use crate::common::{Direction, Rect}; use crate::components::flash::Flash; use crate::framework::error::GameResult; use crate::game::caret::CaretType; use crate::game::npc::boss::BossNPC; 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::weapon::bullet::BulletManager; use crate::util::rng::RNG; impl NPC { pub(crate) fn tick_n048_omega_projectiles(&mut self, state: &mut SharedGameState) -> GameResult { if (self.flags.hit_left_wall() && self.vel_x < 0) || (self.flags.hit_right_wall() && self.vel_x > 0) { self.vel_x = -self.vel_x; } else if self.flags.hit_bottom_wall() { self.action_counter2 += 1; if self.action_counter2 <= 2 && self.direction != Direction::Right { self.vel_y = -0x100; } else { self.vanish(state); state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left); } } if self.direction == Direction::Right { self.npc_flags.set_shootable(false); self.npc_flags.set_invulnerable(true); } self.vel_y += 0x5; self.x += self.vel_x; self.y += self.vel_y; self.action_counter += 1; if self.action_counter > 750 { state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left); self.cond.set_alive(false); } self.animate(2, 0, 1); let dir_offset = if self.direction == Direction::Left { 0 } else { 2 }; self.anim_rect = state.constants.npc.n048_omega_projectiles[self.anim_num as usize + dir_offset]; Ok(()) } } impl BossNPC { pub(crate) fn tick_b01_omega( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, bullet_manager: &BulletManager, flash: &mut Flash, ) { match self.parts[0].action_num { 0 => { self.parts[0].cond.set_alive(true); self.parts[0].size = 3; self.parts[0].exp = 1; self.parts[0].event_num = 210; self.parts[0].life = 400; self.parts[0].npc_flags.set_show_damage(true); self.parts[0].npc_flags.set_event_when_killed(true); self.parts[0].npc_flags.set_ignore_solidity(true); self.parts[0].x = 219 * 0x2000; self.parts[0].y = 16 * 0x2000; self.parts[0].target_x = self.parts[0].x; self.parts[0].target_y = self.parts[0].y; self.parts[0].display_bounds = Rect { left: 40 * 0x200, top: 40 * 0x200, right: 40 * 0x200, bottom: 0x2000 }; self.parts[0].hit_bounds = Rect { left: 0x1000, top: 24 * 0x200, right: 0x1000, bottom: 0x2000 }; self.hurt_sound[0] = 52; self.parts[1].cond.set_alive(true); self.parts[1].display_bounds = Rect { left: 12 * 0x200, top: 0x1000, right: 12 * 0x200, bottom: 0x1000 }; self.parts[1].npc_flags.set_ignore_solidity(true); self.parts[1].direction = Direction::Left; self.parts[2].cond.set_alive(true); self.parts[2].display_bounds = self.parts[1].display_bounds; self.parts[2].npc_flags = self.parts[1].npc_flags; self.parts[2].direction = Direction::Right; self.parts[3].cond.set_alive(true); self.parts[3].npc_flags.set_ignore_solidity(true); self.parts[3].direction = Direction::Left; self.parts[3].x = self.parts[0].x + 0x2000; self.parts[3].y = self.parts[0].y; self.parts[3].display_bounds = Rect { left: 24 * 0x200, top: 0x2000, right: 0x2000, bottom: 0x2000 }; self.parts[3].hit_bounds = Rect { left: 0x1000, top: 0x1000, right: 0x1000, bottom: 0x1000 }; self.hurt_sound[3] = 52; self.parts[4].cond.set_alive(true); self.parts[4].display_bounds = self.parts[3].display_bounds; self.parts[4].hit_bounds = self.parts[3].hit_bounds; self.parts[4].npc_flags = self.parts[3].npc_flags; self.parts[4].x = self.parts[0].x - 0x2000; self.parts[4].y = self.parts[3].y; self.parts[4].direction = Direction::Right; self.hurt_sound[4] = 52; self.parts[5].cond.set_alive(true); } 20 | 30 => { if self.parts[0].action_num == 20 { self.parts[0].action_num = 30; self.parts[0].action_counter = 0; self.parts[0].anim_num = 0; } self.parts[0].y -= 0x200; self.parts[0].action_counter += 1; state.quake_counter = 2; state.quake_rumble_counter = 2; if self.parts[0].action_counter % 4 == 0 { state.sound_manager.play_sfx(26); } if self.parts[0].action_counter == 48 { self.parts[0].action_counter = 0; self.parts[0].action_num = 40; if self.parts[0].life <= 280 { self.parts[0].action_num = 