use crate::common::{CDEG_RAD, 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::stage::Stage; use crate::util::rng::RNG; impl NPC { pub(crate) fn tick_n331_ballos_bone_projectile(&mut self, state: &mut SharedGameState) -> GameResult { match self.action_num { 0 | 1 => { self.action_num = 1; if self.flags.hit_bottom_wall() { self.vel_y = -0x200; self.action_num = 10; } } 10 => { if self.flags.hit_bottom_wall() { self.cond.set_alive(false); state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left); } } _ => (), } self.vel_y += 0x40; self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; self.anim_counter += 1; if self.anim_counter > 3 { self.anim_counter = 0; let anim = self.anim_num as i32 + (self.direction.vector_x() * -1); if anim < 0 { self.anim_num = 3; } else if anim > 3 { self.anim_num = 0; } else { self.anim_num = anim as u16; } } self.anim_rect = state.constants.npc.n331_ballos_bone_projectile[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n332_ballos_shockwave(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; state.sound_manager.play_sfx(44); self.vel_x = self.direction.vector_x() * 0x400; } self.animate(1, 0, 2); self.action_counter += 1; if self.action_counter % 6 == 1 { let mut npc = NPC::create(331, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; npc.vel_x = self.direction.vector_x() * self.rng.range(4..16) * 0x200 / 8; npc.vel_y = -0x400; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(12); } } _ => (), } if self.flags.hit_left_wall() || self.flags.hit_right_wall() { self.cond.set_alive(false); } self.x += self.vel_x; self.anim_rect = state.constants.npc.n332_ballos_shockwave[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n333_ballos_lightning( &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.target_x = self.x; self.target_y = self.y; self.y = self.get_closest_player_mut(players).y; state.sound_manager.play_sfx(103); } self.action_counter += 1; self.anim_num = 1 - (self.action_counter & 2) / 2; if self.direction == Direction::Left && self.action_counter == 20 { let mut npc = NPC::create(146, &state.npc_table); npc.cond.set_alive(true); npc.x = self.target_x; npc.y = self.target_y; let _ = npc_list.spawn(0x100, npc); } if self.action_counter > 40 { self.cond.set_alive(false); } } _ => (), } self.anim_rect = state.constants.npc.n333_ballos_lightning[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n338_green_devil(&mut self, state: &mut SharedGameState, stage: &mut Stage) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; self.display_bounds.top = 0x1000; self.display_bounds.bottom = 0x1000; self.damage = 3; self.npc_flags.set_shootable(true); self.target_y = self.y; self.vel_y = self.rng.range(-10..10) * 0x200 / 2; } self.animate(2, 0, 1); self.vel_y += 0x80 * if self.y < self.target_y { 1 } else { -1 }; self.vel_x += 0x20 * self.direction.vector_x(); self.vel_x = self.vel_x.clamp(-0x400, 0x400); if self.x < 0 || self.y < 0 || self.x > (stage.map.width as i32) * state.tile_size.as_int() * 0x200 || self.y > (stage.map.height as i32) * state.tile_size.as_int() * 0x200 { self.vanish(state); return Ok(()); } } _ => (), } self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 2 }; self.anim_rect = state.constants.npc.n338_green_devil[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n339_green_devil_generator( &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.action_counter = self.rng.range(0..40) as u16; } if self.action_counter > 0 { self.action_counter -= 1; } else { self.action_num = 0; let mut npc = NPC::create(338, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y + self.rng.range(-16..16) * 0x200; npc.direction = self.direction; let _ = npc_list.spawn(0x100, npc); } } _ => (), } Ok(()) } pub(crate) fn tick_n340_ballos( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, flash: &mut Flash, ) -> GameResult { let player = self.get_closest_player_mut(players); match self.action_num { 0 => { self.action_num = 1; self.cond.set_alive(true); self.exp = 1; self.direction = Direction::Left; self.y -= 0xC00; self.damage = 0; let mut npc = NPC::create(341, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y - 0x2000; npc.parent_id = self.id; let _ = npc_list.spawn(0x100, npc); } 10 | 11 => { if self.action_num == 10 { self.action_num = 11; self.action_counter = 0; } self.action_counter += 1; if self.action_counter > 100 { self.action_num = 100; } } 100 | 110 | 111 => { if self.action_num == 100 { self.action_num = 110; self.action_counter = 0; self.anim_num = 1; self.anim_counter = 0; self.damage = 4; self.npc_flags.set_shootable(true); } if self.action_num == 110 { self.action_num = 111; self.damage = 3; self.target_x = self.life as i32; } self.animate(10, 1, 2); self.action_counter += 1; if (self.life as i32) < self.target_x - 50 || self.action_counter > 150 { match self.action_counter3 % 5 { 0 | 1 | 2 | 3 => { self.action_num = 200; } 4 => { self.action_num = 300; } _ => (), } self.action_counter3 += 1; } self.face_player(player); } 200 | 201 | 202 => { if self.action_num == 200 { self.action_num = 201; self.action_counter2 = 0; } if self.action_num == 201 { self.action_num = if self.vel_x == 0 { 202 } else { 203 }; self.action_counter = 0; self.anim_num = 3; self.damage = 3; self.action_counter2 += 1; } self.face_player(player); self.vel_x = 8 * self.vel_x / 9; self.vel_y = 8 * self.vel_y / 9; self.action_counter += 1; if self.action_counter > 20 { self.action_num = 210; } } 203 => { self.vel_x = 8 * self.vel_x / 9; self.vel_y = 8 * self.vel_y / 9; self.action_counter += 1; if self.action_counter > 20 { self.action_num = if player.y < self.y + 0x1800 { 220 } else { 230 }; } } 210 | 211 => { if self.action_num == 210 { self.action_num = 211; self.action_counter = 0; self.anim_num = 6; self.anim_counter = 0; self.vel_y = 0; self.damage = 10; self.face_player(player); state.sound_manager.play_sfx(25); } self.vel_x = if self.direction == Direction::Left { -0x800 } else { 0x800 }; self.action_counter += 1; self.anim_num = if self.action_counter & 0x02 != 0 { 6 } else { 7 }; if (self.direction == Direction::Left && self.flags.hit_left_wall()) || (self.direction == Direction::Right && self.flags.hit_right_wall()) { self.action_num = 212; self.action_counter = 0; self.damage = 3; state.super_quake_counter = 10; state.super_quake_rumble_counter = 10; state.sound_manager.play_sfx(26); } if self.action_counter2 < 4 && player.x > self.x - 0x2000 && player.x < self.x + 0x2000 { self.action_num = 201; } } 212 => { self.vel_x = 0; self.anim_num = 6; self.action_counter += 1; if self.action_counter > 30 { self.action_num = if self.action_counter2 > 3 { 240 } else { 201 }; } } 220 | 221 | 230 | 231 => { if self.action_num == 220 || self.action_num == 230 { self.action_num += 1; self.action_counter = 0; self.anim_num = 8; self.anim_counter = 0; self.vel_x = 0; self.damage = 10; self.direction = if self.action_num == 221 { Direction::Left } else { Direction::Right }; state.sound_manager.play_sfx(25); } self.vel_y = if self.action_num == 221 { -0x800 } else { 0x800 }; self.action_counter += 1; self.anim_num = if self.action_counter & 0x02 != 0 { 8 } else { 9 }; if (self.y < 0x6000 && self.action_num == 221) || (self.flags.hit_bottom_wall() && self.action_num == 231) { if self.action_num == 221 { self.y = 0x6000; self.vel_y = 0; } if self.action_num == 231 { self.face_player(player); } self.action_num += 1; self.action_counter = 0; self.damage = 3; let sign = if self.action_num == 221 { -1 } else { 1 }; for _ in 0..8 { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x + self.rng.range(-16..16) * 0x200; npc.y = self.y + (sign * 0x1400); let _ = npc_list.spawn(0x100, npc); } let mut npc = NPC::create(332, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x - 0x1800; npc.y = self.y + (sign * 0x1800); npc.direction = Direction::Left; let _ = npc_list.spawn(0x100, npc); let mut npc = NPC::create(332, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x + 0x1800; npc.y = self.y + (sign * 0x1800); npc.direction = Direction::Right; let _ = npc_list.spawn(0x100, npc); state.super_quake_counter = 10; state.super_quake_rumble_counter = 10; state.sound_manager.play_sfx(26); } if self.action_counter2 < 4 && player.y > self.y - 0x2000 && player.y < self.y + 0x2000 { self.action_num = 201; } } 222 => { self.action_counter += 1; self.vel_x = 0; self.anim_num = 8; if self.action_counter > 30 { self.action_num = if self.action_counter2 > 3 { 240 } else { 201 }; } } 232 => { self.action_counter += 1; self.vel_x = 0; self.anim_num = 3; if self.action_counter > 30 { self.action_num = if self.action_counter2 > 3 { 242 } else { 201 }; } } 240 | 241 => { if self.action_num == 240 { self.action_num = 241; self.direction = Direction::Left; } self.vel_y += 0x80; self.clamp_fall_speed(); self.animate(1, 4, 5); if self.flags.hit_bottom_wall() { self.action_num = 242; self.action_counter = 0; self.anim_num = 3; self.face_player(player); } } 242 => { self.vel_x = (3 * self.vel_x) / 4; self.anim_num = 3; self.action_counter += 1; if self.action_counter > 10 { self.action_num = 110; } } 300 | 310 => { if self.action_num == 300 { self.action_num = 310; self.action_counter = 0; self.vel_y = -0x600; self.direction = if self.x > 0x28000 { Direction::Right } else { Direction::Left }; self.target_x = player.x; self.target_y = 0x16000; self.anim_counter = 0 } self.anim_counter += 1; self.action_counter += 1; self.direction = if self.action_counter <= 200 || self.anim_counter >= 20 { Direction::Left } else { Direction::Right }; self.anim_num = if self.anim_counter & 0x02 != 0 { 4 } else { 5 }; self.vel_x += if self.x < self.target_x { 0x40 } else { -0x40 }; self.vel_y += if self.y < self.target_y { 0x40 } else { -0x40 }; self.vel_x = self.vel_x.clamp(-0x400, 0x400); self.vel_y = self.vel_y.clamp(-0x400, 0x400); if self.action_counter > 200 && self.action_counter % 40 == 1 { self.anim_counter = 0; let mut npc = NPC::create(333, &state.npc_table); npc.cond.set_alive(true); npc.x = player.x; npc.y = 0x26000; let _ = npc_list.spawn(0x100, npc); } if self.action_counter > 480 { self.action_num = 320; self.action_counter = 0; } } 320 => { self.vel_x = 0; self.vel_y = 0; self.direction = Direction::Right; self.action_counter += 1; if self.action_counter == 40 { flash.set_blink(); } if self.action_counter > 50 && self.action_counter % 10 == 1 { let mut npc = NPC::create(333, &state.npc_table); npc.cond.set_alive(true); npc.x = ((4 * (self.action_counter as i32) - 200) / 10 + 2) * 0x2000; npc.y = 0x26000; let _ = npc_list.spawn(0x100, npc); } if self.action_counter > 140 { self.action_num = 240; } self.animate(1, 4, 5); } 1000 | 1001 => { if self.action_num == 1000 { self.action_num = 1001; self.action_counter = 0; self.anim_num = 10; self.target_x = self.x; self.vel_x = 0; self.npc_flags.set_shootable(false); // I think Pixel meant for the smoke radius to be 16 pixels (0x2000) instead of 16 units, // because as it is, this just gets divided by 0x200 units/px and becomes 0 npc_list.create_death_smoke(self.x, self.y, 16, 16, state, &self.rng); state.sound_manager.play_sfx(72); } self.vel_y += 0x20; self.clamp_fall_speed(); self.action_counter += 1; self.x = self.target_x + if