = 0; self.anim_num = 0;
} }
@ -564,11 +584,7 @@ impl NPC {
let player = self.get_closest_player_mut(players); let player = self.get_closest_player_mut(players);
self.vel_x2 = 50; self.vel_x2 = 50;
self.direction = if self.x > player.x { self.direction = if self.x > player.x { Direction::Left } else { Direction::Right };
Direction::Left
} else {
Direction::Right
};
} }
self.vel_y += 0x10; self.vel_y += 0x10;
@ -823,16 +839,14 @@ impl NPC {
_ => {} _ => {}
} }
if self.action_num <= 9 && self.action_num != 3 && self.action_counter > 10 if self.action_num <= 9
&& self.action_num != 3
&& self.action_counter > 10
&& ((self.shock > 0) && ((self.shock > 0)
|| (abs(self.x - player.x) < 160 * 0x200 || (abs(self.x - player.x) < 160 * 0x200 && abs(self.y - player.y) < 64 * 0x200)
&& abs(self.y - player.y) < 64 * 0x200) && self.rng.range(0..50) == 2)
&& self.rng.range(0..50) == 2) { {
self.direction = if self.x >= player.x { self.direction = if self.x >= player.x { Direction::Left } else { Direction::Right };
Direction::Left
} else {
Direction::Right
};
self.action_num = 10; self.action_num = 10;
self.anim_num = 2; self.anim_num = 2;
self.vel_x = self.direction.vector_x() * 0x200; self.vel_x = self.direction.vector_x() * 0x200;
@ -1016,7 +1030,12 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n109_malco_powered_on(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) -> GameResult { pub(crate) fn tick_n109_malco_powered_on(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
) -> GameResult {
match self.action_num { match self.action_num {
0 | 1 => { 0 | 1 => {
if self.action_num == 0 { if self.action_num == 0 {
@ -1040,7 +1059,8 @@ impl NPC {
if abs(self.x - player.x) < 32 * 0x200 if abs(self.x - player.x) < 32 * 0x200
&& self.y - 32 * 0x200 < player.y && self.y - 32 * 0x200 < player.y
&& self.y + 16 * 0x200 > player.y { && self.y + 16 * 0x200 > player.y
{
self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; self.direction = if self.x > player.x { Direction::Left } else { Direction::Right };
} }
} }
@ -1167,16 +1187,14 @@ impl NPC {
_ => {} _ => {}
} }
if self.action_num <= 9 && self.action_num != 3 && self.action_counter > 10 if self.action_num <= 9
&& self.action_num != 3
&& self.action_counter > 10
&& ((self.shock > 0) && ((self.shock > 0)
|| (abs(self.x - player.x) < 160 * 0x200 || (abs(self.x - player.x) < 160 * 0x200 && abs(self.y - player.y) < 64 * 0x200)
&& abs(self.y - player.y) < 64 * 0x200) && self.rng.range(0..50) == 2)
&& self.rng.range(0..50) == 2) { {
self.direction = if self.x >= player.x { self.direction = if self.x >= player.x { Direction::Left } else { Direction::Right };
Direction::Left
} else {
Direction::Right
};
self.action_num = 10; self.action_num = 10;
self.anim_num = 2; self.anim_num = 2;
self.vel_x = self.direction.vector_x() * 0x100; self.vel_x = self.direction.vector_x() * 0x100;
@ -1199,16 +1217,147 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n115_ravil(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.action_counter = 0;
self.action_counter2 = 0;
self.vel_x = 0;
}
let player = self.get_closest_player_mut(players);
if self.shock != 0
|| (player.x < self.x + 0xc000
&& player.x > self.x - 0xc000
&& player.y < self.y + 0x4000
