use crate::common::{CDEG_RAD, Direction}; use crate::framework::error::GameResult; 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::util::rng::RNG; impl NPC { pub(crate) fn tick_n083_igor_cutscene(&mut self, state: &mut SharedGameState) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.vel_x = 0; self.action_num = 1; self.anim_num = 0; self.action_counter = 0; } self.anim_counter += 1; if self.anim_counter > 5 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num > 1 { self.anim_num = 0; } } } 2 | 3 => { if self.action_num == 2 { self.action_num = 3; self.anim_num = 2; 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 > 5 { self.anim_num = 2; } } self.vel_x = self.direction.vector_x() * 0x200; } 4 | 5 => { if self.action_num == 4 { self.vel_x = 0; self.action_num = 5; self.action_counter = 0; self.anim_num = 6; } self.action_counter += 1; if self.action_counter > 10 { self.action_counter = 0; self.action_num = 6; self.anim_num = 7; state.sound_manager.play_sfx(70); } } 6 => { self.action_counter += 1; if self.action_counter > 8 { self.action_num = 0; self.anim_num = 0; } } 7 => { self.action_num = 1; } _ => (), } self.vel_y += 0x40; self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 8 }; self.anim_rect = state.constants.npc.n083_igor_cutscene[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n088_igor_boss( &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.anim_num = 0; self.anim_counter = 0; self.vel_x = 0; } self.animate(5, 0, 1); self.action_counter += 1; if self.action_counter > 50 { self.action_num = 2; } } 2 | 3 => { let player = self.get_closest_player_mut(players); if self.action_num == 2 { self.action_num = 3; self.action_counter = 0; self.anim_num = 2; self.anim_counter = 0; self.action_counter2 += 1; if self.action_counter2 < 3 || self.life > 150 { self.action_counter3 = 0; self.face_player(player); } else { self.action_counter3 = 1; self.face_player(player); self.direction = self.direction.opposite(); } } self.action_counter += 1; self.animate(3, 2, 5); self.vel_x = self.direction.vector_x() * 0x200; if self.action_counter3 != 0 { if self.action_counter > 16 { self.vel_x = 0; self.action_num = 9; self.anim_num = 10; } } else if self.action_counter > 50 { self.action_num = 7; self.action_counter = 0; self.anim_num = 8; self.damage = 2; self.vel_x = (self.vel_x * 3) / 2; self.vel_y = -0x400; } else if (self.direction == Direction::Left && self.x - 0x3000 < player.x) || (self.direction == Direction::Right && self.x + 0x3000 > player.x) { self.action_num = 4; } } 4 | 5 => { if self.action_num == 4 { self.action_num = 5; self.action_counter = 0; self.anim_num = 6; self.vel_x = 0; } self.action_counter += 1; if self.action_counter > 12 { self.action_num = 6; self.action_counter = 0; self.anim_num = 7; self.damage = 5; self.hit_bounds.left = 0x3000; self.hit_bounds.top = 1; state.sound_manager.play_sfx(70); } } 6 => { self.action_counter += 1; if self.action_counter > 10 { self.action_num = 0; self.anim_num = 0; self.damage = 0; self.hit_bounds.left = 0x1000; self.hit_bounds.top = 0x2000; } } 7 => { if self.flags.hit_bottom_wall() { self.action_num = 8; self.anim_num = 9; self.damage = 0; state.sound_manager.play_sfx(26); state.quake_counter = 30; state.quake_rumble_counter = 30; let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); for _ in 0..4 { npc.x = self.x + self.rng.range(-12..12) as i32 * 0x200; npc.y = self.y + self.rng.range(-12..12) as i32 * 0x200; npc.vel_x = self.rng.range(-0x155..0x155) as i32; npc.vel_y = self.rng.range(-0x600..0) as i32; let _ = npc_list.spawn(0x100, npc.clone()); } } } 8 => { self.vel_x = 0; self.action_counter += 1; if self.action_counter > 10 { self.action_num = 0; self.anim_num = 0; self.damage = 0; } } 9 | 10 => { if self.action_num == 9 { self.action_num = 10; self.action_counter = 0; let player = self.get_closest_player_ref(&players); self.face_player(player); } self.action_counter += 1; if self.action_counter > 100 && self.action_counter % 6 == 1 { let deg = (if self.direction == Direction::Left { 0x88 } else { 0xf8 } + self.rng.range(-16..16)) as f64 * CDEG_RAD; let vel_x = (deg.cos() * 1536.0) as i32; let vel_y = (deg.sin() * 1536.0) as i32; let mut npc = NPC::create(11, &state.npc_table); npc.cond.set_alive(true); npc.direction = Direction::Left; npc.x = self.x; npc.y = self.y + 0x800; npc.vel_x = vel_x; npc.vel_y = vel_y; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(12); } self.anim_num = if self.action_counter > 50 && (self.action_counter & 0x02) != 0 { 11 } else { 10 }; if self.action_counter > 132 { self.action_num = 0; self.anim_num = 0; self.action_counter2 = 0; } } _ => (), } self.vel_y += 0x40; self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 