self.action_counter & 0x02 != 0 { 0x200 } else { -0x200 }; if self.flags.hit_bottom_wall() { self.action_num = 1002; self.action_counter = 0; } } 1002 => { self.action_counter += 1; if self.action_counter > 150 { self.action_num = 1003; self.action_counter = 0; self.anim_num = 3; } self.x = self.target_x + if self.action_counter & 0x02 != 0 { 0x200 } else { -0x200 }; } 1003 => { self.action_counter += 1; if self.action_counter > 30 { self.action_num = 1004; self.action_counter = 0; self.anim_num = 3; self.vel_y -= 0xA00; self.direction = Direction::Left; self.npc_flags.set_ignore_solidity(true); } } 1004 => { if self.y < 0 { self.vel_x = 0; self.vel_y = 0; self.action_num = 1005; self.action_counter = 0; flash.set_blink(); state.sound_manager.play_sfx(29); } self.anim_num = self.anim_num.max(8); self.animate(1, 8, 9); } _ => (), } self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 11 }; self.anim_rect = state.constants.npc.n340_ballos[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n341_ballos_1_head(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult { if let Some(parent) = self.get_parent_ref_mut(npc_list) { if parent.action_num == 11 && parent.action_counter > 50 { self.anim_counter += 1; } if self.anim_counter > 4 { self.anim_counter = 0; if self.anim_num < 2 { self.anim_num += 1; } } if parent.anim_num > 0 { self.cond.set_alive(false); } self.anim_rect = state.constants.npc.n341_ballos_1_head[self.anim_num as usize]; } Ok(()) } pub(crate) fn tick_n342_ballos_orbiting_eye( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, boss: &mut BossNPC, ) -> GameResult { if self.action_num < 1000 && boss.parts[0].action_num >= 1000 { self.action_num = 1000; } let player = self.get_closest_player_mut(players); match self.action_num { 0 | 10 => { if self.action_num == 0 { self.action_num = 10; self.action_counter2 = 2 * (self.tsc_direction & 0xFF); self.tsc_direction /= 0x100; self.direction = match self.tsc_direction { 0 => Direction::Left, 1 => Direction::Up, 2 => Direction::Right, 4 => Direction::Bottom, _ => unreachable!(), }; self.action_counter3 = 192; self.damage = 14; self.tsc_direction = 0; // tsc_direction used as passthrough for large direction, safe to reset } if self.action_counter3 >= 320 { self.action_num = 11 } else { self.action_counter3 += 8; } } 11 => { if self.action_counter3 <= 304 { self.action_num = 12 } else { self.action_counter3 -= 4; } } 12 => { if boss.parts[0].action_num == 311 { self.action_num = 20; } } 20 | 21 => { if self.action_num == 20 { self.action_num = 21; self.npc_flags.set_shootable(true); self.life = 1000; } if self.action_counter2 < 2 { self.action_counter2 += 512 - 2; // Still have to subtract 2 first :) } else { self.action_counter2 -= 2; } if self.shock > 0 { self.tsc_direction += 1; self.anim_num = if self.tsc_direction & 0x02 != 0 { 1 } else { 0 }; } else { self.anim_num = 0; } if self.life < 900 { self.action_num = 22; self.npc_flags.set_shootable(false); npc_list.create_death_smoke(self.x, self.y, 0x2000, 32, state, &self.rng); state.sound_manager.play_sfx(71); } boss.parts[0].action_counter2 = 4; if boss.parts[0].action_num == 401 { self.action_num = 23; } } 22 => { self.anim_num = 2; if self.action_counter2 < 2 { self.action_counter2 += 512 - 2; } else { self.action_counter2 -= 2; } if boss.parts[0].action_num == 401 { self.action_num = 23; } } 23 => { self.anim_num = 2; if self.action_counter2 < 4 { self.action_counter2 += 512 - 4; } else { self.action_counter2 -= 4; } if boss.parts[0].action_num == 420 { self.action_num = 30; } } 30 | 31 => { if self.action_num == 30 { self.action_num = 31; self.life = 1000; self.damage = 10; if self.direction == Direction::Left { self.npc_flags.set_shootable(true); } self.vel_y = 0; } self.action_counter2 += 1; self.action_counter2 %= 512; if self.action_counter3 <= 1 { self.action_counter = 0; } else if self.action_counter3 > 256 { self.action_counter3 -= 1; } if self.npc_flags.shootable() { if self.shock > 1 { self.tsc_direction += 1; self.anim_num = if self.tsc_direction & 0x02 != 0 { 1 } else { 0 }; } else { self.anim_num = 0 } } else { self.anim_num = 2; } if self.life < 900 { self.action_num = 40; } } 40 | 41 => { if self.action_num == 40 { self.action_num = 41; self.vel_x = 0; self.vel_y = 0; self.anim_num = 2; self.damage = 5; self.npc_flags.set_ignore_solidity(false); self.npc_flags.set_shootable(false); npc_list.create_death_smoke(self.x, self.y, 0x2000, 32, state, &self.rng); state.sound_manager.play_sfx(71); } if self.flags.hit_left_wall() { self.vel_x = 0x100; } if self.flags.hit_right_wall() { self.vel_x = -0x100; } if self.flags.hit_bottom_wall() { if self.vel_x == 0 { self.vel_x = 0x100 * if player.x < self.x { 1 } else { -1 }; } self.vel_y = -0x800; state.sound_manager.play_sfx(26); } self.vel_y += 0x20; self.clamp_fall_speed(); } 1000 | 1001 => { if self.action_num == 1000 { self.action_num = 1001; self.vel_x = 0; self.vel_y = 0; self.anim_num = 2; self.npc_flags.set_ignore_solidity(false); self.npc_flags.set_shootable(false); self.damage = 0; self.action_counter2 /= 4; self.exp = 0; } if self.action_counter2 > 0 { self.action_counter2 -= 1; if self.action_counter2 & 0x02 != 0 { self.anim_num = 1; } else { self.anim_num = 0; } } else { npc_list.create_death_smoke(self.x, self.y, 0x2000, 32, state, &self.rng); state.sound_manager.play_sfx(71); self.vanish(state); return Ok(()); } } _ => (), } if self.action_num == 21 || self.action_num == 22 { match (boss.parts[0].direction, self.action_counter2) { (Direction::Left, 140) => { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x + 