use crate::common::{CDEG_RAD, Direction, Rect}; 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::game::stage::Stage; use crate::util::rng::RNG; impl NPC { pub(crate) fn tick_n139_doctor(&mut self, state: &mut SharedGameState) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; self.vel_x = 0; self.vel_y = 0; self.y += -0x1000; } if !self.flags.hit_bottom_wall() { self.anim_num = 2; } else { self.anim_num = 0; } self.vel_y += 0x40; } 10 | 11 => { if self.action_num == 10 { self.action_num = 0xb; self.anim_num = 1; self.anim_counter = 0; self.action_counter3 = 0; } self.anim_counter += 1; if 6 < self.anim_counter { self.anim_counter = 0; self.anim_num += 1; } if 1 < self.anim_num { self.anim_num = 0; self.action_counter3 += 1; } if 8 < self.action_counter3 { self.anim_num = 0; self.action_num = 1; } } 0x14 | 0x15 => { if self.action_num == 0x14 { self.action_num = 0x15; self.action_counter = 0; self.anim_num = 2; self.target_y = self.y + -0x4000; } if self.y < self.target_y { self.vel_y += 0x20; } else { self.vel_y += -0x20; } self.vel_y = self.vel_y.clamp(-0x200, 0x200); } 0x1e | 0x1f => { if self.action_num == 0x1e { self.action_num = 0x1f; self.vel_x = 0; self.vel_y = 0; self.action_counter = (self.anim_rect.bottom - self.anim_rect.top) * 2; state.sound_manager.play_sfx(0x1d); } self.action_counter = self.action_counter.saturating_sub(1); self.anim_num = 0; if self.action_counter == 0 { self.cond.set_alive(false); } } 0x28 | 0x29 => { if self.action_num == 0x28 { self.action_num = 0x29; self.action_counter = 0; self.vel_x = 0; self.vel_y = 0; state.sound_manager.play_sfx(0x1d); } self.anim_num = 2; self.action_counter += 1; if 0x3f < self.action_counter { self.action_num = 0x14; } } _ => (), } 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.n139_doctor[self.anim_num as usize + dir_offset]; if self.action_num == 31 || self.action_num == 41 { self.anim_rect.bottom = self.action_counter / 2 + self.anim_rect.top; if ((self.action_counter / 2) & 1) != 0 { self.anim_rect.left += 1; } } Ok(()) } pub(crate) fn tick_n256_doctor_facing_away( &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.y -= 0x1000; state.npc_super_pos.0 = 0; } self.anim_num = 0; } 10 | 11 => { if self.action_num == 10 { self.action_num = 11; self.anim_num = 0; self.anim_counter = 0; self.action_counter2 = 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; self.action_counter2 += 1; if self.action_counter2 > 5 { self.action_num = 1; } } } } 20 | 21 => { self.action_num = 21; self.anim_num = 2; } 40 | 41 => { if self.action_num == 40 { self.action_num = 41; let mut npc = NPC::create(257, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x - 0x1c00; npc.y = self.y - 0x2000; let _ = npc_list.spawn(0x100, npc.clone()); npc.direction = Direction::Right; let _ = npc_list.spawn(0xaa, npc); } self.anim_num = 4; } 50 | 51 => { if self.action_num == 50 { self.action_num = 51; self.anim_num = 4; self.anim_counter = 0; self.action_counter2 = 0; } self.anim_counter += 1; if self.anim_counter > 5 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num > 5 { self.anim_num = 4; self.action_counter2 += 1; if self.action_counter2 > 5 { self.action_num = 41; } } } } _ => (), } self.anim_rect = state.constants.npc.n256_doctor_facing_away[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n257_red_crystal(&mut self, state: &mut SharedGameState) -> GameResult { if self.action_num == 0 { self.action_num = 1; } if self.action_num == 1 { if