use crate::common::Direction; use crate::framework::error::GameResult; use crate::game::caret::CaretType; 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_n337_numahachi(&mut self, state: &mut SharedGameState) -> GameResult { if self.action_num == 0 { self.action_num = 1; self.y -= 0x1000; } if self.action_num == 1 { self.action_num = 2; self.anim_num = 0; self.vel_x = 0; } if self.action_num == 2 { self.animate(50, 0, 1); } self.vel_y += 0x40; self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; self.anim_rect = state.constants.npc.n337_numahachi[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n357_puppy_ghost(&mut self, state: &mut SharedGameState) -> GameResult { self.anim_rect = state.constants.npc.n357_puppy_ghost; match self.action_num { 0 => { self.action_counter += 1; } 10 | 11 => { if self.action_num == 10 { self.action_num = 11; self.action_counter = 0; state.sound_manager.play_sfx(29); } self.action_counter += 1; if self.action_counter & 2 != 0 { self.anim_rect.right = self.anim_rect.left; } if self.action_counter > 50 { self.cond.set_alive(false); } } _ => (), } if self.action_counter % 8 == 1 { state.create_caret( self.x + self.rng.range(-8..8) * 0x200, self.y + 0x1000, CaretType::LittleParticles, Direction::Up, ); } Ok(()) } pub(crate) fn tick_n309_bute(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult { let player = self.get_closest_player_mut(players); match self.action_num { 0 | 1 => { self.action_num = 1; if (self.direction == Direction::Left && player.x > self.x - 0x24000 && player.x < self.x - 0x22000) || (self.direction != Direction::Left && player.x < self.x + 0x24000 && player.x > self.x + 0x22000) { self.action_num = 10; } } 10 | 11 => { if self.action_num == 10 { self.action_num = 11; self.npc_flags.set_shootable(true); self.damage = 5; } self.face_player(player); self.vel_x2 += 0x10 * self.direction.vector_x(); self.vel_y2 += 0x10 * if self.y > player.y { -1 } else { 1 }; if self.vel_x2 < 0 && self.flags.hit_left_wall() { self.vel_x2 *= -1 }; if self.vel_x2 > 0 && self.flags.hit_right_wall() { self.vel_x2 *= -1 }; if self.vel_y2 < 0 && self.flags.hit_top_wall() { self.vel_y2 *= -1 }; if self.vel_y2 > 0 && self.flags.hit_bottom_wall() { self.vel_y2 *= -1 }; self.vel_x2 = self.vel_x2.clamp(-0x5FF, 0x5FF); self.vel_y2 = self.vel_y2.clamp(-0x5FF, 0x5FF); self.x += self.vel_x2; self.y += self.vel_y2; self.animate(1, 0, 1); let dir_offset = if self.direction == Direction::Left { 0 } else { 2 }; self.anim_rect = state.constants.npc.n309_bute[self.anim_num as usize + dir_offset]; } _ => (), } if self.life <= 996 { self.npc_type = 316; self.action_num = 0; } Ok(()) } pub(crate) fn tick_n310_bute_sword( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], ) -> 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.damage = 0; self.npc_flags.set_shootable(false); self.npc_flags.set_invulnerable(true); } self.face_player(player); self.anim_counter = 0; if player.x > self.x - 0x10000 && player.x < self.x + 0x10000 && player.y > self.y - 0x10000 && player.y < self.y + 0x2000 { self.action_num = 10; } } 10 | 11 => { if self.action_num == 10 { self.action_num = 11; self.vel_x = 0; self.action_counter = 0; self.damage = 0; self.anim_counter = 0; self.npc_flags.set_shootable(false); self.npc_flags.set_invulnerable(true); } self.action_counter += 1; if self.action_counter > 30 { self.action_num = 20; } } 20 | 21 => { if self.action_num == 20 { self.action_num = 21; self.action_counter = 0; self.damage = 0; self.npc_flags.set_shootable(true); self.npc_flags.set_invulnerable(false); self.face_player(player); } self.vel_x = 0x400 * self.direction.vector_x(); self.animate(3, 0, 1); self.action_counter += 1; if self.action_counter > 50 { self.action_num = 10; } if self.x < player.x + 0x5000 && self.x > player.x - 0x5000 { self.vel_y = -0x300; self.vel_x /= 2; self.anim_num = 2; self.action_num = 30; state.sound_manager.play_sfx(30); } } 30 => { if self.vel_y > -0x80 { self.action_num = 31; self.anim_counter = 0; self.anim_num = 3; self.damage = 9; } } 31 => { self.anim_counter += 1; if self.anim_counter > 2 { self.anim_counter = 0; self.anim_num = 4; } if self.flags.hit_bottom_wall() { self.action_num = 32; self.action_counter = 0; self.vel_x = 0; self.damage = 3; } } 32 => { self.action_counter += 1; if self.action_counter > 30 { self.action_num = 10; self.damage = 0; } } _ => (), } self.vel_y += 0x20; self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 5 }; self.anim_rect = state.constants.npc.n310_bute_sword[self.anim_num as usize + dir_offset]; if self.life <= 996 { self.npc_type = 316; self.action_num = 0; } Ok(()) } pub(crate) fn tick_n311_bute_archer( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, ) -> GameResult { let player = self.get_closest_player_mut(players); match self.action_num { 0 | 1 => { self.action_num = 1; if (player.y > self.y - 0x14000 && player.y < self.y + 0x14000) && ((self.direction == Direction::Left && player.x > self.x - 0x28000 && player.x < self.x) || (self.direction != Direction::Left && player.x > self.x && player.x < self.x + 0x28000)) { self.action_num = 10; } } 10 | 11 => { self.action_num = 11; self.face_player(player); if player.x > self.x - 0x1C000 && player.x < self.x + 0x1C000 && player.y > self.y - 0x1000 { self.anim_num = 1; self.action_counter2 = 0; } else { self.anim_num = 4; self.action_counter2 = 1; } self.action_counter += 1; if self.action_counter > 10 { self.action_num = 20; } } 20 | 21 => { if self.action_num == 20 { self.action_num = 21; self.action_counter = 0; } self.animate(1, 1 + self.action_counter2 * 3, 2 + self.action_counter2 * 3); self.action_counter += 1; if self.action_counter > 30 { self.action_num = 30; } } 30 | 31 => { if self.action_num == 30 { self.action_num = 31; self.action_counter = 0; let mut npc = NPC::create(312, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; npc.vel_x = 0x600 * self.direction.vector_x(); npc.vel_y = self.action_counter2 as i32 * -0x600; npc.direction = self.direction; let _ = npc_list.spawn(0x100, npc); self.anim_num = 3 + self.action_counter2 * 3; } self.action_counter += 1; if self.action_counter > 30 { self.action_num = 40; self.action_counter = self.rng.range(0..100) as u16; } } 40 => { self.anim_num = 0; self.action_counter += 1; if self.action_counter > 150 { self.action_num = 10; } if player.x < self.x - 0x2C000 || player.x > self.x + 0x2C000 || player.y < self.y - 0x1E000 || player.y > self.y + 0x1E000 { self.action_num = 40; self.action_counter = 0; } } _ => (), } let dir_offset = if self.direction == Direction::Left { 0 } else { 7 }; self.anim_rect = state.constants.npc.n311_bute_archer[self.anim_num as usize + dir_offset]; if self.life <= 992 { self.npc_type = 316; self.action_num = 0; } Ok(()) } pub(crate) fn tick_n312_bute_arrow_projectile(&mut self, state: &mut SharedGameState) -> GameResult { if self.flags.hit_anything() && self.action_num > 0 && self.action_num < 20 { self.action_num = 20; } match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; self.action_counter = 0; self.direction = if self.vel_x < 0 { Direction::Left } else { Direction::Right }; self.anim_num = if self.vel_y < 0 { 0 } else { 2 }; } self.action_counter += 1; if self.action_counter == 4 { self.npc_flags.set_ignore_solidity(false) }; if self.action_counter > 10 { self.action_num = 10 } } 10 | 11 => { if self.action_num == 10 { self.action_num = 11; self.anim_counter = 0; self.vel_x = 3 * self.vel_x / 4; self.vel_y = 3 * self.vel_y / 4; } self.vel_y += 32; self.animate(10, 4, 4); } 20 | 21 => { if self.action_num == 20 { self.action_num = 21; self.action_counter = 0; self.vel_x = 0; self.vel_y = 0; self.damage = 0; } self.action_counter += 1; if self.action_counter > 30 { self.action_num = 30 } } 30 | 31 => { if self.action_num == 30 { self.action_num = 31; self.action_counter = 0; } self.action_counter += 1; if self.action_counter > 30 { self.cond.set_alive(false); return Ok(()); } } _ => (), } self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 5 }; self.anim_rect = state.constants.npc.n312_bute_arrow_projectile[self.anim_num as usize + dir_offset]; if self.action_num == 31 && self.action_counter & 0x02 != 0 { self.anim_rect.left = 0; self.anim_rect.right = 0; } Ok(()) } pub(crate) fn tick_n316_bute_dead(&mut self, state: &mut SharedGameState) -> GameResult { // (nearly) same as Gaudi death match self.action_num { 0 => { self.npc_flags.set_shootable(false); self.npc_flags.set_ignore_solidity(false); self.damage = 0; self.action_num = 1; self.anim_num = 0; self.display_bounds.top = 0x1800; self.display_bounds.right = 0x1800; self.display_bounds.left = 0x1800; self.vel_y = -0x200; self.vel_x = 0x100 * self.direction.opposite().vector_x(); state.sound_manager.play_sfx(50); } 1 if self.flags.hit_bottom_wall() => { self.action_num = 2; self.action_counter = 0; self.anim_num = 1; self.anim_counter = 0; } 2 => { self.vel_x = 8 * self.vel_x / 9; self.animate(3, 1, 2); self.action_counter += 1; if self.action_counter > 50 { self.cond.set_explode_die(true); } } _ => (), } self.vel_y += 0x20; self.clamp_fall_speed(); 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.n316_bute_dead[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n323_bute_spinning( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], ) -> GameResult { if self.action_num == 0 || self.action_num == 1 { if self.action_num == 0 { self.action_num = 1; self.vel_x = 0x600 * self.direction.vector_x(); self.vel_y = 0x600 * self.direction.vector_y(); } self.action_counter += 1; if self.action_counter == 16 { self.npc_flags.set_ignore_solidity(false) }; self.x += self.vel_x; self.y += self.vel_y; if self.flags.hit_anything() { self.action_num = 10 }; let player = self.get_closest_player_ref(&players); if self.action_counter > 20 && ((self.direction == Direction::Left && self.x <= player.x + 0x4000) || (self.direction == Direction::Up && self.y <= player.y + 0x4000) || (self.direction == Direction::Right && self.x >= player.x - 0x4000) || (self.direction == Direction::Bottom && self.y >= player.y - 0x4000)) { self.action_num = 10 } } if self.action_num == 10 { self.npc_type = 309; self.anim_num = 0; self.action_num = 11; self.npc_flags.set_shootable(true); self.npc_flags.set_ignore_solidity(false); self.damage = 5; self.display_bounds.top = 0x1000; } self.animate(3, 0, 3); self.anim_rect = state.constants.npc.n323_bute_spinning[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n324_bute_generator(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult { if self.action_num == 10 { self.action_num = 11; self.action_counter = 0; } if self.action_num == 11 { self.action_counter += 1; if self.action_counter % 50 == 1 { let mut npc = NPC::create(323, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; npc.direction = self.direction; let _ = npc_list.spawn(0x100, npc); } if self.action_counter > 351 { self.action_num = 0 }; } Ok(()) } pub(crate) fn tick_n317_mesa( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, ) -> GameResult { let player = self.get_closest_player_ref(&players); match self.action_num { 0 | 1 | 2 => { if self.action_num == 0 { self.action_num = 1; self.y -= 0x1000; self.target_x = self.x; } if self.action_num == 1 { self.action_num = 2; self.vel_x = 0; self.anim_num = 0; self.action_counter = 0; } self.face_player(player); self.animate(40, 0, 1); if player.x > self.x - 0x28000 && player.x < self.x + 0x28000 && player.y > self.y - 0x14000 && player.y < self.y + 0x14000 { self.action_counter += 1; if self.action_counter > 50 { self.action_num = 10 } } } 10 | 11 => { if self.action_num == 10 { self.action_num = 11; self.action_counter = 0; self.anim_num = 2; let mut npc = NPC::create(319, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; npc.parent_id = self.id; let _ = npc_list.spawn(0x100, npc); } self.action_counter += 1; if self.action_counter > 50 { self.action_counter = 0; self.action_num = 12; self.anim_num = 3; state.sound_manager.play_sfx(39); } } 12 => { self.action_counter += 1; if self.action_counter > 20 { self.action_num = 1 } } _ => (), } self.vel_y += 0x55; 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.n317_mesa[self.anim_num as usize + dir_offset]; if self.life <= 936 { self.npc_type = 318; self.action_num = 0; } Ok(()) } pub(crate) fn tick_n318_mesa_dead(&mut self, state: &mut SharedGameState) -> GameResult { // (nearly) same as Gaudi death match self.action_num { 0 => { self.npc_flags.set_shootable(false); self.npc_flags.set_ignore_solidity(false); self.npc_flags.set_solid_soft(false); self.damage = 0; self.action_num = 1; self.anim_num = 0; self.vel_y = -0x200; self.vel_x = 0x40 * self.direction.opposite().vector_x(); state.sound_manager.play_sfx(54); } 1 if self.flags.hit_bottom_wall() => { self.action_num = 2; self.action_counter = 0; self.anim_num = 1; self.anim_counter = 0; } 2 => { self.vel_x = 8 * self.vel_x / 9; self.animate(3, 1, 2); self.action_counter += 1; if self.action_counter > 50 { self.cond.set_explode_die(true); } } _ => (), } self.vel_y += 0x20; self.clamp_fall_speed(); 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.n318_mesa_dead[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n319_mesa_block(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult { match self.action_num { 0 => { if let Some(parent) = self.get_parent_ref_mut(npc_list) { self.y = parent.y + 0x1400; self.x = parent.x + 0xE00 * parent.direction.opposite().vector_x(); if parent.npc_type == 318 { npc_list.create_death_smoke(self.x, self.y, 0, 3, state, &self.rng); self.cond.set_alive(false); } if parent.anim_num != 2 { self.action_num = 2; self.action_counter = 0; self.vel_y = -0x400; self.y = parent.y - 0x800; self.vel_x = 0x400 * parent.direction.vector_x(); } } } 2 => { self.action_counter += 1; if self.action_counter == 4 { self.npc_flags.set_ignore_solidity(false) }; self.vel_y += 0x2A; self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; if self.flags.hit_bottom_wall() { state.sound_manager.play_sfx(12); npc_list.create_death_smoke(self.x, self.y, 0, 3, state, &self.rng); self.cond.set_alive(false); } } _ => (), } self.animate(0, 0, 2); self.anim_rect = state.constants.npc.n319_mesa_block[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n322_deleet( &mut self, state: &mut SharedGameState, npc_list: &NPCList, stage: &mut Stage, ) -> GameResult { if self.action_num < 2 && self.life <= 968 { self.action_num = 2; self.action_counter = 0; self.npc_flags.set_shootable(false); self.npc_flags.set_invulnerable(true); state.sound_manager.play_sfx(22); } match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; if self.direction == Direction::Left { self.y += 0x1000 } else { self.x += 0x1000 }; } if self.shock > 0 { self.anim_counter += 1 } else { self.anim_counter = 0 }; self.anim_num = self.anim_counter & 0x02; } 2 => { self.anim_num = 2; let mut npc = NPC::create(207, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x + 0x800; npc.y = self.y; match self.action_counter { 0 => { npc.tsc_direction = 0; let _ = npc_list.spawn(0x180, npc); } 50 => { npc.tsc_direction = 1; let _ = npc_list.spawn(0x180, npc); } 100 => { npc.tsc_direction = 2; let _ = npc_list.spawn(0x180, npc); } 150 => { npc.tsc_direction = 3; let _ = npc_list.spawn(0x180, npc); } 200 => { npc.tsc_direction = 4; let _ = npc_list.spawn(0x180, npc); } 250 => { self.hit_bounds.right = 0x6000; self.hit_bounds.left = 0x6000; self.hit_bounds.top = 0x6000; self.hit_bounds.bottom = 0x6000; self.damage = 12; self.cond.set_explode_die(true); state.quake_counter = 10; state.quake_rumble_counter = 10; state.sound_manager.play_sfx(26); npc_list.create_death_smoke(self.x, self.y, 0x6000, 40 as usize, state, &self.rng); let x = (self.x / (state.tile_size.as_int() * 0x100)) as usize; let y = (self.y / (state.tile_size.as_int() * 0x100)) as usize; if self.direction == Direction::Left { stage.change_tile(x / 2, (y + 1) / 2, 0); stage.change_tile(x / 2, (y - 1) / 2, 0); } else { stage.change_tile((x + 1) / 2, y / 2, 0); stage.change_tile((x - 1) / 2, y / 2, 0); } } _ => (), } self.action_counter += 1; } _ => (), } self.anim_rect = state.constants.npc.n322_deleet[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n330_rolling(&mut self, state: &mut SharedGameState, stage: &mut Stage) -> GameResult { match self.action_num { 0 => { let x = (self.x / (state.tile_size.as_int() * 0x200)) as usize; let y = (self.y / (state.tile_size.as_int() * 0x200)) as usize; stage.change_tile(x, y, 0); self.action_num = if self.direction == Direction::Left { 10 } else { 30 }; } 10 => { self.vel_x -= 0x40; self.vel_y = 0; if self.flags.hit_left_wall() { self.action_num = 20 }; } 20 => { self.vel_x = 0; self.vel_y -= 0x40; if self.flags.hit_top_wall() { self.action_num = 30 }; } 30 => { self.vel_x += 0x40; self.vel_y = 0; if self.flags.hit_right_wall() { self.action_num = 40 }; } 40 => { self.vel_x = 0; self.vel_y += 0x40; if self.flags.hit_bottom_wall() { self.action_num = 10 }; } _ => (), } 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(1, 0, 2); self.anim_rect = state.constants.npc.n330_rolling[self.anim_num as usize]; Ok(()) } }