&& player.y > self.y - 0xc000)
{
self.action_num = 10;
}
}
10 => {
let player = self.get_closest_player_mut(players);
self.anim_num = 1;
self.direction = if self.x >= player.x { Direction::Left } else { Direction::Right };
self.action_counter += 1;
if self.action_counter > 20 {
self.action_num = 20;
self.action_counter = 0;
}
}
20 => {
self.damage = 0;
self.vel_x = 0;
self.anim_counter += 1;
if self.anim_counter > 2 {
self.anim_num += 1;
self.anim_counter = 0;
if self.anim_num > 2 {
let player = self.get_closest_player_mut(players);
self.direction = if self.x >= player.x { Direction::Left } else { Direction::Right };
self.vel_x = self.direction.vector_x() * 0x200;
self.action_counter2 += 1;
self.action_num = 21;
self.vel_y = -0x400;
if self.action_counter2 > 2 {
self.action_counter2 = 0;
self.anim_num = 4;
self.vel_x *= 2;
self.damage = 5;
state.sound_manager.play_sfx(102);
} else {
state.sound_manager.play_sfx(30);
}
}
}
}
21 => {
if self.flags.hit_bottom_wall() {
self.action_num = 20;
self.anim_num = 1;
self.anim_counter = 0;
self.damage = 0;
let player = self.get_closest_player_mut(players);
if player.x > self.x + 0x12000
&& player.x < self.x - 0x12000
&& player.y > self.y + 0x6000
&& player.y < self.y - 0x12000
{
self.action_num = 0;
}
}
}
30 => {
let mut npc = NPC::create(4, &state.npc_table);
for _ in 0..8 {
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.anim_num = 0;
self.action_num = 0;
}
50 | 51 => {
if self.action_num == 50 {
self.action_num = 51;
self.anim_num = 4;
self.damage = 0;
self.vel_y = -0x200;
self.npc_flags.set_shootable(false);
self.npc_flags.set_solid_soft(false);
}
if self.flags.hit_bottom_wall() {
self.action_num = 52;
self.anim_num = 5;
self.vel_x = 0;
state.sound_manager.play_sfx(23);
}
}
_ => {}
}
self.vel_y += if self.action_num <= 50 { 0x40 } else { 0x20 };
if self.vel_y > 0x5ff {
self.vel_y = 0x5ff;
}
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 6 };
self.anim_rect = state.constants.npc.n115_ravil[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n192_scooter(&mut self, state: &mut SharedGameState) -> GameResult { pub(crate) fn tick_n192_scooter(&mut self, state: &mut SharedGameState) -> GameResult {
match self.action_num { match self.action_num {
0 => { 0 => {
self.action_num = 1; self.action_num = 1;
self.display_bounds = Rect { self.display_bounds = Rect { left: 16 * 0x200, top: 8 * 0x200, right: 16 * 0x200, bottom: 8 * 0x200 };
left: 16 * 0x200,
top: 8 * 0x200,
right: 16 * 0x200,
bottom: 8 * 0x200,
};
} }
10 => { 10 => {
self.action_num = 11; self.action_num = 11;
@ -1280,9 +1429,12 @@ impl NPC {
if self.action_counter % 4 == 0 && self.action_num >= 20 { if self.action_counter % 4 == 0 && self.action_num >= 20 {
state.sound_manager.play_sfx(34); state.sound_manager.play_sfx(34);
state.create_caret(self.x + self.direction.vector_x() * 10 * 0x200, state.create_caret(
self.x + self.direction.opposite().vector_x() * 10 * 0x200,
self.y + 10 * 0x200, self.y + 10 * 0x200,
CaretType::Exhaust, self.direction.opposite()); CaretType::Exhaust,
self.direction.opposite(),
);
} }
let dir_offset = if self.direction == Direction::Left { 0 } else { 2 }; let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };

