doukutsu-rs/src/game/npc/mod.rs

984 lines
41 KiB
Rust

use std::cell::{Ref, RefCell};
use std::io;
use std::io::Cursor;
use std::ops::Deref;
use std::rc::Rc;
use byteorder::{LE, ReadBytesExt};
use crate::bitfield;
use crate::common::{Condition, interpolate_fix9_scale, Rect};
use crate::common::Direction;
use crate::common::Flag;
use crate::components::flash::Flash;
use crate::components::number_popup::NumberPopup;
use crate::entity::GameEntity;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::game::frame::Frame;
use crate::game::npc::boss::BossNPC;
use crate::game::npc::list::NPCList;
use crate::game::physics::PhysicalEntity;
use crate::game::player::Player;
use crate::game::shared_game_state::SharedGameState;
use crate::game::stage::{Stage, StageTexturePaths};
use crate::game::weapon::bullet::BulletManager;
use crate::util::rng::Xoroshiro32PlusPlus;
pub mod ai;
pub mod boss;
pub mod list;
pub mod utils;
bitfield! {
#[derive(Clone, Copy)]
pub struct NPCFlag(u16);
impl Debug;
/// Represented by 0x01
pub solid_soft, set_solid_soft: 0;
/// Represented by 0x02
pub ignore_tile_44, set_ignore_tile_44: 1;
/// Represented by 0x04
pub invulnerable, set_invulnerable: 2;
/// Represented by 0x08
pub ignore_solidity, set_ignore_solidity: 3;
/// Represented by 0x10
pub bouncy, set_bouncy: 4;
/// Represented by 0x20
pub shootable, set_shootable: 5;
/// Represented by 0x40
pub solid_hard, set_solid_hard: 6;
/// Represented by 0x80
pub rear_and_top_not_hurt, set_rear_and_top_not_hurt: 7;
/// Represented by 0x100
pub event_when_touched, set_event_when_touched: 8;
/// Represented by 0x200
pub event_when_killed, set_event_when_killed: 9;
/// Represented by 0x400
pub flag_x400, set_flag_x400: 10;
/// Represented by 0x800
pub appear_when_flag_set, set_appear_when_flag_set: 11;
/// Represented by 0x1000
pub spawn_facing_right, set_spawn_facing_right: 12;
/// Represented by 0x2000
pub interactable, set_interactable: 13;
/// Represented by 0x4000
pub hide_unless_flag_set, set_hide_unless_flag_set: 14;
/// Represented by 0x8000
pub show_damage, set_show_damage: 15;
}
#[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<u16>,
pub display_bounds: Rect<u32>,
pub hit_bounds: Rect<u32>,
pub rng: Xoroshiro32PlusPlus,
pub popup: NumberPopup,
pub splash: bool,
}
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(),
splash: false,
}
}
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(())
}
pub fn draw_lightmap(&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_ref(self.spritesheet_id);
if let Some(batch) = state.texture_set.get_or_load_batch(ctx, &state.constants, texture)?.glow() {
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)?;
}
Ok(())
}
fn is_sue(&self) -> bool {
[42, 92, 280, 284].contains(&self.npc_type)
}
fn get_headband_spritesheet(&self, state: &SharedGameState, texture_name: &str) -> String {
let base_dir = if state.settings.original_textures { "ogph" } else { "plus" };
format!("headband/{}/{}", base_dir, texture_name)
}
}
impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &mut BulletManager, &mut Flash, &mut BossNPC)> for NPC {
fn tick(
&mut self,
state: &mut SharedGameState,
(players, npc_list, stage, bullet_manager, flash, boss): (
[&mut Player; 2],
&NPCList,
&mut Stage,
&mut BulletManager,
&mut Flash,
&mut BossNPC,
),
) -> GameResult {
#[allow(unused_mut, unused_assignments)]
let mut npc_hook_ran = false;
#[cfg(feature = "scripting-lua")]
{
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, npc_list),
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, npc_list),
15 => self.tick_n015_chest_closed(state, npc_list),
16 => self.tick_n016_save_point(state, npc_list),
17 => self.tick_n017_health_refill(state, npc_list),
