use crate::caret::CaretType; use crate::common::Direction; use crate::framework::error::GameResult; use crate::npc::list::NPCList; use crate::npc::NPC; use crate::player::Player; use crate::rng::RNG; use crate::shared_game_state::SharedGameState; impl NPC { pub(crate) fn tick_n241_critter_red( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], ) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.y += 0x600; self.action_num = 1; self.anim_num = 0; } let player = self.get_closest_player_ref(&players); if self.x > player.x { self.direction = Direction::Left; } else { self.direction = Direction::Right; } if self.action_counter >= 8 && self.x - 0x12000 < player.x && self.x + 0x12000 > player.x && self.y - 0xa000 < player.y && self.y + 0xa000 > player.y { self.anim_num = 1; } else { if self.action_counter < 8 { self.action_counter += 1; } self.anim_num = 0; } if self.shock > 0 { self.action_num = 2; self.action_counter = 0; self.anim_num = 0; } if self.action_counter >= 8 && self.x - 0xc000 < player.x && self.x + 0xc000 > player.x && self.y - 0xa000 < player.y && self.y + 0xc000 > player.y { self.action_num = 2; self.action_counter = 0; self.anim_num = 0; } } 2 => { self.action_counter += 1; if self.action_counter > 8 { self.action_num = 3; self.anim_num = 2; self.vel_y = -0x5ff; state.sound_manager.play_sfx(30); if self.direction == Direction::Left { self.vel_x = -0x200; } else { self.vel_x = 0x200; } } } 3 => { if self.flags.hit_bottom_wall() { self.vel_x = 0; self.action_counter = 0; self.action_num = 1; self.anim_num = 0; state.sound_manager.play_sfx(23); } } _ => (), } 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 { 3 }; self.anim_rect = state.constants.npc.n241_critter_red[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n242_bat_last_cave(&mut self, state: &mut SharedGameState) -> GameResult { loop { match self.action_num { 0 => { self.action_num = 1; self.target_x = self.x; self.target_y = self.y; self.action_counter = self.rng.range(0..50) as u16; continue; } 1 if self.action_counter > 0 => { self.action_counter -= 1; } 1 => { self.action_num = 2; self.vel_y = 0x400; continue; } 2 => { self.vel_x = self.direction.vector_x() * 0x100; self.vel_y += (self.target_y - self.y).signum() * 0x10; self.vel_y = self.vel_y.clamp(-0x300, 0x300); } _ => (), } break; } self.x += self.vel_x; self.y += self.vel_y; self.animate(1, 0, 2); let dir_offset = if self.direction == Direction::Left { 0 } else { 4 }; self.anim_rect = state.constants.npc.n242_bat_last_cave[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n243_bat_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..500) as u16; } if self.action_counter > 0 { self.action_counter -= 1; } else { self.action_num = 0; let mut npc = NPC::create(242, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y + self.rng.range(-32..32) * 0x200; npc.direction = self.direction; let _ = npc_list.spawn(0x100, npc); } } _ => return Ok(()), } Ok(()) } pub(crate) fn tick_n244_lava_drop(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult { self.vel_y += 0x40; // idfk why was that there in original code but I'll leave it there in case let mut hit = self.flags.hit_anything(); if self.action_counter > 10 && self.flags.in_water() { hit = true; } if hit { for _ in 0..3 { state.create_caret(self.x, self.y, CaretType::Bubble, Direction::Right); } let player = self.get_closest_player_ref(&players); if self.x > player.x - 0x20000 && self.x < player.x + 0x20000 && self.y > player.y - 0x14000 && self.y < player.y + 0x14000 { state.sound_manager.play_sfx(21); } self.cond.set_alive(false); return Ok(()); } self.clamp_fall_speed(); self.y += self.vel_y; self.anim_rect = state.constants.npc.n244_lava_drop; Ok(()) } pub(crate) fn tick_n245_lava_drop_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.target_x = self.x; self.action_counter = self.event_num; } self.anim_num = 0; if self.action_counter > 0 { self.action_counter -= 1; return Ok(()); } self.action_num = 10; self.anim_counter = 0; } 10 => { self.anim_counter += 1; if self.anim_counter > 10 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num > 3 { self.anim_num = 0; self.action_num = 1; self.action_counter = self.flag_num; let mut npc = NPC::create(244, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; let _ = npc_list.spawn(0x100, npc); } } } _ => (), } self.x = if (self.anim_counter & 2) != 0 { self.target_x } else { self.target_x + 0x200 }; self.anim_rect = state.constants.npc.n245_lava_drop_generator[self.anim_num as usize]; Ok(()) } pub(crate) fn tick_n276_red_demon( &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 { self.action_num = 1; self.y -= 0x1000; } if self.action_num == 1 { self.vel_x = 0; self.action_num = 2; self.anim_num = 0; } let player = self.get_closest_player_ref(&players); self.direction = if self.x > player.x { Direction::Left } else { Direction::Right }; self.animate(20, 0, 1); if self.shock > 0 { self.action_num = 10; } } 10 | 11 => { if self.action_num == 10 { self.action_num = 11; self.anim_num = 2; self.action_counter = 0; self.npc_flags.set_shootable(true); } self.action_counter += 1; match self.action_counter { 30 | 40 | 50 => { let player = self.get_closest_player_ref(&players); let mut npc = NPC::create(277, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; let angle = f64::atan2((self.y - player.y) as f64, (self.x - player.x) as f64); npc.vel_x = (-2048.0 * angle.cos()) as i32; npc.vel_y = (-2048.0 * angle.sin()) as i32; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(39); } 34 | 44 | 54 => { self.anim_num = 3; } _ => (), } if self.action_counter > 60 { self.action_num = 20; self.action_counter = 0; self.anim_num = 2; } } 20 => { self.action_counter += 1; if self.action_counter > 20 { self.action_num = 21; self.action_counter = 0; self.anim_num = 5; self.vel_y = -0x5ff; let player = self.get_closest_player_ref(&players); self.vel_x = if self.x < player.x { 0x100 } else { -0x100 }; } } 21 => { self.action_counter += 1; match self.action_counter { 30 | 40 | 50 => { let player = self.get_closest_player_ref(&players); let mut npc = NPC::create(277, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; let angle = f64::atan2((self.y - player.y) as f64, (self.x - player.x) as f64); npc.vel_x = (-2048.0 * angle.cos()) as i32; npc.vel_y = (-2048.0 * angle.sin()) as i32; let _ = npc_list.spawn(0x100, npc); state.sound_manager.play_sfx(39); } 34 | 44 => { self.anim_num = 5; } _ => (), } if self.action_counter > 53 { self.anim_num = 7; } if self.flags.hit_bottom_wall() { self.action_num = 22; self.action_counter = 0; self.anim_num = 2; state.quake_counter = 10; state.quake_rumble_counter = 10; state.sound_manager.play_sfx(26); } } 22 => { self.vel_x /= 2; self.action_counter += 1; if self.action_counter > 22 { self.action_num = 10; } } 50 => { self.npc_flags.set_shootable(false); self.damage = 0; if self.flags.hit_bottom_wall() { self.action_num = 51; self.action_counter = 0; self.anim_num = 2; state.quake_counter = 10; state.quake_rumble_counter = 10; state.sound_manager.play_sfx(72); self.create_xp_drop_custom(self.x, self.y, 19, state, npc_list); npc_list.create_death_smoke( self.x, self.y, self.display_bounds.right as usize, 8, state, &self.rng, ); } } 51 => { self.vel_x = 7 * self.vel_x / 8; self.anim_num = 8; } _ => (), } self.vel_y += 0x20; self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; if self.action_num < 50 { let player = self.get_closest_player_ref(&players); self.direction = if self.x < player.x { Direction::Right } else { Direction::Left }; } let dir_offset = if self.direction == Direction::Left { 0 } else { 9 }; self.anim_rect = state.constants.npc.n276_red_demon[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n277_red_demon_projectile( &mut self, state: &mut SharedGameState, npc_list: &NPCList, ) -> GameResult { if self.action_num == 0 { self.action_num = 1; } if self.action_num == 1 { self.x += self.vel_x; self.y += self.vel_y; if self.flags.hit_anything() { let mut npc = NPC::create(4, &state.npc_table); npc.cond.set_alive(true); npc.x = self.x; npc.y = self.y; for _ in 0..3 { let _ = npc_list.spawn(0x100, npc.clone()); } self.vanish(state); return Ok(()); } } self.action_counter += 1; if self.action_counter % 5 == 0 { state.sound_manager.play_sfx(110); } self.anim_num += 1; if self.anim_num > 2 { self.anim_num = 0; } self.anim_rect = state.constants.npc.n277_red_demon_projectile[self.anim_num as usize]; Ok(()) } }