state.npc_super_pos.0 != 0 { self.action_num = 10; } } else if self.action_num == 10 { if self.x < state.npc_super_pos.0 { self.vel_x += 0x55; } if self.x > state.npc_super_pos.0 { self.vel_x -= 0x55; } if self.y < state.npc_super_pos.1 { self.vel_y += 0x55; } if self.y > state.npc_super_pos.1 { self.vel_y -= 0x55; } self.vel_x = self.vel_x.clamp(-0x400, 0x400); self.vel_y = self.vel_y.clamp(-0x400, 0x400); self.x += self.vel_x; self.y += self.vel_y; } self.animate(3, 0, 1); if self.direction == Direction::Left && self.vel_x > 0 { self.anim_num = 2; } if self.direction == Direction::Right && self.vel_x < 0 { self.anim_num = 2; } self.anim_rect = state.constants.npc.n257_red_crystal[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n263_doctor_boss( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, ) -> GameResult { match self.action_num { 0 => { self.action_num = 1; self.anim_num = 3; self.y += 0x1000; } 2 => { self.action_counter += 1; self.anim_num = if (self.action_counter & 2) != 0 { 0 } else { 3 }; if self.action_counter > 50 { self.action_num = 10; } } 10 => { self.vel_y += 0x80; self.npc_flags.set_shootable(true); self.damage = 3; if self.flags.hit_bottom_wall() { self.action_num = 20; self.action_counter = 0; self.anim_num = 0; self.action_counter3 = self.life; let player = self.get_closest_player_ref(&players); self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; } } 20 => { self.action_counter += 1; if self.action_counter < 50 && (20 + self.life) < self.action_counter3 { self.action_counter = 50; } if self.action_counter == 50 { let player = self.get_closest_player_ref(&players); self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; self.anim_num = 4; } if self.action_counter == 80 { self.anim_num = 5; state.sound_manager.play_sfx(25); let mut npc = NPC::create(264, &state.npc_table); npc.cond.set_alive(true); npc.y = self.y; if self.direction == Direction::Left { npc.x = self.x - 0x2000; npc.tsc_direction = 0x0; let _ = npc_list.spawn(0x100, npc.clone()); npc.tsc_direction = 0x400; let _ = npc_list.spawn(0x100, npc.clone()); } else { npc.x = self.x + 0x2000; npc.tsc_direction = 0x2; let _ = npc_list.spawn(0x100, npc.clone()); npc.tsc_direction = 0x402; let _ = npc_list.spawn(0x100, npc.clone()); } } if self.action_counter == 120 { self.anim_num = 0; } if self.action_counter > 130 && (50 + self.life) < self.action_counter3 { self.action_counter = 161; } if self.action_counter > 160 { self.action_num = 100; self.anim_num = 0; } } 30 | 31 => { if self.action_num == 30 { self.action_num = 31; self.action_counter = 0; self.anim_num = 6; self.target_x = self.x; self.npc_flags.set_shootable(true); } self.action_counter += 1; self.x = if (self.action_counter & 2) != 0 { self.target_x } else { self.target_x + 0x200 }; if self.action_counter > 50 { self.action_num = 32; self.action_counter = 0; self.anim_num = 7; state.sound_manager.play_sfx(101); let mut npc = NPC::create(266, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; for i in (8..256).step_by(16) { npc.vel_x = ((i as f64 * CDEG_RAD).cos() * 1024.0) as i32; npc.vel_y = ((i as f64 * CDEG_RAD).sin() * 1024.0) as i32; let _ = npc_list.spawn(0x100, npc.clone()); } } } 32 => { self.action_counter += 1; if self.action_counter > 50 { self.action_num = 100; } } 100 | 101 => { if self.action_num == 100 { self.action_num = 101; self.npc_flags.set_shootable(false); self.damage = 0; self.action_counter = 0; state.sound_manager.play_sfx(29); } self.action_counter += 2; if self.action_counter > 16 { self.action_num = 102; self.action_counter = 0; self.anim_num = 3; self.target_x = self.rng.range(5..35) * 0x2000; self.target_y = self.rng.range(5..7) * 0x2000; } } 102 => { self.action_counter += 1; if self.action_counter > 40 { self.action_num = 103; self.action_counter = 16; self.anim_num = 2; self.vel_y = 0; self.x = self.target_x; self.y = self.target_y; let player = self.get_closest_player_ref(&players); self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; } } 103 => { self.action_counter = self.action_counter.saturating_sub(2); if self.action_counter == 0 { self.npc_flags.set_shootable(true); self.damage = 3; if self.action_counter2 < 4 { self.action_num = 10; self.action_counter2 += 1; } else { self.action_num = 30; self.action_counter2 = 0; } } } 500 => { self.npc_flags.set_shootable(false); self.anim_num = 6; self.vel_y += 0x10; if self.flags.hit_bottom_wall() { self.action_num = 501; self.action_counter = 0; self.target_x = self.x; let player = self.get_closest_player_ref(&players); self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; } } 501 => { let player = self.get_closest_player_ref(&players); self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; self.anim_num = 8; self.action_counter += 1; self.x = if (self.action_counter & 2) != 0 { self.target_x } else { self.target_x + 0x200 }; } _ => (), } if self.action_num == 102 { state.npc_super_pos = (self.target_x, self.target_y); } else if self.action_num >= 10 { state.npc_super_pos = (self.x, self.y); } 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.n263_doctor_boss[self.anim_num as usize + dir_offset]; if self.action_num == 101 || self.action_num == 103 { self.anim_rect.top += self.action_counter; self.anim_rect.bottom -= self.action_counter; self.display_bounds.top = (16 - self.action_counter as u32) * 0x200; } else { self.display_bounds.top = 0x2000; } Ok(()) } pub(crate) fn tick_n264_doctor_boss_red_projectile( &mut self, state: &mut SharedGameState, npc_list: &NPCList, stage: &mut Stage, ) -> GameResult { if self.x < 0 || self.x > stage.map.width as i32 * state.tile_size.as_int() * 0x200 { self.vanish(state); return Ok(()); } if self.action_num == 0 { self.action_num = 1; self.target_x = self.x; self.target_y = self.y; self.action_counter2 = self.tsc_direction / 8; self.tsc_direction %= 8; } if self.action_num == 1 { self.action_counter2 += 6; self.action_counter2 &= 0xff; if self.action_counter < 128 { self.action_counter += 1; } self.vel_x += if self.tsc_direction != 0 { 0x15 } else { -0x15 }; self.target_x += self.vel_x; let angle = self.action_counter2 as f64 * CDEG_RAD; self.x = self.target_x + self.action_counter as i32 * (angle.cos() * 512.0) as i32 / 8; self.y = self.target_y + self.action_counter as i32 * (angle.sin() * 512.0) as i32 / 2; let mut npc = NPC::create(265, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; let _ = npc_list.spawn(0x100, npc); } self.anim_rect = state.constants.npc.n264_doctor_boss_red_projectile; Ok(()) } pub(crate) fn tick_n265_doctor_boss_red_projectile_trail(&mut self, state: &mut SharedGameState) -> GameResult { self.anim_counter += 1; if self.anim_counter > 3 { self.anim_counter = 0; self.anim_num += 1; } if self.anim_num > 2 { self.cond.set_alive(false); } else { self.anim_rect = state.constants.npc.n265_doctor_boss_red_projectile_trail[self.anim_num as usize]; } Ok(()) } pub(crate) fn tick_n266_doctor_boss_red_projectile_bouncing( &mut