View file

@ -134,11 +134,7 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n015_chest_closed( pub(crate) fn tick_n015_chest_closed(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
) -> GameResult {
match self.action_num { match self.action_num {
0 | 1 => { 0 | 1 => {
if self.action_num == 0 { if self.action_num == 0 {
@ -296,11 +292,7 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n018_door( pub(crate) fn tick_n018_door(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
) -> GameResult {
match self.action_num { match self.action_num {
0 => match self.direction { 0 => match self.direction {
Direction::Left => self.anim_rect = state.constants.npc.n018_door[0], Direction::Left => self.anim_rect = state.constants.npc.n018_door[0],
@ -362,24 +354,21 @@ impl NPC {
pub(crate) fn tick_n022_teleporter(&mut self, state: &mut SharedGameState) -> GameResult { pub(crate) fn tick_n022_teleporter(&mut self, state: &mut SharedGameState) -> GameResult {
match self.action_num { match self.action_num {
0 if self.anim_counter == 0 => { 0 => {
self.anim_counter = 1; self.anim_num = 0;
self.anim_rect = state.constants.npc.n022_teleporter[0];
} }
1 => { 1 => {
self.anim_num = (self.anim_num + 1) & 1; self.anim_num = (self.anim_num + 1) & 1;
self.anim_rect = state.constants.npc.n022_teleporter[self.anim_num as usize];
} }
_ => {} _ => {}
} }
self.anim_rect = state.constants.npc.n022_teleporter[self.anim_num as usize];
Ok(()) Ok(())
} }
pub(crate) fn tick_n023_teleporter_lights( pub(crate) fn tick_n023_teleporter_lights(&mut self, state: &mut SharedGameState) -> GameResult {
&mut self,
state: &mut SharedGameState,
) -> GameResult {
self.anim_counter += 1; self.anim_counter += 1;
if self.anim_counter > 1 { if self.anim_counter > 1 {
self.anim_counter = 0; self.anim_counter = 0;
@ -599,11 +588,7 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n073_water_droplet( pub(crate) fn tick_n073_water_droplet(&mut self, state: &mut SharedGameState, stage: &Stage) -> GameResult {
&mut self,
state: &mut SharedGameState,
stage: &Stage,
) -> GameResult {
self.vel_y += 0x20; self.vel_y += 0x20;
self.anim_rect = state.constants.npc.n073_water_droplet[self.rng.range(0..4) as usize]; self.anim_rect = state.constants.npc.n073_water_droplet[self.rng.range(0..4) as usize];
@ -666,19 +651,13 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n085_terminal( pub(crate) fn tick_n085_terminal(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult {
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
) -> GameResult {
match self.action_num { match self.action_num {
0 => { 0 => {
self.anim_num = 0; self.anim_num = 0;
let player = self.get_closest_player_mut(players); let player = self.get_closest_player_mut(players);
if abs(player.x - self.x) < 8 * 0x200 if abs(player.x - self.x) < 8 * 0x200 && player.y < self.y + 8 * 0x200 && player.y > self.y - 16 * 0x200
&& player.y < self.y + 8 * 0x200
&& player.y > self.y - 16 * 0x200
{ {
state.sound_manager.play_sfx(43); state.sound_manager.play_sfx(43);
self.action_num = 1; self.action_num = 1;
@ -693,11 +672,7 @@ impl NPC {
_ => {} _ => {}
} }
let dir_offset = if self.direction == Direction::Left { let dir_offset = if self.direction == Direction::Left { 0 } else { 3 };
0
} else {
3
};
self.anim_rect = state.constants.npc.n085_terminal[self.anim_num as usize + dir_offset]; self.anim_rect = state.constants.npc.n085_terminal[self.anim_num as usize + dir_offset];
Ok(()) Ok(())
@ -756,10 +731,7 @@ impl NPC {
continue; continue;
} }
if abs(player.y - self.y) < 8 * 0x200 if abs(player.y - self.y) < 8 * 0x200 && player.x < self.x && player.x > self.x - 96 * 0x200 {
&& player.x < self.x
&& player.x > self.x - 96 * 0x200
{
player.vel_x -= 0x88; player.vel_x -= 0x88;
player.cond.set_increase_acceleration(true); player.cond.set_increase_acceleration(true);
} }
@ -819,10 +791,7 @@ impl NPC {
continue; continue;
} }
if abs(player.x - self.x) < 8 * 0x200 if abs(player.x - self.x) < 8 * 0x200 && player.y < self.y && player.y > self.y - 96 * 0x200 {
&& player.y < self.y
&& player.y > self.y - 96 * 0x200
{
player.vel_y -= 0x88; player.vel_y -= 0x88;
} }
} }
@ -877,10 +846,7 @@ impl NPC {
} }
for player in players.iter_mut() { for player in players.iter_mut() {
if abs(player.y - self.y) < 8 * 0x200 if abs(player.y - self.y) < 8 * 0x200 && player.x > self.x && player.x < self.x + 96 * 0x200 {
&& player.x > self.x
&& player.x < self.x + 96 * 0x200
{
player.vel_x += 0x88; player.vel_x += 0x88;
player.cond.set_increase_acceleration(true); player.cond.set_increase_acceleration(true);
} }
@ -936,10 +902,7 @@ impl NPC {
} }
for player in players.iter_mut() { for player in players.iter_mut() {
if abs(player.x - self.x) < 8 * 0x200 if abs(player.x - self.x) < 8 * 0x200 && player.y > self.y && player.y < self.y + 96 * 0x200 {
&& player.y > self.y
&& player.y < self.y + 96 * 0x200
{
player.vel_y -= 0x88; player.vel_y -= 0x88;
} }
} }
@ -968,11 +931,7 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n106_hey_bubble_high( pub(crate) fn tick_n106_hey_bubble_high(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
) -> GameResult {
if self.action_num == 0 { if self.action_num == 0 {
self.action_num = 1; self.action_num = 1;
@ -1084,20 +1043,9 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n125_hidden_item( pub(crate) fn tick_n125_hidden_item(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
) -> GameResult {
if self.life < 990 { if self.life < 990 {
npc_list.create_death_smoke( npc_list.create_death_smoke(self.x, self.y, self.display_bounds.right, 8, state, &self.rng);