110; self.parts[0].npc_flags.set_shootable(true); self.parts[0].npc_flags.set_ignore_solidity(false); self.parts[3].npc_flags.set_ignore_solidity(false); self.parts[4].npc_flags.set_ignore_solidity(false); self.parts[3].action_num = 3; self.parts[4].action_num = 3; self.parts[5].hit_bounds.top = 0x2000; } } } 40 => { self.parts[0].action_counter += 1; if self.parts[0].action_counter == 48 { self.parts[0].action_counter = 0; self.parts[0].action_num = 50; self.parts[0].anim_counter = 0; self.parts[5].hit_bounds.top = 0x2000; state.sound_manager.play_sfx(102); } } 50 => { self.parts[0].anim_counter += 1; if self.parts[0].anim_counter > 2 { self.parts[0].anim_counter = 0; self.parts[0].anim_num += 1; if self.parts[0].anim_num == 3 { self.parts[0].action_num = 60; self.parts[0].action_counter = 0; self.parts[0].npc_flags.set_shootable(true); self.parts[0].hit_bounds.left = 0x2000; self.parts[0].hit_bounds.right = 0x2000; } } } 60 => { self.parts[0].action_counter += 1; if self.parts[0].action_counter % 3 == 0 && (21..80).contains(&self.parts[0].action_counter) { let mut npc = NPC::create(48, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x; npc.y = self.parts[0].y - 0x2000; npc.vel_x = self.parts[0].rng.range(-0x100..0x100) as i32; npc.vel_y = -0x333; npc.direction = if self.parts[0].rng.range(0..9) <= 7 { Direction::Left } else { Direction::Right }; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(39); } if self.parts[0].action_counter == 200 || bullet_manager.count_bullets_type_idx_all(6) > 0 { self.parts[0].action_num = 70; self.parts[0].anim_counter = 0; state.sound_manager.play_sfx(102); } } 70 => { self.parts[0].anim_counter += 1; if self.parts[0].anim_counter > 2 { self.parts[0].anim_counter = 0; self.parts[0].anim_num -= 1; match self.parts[0].anim_num { 1 => self.parts[0].damage = 20, 0 => { state.sound_manager.stop_sfx(102); state.sound_manager.play_sfx(12); self.parts[0].action_num = 80; self.parts[0].action_counter = 0; self.parts[0].npc_flags.set_shootable(false); self.parts[0].hit_bounds.left = 24 * 0x200; self.parts[0].hit_bounds.right = 24 * 0x200; self.parts[0].damage = 0; self.parts[5].hit_bounds.top = 36 * 0x200; } _ => {} } } } 80 => { self.parts[0].action_counter += 1; if self.parts[0].action_counter == 48 { self.parts[0].action_counter = 0; self.parts[0].action_num = 90; } } 90 => { state.quake_counter = 2; state.quake_rumble_counter = 2; self.parts[0].y += 0x200; self.parts[0].action_counter += 1; if self.parts[0].action_counter % 4 == 0 { state.sound_manager.play_sfx(26); } if self.parts[0].action_counter == 48 { self.parts[0].action_num = 100; self.parts[0].action_counter = 0; } } 100 => { self.parts[0].action_counter += 1; if self.parts[0].action_counter == 120 { self.parts[0].action_num = 30; self.parts[0].action_counter = 0; self.parts[0].x = self.parts[0].target_x + self.parts[0].rng.range(-0x40..0x40) as i32 * 0x200; self.parts[0].y = self.parts[0].target_y; } } 110 => { self.parts[0].anim_counter += 1; if self.parts[0].anim_counter > 2 { self.parts[0].anim_counter = 0; self.parts[0].anim_num += 1; } if self.parts[0].anim_num == 3 { self.parts[0].action_num = 120; self.parts[0].action_counter = 0; self.parts[0].hit_bounds.left = 0x2000; self.parts[0].hit_bounds.right = 0x2000; } } 120 => { self.parts[0].action_counter += 1; if self.parts[0].action_counter == 50 || bullet_manager.count_bullets_type_idx_all(6) > 0 { self.parts[0].action_num = 130; self.parts[0].action_counter = 0; self.parts[0].anim_counter = 0; state.sound_manager.play_sfx(102); } if self.parts[0].action_counter < 30 && self.parts[0].action_counter % 5 == 0 { let mut npc = NPC::create(48, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x; npc.y = self.parts[0].y - 0x2000; npc.vel_x = self.parts[0].rng.range(-0x155..0x155) as i32; npc.vel_y = -0x333; npc.direction = Direction::Left; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(39); } } 130 => { self.parts[0].anim_counter += 1; if self.parts[0].anim_counter > 2 { self.parts[0].anim_counter = 