use num_traits::clamp; use crate::common::{CDEG_RAD, Direction}; use crate::framework::error::GameResult; use crate::game::caret::CaretType; use crate::game::npc::list::NPCList; use crate::game::npc::NPC; use crate::game::player::Player; use crate::game::shared_game_state::SharedGameState; use crate::game::stage::Stage; use crate::util::rng::RNG; impl NPC { pub(crate) fn tick_n009_balrog_falling_in( &mut self, state: &mut SharedGameState, npc_list: &NPCList, ) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; self.anim_num = 2; } self.vel_y += 0x20; if self.action_counter2 > 39 { self.npc_flags.set_ignore_solidity(false); self.npc_flags.set_solid_soft(true); } else { self.action_counter2 += 1; } if self.flags.hit_bottom_wall() { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.direction = Direction::Left; for _ in 0..3 { 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.action_num = 2; self.anim_num = 1; self.action_counter = 0; state.sound_manager.play_sfx(26); state.quake_counter = 30; state.quake_rumble_counter = 30; } } 2 => { self.action_counter += 1; if self.action_counter > 16 { self.action_counter = 3; self.anim_num = 0; self.anim_counter = 0; } } _ => (), } self.vel_y = clamp(self.vel_y, -0x5ff, 0x5ff); self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 3 }; self.anim_rect = state.constants.npc.n009_balrog_falling_in[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n010_balrog_shooting( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, ) -> GameResult { let player = self.get_closest_player_mut(players); match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; } self.action_counter += 1; if self.action_counter > 12 { self.action_num = 2; self.action_counter = 0; self.action_counter2 = 3; self.anim_num = 1; } } 2 => { self.action_counter += 1; if self.action_counter > 16 { self.action_counter2 -= 1; self.action_counter = 0; let mut npc = NPC::create(11, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y + 0x800; // 4.0fix9 let mut angle = ((self.y + 0x800 - player.y) as f64 / (self.x - player.y) as f64).atan(); angle += self.rng.range(-16..16) as f64 * std::f64::consts::FRAC_PI_8; npc.vel_x = (angle.cos() * 512.0) as i32; // 1.0fix9 npc.vel_y = (angle.sin() * 512.0) as i32; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(39); if self.action_counter2 == 0 { self.action_num = 3; self.action_counter = 0; } } } 3 => { self.action_counter += 1; if self.action_counter > 3 { self.action_num = 4; self.action_counter = 0; self.vel_x = (player.x - self.x) / 0x64; self.vel_y = -0x600; self.anim_num = 3; } } 4 => { if self.flags.hit_left_wall() || self.flags.hit_right_wall() { self.vel_x = 0; } self.damage = if self.y + 0x2000 < player.y { 5 } else { 0 }; if self.flags.hit_bottom_wall() { self.action_num = 5; self.action_counter = 5; self.anim_num = 2; self.damage = 0; state.sound_manager.play_sfx(26); state.quake_counter = 30; state.quake_rumble_counter = 30; } } 5 => { self.vel_x = 0; self.action_counter += 1; if self.action_counter > 3 { self.action_num = 1; self.action_counter = 0; } } _ => (), } self.vel_y += 0x20; self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; let dir_offset = if self.direction == Direction::Left { 0 } else { 4 }; self.anim_rect = state.constants.npc.n010_balrog_shooting[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n011_balrogs_projectile(&mut self, state: &mut SharedGameState) -> GameResult { if self.flags.hit_anything() { self.cond.set_alive(false); state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left); } self.x += self.vel_x; self.y += self.vel_y; self.animate(1, 0, 2); self.anim_rect = state.constants.npc.n011_balrog_energy_shot[self.anim_num as usize]; self.action_counter2 += 1; if self.action_counter2 > 150 { self.cond.set_alive(false); state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left); } Ok(()) } pub(crate) fn tick_n012_balrog_cutscene( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, stage: &mut Stage, ) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { if self.direction == Direction::FacingPlayer { let player = self.get_closest_player_mut(players); if self.x <= player.x { self.direction = Direction::Right; } else { self.direction = Direction::Left; } } self.action_num = 1; self.anim_num = 0; } if self.rng.range(0..100) == 0 { self.action_num = 2; self.action_counter = 0; self.anim_num = 1; } } 2 => { self.action_counter += 1; if self.action_counter > 16 { self.action_num = 1; self.anim_num = 0; } } 10 | 11 => { if self.action_num == 10 { if self.direction == Direction::FacingPlayer { let player = self.get_closest_player_mut(players); if self.x <= player.x { self.direction = Direction::Right; } else { self.direction = Direction::Left; } } self.action_num = 11; self.anim_num = 2; self.action_counter = 0; self.target_x = 0; } self.action_counter += 1; if self.action_counter > 30 { self.action_num = 12; self.action_counter = 0; self.anim_num = 3; self.vel_y = -0x800; self.npc_flags.set_ignore_solidity(true); } } 12 => { if self.flags.hit_left_wall() || self.flags.hit_right_wall() { self.vel_x = 0; } if self.y < 0 { self.npc_type = 0; self.spritesheet_id = 20; // NpcSym state.sound_manager.play_sfx(26); state.quake_counter = 30; state.quake_rumble_counter = 30; } } 20 | 21 => { if self.action_num == 20 { if self.direction == Direction::FacingPlayer { let player = self.get_closest_player_mut(players); if self.x <= player.x { self.direction = Direction::Right; } else { self.direction = Direction::Left; } } self.action_num = 21; self.anim_num = 5; self.action_counter = 0; self.action_counter2 = 0; let mut npc = NPC::create(4, &state.npc_table); for _ in 0..3 { npc.cond.set_alive(true); npc.direction = Direction::Left; 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()); } state.sound_manager.play_sfx(72); } self.target_x = 1; // ??? if self.flags.hit_bottom_wall() { self.action_counter += 1; } self.action_counter2 += 1; self.x += if self.action_counter2 & 0x02 != 0 { 0x200 } else { -0x200 }; if self.action_counter > 100 { self.action_num = 11; self.action_counter = 0; self.anim_num = 2; } self.vel_y += 0x20; self.clamp_fall_speed(); } 30 => { self.anim_num = 4; self.action_counter += 1; if self.action_counter > 100 { self.action_num = 0; self.anim_num = 0; } } 40 | 41 => { if self.action_num == 40 { if self.direction == Direction::FacingPlayer { let player = self.get_closest_player_mut(players); if self.x <= player.x { self.direction = Direction::Right; } else { self.direction = Direction::Left; } } self.action_num = 41; self.action_counter = 0; self.anim_num = 5; } self.anim_counter += 1; self.anim_num = if self.anim_counter & 0x02 != 0 { 5 } else { 6 }; } 42 | 43 => { if self.action_num == 42 { if self.direction == Direction::FacingPlayer { let player = self.get_closest_player_mut(players); if self.x <= player.x { self.direction = Direction::Right; } else { self.direction = Direction::Left; } } self.action_num = 43; self.anim_num = 6; self.action_counter = 0; } self.anim_counter += 1; self.anim_num = if self.anim_counter & 0x02 != 0 { 7 } else { 6 }; } 50 => { self.anim_num = 8; self.vel_x = 0; } 60 | 61 => { if self.action_num == 60 { self.action_num = 61; self.anim_num = 9; self.anim_counter = 0; } self.anim_counter += 1; if self.anim_counter > 3 