self.x,
self.y,
self.display_bounds.right,
8,
state,
&self.rng,
);
self.cond.set_alive(false); self.cond.set_alive(false);
state.sound_manager.play_sfx(70); state.sound_manager.play_sfx(70);
@ -1155,11 +1103,7 @@ impl NPC {
self.npc_flags.set_solid_hard(true); self.npc_flags.set_solid_hard(true);
self.vel_x = 0; self.vel_x = 0;
self.vel_y = 0; self.vel_y = 0;
self.action_num = if self.direction == Direction::Right { self.action_num = if self.direction == Direction::Right { 20 } else { 10 };
20
} else {
10
};
} }
10 => { 10 => {
self.npc_flags.set_rear_and_top_not_hurt(false); self.npc_flags.set_rear_and_top_not_hurt(false);
@ -1284,12 +1228,7 @@ impl NPC {
self.y += 0x2000; self.y += 0x2000;
} }
self.anim_rect = Rect { self.anim_rect = Rect { left: 0, top: 0, right: 0, bottom: 0 };
left: 0,
top: 0,
right: 0,
bottom: 0,
};
} }
Ok(()) Ok(())
@ -1308,11 +1247,7 @@ impl NPC {
self.npc_flags.set_solid_hard(true); self.npc_flags.set_solid_hard(true);
self.vel_x = 0; self.vel_x = 0;
self.vel_y = 0; self.vel_y = 0;
self.action_num = if self.direction == Direction::Right { self.action_num = if self.direction == Direction::Right { 20 } else { 10 };
20
} else {
10
};
} }
10 => { 10 => {
self.npc_flags.set_rear_and_top_not_hurt(false); self.npc_flags.set_rear_and_top_not_hurt(false);
@ -1429,10 +1364,7 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n194_broken_blue_robot( pub(crate) fn tick_n194_broken_blue_robot(&mut self, state: &mut SharedGameState) -> GameResult {
&mut self,
state: &mut SharedGameState,
) -> GameResult {
if self.action_num == 0 { if self.action_num == 0 {
self.action_num = 1; self.action_num = 1;
self.y += 4 * 0x200; self.y += 4 * 0x200;
@ -1518,19 +1450,12 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n229_red_flowers_sprouts( pub(crate) fn tick_n229_red_flowers_sprouts(&mut self, state: &mut SharedGameState) -> GameResult {
&mut self,
state: &mut SharedGameState,
) -> GameResult {
if self.action_num == 0 { if self.action_num == 0 {
self.action_num = 1; self.action_num = 1;
self.y -= 0x2000; self.y -= 0x2000;
let anim = if self.direction == Direction::Left { let anim = if self.direction == Direction::Left { 0 } else { 1 };
0
} else {
1
};
self.anim_rect = state.constants.npc.n229_red_flowers_sprouts[anim]; self.anim_rect = state.constants.npc.n229_red_flowers_sprouts[anim];
} }
@ -1538,20 +1463,13 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n230_red_flowers_blooming( pub(crate) fn tick_n230_red_flowers_blooming(&mut self, state: &mut SharedGameState) -> GameResult {
&mut self,
state: &mut SharedGameState,
) -> GameResult {
if self.action_num == 0 { if self.action_num == 0 {
self.action_num = 1; self.action_num = 1;
self.x -= 0x2000; self.x -= 0x2000;
self.y -= 0x2000; self.y -= 0x2000;
let anim = if self.direction == Direction::Left { let anim = if self.direction == Direction::Left { 0 } else { 1 };
0
} else {
1
};
self.anim_rect = state.constants.npc.n230_red_flowers_blooming[anim]; self.anim_rect = state.constants.npc.n230_red_flowers_blooming[anim];
} }
@ -1559,10 +1477,7 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n234_red_flowers_picked( pub(crate) fn tick_n234_red_flowers_picked(&mut self, state: &mut SharedGameState) -> GameResult {
&mut self,
state: &mut SharedGameState,
) -> GameResult {
if self.action_num == 0 { if self.action_num == 0 {
self.action_num = 1; self.action_num = 1;
self.y += 16 * 0x200; self.y += 16 * 0x200;
@ -1590,11 +1505,7 @@ impl NPC {
} }
} }
let anim = if self.direction == Direction::Left { let anim = if self.direction == Direction::Left { 0 } else { 1 };
0
} else {
1
};
self.anim_rect = state.constants.npc.n239_cage_bars[anim]; self.anim_rect = state.constants.npc.n239_cage_bars[anim];
@ -1616,11 +1527,7 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n297_sue_dragon_mouth( pub(crate) fn tick_n297_sue_dragon_mouth(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
) -> GameResult {
if let Some(npc) = self.get_parent_ref_mut(npc_list) { if let Some(npc) = self.get_parent_ref_mut(npc_list) {
self.x = npc.x + 0x2000; self.x = npc.x + 0x2000;
self.y = npc.y + 0x1000; self.y = npc.y + 0x1000;
@ -1686,10 +1593,7 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n328_human_transform_machine( pub(crate) fn tick_n328_human_transform_machine(&mut self, state: &mut SharedGameState) -> GameResult {
&mut self,
state: &mut SharedGameState,
) -> GameResult {
if self.action_num == 0 { if self.action_num == 0 {
self.action_num = 1; self.action_num = 1;
self.anim_rect = state.constants.npc.n328_human_transform_machine; self.anim_rect = state.constants.npc.n328_human_transform_machine;
@ -1700,8 +1604,7 @@ impl NPC {
pub(crate) fn tick_n329_laboratory_fan(&mut self, state: &mut SharedGameState) -> GameResult { pub(crate) fn tick_n329_laboratory_fan(&mut self, state: &mut SharedGameState) -> GameResult {
self.anim_counter = self.anim_counter.wrapping_add(1); self.anim_counter = self.anim_counter.wrapping_add(1);
self.anim_rect = self.anim_rect = state.constants.npc.n329_laboratory_fan[(self.anim_counter as usize / 2) & 1];
state.constants.npc.n329_laboratory_fan[(self.anim_counter as usize / 2) & 1];
Ok(()) Ok(())
} }
@ -1722,11 +1625,7 @@ impl NPC {
Ok(()) Ok(())
} }
pub(crate) fn tick_n351_statue_shootable( pub(crate) fn tick_n351_statue_shootable(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
) -> GameResult {
match self.action_num { match self.action_num {
0 => { 0 => {
self.action_num = 1; self.action_num = 1;

