use std::cmp::Ordering; use num_traits::{abs, clamp}; use crate::common::Direction; use crate::framework::error::GameResult; use crate::game::npc::list::NPCList; use crate::game::npc::NPC; use crate::game::player::{Player, TargetPlayer}; use crate::game::shared_game_state::SharedGameState; use crate::game::stage::Stage; use crate::game::weapon::bullet::BulletManager; use crate::util::rng::RNG; impl NPC { pub(crate) fn tick_n069_pignon(&mut self, state: &mut SharedGameState) -> 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; } if self.rng.range(0..100) == 1 { self.action_num = 2; self.action_counter = 0; self.anim_num = 1; } else { if self.rng.range(0..150) == 1 { self.direction = self.direction.opposite(); } if self.rng.range(0..150) == 1 { self.action_num = 3; self.action_counter = 50; self.anim_num = 0; } } } 2 => { self.action_counter += 1; if self.action_counter > 8 { self.action_num = 1; self.anim_num = 0; } } 3 | 4 => { if self.action_num == 3 { self.action_num = 4; self.anim_num = 2; self.anim_counter = 0; } self.action_counter = self.action_counter.saturating_sub(1); if self.action_counter == 0 { self.action_num = 0; } self.animate(2, 2, 4); if self.flags.hit_left_wall() { self.direction = Direction::Right; } if self.flags.hit_right_wall() { self.direction = Direction::Left; } self.vel_x = self.direction.vector_x() * 0x100; } 5 => { if self.flags.hit_bottom_wall() { self.action_num = 0; } } _ => (), } if self.shock > 0 && [1, 2, 4].contains(&self.action_num) { self.vel_y = -0x200; self.anim_num = 5; self.action_num = 5; } 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 { 6 }; self.anim_rect = state.constants.npc.n069_pignon[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n071_chinfish(&mut self, state: &mut SharedGameState) -> GameResult { if self.action_num == 0 { self.action_num = 1; self.target_x = self.x; self.target_y = self.y; self.vel_y = 0x80; } if self.action_num == 1 { self.vel_y += match self.target_y.cmp(&self.y) { Ordering::Less => -8, Ordering::Equal => 0, Ordering::Greater => 8, }; self.vel_y = clamp(self.vel_y, -0x100, 0x100); } self.x += self.vel_x; self.y += self.vel_y; self.animate(4, 0, 1); if self.shock > 0 { self.anim_num = 2; } let dir_offset = if self.direction == Direction::Left { 0 } else { 3 }; self.anim_rect = state.constants.npc.n071_chinfish[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n075_kanpachi(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult { if self.action_num == 0 { self.action_num = 1; self.anim_num = 0; self.anim_counter = 0; } if self.action_num == 1 { let player = self.get_closest_player_mut(players); if (self.x - 0x6000 < player.x) && (self.x + 0x6000 > player.x) && (self.y - 0x6000 < player.y) && (self.y + 0x2000 > player.y) { self.anim_num = 1; } else { self.anim_num = 0; } } self.anim_rect = state.constants.npc.n075_kanpachi[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n077_yamashita(&mut self, state: &mut SharedGameState) -> GameResult { if self.action_num == 0 { self.action_num = 1; self.anim_num = 0; self.anim_counter = 0; } match self.action_num { 1 => { 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; } } _ => (), } if self.direction == Direction::Left { self.anim_rect = state.constants.npc.n077_yamashita[self.anim_num as usize]; } else { self.anim_rect = state.constants.npc.n077_yamashita[2]; } Ok(()) } pub(crate) fn tick_n079_mahin(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult { match self.action_num { 0 => { self.action_num = 1; self.anim_num = 2; self.anim_counter = 0; } 2 => { self.anim_num = 0; if self.rng.range(0..120) == 10 { self.action_num = 3; self.action_counter = 0; self.anim_num = 1; } let player = self.get_closest_player_mut(players); if (self.x - (0x4000) < player.x) && (self.x + (0x4000) > player.x) && (self.y - (0x4000) < player.y) && (self.y + (0x2000) > player.y) { self.face_player(player); } } 3 => { self.action_counter += 1; if self.action_counter > 8 { self.action_num = 2; self.anim_num = 0; } } _ => (), } self.vel_y += 0x40; self.clamp_fall_speed(); self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 3 }; self.anim_rect = state.constants.npc.n079_mahin[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n080_gravekeeper( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], ) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.npc_flags.set_shootable(false); self.damage = 0; self.action_num = 1; self.hit_bounds.left = 0x800; } self.anim_num = 0; let player = self.get_closest_player_mut(players); if abs(player.x - self.x) < 0x10000 && self.y - 0x6000 < player.y && self.y + 0x4000 > player.y { self.anim_counter = 0; self.action_num = 2; } if self.shock > 0 { self.anim_num = 1; self.anim_counter = 0; self.action_num = 2; self.npc_flags.set_shootable(false); } self.face_player(player); } 2 => { self.animate(6, 0, 3); let player = self.get_closest_player_mut(players); if abs(player.x - self.x) < 0x2000 { self.hit_bounds.left = 0x2400; self.action_counter = 0; self.action_num = 3; self.npc_flags.set_shootable(true); state.sound_manager.play_sfx(34); } self.face_player(player); self.vel_x = self.direction.vector_x() * 0x100; } 3 => { self.anim_num = 4; self.vel_x = 0; self.action_counter += 1; if self.action_counter > 40 { self.action_counter = 0; self.action_num = 4; state.sound_manager.play_sfx(106); } } 4 => { self.anim_num = 5; self.damage = 10; self.action_counter += 1; if self.action_counter > 2 { self.action_counter = 0; self.action_num = 5; } } 5 => { self.action_counter += 1; if self.action_counter > 60 { self.action_num = 0; } self.anim_num = 6; } _ => (), } if (self.vel_x < 0 && self.flags.hit_left_wall()) || (self.vel_x > 0 && self.flags.hit_right_wall()) { self.vel_x = 0; } self.vel_x = clamp(self.vel_x, -0x400, 0x400); self.vel_y = clamp(self.vel_y + 0x20, -0x5ff, 0x5ff); self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 7 }; self.anim_rect = state.constants.npc.n080_gravekeeper[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n081_giant_pignon( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], ) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; self.anim_num = 0; self.anim_counter = 0; self.vel_x = 0; } if self.rng.range(0..100) == 1 { self.action_num = 2; self.action_counter = 0; self.anim_num = 1; } else { if self.rng.range(0..150) == 1 { self.direction = self.direction.opposite(); } if self.rng.range(0..150) == 1 { self.action_num = 3; self.action_counter = 50; self.anim_num = 0; } } } 2 => { self.action_counter += 1; if self.action_counter > 8 { self.action_num = 1; self.anim_num = 0; } } 3 | 4 => { if self.action_num == 3 { self.action_num = 4; self.anim_num = 2; self.anim_counter = 0; } self.action_counter = self.action_counter.saturating_sub(1); if self.action_counter == 0 { self.action_num = 0; } self.animate(2, 2, 4); if self.flags.hit_left_wall() { self.direction = Direction::Right; } if self.flags.hit_right_wall() { self.direction = Direction::Left; } self.vel_x = self.direction.vector_x() * 0x100; } 5 => { if self.flags.hit_bottom_wall() { self.action_num = 0; } } _ => (), } if self.shock > 0 && [1, 2, 4].contains(&self.action_num) { let player = self.get_closest_player_mut(players); self.vel_x = if self.x < player.x { 0x100 } else { -0x100 }; self.vel_y = -0x200; self.anim_num = 5; self.action_num = 5; } 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 { 6 }; self.anim_rect = state.constants.npc.n081_giant_pignon[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n091_mimiga_cage(&mut self, state: &SharedGameState) -> GameResult { if self.action_num == 0 { self.action_num = 1; self.y += 0x2000; self.anim_rect = state.constants.npc.n091_mimiga_cage; } Ok(()) } pub(crate) fn tick_n313_ma_pignon( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, bullet_manager: &mut BulletManager, ) -> 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.anim_num = 0; self.y += 0x800; } self.vel_y += 0x40; if self.rng.range(0..120) == 10 { self.action_num = 2; self.action_counter = 0; self.anim_num = 1; } if player.x > self.x - 0x4000 && player.x < self.x + 0x4000 { self.face_player(player); } } 2 => { self.action_counter += 1; if self.action_counter > 8 { self.action_num = 1; self.anim_num = 0; } } 100 | 110 => { if self.action_num == 100 { self.action_num = 110; self.action_counter = 0; self.action_counter2 = 0; self.npc_flags.set_shootable(true); } self.damage = 1; self.face_player(player); self.anim_num = 0; self.action_counter += 1; if self.action_counter > 4 { self.action_counter = 0; self.action_num = 120; self.action_counter3 += 1; if self.action_counter3 > 12 { self.action_counter3 = 0; self.action_num = 300; } } } 120 => { self.anim_num = 2; self.action_counter += 1; if self.action_counter > 4 { self.action_num = 130; self.anim_num = 3; self.vel_x = 2 * self.rng.range(-512..512); self.vel_y = -0x800; state.sound_manager.play_sfx(30); self.action_counter2 += 1; } } 130 => { self.vel_y += 0x80; if self.y > 0x10000 { self.npc_flags.set_ignore_solidity(false) }; if (self.vel_x < 0 && self.flags.hit_left_wall()) || (self.vel_x > 0 && self.flags.hit_right_wall()) { self.vel_x *= -1 }; self.face_player(player); self.anim_num = if self.vel_y < -0x200 { 3 } else if self.vel_y > 0x200 { 4 } else { 0 }; if self.flags.hit_bottom_wall() { self.action_num = 140; self.action_counter = 0; self.anim_num = 2; self.vel_x = 0; } if self.action_counter2 > 4 && player.y < self.y + 0x800 { self.action_num = 200; self.action_counter = 0; self.vel_x = 0; self.vel_y = 0; } } 140 => { self.anim_num = 2; self.action_counter += 1; if self.action_counter > 4 { self.action_num = 110; } } 200 => { self.anim_num = 5; self.action_counter += 1; if self.action_counter > 10 { self.action_num = 210; self.anim_num = 6; self.vel_x = 0x5FF * self.direction.vector_x(); state.sound_manager.play_sfx(25); self.npc_flags.set_shootable(false); self.npc_flags.set_invulnerable(true); self.damage = 10; } } 210 => { self.animate(1, 6, 7); if (self.vel_x < 0 && self.flags.hit_left_wall()) || (self.vel_x > 0 && self.flags.hit_right_wall()) { self.action_num = 220 }; } 220 | 221 => { if self.action_num == 220 { self.action_num = 221; self.action_counter = 0; state.quake_counter = 16; state.quake_rumble_counter = 16; state.sound_manager.play_sfx(26); self.damage = 4 } self.animate(1, 6, 7); self.action_counter += 1; if self.action_counter % 6 == 0 { let mut npc = NPC::create(314, &state.npc_table); npc.cond.set_alive(true); npc.x = (self.rng.range(4..16) + state.constants.game.tile_offset_x) * 0x2000; npc.y = 0x2000; let _ = npc_list.spawn(0x100, npc); } if self.action_counter > 30 { self.action_counter2 = 0; self.action_num = 130; self.npc_flags.set_shootable(true); self.npc_flags.set_invulnerable(false); self.damage = 3; } } 300 | 301 => { if self.action_num == 300 { self.action_num = 301; self.anim_num = 9; self.face_player(player); } self.animate(1, 9, 11); self.vel_x = if self.direction == Direction::Left { -0x400 } else { 0x400 }; if player.x > self.x - 0x800 && player.x < self.x + 0x800 { self.action_num = 310; self.action_counter = 0; self.anim_num = 2; self.vel_x = 0; } } 310 => { self.anim_num = 2; self.action_counter += 1; if self.action_counter > 4 { self.action_num = 320; self.anim_num = 12; self.vel_y = -0x800; state.sound_manager.play_sfx(25); self.npc_flags.set_ignore_solidity(true); self.npc_flags.set_shootable(false); self.npc_flags.set_invulnerable(true); self.damage = 10; } } 320 => { self.animate(1, 12, 13); if self.y < 0x2000 { self.action_num = 330 }; } 330 | 331 => { if self.action_num == 330 { self.vel_y = 0; self.action_num = 331; self.action_counter = 0; state.quake_counter = 16; state.quake_rumble_counter = 16; state.sound_manager.play_sfx(26); } self.animate(1, 12, 13); self.action_counter += 1; if self.action_counter % 6 == 0 { let mut npc = NPC::create(315, &state.npc_table); npc.cond.set_alive(true); npc.x = (self.rng.range(4..16) + state.constants.game.tile_offset_x) * 0x2000; let _ = npc_list.spawn(0x100, npc); } if self.action_counter > 30 { self.action_counter2 = 0; self.action_num = 130; self.npc_flags.set_shootable(true); self.npc_flags.set_invulnerable(false); self.damage = 3; } } 500 | 501 => { if self.action_num == 500 { self.npc_flags.set_shootable(false); self.action_num = 501; self.action_counter = 0; self.anim_num = 8; self.target_x = self.x; self.damage = 0; npc_list.kill_npcs_by_type(315, true, state); } self.vel_y += 0x20; self.action_counter += 1; self.x = self.target_x + if self.action_counter % 2 == 0 { 0x200 } else { 0 }; } _ => (), } if self.action_num > 100 && self.action_num < 500 && self.action_num != 210 && self.action_num != 320 { // Missiles + Blade if bullet_manager.count_bullets_multi( &[13, 14, 15, 16, 17, 18, 23, 25, 26, 27, 28, 29, 30, 31, 32, 33], TargetPlayer::Player1, ) + bullet_manager.count_bullets_multi( &[13, 14, 15, 16, 17, 18, 23, 25, 26, 27, 28, 29, 30, 31, 32, 33], TargetPlayer::Player2, ) > 0 { self.npc_flags.set_shootable(false); self.npc_flags.set_invulnerable(true); } else { self.npc_flags.set_shootable(true); self.npc_flags.set_invulnerable(false); } } 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.n313_ma_pignon[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n314_ma_pignon_rock( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, stage: &Stage, ) -> GameResult { let player = self.get_closest_player_mut(players); match self.action_num { 0 | 100 => { if self.action_num == 0 { self.action_num = 100; self.npc_flags.set_invulnerable(true); self.anim_num = self.rng.range(0..2) as u16; } self.vel_y += 0x40; if self.vel_y > 0x700 { self.vel_y = 0x700 }; if self.y > 0x10000 { self.npc_flags.set_ignore_solidity(false) }; if self.flags.hit_bottom_wall() { self.vel_y = -0x200; self.action_num = 110; self.npc_flags.set_ignore_solidity(true); state.sound_manager.play_sfx(12); state.quake_counter = 10; state.quake_rumble_counter = 10; let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); for _ in 0..2 { npc.x = self.x + self.rng.range(-12..12) * 0x200; npc.y = self.y + 0x2000; npc.vel_x = self.rng.range(-0x155..0x155); npc.vel_y = self.rng.range(-0x600..0); let _ = npc_list.spawn(0x100, npc.clone()); } } } 110 => { self.vel_y += 0x40; if self.y > stage.map.height as i32 * state.tile_size.as_int() * 0x200 { self.cond.set_alive(false); return Ok(()); } } _ => (), } self.animate(6, 0, 2); self.damage = if player.y > self.y { 10 } else { 0 }; self.y += self.vel_y; self.anim_rect = state.constants.npc.n314_ma_pignon_rock[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n315_ma_pignon_clone( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], bullet_manager: &mut BulletManager, ) -> GameResult { let player = self.get_closest_player_mut(players); match self.action_num { 0 => { self.anim_num = 3; self.vel_y += 0x80; self.action_counter2 = 0; if self.y > 0x10000 { self.action_num = 130; self.npc_flags.set_ignore_solidity(false); } } 100 | 110 => { if self.action_num == 100 { self.action_num = 110; self.action_counter = 0; self.action_counter2 = 0; self.npc_flags.set_shootable(true); } self.face_player(player); self.anim_num = 0; self.action_counter += 1; if self.action_counter > 4 { self.action_num = 120; self.action_counter = 0; } } 120 => { self.anim_num = 1; self.action_counter += 1; if self.action_counter > 4 { self.action_num = 130; self.anim_num = 3; self.vel_x = 2 * self.rng.range(-0x200..0x200); self.vel_y = -0x800; state.sound_manager.play_sfx(30); } } 130 => { self.vel_y += 0x80; if (self.vel_x < 0 && self.flags.hit_left_wall()) || (self.vel_x > 0 && self.flags.hit_right_wall()) { self.vel_x *= -1 }; self.face_player(player); self.anim_num = if self.vel_y < -0x200 { 2 } else if self.vel_y > 0x200 { 0 } else { 3 }; if self.flags.hit_bottom_wall() { self.action_num = 140; self.action_counter = 0; self.anim_num = 1; self.vel_x = 0; } } 140 => { self.anim_num = 1; self.action_counter += 1; if self.action_counter > 4 { // action_counter is not reset here self.action_num = 110; self.npc_flags.set_shootable(true); } } _ => (), } if self.action_num > 100 { // Missiles + Blade if bullet_manager.count_bullets_multi( &[13, 14, 15, 16, 17, 18, 23, 25, 26, 27, 28, 29, 30, 31, 32, 33], TargetPlayer::Player1, ) + bullet_manager.count_bullets_multi( &[13, 14, 15, 16, 17, 18, 23, 25, 26, 27, 28, 29, 30, 31, 32, 33], TargetPlayer::Player2, ) > 0 { self.npc_flags.set_shootable(false); self.npc_flags.set_invulnerable(true); } else { self.npc_flags.set_shootable(true); self.npc_flags.set_invulnerable(false); } } self.action_counter2 += 1; if self.action_counter2 > 300 { self.vanish(state); } else { self.clamp_fall_speed(); 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.n315_ma_pignon_clone[self.anim_num as usize + dir_offset]; } Ok(()) } }