self, state: &mut SharedGameState, npc_list: &NPCList, ) -> GameResult { if self.flags.hit_left_wall() { self.vel_x = -self.vel_x; } if self.flags.hit_right_wall() { self.vel_x = -self.vel_x; } if self.flags.hit_top_wall() { self.vel_y = 0x200; } if self.flags.hit_bottom_wall() { self.vel_y = -0x200; } self.x += self.vel_x; self.y += self.vel_y; self.anim_num += 1; if self.anim_num > 1 { self.anim_num = 0; } self.anim_rect = state.constants.npc.n266_doctor_boss_red_projectile_bouncing[self.anim_num as usize]; self.action_counter += 1; if self.action_counter % 4 == 1 { let mut npc = NPC::create(265, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; let _ = npc_list.spawn(0x100, npc); } if self.action_counter > 250 { self.vanish(state); } Ok(()) } pub(crate) fn tick_n267_muscle_doctor( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, ) -> GameResult { match self.action_num { 0 | 1 | 2 => { if self.action_num == 0 { let player = self.get_closest_player_ref(&players); self.direction = if state.npc_super_pos.0 > player.x { Direction::Left } else { Direction::Right }; self.x = state.npc_super_pos.0 + self.direction.vector_x() * 0xc00; self.y = state.npc_super_pos.1; } if self.action_num == 1 { self.action_num = 2; } self.vel_y += 0x80; self.action_counter += 1; self.anim_num = if (self.action_counter & 2) != 0 { 0 } else { 3 }; } 5 | 6 => { if self.action_num == 5 { self.action_num = 6; self.anim_num = 1; self.anim_counter = 0; } self.vel_y += 0x80; self.animate(40, 1, 2); } 7 | 8 => { if self.action_num == 7 { self.action_num = 8; self.action_counter = 0; self.anim_num = 3; } self.vel_y += 0x40; self.action_counter += 1; if self.action_counter > 40 { self.action_num = 10; } } 10 | 11 => { if self.action_num == 10 { self.npc_flags.set_invulnerable(true); self.vel_x = 0; self.action_num = 11; self.action_counter = 0; self.anim_num = 1; self.anim_counter = 0; self.action_counter3 = self.life; } self.vel_y += 0x80; let player = self.get_closest_player_mut(players); self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; if self.flags.hit_bottom_wall() { if self.life + 20 >= self.action_counter3 { self.animate(10, 1, 2); } else if player.flags.hit_bottom_wall() && player.x > self.x - 0x6000 && player.x < self.x + 0x6000 && self.anim_num != 6 { self.anim_num = 6; state.quake_counter = 10; state.quake_rumble_counter = 10; state.sound_manager.play_sfx(26); player.damage(5, state, npc_list); player.vel_y = -0x400; player.vel_x = if self.x > player.x { -0x5FF } else { 0x5FF }; let mut npc = NPC::create(270, &state.npc_table); npc.cond.set_alive(true); npc.direction = Direction::Bottom; for _ in 0..100 { npc.x = self.x + (self.rng.range(-16..16) as i32) * 0x200; npc.y = self.y + (self.rng.range(-16..16) as i32) * 0x200; npc.vel_x = 3 * self.rng.range(-512..512); npc.vel_y = 3 * self.rng.range(-512..512); let _ = npc_list.spawn(0xaa, npc.clone()); } } } else { self.anim_num = 4; } self.action_counter += 1; if self.action_counter > 30 || self.life + 20 < self.action_counter3 { self.action_counter2 += 1; if self.action_counter2 > 10 { self.action_counter2 = 0; } match self.action_counter2 { 1 | 9 => { self.action_num = 40; } 2 | 7 => { self.action_num = 100; } 3 | 6 => { self.action_num = 30; } 8 => { self.action_num = 20; } _ => { self.action_num = 15; self.action_counter = 0; } } } } 15 => { self.anim_num = 3; self.action_counter += 1; let player = self.get_closest_player_ref(&players); self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; if