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num == 10 || self.anim_num == 11 { state.sound_manager.play_sfx(23); } if self.anim_num > 12 { self.anim_num = 9; } } self.vel_x = match self.direction { Direction::Left => -0x200, Direction::Right => 0x200, _ => 0, }; } 70 | 71 => { if self.action_num == 70 { self.action_num = 71; self.action_counter = 64; self.anim_num = 13; state.sound_manager.play_sfx(29); } self.action_counter -= 1; if self.action_counter == 0 { self.cond.set_alive(false); } } 80 | 81 => { if self.action_num == 80 { self.action_num = 81; self.action_counter2 = 0; } self.action_counter2 += 1; self.x += if self.action_counter2 & 0x02 != 0 { 0x200 } else { -0x200 }; self.anim_num = 5; self.vel_x = 0; self.vel_y += 0x20; } 100 | 101 => { if self.action_num == 100 { self.action_num = 101; self.action_counter = 0; self.anim_num = 2; } self.action_counter += 1; if self.action_counter > 20 { self.action_num = 102; self.action_counter = 0; self.anim_num = 3; self.vel_y = -0x800; self.npc_flags.set_ignore_solidity(true); npc_list.kill_npcs_by_type(150, false, state); npc_list.kill_npcs_by_type(117, false, state); let mut npc = NPC::create(355, &state.npc_table); npc.cond.set_alive(true); npc.parent_id = self.id; let _ = npc_list.spawn(0x100, npc.clone()); if players[1].cond.alive() { npc.tsc_direction = 4; let _ = npc_list.spawn(0x100, npc.clone()); npc.tsc_direction = 0; } npc.direction = Direction::Up; let _ = npc_list.spawn(0x100, npc); } } 102 => { let x = clamp(self.x / (0x2000), 0, stage.map.width as i32) as usize; let y = clamp(self.y / (0x2000), 0, stage.map.height as i32) as usize; if y <= 34 && stage.change_tile(x, y, 0) { state.sound_manager.play_sfx(44); state.super_quake_counter = 10; state.super_quake_rumble_counter = 10; let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = x as i32 * 0x2000; npc.y = y as i32 * 0x2000; let _ = npc_list.spawn(0, npc.clone()); let _ = npc_list.spawn(0, npc.clone()); let _ = npc_list.spawn(0, npc.clone()); if x > 0 && stage.change_tile(x - 1, y, 0) { npc.x = (x - 1) as i32 * 0x2000; let _ = npc_list.spawn(0, npc.clone()); let _ = npc_list.spawn(0, npc.clone()); let _ = npc_list.spawn(0, npc.clone()); } if x < stage.map.width as usize && stage.change_tile(x + 1, y, 0) { npc.x = (x + 1) as i32 * 0x2000; let _ = npc_list.spawn(0, npc.clone()); let _ = npc_list.spawn(0, npc.clone()); let _ = npc_list.spawn(0, npc); } } if self.y < -32 * 0x200 { self.npc_type = 0; state.quake_counter = 30; state.quake_rumble_counter = 30; } } _ => (), } if self.target_x != 0 && self.rng.range(0..10) == 0 { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.direction = Direction::Left; 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); } self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 14 }; self.anim_rect = state.constants.npc.n012_balrog_cutscene[self.anim_num as usize + dir_offset]; if self.action_num == 71 { self.anim_rect.bottom = self.anim_rect.top + self.action_counter as u16 / 2; if self.action_counter % 2 == 0 { self.anim_rect.left += 1; } } Ok(()) } pub(crate) fn tick_n019_balrog_bust_in(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.direction = Direction::Left; for _ in 0..16 { 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()); } state.sound_manager.play_sfx(12); state.sound_manager.play_sfx(26); state.quake_counter = 30; state.quake_rumble_counter = 30; self.y += 0x1400; self.action_num = 1; self.anim_num = 3; self.vel_y = -0x100; } self.vel_y += 0x10; if self.vel_y > 0 && self.flags.hit_bottom_wall() { self.action_num = 2; self.anim_num = 2; self.action_counter = 0; state.sound_manager.play_sfx(26); state.quake_counter = 