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, npc_list),
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(state, 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, flash),
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, flash),
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_lightning(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),
178 => self.tick_n178_core_blade_projectile(state),
179 => self.tick_n179_core_wisp_projectile(state),
180 => self.tick_n180_curly_ai(state, players, npc_list),
181 => self.tick_n181_curly_ai_machine_gun(state, npc_list, bullet_manager),
182 => self.tick_n182_curly_ai_polar_star(state, npc_list, bullet_manager),
183 => self.tick_n183_curly_air_tank_bubble(state, npc_list),
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),
189 => self.tick_n189_homing_flame(state, players),
190 => self.tick_n190_broken_robot(state, npc_list),
191 => self.tick_n191_water_level(state),
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),
196 => self.tick_n196_ironhead_wall(state),
197 => self.tick_n197_porcupine_fish(state),
198 => self.tick_n198_ironhead_projectile(state),
199 => self.tick_n199_wind_particles(state),
200 => self.tick_n200_zombie_dragon(state, players, npc_list),
201 => self.tick_n201_zombie_dragon_dead(state),
202 => self.tick_n202_zombie_dragon_projectile(state),
203 => self.tick_n203_critter_destroyed_egg_corridor(state, players),
204 => self.tick_n204_small_falling_spike(state, players, npc_list),
205 => self.tick_n205_large_falling_spike(state, players, npc_list, bullet_manager),
206 => self.tick_n206_counter_bomb(state, players, npc_list),
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),
210 => self.tick_n210_beetle_destroyed_egg_corridor(state, players),
211 => self.tick_n211_small_spikes(state),
212 => self.tick_n212_sky_dragon(state, players, npc_list),
213 => self.tick_n213_night_spirit(state, players, npc_list),
214 => self.tick_n214_night_spirit_projectile(state, npc_list),
215 => self.tick_n215_sandcroc_outer_wall(state, players),
216 => self.tick_n216_debug_cat(state),
217 => self.tick_n217_itoh(state),
218 => self.tick_n218_core_giant_ball(state),
219 => self.tick_n219_smoke_generator(state, npc_list),
220 => self.tick_n220_shovel_brigade(state),
221 => self.tick_n221_shovel_brigade_walking(state),
222 => self.tick_n222_prison_bars(state),
223 => self.tick_n223_momorin(state, players),
224 => self.tick_n224_chie(state, players),
225 => self.tick_n225_megane(state),
226 => self.tick_n226_kanpachi_plantation(state),
227 => self.tick_n227_bucket(state),
228 => self.tick_n228_droll(state, players),
229 => self.tick_n229_red_flowers_sprouts(state),
230 => self.tick_n230_red_flowers_blooming(state),
231 => self.tick_n231_rocket(state, players, npc_list),
232 => self.tick_n232_orangebell(state, npc_list),
233 => self.tick_n233_orangebell_bat(state, players, npc_list),
234 => self.tick_n234_red_flowers_picked(state),
235 => self.tick_n235_midorin(state),
236 => self.tick_n236_gunfish(state, players, npc_list),
237 => self.tick_n237_gunfish_projectile(state),
238 => self.tick_n238_press_sideways(state, players, npc_list),
239 => self.tick_n239_cage_bars(state),
240 => self.tick_n240_mimiga_jailed(state),
241 => self.tick_n241_critter_red(state, players),
242 => self.tick_n242_bat_last_cave(state, stage),
243 => self.tick_n243_bat_generator(state, npc_list),
244 => self.tick_n244_lava_drop(state, players),
245 => self.tick_n245_lava_drop_generator(state, npc_list),
246 => self.tick_n246_press_proximity(state, players, npc_list),
247 => self.tick_n247_misery_boss(state, players, npc_list),
248 => self.tick_n248_misery_boss_vanishing(state),
249 => self.tick_n249_misery_boss_appearing(state),