self.action_counter > 20 { self.action_num = 16; self.anim_num = 4; self.anim_counter = 0; self.vel_x = self.direction.vector_x() * 0x400; self.vel_y = -0x600; } } 16 => { self.vel_y += 0x40; self.animate(1, 4, 5); let player = self.get_closest_player_ref(&players); self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; if self.vel_y > 0 && self.flags.hit_bottom_wall() { self.action_num = 17; } } 17 | 18 => { if self.action_num == 17 { self.action_num = 18; self.action_counter = 0; state.quake_counter = 10; state.quake_rumble_counter = 10; state.sound_manager.play_sfx(26); } self.anim_num = 3; self.action_counter += 1; self.vel_x = 7 * self.vel_x / 8; self.vel_y += 0x80; if self.action_counter > 10 { self.action_num = 10; } } 20 | 21 => { if self.action_num == 20 { self.action_num = 21; self.action_counter = 0; } self.anim_num = 6; self.action_counter += 1; if self.action_counter > 20 && self.action_counter % 3 == 1 { let mut npc = NPC::create(269, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x + if self.direction == Direction::Left { -0x1000 } else { 0x1000 }; npc.y = self.y - 0x800; npc.vel_x = 4 * self.rng.range(256..512) * self.direction.vector_x(); npc.vel_y = self.rng.range(-512..512); npc.direction = self.direction; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(39); } if self.action_counter > 90 { self.action_num = 10; } } 30 | 31 => { if self.action_num == 30 { self.action_num = 31; self.action_counter = 0; self.npc_flags.set_solid_soft(true); self.npc_flags.set_shootable(false); } self.anim_num = 3; self.action_counter += 1; if self.action_counter > 20 { self.action_num = 32; self.action_counter = 0; self.anim_num = 7; self.npc_flags.set_rear_and_top_not_hurt(true); self.damage = 10; self.vel_x = self.direction.vector_x() * 0x5FF; state.sound_manager.play_sfx(25); } } 32 => { self.action_counter += 1; self.vel_y = 0; self.anim_num = if self.action_counter & 2 != 0 { 7 } else { 8 }; if self.action_counter > 30 { self.action_num = 18; self.action_counter = 0; self.damage = 5; self.npc_flags.set_rear_and_top_not_hurt(false); self.npc_flags.set_solid_soft(false); self.npc_flags.set_shootable(true); } if self.flags.hit_left_wall() || self.flags.hit_right_wall() { self.action_num = 15; self.action_counter = 0; self.damage = 5; self.npc_flags.set_rear_and_top_not_hurt(false); self.npc_flags.set_solid_soft(false); self.npc_flags.set_shootable(true); } } 40 => { self.anim_num = 3; self.action_counter += 1; let player = self.get_closest_player_ref(&players); self.face_player(player); if self.action_counter > 20 { self.action_num = 41; self.action_counter = 0; self.anim_num = 4; self.vel_y = -0x800; self.vel_x = self.direction.vector_x() * 0x400; } } 41 => { self.vel_y += 0x40; self.animate(1, 4, 5); let player = self.get_closest_player_ref(&players); if player.y > self.y && player.x > self.x - 0x1000 && player.x < self.x + 0x1000 { self.action_num = 16; self.vel_y = 0x5FF; self.vel_x = 0; } if self.vel_y > 0 && self.flags.hit_bottom_wall() { self.action_num = 17; } } 100 | 101 => { if self.action_num == 100 { self.action_num = 101; self.action_counter = 0; self.npc_flags.set_shootable(false); self.npc_flags.set_invulnerable(false); self.damage = 0; state.sound_manager.play_sfx(29); } self.action_counter += 2; if self.action_counter > 28 { self.action_num = 102; self.action_counter = 0; self.anim_num = 0; let player = self.get_closest_player_ref(&players); self.target_x = player.x; self.target_y = player.y - 0x4000; self.target_x = self.target_x.clamp(0x8000, 0x48000); if self.target_y < 0x8000 { self.target_y = 0x8000; } } } 102 => { self.action_counter += 1; if self.action_counter > 40 { self.action_num = 103; self.action_counter = 28; self.anim_num = 4; self.vel_y = 0; self.x = self.target_x; self.y = self.target_y; let player = self.get_closest_player_ref(&players); self.face_player(player); } } 103 => { self.action_counter = self.action_counter.saturating_sub(2); if self.action_counter == 0 { self.action_num = 16; self.vel_x = 0; self.vel_y = -0x200; self.npc_flags.set_shootable(true); self.npc_flags.set_invulnerable(true); self.damage = 5; } } 500 => { npc_list.kill_npcs_by_type(269, true, state); self.npc_flags.set_shootable(false); self.anim_num = 4; self.vel_y += 0x20; self.vel_x = 0; if self.flags.hit_bottom_wall() { self.action_num = 501; self.action_counter = 0; self.target_x = self.x; let player = self.get_closest_player_ref(&players); self.face_player(player); } } 501 => { self.anim_num = 9; self.action_counter += 1; if self.action_counter / 2 % 2 != 0 { self.x = self.target_x; } else { self.x = self.target_x.wrapping_add(0x200); } } 510 | 511 => { if self.action_num == 510 { self.action_num = 511; self.action_counter = 0; self.anim_num = 9; self.target_x = self.x; self.y += 0x2000; self.npc_flags.set_ignore_solidity(true); } state.quake_counter = 2; state.quake_rumble_counter = 2; self.action_counter += 1; if self.action_counter % 6 == 3 { state.sound_manager.play_sfx(25); } self.x = if self.action_counter & 2 != 0 { self.target_x } else { self.target_x + 512 }; if self.action_counter > 352 { self.action_num = 512; self.anim_num = 0; } } 520 => { self.damage = 0; state.npc_super_pos.1 = -0x4000; } _ => (), } if self.action_num > 10 && self.action_num <= 500 { if self.action_num == 102 { state.npc_super_pos = (self.target_x, self.target_y); } else { state.npc_super_pos = (self.x, self.y); } } self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; if self.action_num < 512 { if self.action_num >= 510 { let mut npc = NPC::create(270, &state.npc_table); npc.cond.set_alive(true); for i in 0..4 { npc.x = self.x + self.rng.range(-0x10..0x10) * 0x200; npc.y = self.y - ((0x150 - self.action_counter as i32) / 8) * 0x200; npc.vel_y = 2 * self.rng.range(-0x200..0); npc.vel_x = if i >= 2 { 0 } else { self.rng.range(-0x200..0x200) }; npc.direction = Direction::Bottom; let _ = npc_list.spawn(0xAA, npc.clone()); } } else if self.action_num != 102 && self.action_num != 103 && self.rng.range(0..3) == 2 { let mut npc = NPC::create(270, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x + self.rng.range(-0x10..0x10) * 0x200; npc.y = self.y + self.rng.range(-8..4) * 0x200; npc.vel_x = self.vel_x; npc.vel_y = 0; npc.direction = Direction::Bottom; let _ = npc_list.spawn(0x100, npc.clone()); } } let dir_offset = if self.direction == Direction::Left { 0 } else { 10 }; self.anim_rect = state.constants.npc.n267_muscle_doctor[self.anim_num as usize + dir_offset]; if self.action_num == 511 { self.anim_rect.top += self.action_counter / 8; self.display_bounds.top = (44u32).saturating_sub(self.action_counter as u32 / 8) * 0x200; self.display_bounds.bottom = 0x800; } else if self.action_num == 101 || self.action_num == 103 { self.anim_rect.top += self.action_counter; self.anim_rect.bottom -= self.action_counter; self.display_bounds.top = (28u32).saturating_sub(self.action_counter