use std::io; use std::io::Cursor; use byteorder::{ReadBytesExt, LE}; use num_traits::abs; use crate::bitfield; use crate::common::Direction; use crate::common::Flag; use crate::common::{interpolate_fix9_scale, Condition, Rect}; use crate::components::flash::Flash; use crate::components::number_popup::NumberPopup; use crate::entity::GameEntity; use crate::frame::Frame; use crate::framework::context::Context; use crate::framework::error::GameResult; use crate::npc::list::NPCList; use crate::physics::PhysicalEntity; use crate::player::Player; use crate::rng::Xoroshiro32PlusPlus; use crate::shared_game_state::SharedGameState; use crate::stage::Stage; use crate::str; use crate::weapon::bullet::BulletManager; pub mod ai; pub mod boss; pub mod list; pub mod utils; bitfield! { #[derive(Clone, Copy)] pub struct NPCFlag(u16); impl Debug; pub solid_soft, set_solid_soft: 0; // 0x01 pub ignore_tile_44, set_ignore_tile_44: 1; // 0x02 pub invulnerable, set_invulnerable: 2; // 0x04 pub ignore_solidity, set_ignore_solidity: 3; // 0x08 pub bouncy, set_bouncy: 4; // 0x10 pub shootable, set_shootable: 5; // 0x20 pub solid_hard, set_solid_hard: 6; // 0x40 pub rear_and_top_not_hurt, set_rear_and_top_not_hurt: 7; // 0x80 pub event_when_touched, set_event_when_touched: 8; // 0x100 pub event_when_killed, set_event_when_killed: 9; // 0x200 pub flag_x400, set_flag_x400: 10; // 0x400 pub appear_when_flag_set, set_appear_when_flag_set: 11; // 0x800 pub spawn_facing_right, set_spawn_facing_right: 12; // 0x1000 pub interactable, set_interactable: 13; // 0x2000 pub hide_unless_flag_set, set_hide_unless_flag_set: 14; // 0x4000 pub show_damage, set_show_damage: 15; // 0x8000 } #[derive(Debug, Copy, Clone, Eq, PartialOrd, PartialEq)] #[repr(u8)] pub enum NPCLayer { Background = 0, Middleground = 1, Foreground = 2, } /// Represents an NPC object. #[derive(Debug, Clone)] #[repr(C)] pub struct NPC { pub id: u16, pub npc_type: u16, pub x: i32, pub y: i32, /// X velocity, affected by physics code pub vel_x: i32, /// Y velocity, affected by physics code pub vel_y: i32, /// X velocity, unaffected by physics code pub vel_x2: i32, /// Y velocity, unaffected by physics code pub vel_y2: i32, pub target_x: i32, pub target_y: i32, /// Previous X position, used by frame interpolator pub prev_x: i32, /// Previous Y position, used by frame interpolator pub prev_y: i32, pub exp: u16, pub layer: NPCLayer, pub size: u8, pub shock: u16, pub life: u16, pub damage: u16, pub spritesheet_id: u16, pub cond: Condition, pub flags: Flag, pub npc_flags: NPCFlag, pub direction: Direction, /// Raw direction value set by TSC because some NPCs have it set outside 0-4 range, /// breaking the direction type. pub tsc_direction: u16, pub parent_id: u16, pub action_num: u16, pub anim_num: u16, pub flag_num: u16, pub event_num: u16, pub action_counter: u16, pub action_counter2: u16, pub action_counter3: u16, pub anim_counter: u16, pub anim_rect: Rect, pub display_bounds: Rect, pub hit_bounds: Rect, pub rng: Xoroshiro32PlusPlus, pub popup: NumberPopup, } impl NPC { pub fn empty() -> NPC { NPC { id: 0, npc_type: 0, x: 0, y: 0, vel_x: 0, vel_y: 0, vel_x2: 0, vel_y2: 0, target_x: 0, target_y: 0, prev_x: 0, prev_y: 0, exp: 0, layer: NPCLayer::Middleground, size: 0, shock: 0, life: 0, damage: 0, spritesheet_id: 0, cond: Condition(0), flags: Flag(0), npc_flags: NPCFlag(0), direction: Direction::Left, tsc_direction: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 }, hit_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 }, parent_id: 0, action_num: 0, anim_num: 0, flag_num: 0, event_num: 0, action_counter: 0, action_counter2: 0, action_counter3: 0, anim_counter: 0, anim_rect: Rect { left: 0, top: 0, right: 0, bottom: 0 }, rng: Xoroshiro32PlusPlus::new(0), popup: NumberPopup::new(), } } pub fn draw_if_layer( &self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame, layer: NPCLayer, ) -> GameResult { if self.layer == layer { self.draw(state, ctx, frame)? } Ok(()) } } impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager, &mut Flash)> for NPC { fn tick( &mut self, state: &mut SharedGameState, (players, npc_list, stage, bullet_manager, flash): ( [&mut Player; 2], &NPCList, &mut Stage, &BulletManager, &mut Flash, ), ) -> GameResult { let mut npc_hook_ran = false; #[cfg(feature = "scripting")] { npc_hook_ran = state.lua.try_run_npc_hook(self.id, self.npc_type); } match self.npc_type { _ if npc_hook_ran => Ok(()), 0 => self.tick_n000_null(), 1 => self.tick_n001_experience(state, stage), 2 => self.tick_n002_behemoth(state), 3 => self.tick_n003_dead_enemy(), 4 => self.tick_n004_smoke(state), 5 => self.tick_n005_green_critter(state, players), 6 => self.tick_n006_green_beetle(state), 7 => self.tick_n007_basil(state, players), 8 => self.tick_n008_blue_beetle(state, players), 9 => self.tick_n009_balrog_falling_in(state, npc_list), 10 => self.tick_n010_balrog_shooting(state, players, npc_list), 11 => self.tick_n011_balrogs_projectile(state), 12 => self.tick_n012_balrog_cutscene(state, players, npc_list, stage), 13 => self.tick_n013_forcefield(state), 14 => self.tick_n014_key(state), 15 => self.tick_n015_chest_closed(state, npc_list), 16 => self.tick_n016_save_point(state), 17 => self.tick_n017_health_refill(state), 18 => self.tick_n018_door(state, npc_list), 19 => self.tick_n019_balrog_bust_in(state, npc_list), 20 => self.tick_n020_computer(state), 21 => self.tick_n021_chest_open(state), 22 => self.tick_n022_teleporter(state), 23 => self.tick_n023_teleporter_lights(state), 24 => self.tick_n024_power_critter(state, players), 25 => self.tick_n025_lift(state), 26 => self.tick_n026_bat_flying(state, players), 27 => self.tick_n027_death_trap(state), 28 => self.tick_n028_flying_critter(state, players), 29 => self.tick_n029_cthulhu(state, players), 30 => self.tick_n030_gunsmith(state), 31 => self.tick_n031_bat_hanging(state, players), 32 => self.tick_n032_life_capsule(state), 33 => self.tick_n033_balrog_bouncing_projectile(state), 34 => self.tick_n034_bed(state), 35 => self.tick_n035_mannan(state, npc_list), 36 => self.tick_n036_balrog_hover(state, players, npc_list), 37 => self.tick_n037_sign(state), 38 => self.tick_n038_fireplace(state), 39 => self.tick_n039_save_sign(state), 40 => self.tick_n040_santa(state, players), 41 => self.tick_n041_busted_door(state), 42 => self.tick_n042_sue(state, players, npc_list), 43 => self.tick_n043_chalkboard(state), 44 => self.tick_n044_polish(state, npc_list), 45 => self.tick_n045_baby(state), 46 => self.tick_n046_hv_trigger(players), 47 => self.tick_n047_sandcroc(state, players), 48 => self.tick_n048_omega_projectiles(state), 49 => self.tick_n049_skullhead(state, players, npc_list), 50 => self.tick_n050_skeleton_projectile(state), 51 => self.tick_n051_crow_and_skullhead(state, players, npc_list), 52 => self.tick_n052_sitting_blue_robot(state), 53 => self.tick_n053_skullstep_leg(state, npc_list), 54 => self.tick_n054_skullstep(state, npc_list), 55 => self.tick_n055_kazuma(state), 56 => self.tick_n056_tan_beetle(state, players), 57 => self.tick_n057_crow(state, players), 58 => self.tick_n058_basu(state, players, npc_list), 59 => self.tick_n059_eye_door(state, players), 60 => self.tick_n060_toroko(state, players), 61 => self.tick_n061_king(state, npc_list), 62 => self.tick_n062_kazuma_computer(state), 63 => self.tick_n063_toroko_stick(state), 64 => self.tick_n064_first_cave_critter(state, players), 65 => self.tick_n065_first_cave_bat(state, players), 66 => self.tick_n066_misery_bubble(state, npc_list), 67 => self.tick_n067_misery_floating(state, npc_list), 68 => self.tick_n068_balrog_running(state, players, npc_list), 69 => self.tick_n069_pignon(state), 70 => self.tick_n070_sparkle(state), 71 => self.tick_n071_chinfish(state), 72 => self.tick_n072_sprinkler(state, players, npc_list), 73 => self.tick_n073_water_droplet(state, stage), 74 => self.tick_n074_jack(state), 75 => self.tick_n075_kanpachi(state, players), 76 => self.tick_n076_flowers(), 77 => self.tick_n077_yamashita(state), 78 => self.tick_n078_pot(state), 79 => self.tick_n079_mahin(state, players), 80 => self.tick_n080_gravekeeper(state, players), 81 => self.tick_n081_giant_pignon(state, players), 82 => self.tick_n082_misery_standing(state, npc_list), 83 => self.tick_n083_igor_cutscene(state), 84 => self.tick_n084_basu_projectile(state), 85 => self.tick_n085_terminal(state, players), 86 => self.tick_n086_missile_pickup(state, stage), 87 => self.tick_n087_heart_pickup(state, stage), 88 => self.tick_n088_igor_boss(state, players, npc_list), 89 => self.tick_n089_igor_dead(state, players, npc_list), 90 => self.tick_n090_background(state), 91 => self.tick_n091_mimiga_cage(state), 92 => self.tick_n092_sue_at_pc(state), 93 => self.tick_n093_chaco(state, players), 94 => self.tick_n094_kulala(state, players), 95 => self.tick_n095_jelly(state), 96 => self.tick_n096_fan_left(state, players, npc_list), 97 => self.tick_n097_fan_up(state, players, npc_list), 98 => self.tick_n098_fan_right(state, players, npc_list), 99 => self.tick_n099_fan_down(state, players, npc_list), 100 => self.tick_n100_grate(state), 101 => self.tick_n101_malco_screen(state), 102 => self.tick_n102_malco_computer_wave(state), 103 => self.tick_n103_mannan_projectile(state), 104 => self.tick_n104_frog(state, players), 105 => self.tick_n105_hey_bubble_low(state), 106 => self.tick_n106_hey_bubble_high(state, npc_list), 107 => self.tick_n107_malco_broken(state, npc_list), 108 => self.tick_n108_balfrog_projectile(state), 109 => self.tick_n109_malco_powered_on(state, players, npc_list), 110 => self.tick_n110_puchi(state, players), 111 => self.tick_n111_quote_teleport_out(state, players), 112 => self.tick_n112_quote_teleport_in(state, players), 113 => self.tick_n113_professor_booster(state), 114 => self.tick_n114_press(state, players, npc_list), 115 => self.tick_n115_ravil(state, players, npc_list), 116 => self.tick_n116_red_petals(state), 117 => self.tick_n117_curly(state, players, npc_list), 118 => self.tick_n118_curly_boss(state, players, npc_list, bullet_manager), 119 => self.tick_n119_table_chair(state), 120 => self.tick_n120_colon_a(state), 121 => self.tick_n121_colon_b(state), 122 => self.tick_n122_colon_enraged(state, players), 123 => self.tick_n123_curly_boss_bullet(state), 124 => self.tick_n124_sunstone(state), 125 => self.tick_n125_hidden_item(state, npc_list), 126 => self.tick_n126_puppy_running(state, players), 127 => self.tick_n127_machine_gun_trail_l2(state), 128 => self.tick_n128_machine_gun_trail_l3(state), 