doukutsu-rs/src/npc/ai/igor.rs

382 lines
14 KiB
Rust

use crate::common::{CDEG_RAD, 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_n083_igor_cutscene(&mut self, state: &mut SharedGameState) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.vel_x = 0;
self.action_num = 1;
self.anim_num = 0;
self.action_counter = 0;
}
self.anim_counter += 1;
if self.anim_counter > 5 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 1 {
self.anim_num = 0;
}
}
}
2 | 3 => {
if self.action_num == 2 {
self.action_num = 3;
self.anim_num = 2;
self.anim_counter = 0;
}
self.anim_counter += 1;
if self.anim_counter > 3 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 5 {
self.anim_num = 2;
}
}
self.vel_x = self.direction.vector_x() * 0x200;
}
4 | 5 => {
if self.action_num == 4 {
self.vel_x = 0;
self.action_num = 5;
self.action_counter = 0;
self.anim_num = 6;
}
self.action_counter += 1;
if self.action_counter > 10 {
self.action_counter = 0;
self.action_num = 6;
self.anim_num = 7;
state.sound_manager.play_sfx(70);
}
}
6 => {
self.action_counter += 1;
if self.action_counter > 8 {
self.action_num = 0;
self.anim_num = 0;
}
}
7 => {
self.action_num = 1;
}
_ => {}
}
self.vel_y += 0x40;
if self.vel_y > 0x5ff {
self.vel_y = 0x5ff;
}
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 8 };
self.anim_rect = state.constants.npc.n083_igor_cutscene[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n088_igor_boss(&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.action_counter = 0;
self.anim_counter = 0;
self.vel_x = 0;
}
self.anim_counter += 1;
if self.anim_counter > 5 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 1 {
self.anim_num = 0;
}
}
self.action_counter += 1;
if self.action_counter > 50 {
self.action_num = 2;
}
}
2 | 3 => {
let player = self.get_closest_player_mut(players);
if self.action_num == 2 {
self.action_num = 3;
self.action_counter = 0;
self.anim_num = 2;
self.anim_counter = 0;
self.vel_x2 += 1;
if self.vel_x2 < 3 || self.life > 150 {
self.action_counter2 = 0;
} else {
self.action_counter2 = 1;
}
self.direction = if player.x < self.x { Direction::Left } else { Direction::Right };
}
self.action_counter += 1;
self.anim_counter += 1;
if self.anim_counter > 3 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 5 {
self.anim_num = 2;
}
}
self.vel_x = self.direction.vector_x() * 0x200;
if self.action_counter2 != 0 {
if self.action_counter > 16 {
self.vel_x = 0;
self.action_num = 9;
self.anim_num = 10;
}
} else if self.action_counter > 50 {
self.action_num = 7;
self.action_counter = 0;
self.anim_num = 8;
self.damage = 2;
self.vel_x = (self.vel_x * 3) / 2;
self.vel_y = -0x400;
} else if (self.direction == Direction::Left && self.x - 24 * 0x200 < player.x)
|| (self.direction == Direction::Right && self.x + 24 * 0x200 > player.x) {
self.action_num = 4;
}
}
4 | 5 => {
if self.action_num == 4 {
self.action_num = 5;
self.action_counter = 0;
self.anim_num = 6;
self.vel_x = 0;
}
self.action_counter += 1;
if self.action_counter > 12 {
self.action_num = 6;
self.action_counter = 0;
self.anim_num = 7;
self.damage = 5;
self.hit_bounds.left = 24 * 0x200;
self.hit_bounds.top = 1;
state.sound_manager.play_sfx(70);
}
}
6 => {
self.action_counter += 1;
if self.action_counter > 10 {
self.action_num = 0;
self.anim_num = 0;
self.damage = 0;
self.hit_bounds.left = 8 * 0x200;
self.hit_bounds.top = 16 * 0x200;