250 => self.tick_n250_misery_boss_lightning_ball(state, players, npc_list),
251 => self.tick_n251_misery_boss_lightning(state, npc_list),
252 => self.tick_n252_misery_boss_bats(state, players, npc_list),
253 => self.tick_n253_experience_capsule(state, npc_list),
254 => self.tick_n254_helicopter(state, npc_list),
255 => self.tick_n255_helicopter_blades(state, npc_list),
256 => self.tick_n256_doctor_facing_away(state, npc_list),
257 => self.tick_n257_red_crystal(state),
258 => self.tick_n258_mimiga_sleeping(state),
259 => self.tick_n259_curly_unconscious(state, players, npc_list),
260 => self.tick_n260_shovel_brigade_caged(state, players, npc_list),
261 => self.tick_n261_chie_caged(state, players),
262 => self.tick_n262_chaco_caged(state, players),
263 => self.tick_n263_doctor_boss(state, players, npc_list),
264 => self.tick_n264_doctor_boss_red_projectile(state, npc_list, stage),
265 => self.tick_n265_doctor_boss_red_projectile_trail(state),
266 => self.tick_n266_doctor_boss_red_projectile_bouncing(state, npc_list),
267 => self.tick_n267_muscle_doctor(state, players, npc_list),
268 => self.tick_n268_igor_enemy(state, players, npc_list),
269 => self.tick_n269_red_bat_bouncing(state),
270 => self.tick_n270_doctor_red_energy(state, npc_list),
271 => self.tick_n271_ironhead_block(state, stage),
272 => self.tick_n272_ironhead_block_generator(state, npc_list),
273 => self.tick_n273_droll_projectile(state, npc_list),
274 => self.tick_n274_droll(state, players, npc_list),
275 => self.tick_n275_puppy_plantation(state, players),
276 => self.tick_n276_red_demon(state, players, npc_list),
277 => self.tick_n277_red_demon_projectile(state, npc_list),
278 => self.tick_n278_little_family(state),
279 => self.tick_n279_large_falling_block(state, players, npc_list, stage),
280 => self.tick_n280_sue_teleported(state),
281 => self.tick_n281_doctor_energy_form(state, npc_list),
282 => self.tick_n282_mini_undead_core_active(state, players),
283 => self.tick_n283_misery_possessed(state, players, npc_list, stage, boss),
284 => self.tick_n284_sue_possessed(state, players, npc_list, stage, boss),
285 => self.tick_n285_undead_core_spiral_projectile(state, npc_list, stage),
286 => self.tick_n286_undead_core_spiral_projectile_trail(state),
287 => self.tick_n287_orange_smoke(state),
288 => self.tick_n288_undead_core_exploding_rock(state, players, npc_list, stage),
289 => self.tick_n289_critter_orange(state, players, stage),
290 => self.tick_n290_bat_misery(state, players, stage),
291 => self.tick_n291_mini_undead_core_inactive(state),
292 => self.tick_n292_quake(state),
293 => self.tick_n293_undead_core_energy_shot(state, npc_list),
294 => self.tick_n294_quake_falling_block_generator(state, players, npc_list, stage),
295 => self.tick_n295_cloud(state),
296 => self.tick_n296_cloud_generator(state, npc_list),
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),
301 => self.tick_n301_misery_fish_missile(state, players),
302 => self.tick_n302_camera_focus_marker(state, players, npc_list, boss),
303 => self.tick_n303_curly_machine_gun(state, npc_list),
304 => self.tick_n304_gaudi_hospital(state),
305 => self.tick_n305_small_puppy(state),
306 => self.tick_n306_balrog_nurse(state),
307 => self.tick_n307_santa_caged(state),
308 => self.tick_n308_stumpy(state, players),
309 => self.tick_n309_bute(state, players),
310 => self.tick_n310_bute_sword(state, players),
311 => self.tick_n311_bute_archer(state, players, npc_list),
312 => self.tick_n312_bute_arrow_projectile(state),
313 => self.tick_n313_ma_pignon(state, players, npc_list, bullet_manager),
314 => self.tick_n314_ma_pignon_rock(state, players, npc_list, stage),
315 => self.tick_n315_ma_pignon_clone(state, players, bullet_manager),