0; self.parts[0].anim_num -= 1; } match self.parts[0].anim_num { 0 => { self.parts[0].action_num = 140; self.parts[0].npc_flags.set_shootable(true); self.parts[0].hit_bounds.left = 0x2000; self.parts[0].hit_bounds.right = 0x2000; let player = self.parts[0].get_closest_player_mut(players); self.parts[0].vel_x = (player.x - self.parts[0].x).signum() * 0x100; self.parts[0].vel_y = -0x5ff; self.parts[0].damage = 0; self.parts[5].hit_bounds.top = 0x4800; state.sound_manager.play_sfx(12); state.sound_manager.play_sfx(25); state.sound_manager.stop_sfx(102); } 1 => { self.parts[0].damage = 20; } _ => {} } } 140 => { let player = self.parts[5].get_closest_player_mut(players); self.parts[5].damage = if player.flags.hit_bottom_wall() && self.parts[0].vel_y > 0 { 20 } else { 0 }; self.parts[0].vel_y += 0x24; self.parts[0].clamp_fall_speed(); self.parts[0].y += self.parts[0].vel_y; self.parts[0].x += self.parts[0].vel_x; if self.parts[0].flags.hit_bottom_wall() { self.parts[0].action_num = 110; self.parts[0].action_counter = 0; self.parts[0].anim_counter = 0; self.parts[5].hit_bounds.top = 0x2000; self.parts[5].damage = 0; state.sound_manager.play_sfx(26); state.sound_manager.play_sfx(12); state.quake_counter = 30; state.quake_rumble_counter = 30; } } 150 => { state.quake_counter = 2; state.quake_rumble_counter = 2; self.parts[0].action_counter += 1; if self.parts[0].action_counter % 12 == 0 { state.sound_manager.play_sfx(52); } let dest_x = self.parts[0].x + self.parts[0].rng.range(-0x30..0x30) * 0x200; let dest_y = self.parts[0].y + self.parts[0].rng.range(-0x30..0x18) * 0x200; npc_list.create_death_smoke(dest_x, dest_y, 1, 1, state, &self.parts[0].rng); if self.parts[0].action_counter > 100 { self.parts[0].action_num = 160; self.parts[0].action_counter = 0; flash.set_cross(self.parts[0].x, self.parts[0].y); state.sound_manager.play_sfx(35); } } 160 => { state.quake_counter = 40; state.quake_rumble_counter = 40; self.parts[0].action_counter += 1; if self.parts[0].action_counter > 50 { for i in 0..6 { self.parts[i].cond.set_alive(false); } } } _ => {} } self.parts[0].anim_rect = state.constants.npc.b01_omega[self.parts[0].anim_num as usize]; for i in 1..5 { self.parts[i].shock = self.parts[0].shock; } for &i in &[3, 4] { match self.parts[i].action_num { 0 | 1 => { if self.parts[i].action_num == 0 { self.parts[i].action_num = 1; } self.parts[i].y = self.parts[0].y; match i { 3 => self.parts[i].x = self.parts[0].x - 0x2000, 4 => self.parts[i].x = self.parts[0].x + 0x2000, _ => {} } } 3 => { self.parts[i].target_y = self.parts[0].y + 0x3000; match i { 3 => self.parts[i].x = self.parts[0].x - 0x2000, 4 => self.parts[i].x = self.parts[0].x + 0x2000, _ => {} } self.parts[i].y += (self.parts[i].target_y - self.parts[i].y) / 2; } _ => {} } self.parts[i].anim_num = if !self.parts[i].flags.hit_bottom_wall() && self.parts[i].y > self.parts[i].target_y { 1 } else { 0 }; let dir_offset = if self.parts[i].direction == Direction::Left { 0 } else { 2 }; self.parts[i].anim_rect = state.constants.npc.b01_omega[6 + dir_offset + self.parts[i].anim_num as usize]; } for &i in &[1, 2] { self.parts[i].x = self.parts[0].x + self.parts[i].direction.vector_x() * 0x2000; self.parts[i].y = (self.parts[0].y + self.parts[i + 2].y - 0x1000) / 2; let dir_offset = if self.parts[i].direction == Direction::Left { 0 } else { 1 }; self.parts[i].anim_rect = state.constants.npc.b01_omega[4 + dir_offset]; } if self.parts[5].action_num == 0 { self.parts[5].action_num = 1; self.parts[5].npc_flags.set_solid_soft(true); self.parts[5].npc_flags.set_ignore_solidity(true); self.parts[5].hit_bounds = Rect { left: 20 * 0x200, top: 36 * 0x200, right: 20 * 0x200, bottom: 0x2000 }; } self.parts[5].x = self.parts[0].x; self.parts[5].y = self.parts[0].y; if self.parts[0].life == 0 && self.parts[0].action_num < 150 { self.parts[0].action_num = 150; self.parts[0].action_counter = 0; self.parts[0].damage = 0; self.parts[5].damage = 0; npc_list.kill_npcs_by_type(48, true, state); } } }