View file

@ -257,6 +257,7 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager)> for NP
112 => self.tick_n112_quote_teleport_in(state, players), 112 => self.tick_n112_quote_teleport_in(state, players),
113 => self.tick_n113_professor_booster(state), 113 => self.tick_n113_professor_booster(state),
114 => self.tick_n114_press(state, players, npc_list), 114 => self.tick_n114_press(state, players, npc_list),
115 => self.tick_n115_ravil(state, players, npc_list),
116 => self.tick_n116_red_petals(state), 116 => self.tick_n116_red_petals(state),
117 => self.tick_n117_curly(state, players, npc_list), 117 => self.tick_n117_curly(state, players, npc_list),
118 => self.tick_n118_curly_boss(state, players, npc_list, bullet_manager), 118 => self.tick_n118_curly_boss(state, players, npc_list, bullet_manager),

View file

@ -4,7 +4,7 @@ use num_derive::FromPrimitive;
use num_traits::clamp; use num_traits::clamp;
use crate::caret::CaretType; use crate::caret::CaretType;
use crate::common::{interpolate_fix9_scale, Condition, Direction, Equipment, Flag, Rect}; use crate::common::{Condition, Direction, Equipment, Flag, interpolate_fix9_scale, Rect};
use crate::entity::GameEntity; use crate::entity::GameEntity;
use crate::frame::Frame; use crate::frame::Frame;
use crate::framework::context::Context; use crate::framework::context::Context;
@ -13,8 +13,8 @@ use crate::input::dummy_player_controller::DummyPlayerController;
use crate::input::player_controller::PlayerController; use crate::input::player_controller::PlayerController;
use crate::npc::list::NPCList; use crate::npc::list::NPCList;
use crate::npc::NPC; use crate::npc::NPC;
use crate::player::skin::basic::BasicPlayerSkin;
use crate::player::skin::{PlayerAnimationState, PlayerAppearanceState, PlayerSkin}; use crate::player::skin::{PlayerAnimationState, PlayerAppearanceState, PlayerSkin};
use crate::player::skin::basic::BasicPlayerSkin;
use crate::rng::RNG; use crate::rng::RNG;
use crate::shared_game_state::SharedGameState; use crate::shared_game_state::SharedGameState;
@ -550,7 +550,8 @@ impl Player {
if self.flags.hit_bottom_wall() { if self.flags.hit_bottom_wall() {
if self.cond.interacted() { if self.cond.interacted() {
self.skin.set_state(PlayerAnimationState::Examining); self.skin.set_state(PlayerAnimationState::Examining);
self.anim_num = 11; self.anim_num = 0;
self.anim_counter = 0;
} else if state.control_flags.control_enabled() } else if state.control_flags.control_enabled()
&& self.controller.move_up() && self.controller.move_up()
&& (self.controller.move_left() || self.controller.move_right()) && (self.controller.move_left() || self.controller.move_right())
@ -597,7 +598,8 @@ impl Player {
self.cond.set_fallen(false); self.cond.set_fallen(false);
self.skin.set_state(PlayerAnimationState::LookingUp); self.skin.set_state(PlayerAnimationState::LookingUp);
self.anim_num = 5; self.anim_num = 0;
self.anim_counter = 0;
} else { } else {
if self.cond.fallen() { if self.cond.fallen() {
state.sound_manager.play_sfx(24); state.sound_manager.play_sfx(24);
@ -606,20 +608,24 @@ impl Player {
self.cond.set_fallen(false); self.cond.set_fallen(false);
self.skin.set_state(PlayerAnimationState::Idle); self.skin.set_state(PlayerAnimationState::Idle);
self.anim_num = 0; self.anim_num = 0;
self.anim_counter = 0;
} }
} else if self.controller.look_up() { } else if self.controller.look_up() {
self.skin.set_state(PlayerAnimationState::FallingLookingUp); self.skin.set_state(PlayerAnimationState::FallingLookingUp);
self.anim_num = 6; self.anim_num = 0;
self.anim_counter = 0;
} else if self.controller.look_down() { } else if self.controller.look_down() {
self.skin.set_state(PlayerAnimationState::FallingLookingDown); self.skin.set_state(PlayerAnimationState::FallingLookingDown);
self.anim_num = 10; self.anim_num = 0;
self.anim_counter = 0;
} else { } else {
self.skin.set_state(if self.vel_y > 0 { self.skin.set_state(if self.vel_y > 0 {
PlayerAnimationState::Jumping PlayerAnimationState::Jumping
} else { } else {
PlayerAnimationState::Falling PlayerAnimationState::Falling
}); });
self.anim_num = if self.vel_y > 0 { 1 } else { 3 }; self.anim_num = 0;
self.anim_counter = 0;
} }
self.weapon_offset_y = 0; self.weapon_offset_y = 0;
@ -628,16 +634,9 @@ impl Player {
self.weapon_rect.right = self.weapon_rect.left + 24; self.weapon_rect.right = self.weapon_rect.left + 24;
self.weapon_rect.bottom = self.weapon_rect.top + 16; self.weapon_rect.bottom = self.weapon_rect.top + 16;
match self.direction { if self.direction == Direction::Right {
Direction::Left => {
self.anim_rect = state.constants.my_char.frames_left[self.anim_num as usize];
}
Direction::Right => {
self.weapon_rect.top += 16; self.weapon_rect.top += 16;
self.weapon_rect.bottom += 16; self.weapon_rect.bottom += 16;
self.anim_rect = state.constants.my_char.frames_right[self.anim_num as usize];
}
_ => {}
} }
if self.up { if self.up {

View file

@ -31,12 +31,12 @@ impl PlayerSkin for BasicPlayerSkin {
PlayerAnimationState::Walking => { PlayerAnimationState::Walking => {
const WALK_INDEXES: [u16; 4] = [1, 0, 2, 0]; const WALK_INDEXES: [u16; 4] = [1, 0, 2, 0];
WALK_INDEXES[(self.tick as usize / 4) % 4] WALK_INDEXES[(tick as usize / 5) % 4]
} }
PlayerAnimationState::WalkingUp => { PlayerAnimationState::WalkingUp => {
const WALK_UP_INDEXES: [u16; 4] = [4, 3, 5, 3]; const WALK_UP_INDEXES: [u16; 4] = [4, 3, 5, 3];
WALK_UP_INDEXES[(self.tick as usize / 4) % 4] WALK_UP_INDEXES[(tick as usize / 5) % 4]
} }
PlayerAnimationState::LookingUp => 3, PlayerAnimationState::LookingUp => 3,
PlayerAnimationState::Examining => 7, PlayerAnimationState::Examining => 7,
@ -64,8 +64,10 @@ impl PlayerSkin for BasicPlayerSkin {
} }
fn tick(&mut self) { fn tick(&mut self) {
if self.state == PlayerAnimationState::Walking || self.state == PlayerAnimationState::WalkingUp {
self.tick = self.tick.wrapping_add(1); self.tick = self.tick.wrapping_add(1);
} }
}
fn set_state(&mut self, state: PlayerAnimationState) { fn set_state(&mut self, state: PlayerAnimationState) {
if self.state != state { if self.state != state {