316 => self.tick_n316_bute_dead(state),
317 => self.tick_n317_mesa(state, players, npc_list),
318 => self.tick_n318_mesa_dead(state),
319 => self.tick_n319_mesa_block(state, npc_list),
320 => self.tick_n320_curly_carried(state, players, npc_list),
321 => self.tick_n321_curly_nemesis(state, players, npc_list, bullet_manager),
322 => self.tick_n322_deleet(state, npc_list, stage),
323 => self.tick_n323_bute_spinning(state, players),
324 => self.tick_n324_bute_generator(state, npc_list),
325 => self.tick_n325_heavy_press_lightning(state, npc_list),
326 => self.tick_n326_sue_itoh_human_transition(state, npc_list),
327 => self.tick_n327_sneeze(state, npc_list),
328 => self.tick_n328_human_transform_machine(state),
329 => self.tick_n329_laboratory_fan(state),
330 => self.tick_n330_rolling(state, stage),
331 => self.tick_n331_ballos_bone_projectile(state),
332 => self.tick_n332_ballos_shockwave(state, npc_list),
333 => self.tick_n333_ballos_lightning(state, players, npc_list),
334 => self.tick_n334_sweat(state, players),
335 => self.tick_n335_ikachan(state),
336 => self.tick_n336_ikachan_generator(state, players, npc_list),
337 => self.tick_n337_numahachi(state),
338 => self.tick_n338_green_devil(state, stage),
339 => self.tick_n339_green_devil_generator(state, npc_list),
340 => self.tick_n340_ballos(state, players, npc_list, flash),
341 => self.tick_n341_ballos_1_head(state, npc_list),
342 => self.tick_n342_ballos_orbiting_eye(state, players, npc_list, boss),
343 => self.tick_n343_ballos_3_cutscene(state, boss),
344 => self.tick_n344_ballos_3_eyes(state, boss),
345 => self.tick_n345_ballos_skull_projectile(state, npc_list, stage),
346 => self.tick_n346_ballos_orbiting_platform(state, players, stage, boss),
347 => self.tick_n347_hoppy(state, players),
348 => self.tick_n348_ballos_4_spikes(state),
349 => self.tick_n349_statue(state),
350 => self.tick_n350_flying_bute_archer(state, players, npc_list, stage),
351 => self.tick_n351_statue_shootable(state, npc_list),
352 => self.tick_n352_ending_characters(state, npc_list),
353 => self.tick_n353_bute_sword_flying(state, players),
354 => self.tick_n354_invisible_deathtrap_wall(state, npc_list, stage),
355 => self.tick_n355_quote_and_curly_on_balrog(state, npc_list),
356 => self.tick_n356_balrog_rescuing(state, players, npc_list),
357 => self.tick_n357_puppy_ghost(state),
358 => self.tick_n358_misery_credits(state),
359 => self.tick_n359_water_droplet_generator(state, players, npc_list),
360 => self.tick_n360_credits_thank_you(state),
361 => self.tick_n361_flying_gaudi(state, players),
362 => self.tick_n362_curly_clone(state, players, npc_list),
363 => self.tick_n363_dead_curly_clone(state, npc_list),
364 => self.tick_n364_fast_bullet(state),
365 => self.tick_n365_still_curly_clone(state, players, npc_list),
366 => self.tick_n366_zombie_curly_clone(state, players),
367 => self.tick_n367_curly_clone_incubator(state, players, npc_list),
368 => self.tick_n368_gclone(state, players, npc_list),
369 => self.tick_n369_gclone_curly_clone(state, players, npc_list),
370 => self.tick_n370_second_quote(state, players, npc_list),
_ => Ok(()),
}?;
// I don't know where the best place to put this is, but let's try putting it here
if self.shock == 0 && self.npc_flags.show_damage() && self.popup.value != 0 {
self.popup.update_displayed_value();
}
self.popup.x = self.x;
self.popup.y = self.y;
self.popup.tick(state, ())?;
if self.shock > 0 {
self.shock -= 1;
}
if (self.prev_x - self.x).abs() > 0x1000 {
self.prev_x = self.x;
}
if (self.prev_y - self.y).abs() > 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_ref = state.npc_table.get_texture_ref(self.spritesheet_id);
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &*texture_ref)?;