12 }; self.anim_rect = state.constants.npc.n088_igor_boss[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n089_igor_dead( &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; state.sound_manager.play_sfx(72); let player = self.get_closest_player_mut(players); self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); 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.action_counter += 1; if self.action_counter > 100 { self.action_num = 2; self.action_counter = 0; } if self.action_counter % 5 == 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); } let dir_offset = if self.direction == Direction::Left { 0 } else { 4 }; self.anim_rect = state.constants.npc.n089_igor_dead[dir_offset]; if (self.action_counter & 0x02) != 0 { self.anim_rect.left -= 1; } } 2 => { self.action_counter += 1; if (self.action_counter & 0x02) != 0 && self.action_counter < 100 { self.anim_num = 0; self.display_bounds.left = 0x2800; self.display_bounds.right = 0x2800; self.display_bounds.top = 0x2800; } else { self.anim_num = 1; self.display_bounds.left = 0x1800; self.display_bounds.right = 0x1800; self.display_bounds.top = 0x1000; } if self.action_counter > 150 { self.action_num = 3; self.action_counter = 0; self.anim_num = 1; } if self.action_counter % 9 == 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); } let dir_offset = if self.direction == Direction::Left { 0 } else { 4 }; self.anim_rect = state.constants.npc.n089_igor_dead[self.anim_num as usize + dir_offset]; } 3 => { self.anim_counter += 1; if self.anim_counter > 50 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num == 3 { self.action_num = 4; } let dir_offset = if self.direction == Direction::Left { 0 } else { 4 }; self.anim_rect = state.constants.npc.n089_igor_dead[self.anim_num as usize + dir_offset]; } } _ => (), } self.vel_y += 0x40; self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; Ok(()) } pub(crate) fn tick_n268_igor_enemy( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, ) -> GameResult { let player = self.get_closest_player_ref(&players); if self.x < player.x - 0x28000 || self.x > player.x + 0x28000 || self.y < player.y - 0x1E000 || self.y > player.y + 0x1E000 { self.action_num = 1; } match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; self.y += 0x1000; } self.animate(20, 0, 1); if self.x < player.x + 0xE000 && self.x > player.x - 0xE000 && self.x < player.x + 0x6000 && self.x > player.x - 0xE000 { self.action_num = 10; } if self.shock != 0 { self.action_num = 10; } } 10 | 11 => { if self.action_num == 10 { self.action_num = 11; self.action_counter = 0; self.anim_num = 0; self.action_counter = 0; self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left }; } self.vel_x = self.direction.vector_x() * 0x200; if self.x < player.x + 0x8000 && self.x > player.x - 0x8000 { self.action_num = 20; self.action_counter = 0; } if self.vel_x < 0 && self.flags.hit_left_wall() { self.action_num = 20; self.action_counter = 0; } if self.vel_x > 0 && self.flags.hit_right_wall() { self.action_num = 20; self.action_counter = 0; } self.animate(4, 2, 5); } 20 => { self.vel_x = 0; self.anim_num = 6; self.action_counter += 1; if self.action_counter > 10 { self.action_num = 30; self.vel_x = self.direction.vector_x() * 0x200; self.vel_y = -0x5FF; state.sound_manager.play_sfx(108); } } 30 => { self.anim_num = 7; if self.flags.hit_bottom_wall() { self.action_num = 40; self.action_counter = 0; state.quake_counter = 20; state.quake_rumble_counter = 20; state.sound_manager.play_sfx(26); } } 40 => { self.vel_x = 0; self.anim_num = 6; self.action_counter += 1; if self.action_counter > 30 { self.action_num = 50; } } 50 | 51 => { if self.action_num == 50 { self.action_num = 51; self.action_counter = 0; let player = self.get_closest_player_ref(&players); self.face_player(player); } self.action_counter += 1; if self.action_counter > 30 && self.action_counter % 4 == 1 { let deg = (if self.direction == Direction::Left { 0x88 } else { 0xf8 } + self.rng.range(-16..16)) as f64 * CDEG_RAD; let vel_x = (deg.cos() * 2560.0) as i32; let vel_y = (deg.sin() * 2560.0) as i32; let mut npc = NPC::create(11, &state.npc_table); npc.cond.set_alive(true); npc.direction = Direction::Left; npc.x = self.x; npc.y = self.y + 0x800; npc.vel_x = vel_x; npc.vel_y = vel_y; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(12); } if self.action_counter < 50 && self.action_counter & 2 != 0 { self.anim_num = 9; } else { self.anim_num = 8; } if self.action_counter > 82 { self.action_num = 10; self.face_player(player); } } _ => (), } self.vel_y += 0x33; self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 10 }; self.anim_rect = state.constants.npc.n268_igor_enemy[self.anim_num as usize + dir_offset]; Ok(()) } }