use std::cell::RefCell; use std::collections::{BTreeSet, HashMap}; use std::io; use std::io::Cursor; use bitvec::vec::BitVec; use byteorder::{LE, ReadBytesExt}; use crate::{bitfield, SharedGameState}; use crate::caret::CaretType; use crate::common::{Condition, Rect}; use crate::common::Direction; use crate::common::Flag; use crate::entity::GameEntity; use crate::frame::Frame; use crate::ggez::{Context, GameResult}; use crate::map::NPCData; use crate::physics::PhysicalEntity; use crate::player::Player; use crate::str; pub mod characters; pub mod egg_corridor; pub mod first_cave; pub mod mimiga_village; pub mod misc; pub mod pickups; bitfield! { #[derive(Clone, Copy)] pub struct NPCFlag(u16); impl Debug; pub solid_soft, set_solid_soft: 0; pub ignore_tile_44, set_ignore_tile_44: 1; pub invulnerable, set_invulnerable: 2; pub ignore_solidity, set_ignore_solidity: 3; pub bouncy, set_bouncy: 4; pub shootable, set_shootable: 5; pub solid_hard, set_solid_hard: 6; pub rear_and_top_not_hurt, set_rear_and_top_not_hurt: 7; pub event_when_touched, set_event_when_touched: 8; pub event_when_killed, set_event_when_killed: 9; pub flag_x400, set_flag_x400: 10; pub appear_when_flag_set, set_appear_when_flag_set: 11; pub spawn_facing_right, set_spawn_facing_right: 12; pub interactable, set_interactable: 13; pub hide_unless_flag_set, set_hide_unless_flag_set: 14; pub show_damage, set_show_damage: 15; } #[derive(Debug, Clone)] pub struct NPC { pub id: u16, pub npc_type: u16, pub x: isize, pub y: isize, pub vel_x: isize, pub vel_y: isize, pub target_x: isize, pub target_y: isize, pub exp: u16, pub size: u8, pub shock: u16, pub life: u16, pub damage: u16, pub cond: Condition, pub flags: Flag, pub npc_flags: NPCFlag, pub direction: Direction, pub display_bounds: Rect, pub hit_bounds: Rect, pub action_num: u16, pub anim_num: u16, pub flag_num: u16, pub event_num: u16, pub action_counter: u16, pub action_counter2: u16, pub anim_counter: u16, pub anim_rect: Rect, } impl GameEntity<&mut Player> for NPC { fn tick(&mut self, state: &mut SharedGameState, player: &mut Player) -> GameResult { if !self.cond.alive() { return Ok(()); } match self.npc_type { 0 => { self.tick_n000_null() } 1 => { self.tick_n001_experience(state) } 2 => { self.tick_n002_behemoth(state) } 5 => { self.tick_n005_green_critter(state, player) } 7 => { self.tick_n007_basil(state, player) } 15 => { self.tick_n015_chest_closed(state) } 16 => { self.tick_n016_save_point(state) } 17 => { self.tick_n017_health_refill(state) } 18 => { self.tick_n018_door(state) } 20 => { self.tick_n020_computer(state) } 21 => { self.tick_n021_chest_open(state) } 22 => { self.tick_n022_teleporter(state) } 27 => { self.tick_n027_death_trap(state) } 30 => { self.tick_n030_gunsmith(state) } 32 => { self.tick_n032_life_capsule(state) } 34 => { self.tick_n034_bed(state) } 37 => { self.tick_n037_sign(state) } 38 => { self.tick_n038_fireplace(state) } 39 => { self.tick_n039_save_sign(state) } 41 => { self.tick_n041_busted_door(state) } 43 => { self.tick_n043_chalkboard(state) } 46 => { self.tick_n046_hv_trigger(state, player) } 52 => { self.tick_n052_sitting_blue_robot(state) } 55 => { self.tick_n055_kazuma(state) } 59 => { self.tick_n059_eye_door(state, player) } 60 => { self.tick_n060_toroko(state, player) } 61 => { self.tick_n061_king(state) } 62 => { self.tick_n062_kazuma_computer(state) } 64 => { self.tick_n064_first_cave_critter(state, player) } 65 => { self.tick_n065_first_cave_bat(state, player) } 70 => { self.tick_n070_sparkle(state) } 71 => { self.tick_n071_chinfish(state) } 72 => { self.tick_n072_sprinkler(state) } 74 => { self.tick_n074_jack(state) } 75 => { self.tick_n075_kanpachi(state, player) } 77 => { self.tick_n077_yamashita(state) } 78 => { self.tick_n078_pot(state) } 79 => { self.tick_n079_mahin(state, player) } 211 => { self.tick_n211_small_spikes(state) } _ => { Ok(()) } }?; if self.shock > 0 { self.shock -= 1; } Ok(()) } fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult { if !self.cond.alive() || self.cond.hidden() { return Ok(()); } let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, state.npc_table.get_texture_name(self.npc_type))?; let off_x = if self.direction == Direction::Left { self.display_bounds.left } else { self.display_bounds.right } as isize; let shock = if self.shock > 0 { (2 * ((self.shock as isize / 2) % 2) - 1) as f32 } else { 0.0 }; batch.add_rect( (((self.x - off_x) / 0x200) - (frame.x / 0x200)) as f32 + shock, (((self.y - self.display_bounds.top as isize) / 0x200) - (frame.y / 0x200)) as f32, &self.anim_rect, ); batch.draw(ctx)?; Ok(()) } } impl PhysicalEntity for NPC { #[inline(always)] fn x(&self) -> isize { self.x } #[inline(always)] fn y(&self) -> isize { self.y } #[inline(always)] fn vel_x(&self) -> isize { self.vel_x } #[inline(always)] fn vel_y(&self) -> isize { self.vel_y } #[inline(always)] fn size(&self) -> u8 { self.size } #[inline(always)] fn hit_bounds(&self) -> &Rect { &self.hit_bounds } #[inline(always)] fn set_x(&mut self, x: isize) { self.x = x; } #[inline(always)] fn set_y(&mut self, y: isize) { self.y = y; } #[inline(always)] fn set_vel_x(&mut self, vel_x: isize) { self.vel_x = vel_x; } #[inline(always)] fn set_vel_y(&mut self, vel_y: isize) { self.vel_y = vel_y; } #[inline(always)] fn cond(&mut self) -> &mut Condition { &mut self.cond } #[inline(always)] fn flags(&mut self) -> &mut Flag { &mut self.flags } #[inline(always)] fn direction(&self) -> Direction { self.direction } #[inline(always)] fn is_player(&self) -> bool { false } #[inline(always)] fn ignore_tile_44(&self) -> bool { self.npc_flags.ignore_tile_44() } } pub struct NPCMap { /// A sorted pool of used IDs to used to iterate over NPCs in order, as original game does. pub npc_ids: BTreeSet, /// Do not iterate over this directly outside render pipeline. pub npcs: HashMap>, } impl NPCMap { #[allow(clippy::new_without_default)] pub fn new() -> NPCMap { NPCMap { npc_ids: BTreeSet::new(), npcs: HashMap::with_capacity(256), } } pub fn clear(&mut self) { self.npc_ids.clear(); self.npcs.clear(); } pub fn create_npc_from_data(&mut self, table: &NPCTable, data: &NPCData) -> &mut NPC { let display_bounds = table.get_display_bounds(data.npc_type); let hit_bounds = table.get_hit_bounds(data.npc_type); let (size, life, damage, flags, exp) = match table.get_entry(data.npc_type) { Some(entry) => { (entry.size, entry.life, entry.damage as u16, entry.npc_flags, entry.experience as u16) } None => { (1, 0, 0, NPCFlag(0), 0) } }; let npc_flags = NPCFlag(data.flags | flags.0); let npc = NPC { id: data.id, npc_type: data.npc_type, x: data.x as isize * 16 * 0x200, y: data.y as isize * 16 * 0x200, vel_x: 0, vel_y: 0, target_x: 0, target_y: 0, action_num: 0, anim_num: 0, flag_num: data.flag_num, event_num: data.event_num, shock: 0, exp, size, life, damage, cond: Condition(0x00), flags: Flag(0), direction: if