View file

@ -32,6 +32,7 @@ use crate::text_script::{ConfirmSelection, ScriptMode, TextScriptExecutionState,
use crate::texture_set::SizedBatch; use crate::texture_set::SizedBatch;
use crate::weapon::bullet::BulletManager; use crate::weapon::bullet::BulletManager;
use crate::weapon::WeaponType; use crate::weapon::WeaponType;
use crate::components::inventory::InventoryUI;
pub struct GameScene { pub struct GameScene {
pub tick: u32, pub tick: u32,
@ -39,6 +40,7 @@ pub struct GameScene {
pub boss_life_bar: BossLifeBar, pub boss_life_bar: BossLifeBar,
pub stage_select: StageSelect, pub stage_select: StageSelect,
pub flash: Flash, pub flash: Flash,
pub inventory_ui: InventoryUI,
pub hud_player1: HUD, pub hud_player1: HUD,
pub hud_player2: HUD, pub hud_player2: HUD,
pub frame: Frame, pub frame: Frame,
@ -89,6 +91,7 @@ impl GameScene {
boss_life_bar: BossLifeBar::new(), boss_life_bar: BossLifeBar::new(),
stage_select: StageSelect::new(), stage_select: StageSelect::new(),
flash: Flash::new(), flash: Flash::new(),
inventory_ui: InventoryUI::new(),
hud_player1: HUD::new(Alignment::Left), hud_player1: HUD::new(Alignment::Left),
hud_player2: HUD::new(Alignment::Right), hud_player2: HUD::new(Alignment::Right),
frame: Frame { frame: Frame {
@ -1186,21 +1189,16 @@ impl GameScene {
self.frame.update(state, &self.stage); self.frame.update(state, &self.stage);
if state.control_flags.control_enabled() { if state.control_flags.control_enabled() {
#[allow(clippy::cast_ref_to_mut)] self.inventory_player1.tick_weapons(state, &mut self.player1, TargetPlayer::Player1, &mut self.bullet_manager);
let inventory = unsafe { &mut *(&self.inventory_player1 as *const Inventory as *mut Inventory) }; // fuck off self.inventory_player2.tick_weapons(state, &mut self.player2, TargetPlayer::Player2, &mut self.bullet_manager);
if let Some(weapon) = self.inventory_player1.get_current_weapon_mut() {
weapon.tick(&mut self.player1, TargetPlayer::Player1, inventory, &mut self.bullet_manager, state);
}
#[allow(clippy::cast_ref_to_mut)]
let inventory = unsafe { &mut *(&self.inventory_player2 as *const Inventory as *mut Inventory) };
if let Some(weapon) = self.inventory_player2.get_current_weapon_mut() {
weapon.tick(&mut self.player2, TargetPlayer::Player2, inventory, &mut self.bullet_manager, state);
}
self.hud_player1.tick(state, (&self.player1, &mut self.inventory_player1))?; self.hud_player1.tick(state, (&self.player1, &mut self.inventory_player1))?;
self.hud_player2.tick(state, (&self.player2, &mut self.inventory_player2))?; self.hud_player2.tick(state, (&self.player2, &mut self.inventory_player2))?;
self.boss_life_bar.tick(state, (&self.npc_list, &self.boss))?; self.boss_life_bar.tick(state, (&self.npc_list, &self.boss))?;
if self.player1.controller.trigger_inventory() {
state.textscript_vm.set_mode(ScriptMode::Inventory);
}
} }
Ok(()) Ok(())
@ -1356,6 +1354,7 @@ impl Scene for GameScene {
match state.textscript_vm.mode { match state.textscript_vm.mode {
ScriptMode::Map if state.control_flags.tick_world() => self.tick_world(state)?, ScriptMode::Map if state.control_flags.tick_world() => self.tick_world(state)?,
ScriptMode::StageSelect => self.stage_select.tick(state, (&self.player1, &self.player2))?, ScriptMode::StageSelect => self.stage_select.tick(state, (&self.player1, &self.player2))?,
ScriptMode::Inventory => self.inventory_ui.tick(state, &mut self.inventory_player1)?,
_ => {} _ => {}
} }

View file

@ -17,29 +17,16 @@ lazy_static! {
let mut random = [0i8; 0x100]; let mut random = [0i8; 0x100];
let ref_data = include_bytes!("pixtone_ref.dat"); let ref_data = include_bytes!("pixtone_ref.dat");
unsafe { unsafe {
sine.copy_from_slice(&*(&ref_data[0..0x100] as *const [u8] as *const [i8])); sine.copy_from_slice(std::mem::transmute(&ref_data[0..0x100]));
triangle.copy_from_slice(&*(&ref_data[0x100..0x200] as *const [u8] as *const [i8])); triangle.copy_from_slice(std::mem::transmute(&ref_data[0x100..0x200]));
saw_up.copy_from_slice(&*(&ref_data[0x200..0x300] as *const [u8] as *const [i8])); saw_up.copy_from_slice(std::mem::transmute(&ref_data[0x200..0x300]));
saw_down.copy_from_slice(&*(&ref_data[0x300..0x400] as *const [u8] as *const [i8])); saw_down.copy_from_slice(std::mem::transmute(&ref_data[0x300..0x400]));
square.copy_from_slice(&*(&ref_data[0x400..0x500] as *const [u8] as *const [i8])); square.copy_from_slice(std::mem::transmute(&ref_data[0x400..0x500]));
random.copy_from_slice(&*(&ref_data[0x500..0x600] as *const [u8] as *const [i8])); random.copy_from_slice(std::mem::transmute(&ref_data[0x500..0x600]));
} }
// todo i can't get this shit right
/*
let mut seed = 0i32;
for i in 0..255 {
seed = seed.wrapping_mul(214013).wrapping_add(2531011);
sine[i] = (64.0 * (i as f64 * std::f64::consts::PI).sin()) as i8;
triangle[i] = (if (0x40i32.wrapping_add(i as i32)) & 0x80 != 0 { 0x80i32.wrapping_sub(i as i32) } else { i as i32 }) as i8;
saw_up[i] = (-0x40i32).wrapping_add(i as i32 / 2) as i8;
saw_down[i] = (0x40i32.wrapping_sub(i as i32 / 2)) as i8;
square[i] = (0x40i32.wrapping_sub(i as i32 & 0x80)) as i8;
random[i] = (seed >> 16) as i8 / 2;
}*/
[sine, triangle, saw_up, saw_down, square, random] [sine, triangle, saw_up, saw_down, square, random]
}; };
} }