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);
let final_x = interpolate_fix9_scale(self.prev_x - off_x, self.x - off_x, state.frame_time) + shock - frame_x;
let final_y = 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;
if self.is_sue() && state.more_rust {
// tint sue blue
batch.add_rect_tinted(final_x, final_y, (200, 200, 255, 255), &self.anim_rect);
batch.draw(ctx)?;
} else {
batch.add_rect(final_x, final_y, &self.anim_rect);
batch.draw(ctx)?;
}
if self.is_sue() && state.more_rust {
// draw crab headband
let headband_spritesheet = self.get_headband_spritesheet(state, &*texture_ref);
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, headband_spritesheet.as_str())?;
batch.add_rect(final_x, final_y, &self.anim_rect);
batch.draw(ctx)?;
}
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<u32> {
&self.hit_bounds
}
#[inline(always)]
fn display_bounds(&self) -> &Rect<u32> {
&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<u8>,
pub hit_bounds: Rect<u8>,
}
pub struct NPCTable {
entries: Vec<NPCTableEntry>,
pub stage_textures: Rc<RefCell<StageTexturePaths>>,
}
impl NPCTable {
#[allow(clippy::new_without_default)]
pub fn new() -> NPCTable {
NPCTable { entries: Vec::new(), stage_textures: Rc::new(RefCell::new(StageTexturePaths::new())) }
}
pub fn load_from<R: io::Read>(mut data: R) -> GameResult<NPCTable> {
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 &mut table.entries {
npc.npc_flags.0 = f.read_u16::<LE>()?;
}
for npc in &mut table.entries {
npc.life = f.read_u16::<LE>()?;
}
for npc in &mut table.entries {
npc.spritesheet_id = f.read_u8()?;
}
for npc in &mut table.entries {
npc.death_sound = f.read_u8()?;
}
for npc in &mut table.entries {
npc.hurt_sound = f.read_u8()?;
}
for npc in &mut table.entries {
npc.size = f.read_u8()?;
}
for npc in &mut table.entries {
npc.experience = f.read_u32::<LE>()?;
}
for npc in &mut table.entries {
npc.damage = f.read_u32::<LE>()?;
}
for npc in &mut table.entries {
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 &mut table.entries {
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<u32> {
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<u32> {
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_ref(&self, spritesheet_id: u16) -> TexRef<'_> {
match spritesheet_id {
0 => TexRef::from_str("Title"),
2 => TexRef { variant: TexRefVariant::StageTileset(self.stage_textures.deref().borrow()) },
6 => TexRef::from_str("Fade"),
8 => TexRef::from_str("ItemImage"),
11 => TexRef::from_str("Arms"),
12 => TexRef::from_str("ArmsImage"),
14 => TexRef::from_str("StageImage"),
15 => TexRef::from_str("Loading"),
16 => TexRef::from_str("MyChar"),
17 => TexRef::from_str("Bullet"),
19 => TexRef::from_str("Caret"),
20 => TexRef::from_str("Npc/NpcSym"),
21 => TexRef { variant: TexRefVariant::StageNPC1(self.stage_textures.deref().borrow()) },
22 => TexRef { variant: TexRefVariant::StageNPC2(self.stage_textures.deref().borrow()) },
23 => TexRef::from_str("Npc/NpcRegu"),
26 => TexRef::from_str("TextBox"),
27 => TexRef::from_str("Face"),
_ => TexRef::from_str("Npc/Npc0"),
}
}
}
pub struct TexRef<'a> {
variant: TexRefVariant<'a>,
}
enum TexRefVariant<'a> {
Str(&'static str),
StageTileset(Ref<'a, StageTexturePaths>),
StageNPC1(Ref<'a, StageTexturePaths>),
StageNPC2(Ref<'a, StageTexturePaths>),
}
impl TexRef<'_> {
#[inline]
fn from_str(str: &'static str) -> TexRef {
TexRef { variant: TexRefVariant::Str(str) }
}
}
impl Deref for TexRef<'_> {
type Target = str;
#[inline]
fn deref(&self) -> &Self::Target {
match &self.variant {
TexRefVariant::Str(str) => str,
TexRefVariant::StageTileset(paths) => &paths.tileset_fg,
TexRefVariant::StageNPC1(paths) => &paths.npc1,
TexRefVariant::StageNPC2(paths) => &paths.npc2,
}
}
}