as u32) * 0x200; } else { self.display_bounds.top = 0x3800; } Ok(()) } pub(crate) fn tick_n269_red_bat_bouncing(&mut self, state: &mut SharedGameState) -> GameResult { if self.action_num == 0 { self.action_num = 1; self.vel_x2 = self.vel_x; self.vel_y2 = self.vel_y; } if self.action_num == 1 { if self.vel_x2 < 0 && self.flags.hit_left_wall() { self.direction = Direction::Right; self.vel_x2 = -self.vel_x2; } else if self.vel_x2 > 0 && self.flags.hit_right_wall() { self.direction = Direction::Left; self.vel_x2 = -self.vel_x2; } else if self.vel_y2 < 0 && self.flags.hit_top_wall() { self.vel_y2 = -self.vel_y2; } else if self.vel_y2 > 0 && self.flags.hit_bottom_wall() { self.vel_y2 = -self.vel_y2; } self.x += self.vel_x2; self.y += self.vel_y2; self.animate(2, 0, 2); } let dir_offset = if self.direction == Direction::Left { 0 } else { 3 }; self.anim_rect = state.constants.npc.n269_red_bat_bouncing[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n270_doctor_red_energy( &mut self, state: &mut SharedGameState, npc_list: &NPCList, ) -> GameResult { if self.direction == Direction::Bottom || self.direction == Direction::Up { self.vel_y += self.direction.vector_y() * 0x40; self.action_counter += 1; self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; if self.action_counter > 50 || self.flags.hit_anything() { self.cond.set_alive(false) } } else if self.direction == Direction::Right { if self.action_num == 0 { self.action_num = 1; self.npc_flags.set_ignore_solidity(true); self.vel_x = 3 * self.rng.range(-0x200..0x200); self.vel_y = 3 * self.rng.range(-0x200..0x200); self.action_counter2 = self.rng.range(0x10..0x33) as u16; self.action_counter3 = self.rng.range(0x80..0x100) as u16; } if let Some(parent) = self.get_parent_ref_mut(npc_list) { if self.x < parent.x { self.vel_x += 0x200 / self.action_counter2 as i32; } if self.x > parent.x { self.vel_x -= 0x200 / self.action_counter2 as i32; } if self.y < parent.y { self.vel_y += 0x200 / self.action_counter2 as i32; } if self.y > parent.y { self.vel_y -= 0x200 / self.action_counter2 as i32; } if self.vel_x > 2 * self.action_counter3 as i32 { self.vel_x = 2 * self.action_counter3 as i32; } if self.vel_x < -2 * self.action_counter3 as i32 { self.vel_x = -2 * self.action_counter3 as i32; } if self.vel_y > 3 * self.action_counter3 as i32 { self.vel_y = 3 * self.action_counter3 as i32; } if self.vel_y < -3 * self.action_counter3 as i32 { self.vel_y = -3 * self.action_counter3 as i32; } self.x += self.vel_x; self.y += self.vel_y; } } self.anim_rect = state.constants.npc.n270_doctor_red_energy[self.rng.range(0..1) as usize]; Ok(()) } pub(crate) fn tick_n281_doctor_energy_form( &mut self, state: &mut SharedGameState, npc_list: &NPCList, ) -> GameResult { match self.action_num { 0 => { self.action_num = 1; self.action_counter = 0; } 10 | 11 => { if self.action_num == 10 { self.action_num = 11; self.action_counter = 0; } self.action_counter += 1; let mut npc = NPC::create(270, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y + 0x10000; npc.direction = Direction::Right; npc.parent_id = self.id; let _ = npc_list.spawn(0x100, npc); if self.action_counter > 150 { self.action_num = 12; } } 20 | 21 => { if self.action_num == 20 { self.action_num = 21; self.action_counter = 0; } self.action_counter += 1; if self.action_counter > 250 { self.action_num = 22; npc_list.kill_npcs_by_type(270, false, state); } } _ => (), } self.anim_rect = Rect::new(0, 0, 0, 0); Ok(()) } }