View file

@ -2,10 +2,10 @@ use num_derive::FromPrimitive;
use crate::caret::CaretType; use crate::caret::CaretType;
use crate::common::Direction; use crate::common::Direction;
use crate::inventory::Inventory; use crate::engine_constants::EngineConstants;
use crate::player::{Player, TargetPlayer}; use crate::player::{Player, TargetPlayer};
use crate::shared_game_state::SharedGameState; use crate::shared_game_state::SharedGameState;
use crate::weapon::bullet::{Bullet, BulletManager}; use crate::weapon::bullet::BulletManager;
mod blade; mod blade;
mod bubbler; mod bubbler;
@ -101,13 +101,54 @@ impl Weapon {
} }
} }
pub fn get_max_exp(&self, constants: &EngineConstants) -> (u16, u16, bool) {
if self.level == WeaponLevel::None {
return (0, 0, false);
}
let level_idx = self.level as usize - 1;
let max_exp = constants.weapon.level_table[self.wtype as usize][level_idx];
let max = self.level == WeaponLevel::Level3 && self.experience == max_exp;
(self.experience, max_exp, max)
}
pub fn add_xp(&mut self, exp: u16, player: &mut Player, state: &mut SharedGameState) {
let curr_level_idx = self.level as usize - 1;
let lvl_table = state.constants.weapon.level_table[self.wtype as usize];
self.experience = self.experience.saturating_add(exp);
if self.level == WeaponLevel::Level3 {
if self.experience > lvl_table[2] {
self.experience = lvl_table[2];
if player.equip.has_whimsical_star() && player.stars < 3 {
player.stars += 1;
}
}
} else if self.experience > lvl_table[curr_level_idx] {
self.level = self.level.next();
self.experience = 0;
if self.wtype != WeaponType::Spur {
state.sound_manager.play_sfx(27);
state.create_caret(player.x, player.y, CaretType::LevelUp, Direction::Left);
}
}
}
pub fn reset_xp(&mut self) {
self.level = WeaponLevel::Level1;
self.experience = 0;
}
pub fn tick( pub fn tick(
&mut self, &mut self,
state: &mut SharedGameState,
player: &mut Player, player: &mut Player,
player_id: TargetPlayer, player_id: TargetPlayer,
inventory: &mut Inventory,
bullet_manager: &mut BulletManager, bullet_manager: &mut BulletManager,
state: &mut SharedGameState,
) { ) {
if !player.cond.alive() || player.cond.hidden() { if !player.cond.alive() || player.cond.hidden() {
return; return;
@ -124,9 +165,11 @@ impl Weapon {
WeaponType::MissileLauncher => self.tick_missile_launcher(player, player_id, bullet_manager, state), WeaponType::MissileLauncher => self.tick_missile_launcher(player, player_id, bullet_manager, state),
WeaponType::Bubbler => self.tick_bubbler(player, player_id, bullet_manager, state), WeaponType::Bubbler => self.tick_bubbler(player, player_id, bullet_manager, state),
WeaponType::Blade => self.tick_blade(player, player_id, bullet_manager, state), WeaponType::Blade => self.tick_blade(player, player_id, bullet_manager, state),
WeaponType::SuperMissileLauncher => self.tick_super_missile_launcher(player, player_id, bullet_manager, state), WeaponType::SuperMissileLauncher => {
self.tick_super_missile_launcher(player, player_id, bullet_manager, state)
}
WeaponType::Nemesis => self.tick_nemesis(player, player_id, bullet_manager, state), WeaponType::Nemesis => self.tick_nemesis(player, player_id, bullet_manager, state),
WeaponType::Spur => self.tick_spur(player, player_id, inventory, bullet_manager, state), WeaponType::Spur => self.tick_spur(player, player_id, bullet_manager, state),
} }
} }
} }