129 => self.tick_n129_fireball_snake_trail(state), 130 => self.tick_n130_puppy_sitting(state, players), 131 => self.tick_n131_puppy_sleeping(state), 132 => self.tick_n132_puppy_barking(state, players), 133 => self.tick_n133_jenka(state), 134 => self.tick_n134_armadillo(state, players, bullet_manager), 135 => self.tick_n135_skeleton(state, players, npc_list), 136 => self.tick_n136_puppy_carried(state, players), 137 => self.tick_n137_large_door_frame(state), 138 => self.tick_n138_large_door(state), 139 => self.tick_n139_doctor(state), 140 => self.tick_n140_toroko_frenzied(state, players, npc_list, bullet_manager), 141 => self.tick_n141_toroko_block_projectile(state, players, npc_list), 142 => self.tick_n142_flower_cub(state, players), 143 => self.tick_n143_jenka_collapsed(state), 144 => self.tick_n144_toroko_teleporting_in(state), 145 => self.tick_n145_king_sword(state, npc_list), 146 => self.tick_n146_lighting(state, npc_list, flash), 147 => self.tick_n147_critter_purple(state, players, npc_list), 148 => self.tick_n148_critter_purple_projectile(state), 149 => self.tick_n149_horizontal_moving_block(state, players, npc_list), 150 => self.tick_n150_quote(state, players, npc_list), 151 => self.tick_n151_blue_robot_standing(state), 152 => self.tick_n152_shutter_stuck(), 153 => self.tick_n153_gaudi(state, players), 154 => self.tick_n154_gaudi_dead(state), 155 => self.tick_n155_gaudi_flying(state, players, npc_list), 156 => self.tick_n156_gaudi_projectile(state), 157 => self.tick_n157_vertical_moving_block(state, players, npc_list), 158 => self.tick_n158_fish_missile(state, players), 159 => self.tick_n159_monster_x_defeated(state, npc_list), 160 => self.tick_n160_puu_black(state, players, npc_list), 161 => self.tick_n161_puu_black_projectile(state), 162 => self.tick_n162_puu_black_dead(state, players, npc_list), 163 => self.tick_n163_dr_gero(state), 164 => self.tick_n164_nurse_hasumi(state), 165 => self.tick_n165_curly_collapsed(state, players), 166 => self.tick_n166_chaba(state), 167 => self.tick_n167_booster_falling(state, npc_list), 168 => self.tick_n168_boulder(state), 169 => self.tick_n169_balrog_shooting_missiles(state, players, npc_list), 170 => self.tick_n170_balrog_missile(state, players, npc_list), 171 => self.tick_n171_fire_whirrr(state, players, npc_list), 172 => self.tick_n172_fire_whirrr_projectile(state), 173 => self.tick_n173_gaudi_armored(state, players, npc_list), 174 => self.tick_n174_gaudi_armored_projectile(state), 175 => self.tick_n175_gaudi_egg(state), 176 => self.tick_n176_buyo_buyo_base(state, players, npc_list), 177 => self.tick_n177_buyo_buyo(state, players), 184 => self.tick_n184_shutter(state, npc_list), 185 => self.tick_n185_small_shutter(state), 186 => self.tick_n186_lift_block(state), 187 => self.tick_n187_fuzz_core(state, players, npc_list), 188 => self.tick_n188_fuzz(state, players, npc_list), 192 => self.tick_n192_scooter(state), 193 => self.tick_n193_broken_scooter(state), 194 => self.tick_n194_broken_blue_robot(state), 195 => self.tick_n195_background_grate(state), 199 => self.tick_n199_wind_particles(state), 207 => self.tick_n207_counter_bomb_countdown(state), 208 => self.tick_n208_basu_destroyed_egg_corridor(state, players, npc_list), 209 => self.tick_n209_basu_projectile_destroyed_egg_corridor(state), 211 => self.tick_n211_small_spikes(state), 215 => self.tick_n215_sandcroc_outer_wall(state, players), 216 => self.tick_n216_debug_cat(state), 222 => self.tick_n222_prison_bars(state), 227 => self.tick_n227_bucket(state), 229 => self.tick_n229_red_flowers_sprouts(state), 230 => self.tick_n230_red_flowers_blooming(state), 234 => self.tick_n234_red_flowers_picked(state), 239 => self.tick_n239_cage_bars(state), 241 => self.tick_n241_critter_red(state, players), 249 => self.tick_n249_misery_boss_energy_shot(state), 258 => self.tick_n258_mimiga_sleeping(state), 292 => self.tick_n292_quake(state), 297 => self.tick_n297_sue_dragon_mouth(state, npc_list), 298 => self.tick_n298_intro_doctor(state), 299 => self.tick_n299_intro_balrog_misery(state), 300 => self.tick_n300_intro_demon_crown(state), 302 => self.tick_n302_camera_focus_marker(state, players, npc_list), 328 => self.tick_n328_human_transform_machine(state), 329 => self.tick_n329_laboratory_fan(state), 349 => self.tick_n349_statue(state), 351 => self.tick_n351_statue_shootable(state, npc_list), 352 => self.tick_n352_ending_characters(state, npc_list), 355 => self.tick_n355_quote_and_curly_on_balrog(state, npc_list), 358 => self.tick_n358_misery_credits(state), 359 => self.tick_n359_water_droplet_generator(state, players, npc_list), _ => { #[cfg(feature = "hooks")] { crate::hooks::run_npc_hook(self, state, players, npc_list, stage, bullet_manager); } Ok(()) } }?; self.popup.x = self.x; self.popup.y = self.y; self.popup.tick(state, ())?; if self.shock > 0 { self.shock -= 1; } if abs(self.prev_x - self.x) > 0x1000 { self.prev_x = self.x; } if abs(self.prev_y - self.y) > 0x1000 { self.prev_y = self.y; } Ok(()) } fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult { if !self.cond.alive() || self.cond.hidden() { return Ok(()); } let texture = state.npc_table.get_texture_name(self.spritesheet_id); let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, texture)?; let off_x = if self.direction == Direction::Left { self.display_bounds.left } else { self.display_bounds.right } as i32; let shock = if self.shock > 0 { (2 * ((self.shock as i32 / 2) % 2) - 1) as f32 } else { 0.0 }; let (frame_x, frame_y) = frame.xy_interpolated(state.frame_time); batch.add_rect( interpolate_fix9_scale(self.prev_x - off_x, self.x - off_x, state.frame_time) + shock - frame_x, interpolate_fix9_scale( self.prev_y - self.display_bounds.top as i32, self.y - self.display_bounds.top as i32, state.frame_time, ) - frame_y, &self.anim_rect, ); batch.draw(ctx)?; self.popup.draw(state, ctx, frame)?; Ok(()) } } impl PhysicalEntity for NPC { #[inline(always)] fn x(&self) -> i32 { self.x } #[inline(always)] fn y(&self) -> i32 { self.y } #[inline(always)] fn vel_x(&self) -> i32 { self.vel_x } #[inline(always)] fn vel_y(&self) -> i32 { self.vel_y } #[inline(always)] fn hit_rect_size(&self) -> usize { if self.size >= 3 { if self.cond.drs_boss() { 4 } else { 3 } } else { 2 } } #[inline(always)] fn offset_x(&self) -> i32 { if self.size >= 3 && !self.cond.drs_boss() { -0x1000 } else { 0 } } #[inline(always)] fn offset_y(&self) -> i32 { if self.size >= 3 && !self.cond.drs_boss() { -0x1000 } else { 0 } } #[inline(always)] fn hit_bounds(&self) -> &Rect { &self.hit_bounds } #[inline(always)] fn display_bounds(&self) -> &Rect { &self.display_bounds } #[inline(always)] fn set_x(&mut self, x: i32) { self.x = x; } #[inline(always)] fn set_y(&mut self, y: i32) { self.y = y; } #[inline(always)] fn set_vel_x(&mut self, vel_x: i32) { self.vel_x = vel_x; } #[inline(always)] fn set_vel_y(&mut self, vel_y: i32) { self.vel_y = vel_y; } #[inline(always)] fn cond(&mut self) -> &mut Condition { &mut self.cond } #[inline(always)] fn