0x1000; npc.y = self.y + 0x1800; let _ = npc_list.spawn(0x100, npc); let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x - 0x1000; npc.y = self.y + 0x1800; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(26); } (Direction::Up, 268) => { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x - 0x1800; npc.y = self.y + 0x1000; let _ = npc_list.spawn(0x100, npc); let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x - 0x1800; npc.y = self.y - 0x1000; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(26); } (Direction::Right, 396) => { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x + 0x1000; npc.y = self.y - 0x1800; let _ = npc_list.spawn(0x100, npc); let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x - 0x1000; npc.y = self.y - 0x1800; let _ = npc_list.spawn(0x100, npc); let mut npc = NPC::create(345, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x - 0x1000; npc.y = self.y - 0x1800; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(26); } (Direction::Bottom, 12) => { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x + 0x1800; npc.y = self.y + 0x1000; let _ = npc_list.spawn(0x100, npc); let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x + 0x1800; npc.y = self.y - 0x1000; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(26); } _ => (), } } if self.action_num < 40 { let degrees = (self.action_counter2 as f64 / 2.0) * CDEG_RAD; self.target_x = boss.parts[0].x + ((self.action_counter3 as f64) * (degrees.cos() * 128.0)) as i32; self.target_y = boss.parts[0].y + ((self.action_counter3 as f64) * (degrees.sin() * 128.0)) as i32; self.vel_x = self.target_x - self.x; self.vel_y = self.target_y - self.y; } self.x += self.vel_x; self.y += self.vel_y; self.anim_rect = state.constants.npc.n342_ballos_orbiting_eye[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n343_ballos_3_cutscene( &mut self, state: &mut SharedGameState, boss: &mut BossNPC, ) -> GameResult { self.action_counter += 1; if self.action_counter > 100 { self.cond.set_alive(false); } self.x = boss.parts[0].x; self.y = boss.parts[0].y; self.anim_rect = state.constants.npc.n343_ballos_3_cutscene; Ok(()) } pub(crate) fn tick_n344_ballos_3_eyes(&mut self, state: &mut SharedGameState, boss: &mut BossNPC) -> GameResult { self.action_counter += 1; if self.action_counter > 100 { self.cond.set_alive(false); } self.x = boss.parts[0].x + (0x3000 * self.direction.vector_x()); self.y = boss.parts[0].y - 0x4800; self.anim_rect = state.constants.npc.n344_ballos_3_eyes[if self.direction == Direction::Left { 0 } else { 1 }]; Ok(()) } pub(crate) fn tick_n345_ballos_skull_projectile( &mut self, state: &mut SharedGameState, npc_list: &NPCList, stage: &mut Stage, ) -> GameResult { match self.action_num { 0 | 100 => { if self.action_num == 0 { self.action_num = 100; self.anim_num = (self.rng.range(0..16) % 4) 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.action_counter & 0x02 != 0 { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; let _ = npc_list.spawn(0x100, npc); } self.action_counter += 1; // This gets incremented after the previous check for some reason if self.flags.hit_bottom_wall() { self.action_num = 110; self.vel_y = -0x200; self.npc_flags.set_ignore_solidity(true); state.sound_manager.play_sfx(12); state.quake_counter = 10; state.quake_rumble_counter = 10; for _ in 0..4 { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); 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); } } } 110 => { self.vel_y += 0x40; if self.y > (stage.map.height as i32 + 2) * state.tile_size.as_int() * 0x200 { self.cond.set_alive(false); return Ok(()); } } _ => (), } self.animate(8, 0, 3); self.y += self.vel_y; self.anim_rect = state.constants.npc.n345_ballos_skull_projectile[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n346_ballos_orbiting_platform( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], stage: &mut Stage, boss: &mut BossNPC, ) -> GameResult { if self.action_num < 1000 && boss.parts[0].action_num >= 1000 { self.action_num = 1000; } match self.action_num { 0 | 10 => { if self.action_num == 0 { self.action_num = 10; // self.action_counter2 set by Ballos code, no need to set it here self.action_counter3 = 192; self.vel_y2 = 0; } if self.action_counter3 >= 448 { self.action_num = 11; } else { self.action_counter3 += 8; } } 11 => { if boss.parts[0].action_num == 411 { self.action_num = 20; } } 20 => { if self.action_counter2 > 0 { self.action_counter2 -= 1; } else { self.action_counter2 += 0x400 - 1; } if boss.parts[0].action_num == 421 { self.action_num = 40; } else if boss.parts[0].action_num == 423 { self.action_num = 100; } } 30 => { self.action_counter2 += 1; self.action_counter2 %= 0x400; if boss.parts[0].action_num == 425 { self.action_num = 50; } else if boss.parts[0].action_num == 427 { self.action_num = 100; } } 40 => { if self.action_counter2 > 1 { self.action_counter2 -= 2; } else { self.action_counter2 += 0x400 - 2; } if boss.parts[0].action_num == 422 { self.action_num = 20; } } 50 => { self.action_counter2 += 2; self.action_counter2 %= 0x400; if boss.parts[0].action_num == 426 { self.action_num = 30; } } 100 => { self.vel_y2 = 0; if boss.parts[0].action_num == 424 { self.action_num = 30; } else if boss.parts[0].action_num == 428 { self.action_num = 20; } } 1000 | 1001 => { if self.action_num == 1000 { self.action_num = 1001; self.vel_x = 0; self.vel_y = 0; self.npc_flags.set_solid_hard(false); } self.vel_y += 0x40; if self.y > (stage.map.height as i32) * state.tile_size.as_int() * 0x200 { self.cond.set_alive(false); } } _ => (), } if self.action_num < 1000 { let player = self.get_closest_player_mut(players); if player.y > self.y - 0x1000 && player.vel_y < 0 { self.npc_flags.set_solid_hard(false); } else { self.npc_flags.set_solid_hard(true); } let deg = (self.action_counter2 as f64 / 4.0) * CDEG_RAD; self.target_x = boss.parts[0].x + (self.action_counter3 as f64 * deg.cos() * 128.0) as i32; self.target_y = boss.parts[0].y + (self.action_counter3 as f64 * deg.sin() * 128.0) as i32 + 0x2000; self.vel_x = self.target_x - self.x; match self.action_num { 20 | 30 => { if self.action_counter2 % 4 == 0 { self.vel_y2 = (self.target_y - self.y) / 4; } } 40 | 50 => { if self.action_counter2 & 0x02 == 0 { self.vel_y2 = (self.target_y - self.y) / 2; } } _ => { self.vel_y2 = self.target_y - self.y; } } self.vel_y = self.vel_y2; } self.x += self.vel_x; self.y += self.vel_y; self.anim_rect = state.constants.npc.n346_ballos_orbiting_platform; Ok(()) } pub(crate) fn tick_n348_ballos_4_spikes(&mut self, state: &mut SharedGameState) -> GameResult { match self.action_num { 0 | 1 => { self.action_num = 1; self.action_counter += 1; if self.action_counter < 128 { self.y -= 0x80; self.animate(1, 0, 1); } else { self.action_num = 10; self.anim_num = 0; self.damage = 2; } } _ => (), } self.anim_rect = state.constants.npc.n348_ballos_4_spikes[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n350_flying_bute_archer( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, stage: &mut Stage, ) -> 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.target_x = self.x + 0x10000 * self.direction.vector_x(); self.target_y = self.y; self.vel_x = self.rng.range(-0x200..0x200) * 2; self.vel_y = self.rng.range(-0x200..0x200) * 2; } self.animate(1, 0, 1); // The equal to target case is missing if self.direction == Direction::Left && self.x < self.target_x { self.action_num = 20; } if self.direction != Direction::Left && self.x > self.target_x { self.action_num = 20; } } 20 | 21 => { if self.action_num == 20 { self.action_num = 21; self.action_counter = self.rng.range(0..150) as u16; self.anim_num = 2; self.anim_counter = 0; } self.animate(2, 2, 3); self.action_counter += 1; if self.action_num > 300 { self.action_num = 30; } if player.x < self.x + 0xE000 && player.x > self.x - 0xE000 && player.y < self.y + 0x2000 && player.y > self.y - 0x2000 { self.action_num = 30; } } 30 | 31 => { if self.action_num == 30 { self.action_num = 31; self.action_counter = 0; self.anim_counter = 0; } self.animate(1, 3, 4); self.action_counter += 1; if self.action_counter > 30 { self.action_num = 40; self.anim_num = 5; 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 = 0x800 * self.direction.vector_x(); let _ = npc_list.spawn(0x100, npc); } } 40 | 41 => { if self.action_num == 40 { self.action_num = 41; self.action_counter = 0; self.anim_counter = 0; } self.animate(2, 5, 6); self.action_counter += 1; if self.action_counter > 40 { self.action_num = 50; self.anim_num = 0; self.vel_x = 0; self.vel_y = 0; } } 50 => { self.animate(1, 0, 1); self.vel_x += 0x20 * self.direction.vector_x(); 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 < 50 { let direction_x = self.target_x - self.x; let direction_y = self.target_y - self.y; self.vel_x += 0x2A * direction_x.signum(); self.vel_y += 0x2A * direction_y.signum(); 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; let dir_offset = if self.direction == Direction::Left { 0 } else { 7 }; self.anim_rect = state.constants.npc.n350_flying_bute_archer[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n353_bute_sword_flying( &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.vel_x = 0x600 * self.direction.vector_x(); self.vel_y = 0x600 * self.direction.vector_y(); } self.action_counter += 1; if self.action_counter == 8 { self.npc_flags.set_ignore_solidity(false); } self.x += self.vel_x; self.y += self.vel_y; if self.action_counter == 16 { self.action_num = 10; } self.animate(2, 0, 3); } 10 | 11 => { if self.action_num == 10 { self.action_num = 11; self.anim_num = 0; self.npc_flags.set_shootable(true); self.npc_flags.set_ignore_solidity(false); self.damage = 5; self.display_bounds.top = 0x1000; } self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; self.vel_x2 += 0x10 * self.direction.vector_x() * if player.y - 0x3000 > self.y { -1 } else { 1 }; 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, 4, 5); } _ => (), } if self.action_num < 10 { self.anim_rect = state.constants.npc.n353_bute_sword_flying[self.anim_num as usize]; } else { let dir_offset = if self.direction == Direction::Left { 0 } else { 2 }; self.anim_rect = state.constants.npc.n353_bute_sword_flying[self.anim_num as usize + dir_offset]; } Ok(()) } pub(crate) fn tick_n354_invisible_deathtrap_wall( &mut self, state: &mut SharedGameState, npc_list: &NPCList, stage: &mut Stage, ) -> GameResult { match self.action_num { 0 => { self.hit_bounds.bottom = 0x23000; } 10 => { self.action_num = 11; self.action_counter = 0; self.x += 0x2000 * self.direction.vector_x() * -1; } 11 => { self.action_counter += 1; if self.action_counter > 100 { self.action_counter = 0; state.quake_counter = 20; state.quake_rumble_counter = 20; state.sound_manager.play_sfx(26); state.sound_manager.play_sfx(12); self.x += 0x2000 * self.direction.vector_x(); let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); for iter in 0..20 { let x = self.x / (state.tile_size.as_int() * 0x200); let y = iter + (self.y / (state.tile_size.as_int() * 0x200)); if stage.change_tile(x as usize, y as usize, 109) { npc.x = x * state.tile_size.as_int() * 0x200; npc.y = y * state.tile_size.as_int() * 0x200; let _ = npc_list.spawn(0, npc.clone()); let _ = npc_list.spawn(0, npc.clone()); let _ = npc_list.spawn(0, npc.clone()); } } } } _ => (), } Ok(()) } } impl BossNPC { pub(crate) fn tick_b09_ballos( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, flash: &mut Flash, ) { let player = self.parts[0].get_closest_player_mut(players); match self.parts[0].action_num { 0 => { self.parts[0].action_num = 1; self.parts[0].cond.set_alive(true); self.parts[0].exp = 1; self.parts[0].direction = Direction::Left; self.parts[0].x = 0x28000; self.parts[0].y = -0x8000; self.hurt_sound[0] = 54; self.parts[0].hit_bounds = Rect { left: 0x4000, top: 0x6000, right: 0x4000, bottom: 0x6000 }; self.parts[0].npc_flags.set_ignore_solidity(true); self.parts[0].npc_flags.set_solid_hard(true); self.parts[0].npc_flags.set_event_when_killed(true); self.parts[0].npc_flags.set_show_damage(true); self.parts[0].size = 3; self.parts[0].damage = 0; self.parts[0].event_num = 1000; self.parts[0].life = 800; self.parts[1].cond.set_alive(true); self.parts[1].cond.set_damage_boss(true); self.parts[1].direction = Direction::Left; self.parts[1].npc_flags.set_ignore_solidity(true); self.parts[1].display_bounds = Rect { left: 0x1800, top: 0, right: 0x1800, bottom: 0x2000 }; self.parts[1].hit_bounds = Rect { left: 0x1800, top: 0, right: 0x1800, bottom: 0x2000 }; self.parts[2] = self.parts[1].clone(); self.parts[2].direction = Direction::Right; self.parts[3].cond.set_alive(true); self.parts[3].cond.set_damage_boss(true); self.parts[3].npc_flags.set_solid_soft(true); self.parts[3].npc_flags.set_invulnerable(true); self.parts[3].npc_flags.set_ignore_solidity(true); self.parts[3].display_bounds = Rect { left: 0x7800, top: 0x7800, right: 0x7800, bottom: 0x7800 }; self.parts[3].hit_bounds = Rect { left: 0x6000, top: 0x3000, right: 0x6000, bottom: 0x4000 }; self.parts[4].cond.set_alive(true); self.parts[4].cond.set_damage_boss(true); self.parts[4].npc_flags.set_solid_soft(true); self.parts[4].npc_flags.set_invulnerable(true); self.parts[4].npc_flags.set_ignore_solidity(true); self.parts[4].hit_bounds = Rect { left: 0x4000, top: 0x1000, right: 0x4000, bottom: 0x1000 }; self.parts[5].cond.set_alive(true); self.parts[5].cond.set_damage_boss(true); self.parts[5].npc_flags.set_solid_hard(true); self.parts[5].npc_flags.set_invulnerable(true); self.parts[5].npc_flags.set_ignore_solidity(true); self.parts[5].hit_bounds = Rect { left: 0x4000, top: 0, right: 0x4000, bottom: 0x6000 }; } 100 | 101 => { if self.parts[0].action_num == 100 { self.parts[0].action_num = 101; self.parts[0].anim_num = 0; self.parts[0].x = player.x; self.parts[0].action_counter = 0; let mut npc = NPC::create(333, &state.npc_table); npc.cond.set_alive(true); npc.x = player.x; npc.y = 0x26000; npc.direction = Direction::Right; let _ = npc_list.spawn(0x100, npc); } self.parts[0].action_counter += 1; if self.parts[0].action_counter > 30 { self.parts[0].action_num = 102; } } 102 => { self.parts[0].vel_y += 0x40; if self.parts[0].vel_y > 0xC00 { self.parts[0].vel_y = 0xC00 } self.parts[0].y += self.parts[0].vel_y; if self.parts[0].y > 0x26000 - self.parts[0].hit_bounds.bottom as i32 { self.parts[0].y = 0x26000 - self.parts[0].hit_bounds.bottom as i32; self.parts[0].vel_y = 0; self.parts[0].action_num = 103; self.parts[0].action_counter = 0; state.super_quake_counter = 30; state.super_quake_rumble_counter = 30; state.sound_manager.play_sfx(44); if player.y > self.parts[0].y + 0x6000 && player.x < self.parts[0].x + 0x3000 && player.x > self.parts[0].x - 0x3000 { player.damage(16, state, npc_list); } for _ in 0..16 { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x + self.parts[0].rng.range(-40..40) * 0x200; npc.y = self.parts[0].y + 0x5000; let _ = npc_list.spawn(0x100, npc); } if self.parts[0].flags.hit_bottom_wall() { self.parts[0].vel_y = -0x200; } } } 103 => { self.parts[0].action_counter += 1; if self.parts[0].action_counter == 50 { self.parts[0].action_num = 104; self.parts[1].action_num = 100; self.parts[2].action_num = 100; } } 200 | 201 | 203 => { if self.parts[0].action_num == 200 { self.parts[0].action_num = 201; self.parts[0].action_counter2 = 0; } if self.parts[0].action_num == 201 { self.parts[0].action_num = 203; self.parts[0].vel_x = 0; self.parts[0].hit_bounds.bottom = 0x6000; self.parts[0].damage = 0; self.parts[0].action_counter2 += 1; if self.parts[0].action_counter2 % 3 == 0 { self.parts[0].action_counter = 150; } else { self.parts[0].action_counter = 50; } } if self.parts[0].action_counter > 0 { self.parts[0].action_counter -= 1; // Underflow protection } if self.parts[0].action_counter <= 0 { self.parts[0].action_num = 204; self.parts[0].vel_y = -0xC00; self.parts[0].vel_x = if self.parts[0].x < player.x { 0x200 } else { -0x200 }; } } 204 => { if self.parts[0].x < 0xA000 { self.parts[0].vel_x = 0x200; } else if self.parts[0].x > 0x44000 { self.parts[0].vel_x = -0x200; } self.parts[0].vel_y += 0x55; if self.parts[0].vel_y > 0xC00 { self.parts[0].vel_y = 0xC00 } self.parts[0].x += self.parts[0].vel_x; self.parts[0].y += self.parts[0].vel_y; if self.parts[0].y > 0x26000 - self.parts[0].hit_bounds.bottom as i32 { self.parts[0].y = 0x26000 - self.parts[0].hit_bounds.bottom as i32; self.parts[0].vel_y = 0; self.parts[0].action_num = 201; self.parts[0].action_counter = 0; state.super_quake_counter = 30; state.super_quake_rumble_counter = 30; state.sound_manager.play_sfx(26); state.sound_manager.play_sfx(44); if player.y > self.parts[0].y + 0x7000 { player.damage(16, state, npc_list); } for dir in [Direction::Left, Direction::Right] { let mut npc = NPC::create(332, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x + 0x1800 * dir.vector_x(); npc.y = self.parts[0].y + 0x6800; npc.direction = dir; let _ = npc_list.spawn(0x100, npc); } for _ in 0..16 { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].rng.range(-40..40) * 0x200; npc.y = self.parts[0].y + 0x5000; let _ = npc_list.spawn(0x100, npc); } if self.parts[0].flags.hit_bottom_wall() { self.parts[0].vel_y = -0x200; } } } 220 | 221 => { if self.parts[0].action_num == 220 { self.parts[0].action_num = 221; self.parts[0].life = 1200; self.parts[0].vel_x = 0; self.parts[0].anim_num = 0; self.parts[0].shock = 0; self.parts[6].action_counter = 0; // flash self.parts[1].action_num = 200; self.parts[2].action_num = 200; } self.parts[0].vel_y += 0x40; if self.parts[0].vel_y > 0xC00 { self.parts[0].vel_y = 0xC00; } self.parts[0].y += self.parts[0].vel_y; if self.parts[0].y > 0x26000 - self.parts[0].hit_bounds.bottom as i32 { self.parts[0].y = 0x26000 - self.parts[0].hit_bounds.bottom as i32; self.parts[0].vel_y = 0; self.parts[0].action_num = 222; self.parts[0].action_counter = 0; state.super_quake_counter = 30; state.super_quake_rumble_counter = 30; state.sound_manager.play_sfx(26); for _ in 0..16 { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x + self.parts[0].rng.range(-40..40) * 0x200; npc.y = self.parts[0].y + 0x5000; let _ = npc_list.spawn(0x100, npc); } if self.parts[0].flags.hit_bottom_wall() { self.parts[0].vel_y = -0x200; } } } 300 | 301 => { if self.parts[0].action_num == 300 { self.parts[0].action_num = 301; self.parts[0].action_counter = 0; // Spawns the eye balls for iter in 0..4 { for side in [0, 0x220] { let mut npc = NPC::create(342, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x; npc.y = self.parts[0].y; npc.parent_id = self.parts[0].id; npc.tsc_direction = (64 * iter) + side; let _ = npc_list.spawn(0x5A, npc); } } let mut npc = NPC::create(343, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x; npc.y = self.parts[0].y; let _ = npc_list.spawn(0x18, npc); for dir in [Direction::Left, Direction::Right] { let mut npc = NPC::create(344, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x + 0x3000 * dir.vector_x(); npc.y = self.parts[0].y - 0x4800; npc.direction = dir; let _ = npc_list.spawn(0x20, npc); } } self.parts[0].y += (0x1C200 - self.parts[0].y) / 8; self.parts[0].action_counter += 1; if self.parts[0].action_counter > 50 { self.parts[0].action_num = 310; self.parts[0].action_counter = 0; } } // Bouncing around the room 311 => { self.parts[0].direction = Direction::Left; self.parts[0].vel_x = -0x3AA; self.parts[0].vel_y = 0; self.parts[0].x += self.parts[0].vel_x; if self.parts[0].x < 0xDE00 { self.parts[0].x = 0xDE00; self.parts[0].action_num = 312; } } 312 => { self.parts[0].direction = Direction::Up; self.parts[0].vel_x = 0; self.parts[0].vel_y = -0x3AA; self.parts[0].y += self.parts[0].vel_y; if self.parts[0].y < 0xDE00 { self.parts[0].y = 0xDE00; self.parts[0].action_num = 313; } } 313 => { self.parts[0].direction = Direction::Right; self.parts[0].vel_x = 0x3AA; self.parts[0].vel_y = 0; self.parts[0].x += self.parts[0].vel_x; if self.parts[0].x > 0x40200 { self.parts[0].x = 0x40200; self.parts[0].action_num = 314; } if self.parts[0].action_counter2 > 0 { self.parts[0].action_counter2 -= 1; } if self.parts[0].action_counter2 == 0 && self.parts[0].x > 0x26000 && self.parts[0].x < 0x2A000 { self.parts[0].action_num = 400; } } 314 => { self.parts[0].direction = Direction::Bottom; self.parts[0].vel_x = 0; self.parts[0].vel_y = 0x3AA; self.parts[0].y += self.parts[0].vel_y; if self.parts[0].y > 0x1C200 { self.parts[0].y = 0x1C200; self.parts[0].action_num = 311; } } 400 | 401 => { if self.parts[0].action_num == 400 { self.parts[0].action_num = 401; self.parts[0].action_counter = 0; self.parts[0].vel_x = 0; self.parts[0].vel_y = 0; npc_list.kill_npcs_by_type(339, false, state); } self.parts[0].y += (0x13E00 - self.parts[0].y) / 8; self.parts[0].action_counter += 1; if self.parts[0].action_counter > 50 { self.parts[0].action_counter = 0; self.parts[0].action_num = 410; // platforms for iter in 0..8 { let mut npc = NPC::create(346, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x; npc.y = self.parts[0].y; npc.parent_id = self.parts[0].id; // Setting up action number 0 of NPC 346 npc.action_counter2 = 4 * 32 * iter; let _ = npc_list.spawn(0x50, npc); } let mut npc = NPC::create(343, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x; npc.y = self.parts[0].y; let _ = npc_list.spawn(0x18, npc); for dir in [Direction::Left, Direction::Right] { let mut npc = NPC::create(344, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x + 0x3000 * dir.vector_x(); npc.y = self.parts[0].y - 0x4800; npc.direction = dir; let _ = npc_list.spawn(0x20, npc); } } } 410 => { self.parts[0].action_counter += 1; if self.parts[0].action_counter > 50 { self.parts[0].action_counter = 0; self.parts[0].action_num = 411; } } 411 => { self.parts[0].action_counter += 1; if self.parts[0].action_counter % 30 == 1 { let mut npc = NPC::create(348, &state.npc_table); npc.cond.set_alive(true); npc.x = (((self.parts[0].action_counter as i32 / 30) * 2) + 2) * 0x2000; npc.y = 0x2A000; let _ = npc_list.spawn(0x180, npc); } if (self.parts[0].action_counter / 3 % 2) > 0 { state.sound_manager.play_sfx(26); } if self.parts[0].action_counter > 540 { self.parts[0].action_num = 420; } } 420 | 421 | 422 | 423 | 424 | 425 | 426 | 427 | 428 => { if self.parts[0].action_num == 420 { self.parts[0].action_num = 421; self.parts[0].action_counter = 0; self.parts[0].anim_counter = 0; state.super_quake_counter = 30; state.super_quake_rumble_counter = 30; state.sound_manager.play_sfx(35); self.parts[1].action_num = 102; self.parts[2].action_num = 102; for _ in 0..256 { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x + self.parts[0].rng.range(-60..60) * 0x200; npc.y = self.parts[0].y + self.parts[0].rng.range(-60..60) * 0x200; let _ = npc_list.spawn(0, npc); } } self.parts[0].anim_counter += 1; let index = self.parts[0].action_num as usize - 421; let delay = [500, 200, 20, 200, 500, 200, 20, 200][index]; if self.parts[0].anim_counter > delay { self.parts[0].anim_counter = 0; self.parts[0].action_num = ((index as u16 + 1) % 8) + 421; } } 1000 | 1001 => { if self.parts[0].action_num == 1000 { self.parts[0].action_num = 1001; self.parts[0].action_counter = 0; self.parts[1].action_num = 300; self.parts[2].action_num = 300; self.parts[0].npc_flags.set_solid_hard(false); self.parts[0].npc_flags.set_solid_soft(false); self.parts[3].npc_flags.set_solid_hard(false); self.parts[3].npc_flags.set_solid_soft(false); self.parts[4].npc_flags.set_solid_hard(false); self.parts[4].npc_flags.set_solid_soft(false); self.parts[5].npc_flags.set_solid_hard(false); self.parts[5].npc_flags.set_solid_soft(false); } self.parts[0].action_counter += 1; if self.parts[0].action_counter % 12 == 0 { state.sound_manager.play_sfx(44); } npc_list.create_death_smoke( self.parts[0].x + self.parts[0].rng.range(-60..60) * 0x200, self.parts[0].y + self.parts[0].rng.range(-60..60) * 0x200, 1, 1, state, &self.parts[0].rng, ); if self.parts[0].action_counter > 150 { self.parts[0].action_counter = 0; self.parts[0].action_num = 1002; flash.set_cross(self.parts[0].x, self.parts[0].y); state.sound_manager.play_sfx(35); } } 1002 => { state.super_quake_counter = 40; state.super_quake_rumble_counter = 30; self.parts[0].action_counter += 1; if self.parts[0].action_counter == 50 { self.parts[0].cond.set_alive(false); self.parts[1].cond.set_alive(false); self.parts[2].cond.set_alive(false); self.parts[3].cond.set_alive(false); self.parts[4].cond.set_alive(false); self.parts[5].cond.set_alive(false); npc_list.kill_npcs_by_type(350, true, state); npc_list.kill_npcs_by_type(348, true, state); } } _ => (), } if self.parts[0].action_num < 500 && 420 < self.parts[0].action_num { self.parts[3].npc_flags.set_shootable(true); self.parts[4].npc_flags.set_shootable(true); self.parts[5].npc_flags.set_shootable(true); self.parts[0].action_counter += 1; if self.parts[0].action_counter > 300 { self.parts[0].action_counter = 0; for _ in 0..8 { let mut npc = NPC::create(350, &state.npc_table); npc.cond.set_alive(true); npc.x = ((if player.x > self.parts[0].x { 156 } else { 0 } + self.parts[0].rng.range(-4..4)) * 0x2000) / 4; npc.y = (self.parts[0].rng.range(8..68) * 0x2000) / 4; npc.direction = if player.x > self.parts[0].x { Direction::Left } else { Direction::Right }; let _ = npc_list.spawn(0x100, npc); } } match self.parts[0].action_counter { 270 | 280 | 290 => { let mut npc = NPC::create(353, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x; npc.y = self.parts[0].y - 0x6800; npc.direction = Direction::Up; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(39); for _ in 0..4 { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x; npc.y = self.parts[0].y - 0x6800; let _ = npc_list.spawn(0x100, npc); } } _ => (), } let limit = if self.parts[0].life > 500 { 10 } else { 4 }; if self.parts[0].rng.range(0..limit) == 2 { let mut npc = NPC::create(270, &state.npc_table); npc.cond.set_alive(true); npc.x = self.parts[0].x + self.parts[0].rng.range(-40..40) * 0x200; npc.y = self.parts[0].y + self.parts[0].rng.range(0..40) * 0x200; npc.direction = Direction::Bottom; let _ = npc_list.spawn(0, npc); } } if self.parts[0].shock > 0 { self.parts[6].action_counter += 1; self.parts[3].anim_num = if self.parts[6].action_counter & 0x02 != 0 { 1 } else { 0 }; } else { self.parts[3].anim_num = 0; } if self.parts[0].action_num > 420 { self.parts[3].anim_num += 2; } self.tick_b09_ballos_eye(1, state, npc_list); self.tick_b09_ballos_eye(2, state, npc_list); // Body self.parts[3].x = self.parts[0].x; self.parts[3].y = self.parts[0].y; self.parts[3].anim_rect = state.constants.npc.b09_ballos[self.parts[3].anim_num as usize]; // Top self.parts[4].x = self.parts[0].x; self.parts[4].y = self.parts[0].y - 0x5800; // Bottom self.parts[5].x = self.parts[0].x; self.parts[5].y = self.parts[0].y; } fn tick_b09_ballos_eye(&mut self, i: usize, state: &mut SharedGameState, npc_list: &NPCList) { let (head, tail) = self.parts.split_at_mut(i); let base = &mut head[0]; let part = &mut tail[0]; match part.action_num { 100 | 101 => { if part.action_num == 100 { part.action_num = 101; part.anim_num = 0; part.anim_counter = 0 } part.animate(2, 0, 3); if part.anim_num > 2 { part.action_num = 102; } } 102 => { part.anim_num = 3; } 200 | 201 => { if part.action_num == 200 { part.action_num = 201; part.anim_num = 3; part.anim_counter = 0; } // This is the animate boilerplate code except it counts backwards part.anim_counter += 1; if part.anim_counter > 2 { part.anim_counter = 0; part.anim_num -= 1; } if part.anim_num == 0 { part.action_num = 202; } } 300 => { part.action_num = 301; part.anim_num = 4; npc_list.create_death_smoke( part.x + (0x800 * if part.direction == Direction::Left { -1 } else { 1 }), part.y, 0x800, 10, state, &part.rng, ); } _ => (), } part.x = base.x + (0x3000 * if part.direction == Direction::Left { -1 } else { 1 }); part.y = base.y - 0x4800; if part.action_num < 300 { part.npc_flags.set_shootable(part.anim_num == 3); } let dir_offset = if part.direction == Direction::Left { 0 } else { 5 }; part.anim_rect = state.constants.npc.b09_ballos[part.anim_num as usize + dir_offset + 4]; } }