View file

@ -1,6 +1,5 @@
use crate::caret::CaretType; use crate::caret::CaretType;
use crate::common::Direction; use crate::common::Direction;
use crate::inventory::Inventory;
use crate::player::{Player, TargetPlayer}; use crate::player::{Player, TargetPlayer};
use crate::shared_game_state::SharedGameState; use crate::shared_game_state::SharedGameState;
use crate::weapon::bullet::BulletManager; use crate::weapon::bullet::BulletManager;
@ -11,7 +10,6 @@ impl Weapon {
&mut self, &mut self,
player: &mut Player, player: &mut Player,
player_id: TargetPlayer, player_id: TargetPlayer,
inventory: &mut Inventory,
bullet_manager: &mut BulletManager, bullet_manager: &mut BulletManager,
state: &mut SharedGameState, state: &mut SharedGameState,
) { ) {
@ -21,7 +19,7 @@ impl Weapon {
let btype; let btype;
if player.controller.shoot() { if player.controller.shoot() {
inventory.add_xp(if player.equip.has_turbocharge() { 3 } else { 2 }, player, state); self.add_xp(if player.equip.has_turbocharge() { 3 } else { 2 }, player, state);
self.counter1 += 1; self.counter1 += 1;
if (self.counter1 / 2 % 2) != 0 { if (self.counter1 / 2 % 2) != 0 {
@ -33,7 +31,7 @@ impl Weapon {
state.sound_manager.play_sfx(60); state.sound_manager.play_sfx(60);
} }
WeaponLevel::Level3 => { WeaponLevel::Level3 => {
if let (_, _, false) = inventory.get_current_max_exp(&state.constants) { if let (_, _, false) = self.get_max_exp(&state.constants) {
state.sound_manager.play_sfx(61); state.sound_manager.play_sfx(61);
} }
} }
@ -47,7 +45,7 @@ impl Weapon {
} }
} }
if let (_, _, true) = inventory.get_current_max_exp(&state.constants) { if let (_, _, true) = self.get_max_exp(&state.constants) {
if self.counter2 == 0 { if self.counter2 == 0 {
self.counter2 = 1; self.counter2 = 1;
state.sound_manager.play_sfx(65); state.sound_manager.play_sfx(65);
@ -58,7 +56,7 @@ impl Weapon {
let level = self.level; let level = self.level;
if !player.controller.shoot() { if !player.controller.shoot() {
inventory.reset_current_weapon_xp(); self.reset_xp();
} }
match level { match level {
@ -77,7 +75,8 @@ impl Weapon {
WeaponLevel::None => unreachable!(), WeaponLevel::None => unreachable!(),
} }
if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 0 || !(player.controller.trigger_shoot() || shoot) { if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 0 || !(player.controller.trigger_shoot() || shoot)
{
return; return;
} }
@ -86,27 +85,69 @@ impl Weapon {
} else { } else {
match player.direction { match player.direction {
Direction::Left if player.up => { Direction::Left if player.up => {
bullet_manager.create_bullet(player.x - 0x200, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants); bullet_manager.create_bullet(
player.x - 0x200,
player.y - 0x1000,
btype,
player_id,
Direction::Up,
&state.constants,
);
state.create_caret(player.x - 0x200, player.y - 0x1000, CaretType::Shoot, Direction::Left); state.create_caret(player.x - 0x200, player.y - 0x1000, CaretType::Shoot, Direction::Left);
} }
Direction::Right if player.up => { Direction::Right if player.up => {
bullet_manager.create_bullet(player.x + 0x200, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants); bullet_manager.create_bullet(
player.x + 0x200,
player.y - 0x1000,
btype,
player_id,
Direction::Up,
&state.constants,
);
state.create_caret(player.x + 0x200, player.y - 0x1000, CaretType::Shoot, Direction::Left); state.create_caret(player.x + 0x200, player.y - 0x1000, CaretType::Shoot, Direction::Left);
} }
Direction::Left if player.down => { Direction::Left if player.down => {
bullet_manager.create_bullet(player.x - 0x200, player.y + 0x1000, btype, player_id, Direction::Bottom, &state.constants); bullet_manager.create_bullet(
player.x - 0x200,
player.y + 0x1000,
btype,
player_id,
Direction::Bottom,
&state.constants,
);
state.create_caret(player.x - 0x200, player.y + 0x1000, CaretType::Shoot, Direction::Left); state.create_caret(player.x - 0x200, player.y + 0x1000, CaretType::Shoot, Direction::Left);
} }
Direction::Right if player.down => { Direction::Right if player.down => {
bullet_manager.create_bullet(player.x + 0x200, player.y + 0x1000, btype, player_id, Direction::Bottom, &state.constants); bullet_manager.create_bullet(
player.x + 0x200,
player.y + 0x1000,
btype,
player_id,
Direction::Bottom,
&state.constants,
);
state.create_caret(player.x + 0x200, player.y + 0x1000, CaretType::Shoot, Direction::Left); state.create_caret(player.x + 0x200, player.y + 0x1000, CaretType::Shoot, Direction::Left);
} }
Direction::Left => { Direction::Left => {
bullet_manager.create_bullet(player.x - 0xc00, player.y + 0x600, btype, player_id, Direction::Left, &state.constants); bullet_manager.create_bullet(
player.x - 0xc00,
player.y + 0x600,
btype,
player_id,
Direction::Left,
&state.constants,
);
state.create_caret(player.x - 0xc00, player.y + 0x600, CaretType::Shoot, Direction::Left); state.create_caret(player.x - 0xc00, player.y + 0x600, CaretType::Shoot, Direction::Left);
} }
Direction::Right => { Direction::Right => {
bullet_manager.create_bullet(player.x + 0xc00, player.y + 0x600, btype, player_id, Direction::Right, &state.constants); bullet_manager.create_bullet(
player.x + 0xc00,
player.y + 0x600,
btype,
player_id,
Direction::Right,
&state.constants,
);
state.create_caret(player.x + 0xc00, player.y + 0x600, CaretType::Shoot, Direction::Right); state.create_caret(player.x + 0xc00, player.y + 0x600, CaretType::Shoot, Direction::Right);
} }
_ => {} _ => {}