flags(&mut self) -> &mut Flag { &mut self.flags } #[inline(always)] fn direction(&self) -> Direction { self.direction } #[inline(always)] fn is_player(&self) -> bool { false } #[inline(always)] fn ignore_tile_44(&self) -> bool { self.npc_flags.ignore_tile_44() } } pub struct NPCTableEntry { pub npc_flags: NPCFlag, pub life: u16, pub spritesheet_id: u8, pub death_sound: u8, pub hurt_sound: u8, pub size: u8, pub experience: u32, pub damage: u32, pub display_bounds: Rect, pub hit_bounds: Rect, } pub struct NPCTable { entries: Vec, pub tileset_name: String, pub tex_npc1_name: String, pub tex_npc2_name: String, } impl NPCTable { #[allow(clippy::new_without_default)] pub fn new() -> NPCTable { NPCTable { entries: Vec::new(), tileset_name: str!("Stage/Prt0"), tex_npc1_name: str!("Npc/Npc0"), tex_npc2_name: str!("Npc/Npc0"), } } pub fn load_from(mut data: R) -> GameResult { let mut table = NPCTable::new(); let mut buf = Vec::new(); data.read_to_end(&mut buf)?; let count = buf.len() / 0x18; let mut f = Cursor::new(buf); for _ in 0..count { table.entries.push(NPCTableEntry { npc_flags: NPCFlag(0), life: 0, spritesheet_id: 0, death_sound: 0, hurt_sound: 0, size: 0, experience: 0, damage: 0, display_bounds: Rect::new(0, 0, 0, 0), hit_bounds: Rect::new(0, 0, 0, 0), }); } for npc in table.entries.iter_mut() { npc.npc_flags.0 = f.read_u16::()?; } for npc in table.entries.iter_mut() { npc.life = f.read_u16::()?; } for npc in table.entries.iter_mut() { npc.spritesheet_id = f.read_u8()?; } for npc in table.entries.iter_mut() { npc.death_sound = f.read_u8()?; } for npc in table.entries.iter_mut() { npc.hurt_sound = f.read_u8()?; } for npc in table.entries.iter_mut() { npc.size = f.read_u8()?; } for npc in table.entries.iter_mut() { npc.experience = f.read_u32::()?; } for npc in table.entries.iter_mut() { npc.damage = f.read_u32::()?; } for npc in table.entries.iter_mut() { npc.hit_bounds.left = f.read_u8()?; npc.hit_bounds.top = f.read_u8()?; npc.hit_bounds.right = f.read_u8()?; npc.hit_bounds.bottom = f.read_u8()?; } for npc in table.entries.iter_mut() { npc.display_bounds.left = f.read_u8()?; npc.display_bounds.top = f.read_u8()?; npc.display_bounds.right = f.read_u8()?; npc.display_bounds.bottom = f.read_u8()?; } Ok(table) } pub fn get_entry(&self, npc_type: u16) -> Option<&NPCTableEntry> { self.entries.get(npc_type as usize) } pub fn get_display_bounds(&self, npc_type: u16) -> Rect { if let Some(npc) = self.entries.get(npc_type as usize) { Rect { left: npc.display_bounds.left as u32 * 0x200, top: npc.display_bounds.top as u32 * 0x200, right: npc.display_bounds.right as u32 * 0x200, bottom: npc.display_bounds.bottom as u32 * 0x200, } } else { Rect { left: 0, top: 0, right: 0, bottom: 0 } } } pub fn get_hit_bounds(&self, npc_type: u16) -> Rect { if let Some(npc) = self.entries.get(npc_type as usize) { Rect { left: npc.hit_bounds.left as u32 * 0x200, top: npc.hit_bounds.top as u32 * 0x200, right: npc.hit_bounds.right as u32 * 0x200, bottom: npc.hit_bounds.bottom as u32 * 0x200, } } else { Rect { left: 0, top: 0, right: 0, bottom: 0 } } } pub fn get_texture_name(&self, spritesheet_id: u16) -> &str { match spritesheet_id { 0 => "Title", 2 => &self.tileset_name, 6 => "Fade", 8 => "ItemImage", 11 => "Arms", 12 => "ArmsImage", 14 => "StageImage", 15 => "Loading", 16 => "MyChar", 17 => "Bullet", 19 => "Caret", 20 => "Npc/NpcSym", 21 => &self.tex_npc1_name, 22 => &self.tex_npc2_name, 23 => "Npc/NpcRegu", 26 => "TextBox", 27 => "Face", _ => "Npc/Npc0", } } }