npc_flags.spawn_facing_right() { Direction::Right } else { Direction::Left }, npc_flags, display_bounds, hit_bounds, action_counter: 0, action_counter2: 0, anim_counter: 0, anim_rect: Rect::new(0, 0, 0, 0), }; self.npc_ids.insert(data.id); self.npcs.insert(data.id, RefCell::new(npc)); self.npcs.get_mut(&data.id).unwrap().get_mut() } pub fn create_npc(&self, npc_type: u16, table: &NPCTable) -> NPC { let display_bounds = table.get_display_bounds(npc_type); let hit_bounds = table.get_hit_bounds(npc_type); let (size, life, damage, flags, exp) = match table.get_entry(npc_type) { Some(entry) => { (entry.size, entry.life, entry.damage as u16, entry.npc_flags, entry.experience as u16) } None => { (1, 0, 0, NPCFlag(0), 0) } }; let npc_flags = NPCFlag(flags.0); NPC { id: 0, npc_type, x: 0, y: 0, vel_x: 0, vel_y: 0, target_x: 0, target_y: 0, action_num: 0, anim_num: 0, flag_num: 0, event_num: 0, shock: 0, exp, size, life, damage, cond: Condition(0x00), flags: Flag(0), direction: if npc_flags.spawn_facing_right() { Direction::Right } else { Direction::Left }, npc_flags, display_bounds, hit_bounds, action_counter: 0, action_counter2: 0, anim_counter: 0, anim_rect: Rect::new(0, 0, 0, 0), } } pub fn garbage_collect(&mut self) { self.npcs.retain(|_, npc_cell| npc_cell.borrow().cond.alive()); } pub fn remove_by_event(&mut self, event_num: u16, game_flags: &mut BitVec) { for npc_cell in self.npcs.values_mut() { let mut npc = npc_cell.borrow_mut(); if npc.event_num == event_num { npc.cond.set_alive(false); game_flags.set(npc.flag_num as usize, true); } } } pub fn allocate_id(&mut self, start: u16) -> u16 { for i in start..(u16::MAX) { if !self.npc_ids.contains(&i) { return i; } } unreachable!() } pub fn create_death_effect(&self, x: isize, y: isize, radius: usize, count: usize, state: &mut SharedGameState) -> Vec { let mut npcs = Vec::new(); let radius = radius as i32 / 0x200; for _ in 0..count { let off_x = state.game_rng.range(-radius..radius) * 0x200; let off_y = state.game_rng.range(-radius..radius) * 0x200; // todo smoke } state.create_caret(x, y, CaretType::Explosion, Direction::Left); npcs } pub fn process_dead_npcs(&mut self, list: &Vec, state: &mut SharedGameState) { let mut new_npcs = Vec::new(); for id in list { let npc_cell = self.npcs.get(id); if npc_cell.is_some() { let mut npc = npc_cell.unwrap().borrow_mut(); let mut npcs = match npc.size { 1 => { self.create_death_effect(npc.x, npc.y, npc.display_bounds.right, 3, state) } 2 => { self.create_death_effect(npc.x, npc.y, npc.display_bounds.right, 7, state) } 3 => { self.create_death_effect(npc.x, npc.y, npc.display_bounds.right, 12, state) } _ => { vec![] } }; if !npcs.is_empty() { new_npcs.append(&mut npcs); } if npc.exp != 0 { //if state.game_rng.range(0..4) == 0 { // health //} else { let mut exp = npc.exp; while exp > 0 { let exp_piece = if exp >= 20 { exp -= 20; 20 } else if exp >= 5 { exp -= 5; 5 } else { exp -= 1; 1 }; let mut xp_npc = self.create_npc(1, &state.npc_table); xp_npc.cond.set_alive(true); xp_npc.direction = Direction::Left; xp_npc.x = npc.x; xp_npc.y = npc.y; xp_npc.exp = exp_piece; new_npcs.push(xp_npc); } //} } state.game_flags.set(npc.flag_num as usize, true); // todo vanish / show damage npc.cond.set_alive(false); } } for mut npc in new_npcs { let id = if npc.id == 0 { if npc.npc_type == 1 { self.allocate_id(0x100) } else { self.allocate_id(0) } } else { npc.id }; npc.id = id; self.npc_ids.insert(id); self.npcs.insert(id, RefCell::new(npc)); } } pub