30; state.quake_rumble_counter = 30; } } 2 => { self.action_counter += 1; if self.action_counter > 16 { self.action_num = 3; self.anim_num = 0; self.anim_counter = 0; } } 3 => { if self.rng.range(0..100) == 0 { self.action_num = 4; self.action_counter = 0; self.anim_num = 1; } } 4 => { self.action_counter += 1; if self.action_counter > 16 { self.action_num = 3; self.anim_num = 0; } } _ => (), } self.vel_y = clamp(self.vel_y, -0x5ff, 0x5ff); self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 4 }; self.anim_rect = state.constants.npc.n019_balrog_bust_in[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n033_balrog_bouncing_projectile(&mut self, state: &mut SharedGameState) -> GameResult { if self.flags.hit_left_wall() || self.flags.hit_right_wall() { self.cond.set_alive(false); state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left); } else if self.flags.hit_bottom_wall() { self.vel_y = -0x400; } self.vel_y += 0x2a; self.x += self.vel_x; self.y += self.vel_y; self.anim_counter += 1; if self.anim_counter > 2 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num > 1 { self.anim_num = 0; } } self.anim_rect = state.constants.npc.n033_balrog_bouncing_projectile[self.anim_num as usize]; self.action_counter += 1; if self.action_counter > 250 { self.cond.set_alive(false); state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left); } Ok(()) } pub(crate) fn tick_n036_balrog_hover( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, ) -> GameResult { let player = self.get_closest_player_mut(players); match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; } self.action_counter += 1; if self.action_counter > 12 { self.action_num = 2; self.action_counter = 0; self.anim_num = 1; self.vel_x2 = 3; } } 2 => { self.action_counter += 1; if self.action_counter > 16 { self.vel_x2 -= 1; self.action_counter = 0; let angle = f64::atan2((self.y + 0x800 - player.y) as f64, (self.x - player.x) as f64) + self.rng.range(-16..16) as f64 * CDEG_RAD; let mut npc = NPC::create(11, &state.npc_table); npc.cond.set_alive(true); npc.vel_x = (angle.cos() * -512.0) as i32; npc.vel_y = (angle.sin() * -512.0) as i32; npc.x = self.x; npc.y = self.y + 0x800; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(39); if self.vel_x2 == 0 { self.action_num = 3; self.action_counter = 0; } } } 3 => { self.action_counter += 1; if self.action_counter > 3 { self.action_num = 4; self.action_counter = 0; self.anim_num = 3; self.vel_x = (player.x - self.x) / 100; self.vel_y = -0x600; } } 4 => { if self.vel_y > -0x200 { if self.life > 60 { self.action_num = 5; self.action_counter = 0; self.anim_num = 4; self.anim_counter = 0; self.target_y = self.y; } else { self.action_num = 6; } } } 5 => { self.anim_counter += 1; if self.anim_counter > 1 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num > 5 { self.anim_num = 4; state.sound_manager.play_sfx(47); } } self.action_counter += 1; if self.action_counter > 100 { self.action_num = 6; self.anim_num = 3; } self.vel_y += if self.y < self.target_y { 0x40 } else { -0x40 }; self.vel_y = clamp(self.vel_y, -0x200, 0x200); } 6 => { if self.y + 0x2000 < player.y { self.damage = 10; } else { self.damage = 0; } if self.flags.hit_bottom_wall() { self.action_num = 7; self.action_counter = 0; self.anim_num = 2; self.damage = 0; state.sound_manager.play_sfx(25); state.sound_manager.play_sfx(26); state.quake_counter = 30; state.quake_rumble_counter = 30; let mut npc_smoke = NPC::create(4, &state.npc_table); npc_smoke.cond.set_alive(true); npc_smoke.direction = Direction::Left; let mut npc_proj = NPC::create(33, &state.npc_table); npc_proj.cond.set_alive(true); npc_proj.direction = Direction::Left; for _ in 0..8 { npc_smoke.x = self.x + self.rng.range(-12..12) as i32 * 0x200; npc_smoke.y = self.y + self.rng.range(-12..12) as i32 * 0x200; npc_smoke.vel_x = self.rng.range(-0x155..0x155) as i32; npc_smoke.vel_y = self.rng.range(-0x600..0) as i32; let _ = npc_list.spawn(0x100, npc_smoke.clone()); npc_proj.x = self.x + self.rng.range(-12..12) as i32 * 0x200; npc_proj.y = self.y + self.rng.range(-12..12) as i32 * 0x200; npc_proj.vel_x = self.rng.range(-0x400..0x400) as i32; npc_proj.vel_y = self.rng.range(-0x400..0) as i32; let _ = npc_list.spawn(0x100, npc_proj.clone()); } } } 7 => { self.vel_x = 0; self.action_counter += 1; if self.action_counter > 3 { self.action_num = 1; self.action_counter = 0; } } _ => (), } if self.action_num != 5 { self.vel_y += 0x33; self.direction = if self.x < player.x { Direction::Right } else { Direction::Left }; } self.clamp_fall_speed(); 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.n036_balrog_hover[self.anim_num as usize + dir_offset]; Ok(()) } /// note: vel_y2 stores currently caught player pub(crate) fn tick_n068_balrog_running( &mut self, state: &mut SharedGameState, mut players: [&mut Player; 2], npc_list: &NPCList, ) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; self.anim_num = 0; self.action_counter = 30; let player = self.get_closest_player_mut(players); if self.x > player.x { self.direction = Direction::Left; } else { self.direction = Direction::Right; } } if self.action_counter > 0 { self.action_counter -= 1; } else { self.action_num = 2; self.action_counter2 += 1; } } 2 | 3 => { if self.action_num == 2 { self.action_num = 3; self.action_counter = 0; self.anim_num = 1; self.anim_counter = 0; } self.anim_counter += 1; if self.anim_counter > 3 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num == 2 || self.anim_num == 4 { state.sound_manager.play_sfx(23); } if self.anim_num > 4 { self.anim_num = 1; } } self.vel_x += 0x10 * self.direction.vector_x(); let pi = self.get_closest_player_idx_mut(&players); if self.action_counter >= 8 && (players[pi].x - self.x).abs() < 0x1800 && self.y - 0x1800 < players[pi].y && self.y + 0x1000 > players[pi].y { self.action_num = 10; self.anim_num = 5; self.vel_y2 = pi as i32; players[pi].cond.set_hidden(true); players[pi].damage(2, state, npc_list); } else { self.action_counter += 1; if (self.flags.hit_left_wall() || self.flags.hit_right_wall()) || self.action_counter > 75 { self.action_num = 9; self.anim_num = 0; } else if (self.action_counter2 % 3 == 0) && self.action_counter > 25 { self.action_num = 4; self.anim_num = 7; self.vel_y = -0x400; // -2.0fix9 } } } 4 => { if self.flags.hit_bottom_wall() { self.action_num = 9; self.anim_num = 8; state.quake_counter = 30; state.quake_rumble_counter = 30; state.sound_manager.play_sfx(26); } let pi = self.get_closest_player_idx_mut(&players); if self.action_counter >= 8 && (players[pi].x - self.x).abs() < 0x1800 && self.y - 0x1800 < players[pi].y && self.y + 0x1000 > players[pi].y { self.action_num = 10; self.anim_num = 5; self.vel_y2 = pi as i32; players[pi].cond.set_hidden(true); players[pi].damage(2, state, npc_list); } } 9 => { self.vel_x = self.vel_x * 4 / 5; if self.vel_x == 0 { self.action_num = 0; } } 10 => { let player = &mut players[self.vel_y2 as usize]; player.x = self.x; player.y = self.y; self.vel_x = self.vel_x * 4 / 5; if self.vel_x == 0 { self.action_num = 11; self.action_counter = 0; self.anim_num = 5; self.anim_counter = 0; } } 11 => { let player = &mut players[self.vel_y2 as usize]; player.x = self.x; player.y = self.y; self.anim_counter += 1; if self.anim_counter > 2 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num > 6 { self.anim_num = 5; } } self.action_counter += 1; if self.action_counter > 100 { self.action_num = 20; } } 20 | 21 => { if self.action_num == 20 { let player = &mut players[self.vel_y2 as usize]; state.sound_manager.play_sfx(25); player.cond.set_hidden(false); self.direction = self.direction.opposite(); player.direction = self.direction; player.x += 0x800 * self.direction.vector_x(); player.y -= 0x1000; player.vel_x = 0x5ff * self.direction.vector_x(); player.vel_y = -0x200; self.action_num = 21; self.action_counter = 0; self.anim_num = 7; } self.action_counter += 1; if self.action_counter >= 50 { self.action_num = 0; } } _ => (), } self.vel_x = clamp(self.vel_x, -0x400, 0x400); self.vel_y += 0x20; self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 9 }; self.anim_rect = state.constants.npc.n068_balrog_running[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n169_balrog_shooting_missiles( &mut self, state: &mut SharedGameState, mut 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 = 30; self.anim_num = 0; let player = self.get_closest_player_mut(players); if self.x <= player.x { self.direction = Direction::Right; } else { self.direction = Direction::Left; } } self.action_counter = self.action_counter.saturating_sub(1); if self.action_counter == 0 { self.action_num = 2; self.action_counter3 += 1; } } 2 | 3 => { if self.action_num == 2 { self.action_num = 3; self.action_counter = 0; self.anim_num = 1; self.anim_counter = 0; } self.anim_counter += 1; if self.anim_counter > 3 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num == 2 || self.anim_num == 4 { state.sound_manager.play_sfx(23); } if self.anim_num > 4 { self.anim_num = 1; } } self.vel_x += self.direction.vector_x() * 0x20; let player_idx = self.get_closest_player_idx_mut(&players); let player = &mut players[player_idx]; if self.action_counter <= 7 || self.x - 0x1800 >= player.x || self.x + 0x1800 <= player.x || self.y - 0x1800 >= player.y || self.y + 0x1000 <= player.y { self.action_counter += 1; if self.action_counter <= 75 { if self.flags.hit_left_wall() || self.flags.hit_right_wall() { if self.action_counter2 > 4 { self.action_num = 4; self.action_counter = 0; self.anim_num = 7; self.vel_y = -0x5FF; } else { self.action_counter2 += 1; } } else { self.action_counter2 = 0; } if (self.action_counter3 & 1) == 0 && self.action_counter > 25 { self.action_num = 4; self.action_counter = 0; self.anim_num = 7; self.vel_y = -0x5FF; } } else { self.action_num = 9; self.anim_num = 0; } } else { self.action_num = 10; self.anim_num = 5; self.target_x = player_idx as i32; player.cond.set_hidden(true); player.damage(5, state, npc_list); } } 4 => { let player_idx = self.get_closest_player_idx_mut(&players); let player = &mut players[player_idx]; if self.x <= player.x { self.direction = Direction::Right; } else { self.direction = Direction::Left; } self.action_counter += 1; if self.action_counter <= 29 && self.action_counter % 6 == 1 { state.sound_manager.play_sfx(39); let mut npc = NPC::create(170, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; npc.direction = self.direction; let _ = npc_list.spawn(0x100, npc); } if self.flags.hit_bottom_wall() { self.action_num = 9; self.anim_num = 8; state.quake_counter = 30; state.quake_rumble_counter = 30; state.sound_manager.play_sfx(26); } if self.action_counter > 7 && self.x - 0x1800 < player.x && self.x + 0x1800 > player.x && self.y - 0x1800 < player.y && self.y + 0x1000 > player.y { self.action_num = 10; self.anim_num = 5; player.cond.set_hidden(true); player.damage(10, state, npc_list); } } 9 => { self.vel_x = 4 * self.vel_x / 5; if self.vel_x == 0 { self.action_num = 0; } } 10 => { let player = &mut players[self.target_x as usize]; player.x = self.x; player.y = self.y; self.vel_x = 4 * self.vel_x / 5; if self.vel_x == 0 { self.action_num = 11; self.action_counter = 0; self.anim_num = 5; self.anim_counter = 0; } } 11 => { let player = &mut players[self.target_x as usize]; player.x = self.x; player.y = self.y; self.animate(2, 5, 6); self.action_counter += 1; if self.action_counter > 100 { self.action_num = 20; } } 20 | 21 => { let player = &mut players[self.target_x as usize]; if self.action_num == 20 { state.sound_manager.play_sfx(25); player.cond.set_hidden(false); if self.direction != Direction::Left { player.x -= 0x800; player.y -= 0x1000; player.vel_x = -0x5FF; player.vel_y = -0x200; player.direction = Direction::Left; self.direction = Direction::Left; } else { player.x += 0x800; player.y -= 0x1000; player.vel_x = 0x5FF; player.vel_y = -0x200; player.direction = Direction::Right; self.direction = Direction::Right; } self.action_num = 21; self.action_counter = 0; self.anim_num = 7; } self.action_counter += 1; if self.action_counter >= 50 { self.action_num = 0; } } _ => (), } self.vel_y += 0x20; self.vel_x = self.vel_x.clamp(-0x300, 0x300); self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 9 }; self.anim_rect = state.constants.npc.n169_balrog_shooting_missiles[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n170_balrog_missile( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, ) -> GameResult { 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.opposite().vector_x(), self.y, CaretType::Exhaust, self.direction.opposite(), ); } 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; let dir_offset = if self.direction == Direction::Left { 0 } else { 2 }; self.anim_rect = state.constants.npc.n170_balrog_missile[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n306_balrog_nurse(&mut self, state: &mut SharedGameState) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; self.action_counter = 0; self.anim_num = 0; self.y += 0x800; } if self.rng.range(0..120) == 10 { self.action_num = 2; self.action_counter = 0; self.anim_num = 1; } } 2 => { self.action_counter += 1; if self.action_counter > 8 { self.action_num = 1; self.anim_num = 0; } } _ => (), } let dir_offset = if self.direction == Direction::Left { 0 } else { 2 }; self.anim_rect = state.constants.npc.n306_balrog_nurse[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n356_balrog_rescuing( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, ) -> GameResult { match self.action_num { 0 | 11 => { if self.action_num == 0 { self.action_num = 11; self.anim_counter = 0; self.target_x = self.x - 0xC00; self.target_y = self.y - 0x2000; self.vel_y = 0; let mut npc = NPC::create(355, &state.npc_table); npc.cond.set_alive(true); npc.parent_id = self.id; if players[1].cond.alive() { npc.tsc_direction = 5; let _ = npc_list.spawn(0xAA, npc.clone()); npc.tsc_direction = 6; } npc.direction = Direction::Bottom; let _ = npc_list.spawn(0xAA, npc.clone()); npc.direction = Direction::Right; let _ = npc_list.spawn(0xAA, npc); } self.vel_x += 8 * if self.x < self.target_x { 1 } else { -1 }; self.vel_y += 8 * if self.y < self.target_y { 1 } else { -1 }; self.x += self.vel_x; self.y += self.vel_y; } 20 | 21 => { if self.action_num == 20 { self.action_num = 21; self.vel_x = -0x400; self.vel_y = 0x200; } self.anim_counter += 1; self.vel_x += 16; self.vel_y -= 8; self.x += self.vel_x; self.y += self.vel_y; if self.x > 0x78000 { self.action_num = 22; } } 22 => { self.vel_x = 0; self.vel_y = 0; } _ => (), } self.animate(4, 0, 1); self.anim_rect = state.constants.npc.n356_balrog_rescuing[self.anim_num as usize]; Ok(()) } }