fn is_alive(&self, npc_id: u16) -> bool { if let Some(npc_cell) = self.npcs.get(&npc_id) { return npc_cell.borrow().cond.alive(); } false } pub fn is_alive_by_event(&self, event_num: u16) -> bool { for npc_cell in self.npcs.values() { let npc = npc_cell.borrow(); if npc.cond.alive() && npc.event_num == event_num { return true; } } false } } pub struct NPCTableEntry { pub npc_flags: NPCFlag, pub life: u16, pub spritesheet_id: u8, pub death_sound: u8, pub hurt_sound: u8, pub size: u8, pub experience: u32, pub damage: u32, pub display_bounds: Rect, pub hit_bounds: Rect, } pub struct NPCTable { entries: Vec, pub tex_npc1_name: String, pub tex_npc2_name: String, } impl NPCTable { #[allow(clippy::new_without_default)] pub fn new() -> NPCTable { NPCTable { entries: Vec::new(), tex_npc1_name: str!("Npc/Npc0"), tex_npc2_name: str!("Npc/Npc0"), } } pub fn load_from(mut data: R) -> GameResult { let mut table = NPCTable::new(); let mut buf = Vec::new(); data.read_to_end(&mut buf)?; let count = buf.len() / 0x18; let mut f = Cursor::new(buf); for _ in 0..count { table.entries.push(NPCTableEntry { npc_flags: NPCFlag(0), life: 0, spritesheet_id: 0, death_sound: 0, hurt_sound: 0, size: 0, experience: 0, damage: 0, display_bounds: Rect::new(0, 0, 0, 0), hit_bounds: Rect::new(0, 0, 0, 0), }); } for npc in table.entries.iter_mut() { npc.npc_flags.0 = f.read_u16::()?; } for npc in table.entries.iter_mut() { npc.life = f.read_u16::()?; } for npc in table.entries.iter_mut() { npc.spritesheet_id = f.read_u8()?; } for npc in table.entries.iter_mut() { npc.hurt_sound = f.read_u8()?; } for npc in table.entries.iter_mut() { npc.death_sound = f.read_u8()?; } for npc in table.entries.iter_mut() { npc.size = f.read_u8()?; } for npc in table.entries.iter_mut() { npc.experience = f.read_u32::()?; } for npc in table.entries.iter_mut() { npc.damage = f.read_u32::()?; } for npc in table.entries.iter_mut() { npc.hit_bounds.left = f.read_u8()?; npc.hit_bounds.top = f.read_u8()?; npc.hit_bounds.right = f.read_u8()?; npc.hit_bounds.bottom = f.read_u8()?; } for npc in table.entries.iter_mut() { npc.display_bounds.left = f.read_u8()?; npc.display_bounds.top = f.read_u8()?; npc.display_bounds.right = f.read_u8()?; npc.display_bounds.bottom = f.read_u8()?; } Ok(table) } pub fn get_entry(&self, npc_type: u16) -> Option<&NPCTableEntry> { self.entries.get(npc_type as usize) } pub fn get_display_bounds(&self, npc_type: u16) -> Rect { if let Some(npc) = self.entries.get(npc_type as usize) { Rect { left: npc.display_bounds.left as usize * 0x200, top: npc.display_bounds.top as usize * 0x200, right: npc.display_bounds.right as usize * 0x200, bottom: npc.display_bounds.bottom as usize * 0x200, } } else { Rect { left: 0, top: 0, right: 0, bottom: 0 } } } pub fn get_hit_bounds(&self, npc_type: u16) -> Rect { if let Some(npc) = self.entries.get(npc_type as usize) { Rect { left: npc.hit_bounds.left as usize * 0x200, top: npc.hit_bounds.top as usize * 0x200, right: npc.hit_bounds.right as usize * 0x200, bottom: npc.hit_bounds.bottom as usize * 0x200, } } else { Rect { left: 0, top: 0, right: 0, bottom: 0 } } } pub fn get_texture_name(&self, npc_type: u16) -> &str { if let Some(npc) = self.entries.get(npc_type as usize) { match npc.spritesheet_id { 20 => "Npc/NpcSym", 21 => self.tex_npc1_name.as_str(), 22 => self.tex_npc2_name.as_str(), 23 => "Npc/NpcRegu", _ => "Npc/Npc0" } } else { "Npc/Npc0" } } }