}
}
7 => {
if self.flags.hit_bottom_wall() {
self.action_num = 8;
self.anim_num = 9;
self.damage = 0;
state.sound_manager.play_sfx(26);
state.quake_counter = 30;
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
for _ in 0..4 {
npc.x = self.x + self.rng.range(-12..12) as i32 * 0x200;
npc.y = self.y + self.rng.range(-12..12) as i32 * 0x200;
npc.vel_x = self.rng.range(-0x155..0x155) as i32;
npc.vel_y = self.rng.range(-0x600..0) as i32;
let _ = npc_list.spawn(0x100, npc.clone());
}
}
}
8 => {
self.vel_x = 0;
self.action_counter += 1;
if self.action_counter > 10 {
self.action_num = 0;
self.anim_num = 0;
self.damage = 0;
}
}
9 | 10 => {
if self.action_num == 9 {
self.action_num = 10;
self.action_counter = 0;
let player = self.get_closest_player_mut(players);
self.direction = if player.x < self.x { Direction::Left } else { Direction::Right };
}
self.action_counter += 1;
if self.action_counter > 100 && self.action_counter % 6 == 1 {
let deg = (if self.direction == Direction::Left { 0x88 } else { 0xf8 } + self.rng.range(-16..16)) as f64 * CDEG_RAD;
let vel_x = (deg.cos() * 1536.0) as i32;
let vel_y = (deg.sin() * 1536.0) as i32;
let mut npc = NPC::create(11, &state.npc_table);
npc.cond.set_alive(true);
npc.direction = Direction::Left;
npc.x = self.x;
npc.y = self.y + 4 * 0x200;
npc.vel_x = vel_x;
npc.vel_y = vel_y;
let _ = npc_list.spawn(0x100, npc);
state.sound_manager.play_sfx(12);
}
self.anim_num = if self.action_counter > 50 && (self.action_counter / 2 % 2) != 0 { 11 } else { 10 };
if self.action_counter > 132 {
self.action_num = 0;
self.anim_num = 0;
self.vel_x2 = 0;
}
}
_ => {}
}
self.vel_y += 0x40;
if self.vel_y > 0x5ff {
self.vel_y = 0x5ff;
}
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 12 };
self.anim_rect = state.constants.npc.n088_igor_boss[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n089_igor_dead(&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;
let player = self.get_closest_player_mut(players);
self.direction = if self.x > player.x { Direction::Left } else { Direction::Right };
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
for _ in 0..8 {
npc.x = self.x + self.rng.range(-12..12) as i32 * 0x200;
npc.y = self.y + self.rng.range(-12..12) as i32 * 0x200;
npc.vel_x = self.rng.range(-0x155..0x155) as i32;
npc.vel_y = self.rng.range(-0x600..0) as i32;
let _ = npc_list.spawn(0x100, npc.clone());
}
}
self.action_counter += 1;
if self.action_counter > 100 {
self.action_num = 2;
self.action_counter = 0;
}
if self.action_counter % 5 == 0 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.direction = Direction::Left;
npc.x = self.x + self.rng.range(-12..12) as i32 * 0x200;
npc.y = self.y + self.rng.range(-12..12) as i32 * 0x200;
npc.vel_x = self.rng.range(-0x155..0x155) as i32;
npc.vel_y = self.rng.range(-0x600..0) as i32;
let _ = npc_list.spawn(0x100, npc);
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 4 };
self.anim_rect = state.constants.npc.n089_igor_dead[dir_offset];
if (self.action_counter / 2 % 2) != 0 {
self.anim_rect.left -= 1;
}
}
2 => {
self.action_counter += 1;
if (self.action_counter / 2 % 2) != 0 && self.action_counter < 100 {
self.anim_num = 0;
self.display_bounds.left = 20 * 0x200;
self.display_bounds.right = 20 * 0x200;
self.display_bounds.top = 20 * 0x200;
} else {
self.anim_num = 1;
self.display_bounds.left = 12 * 0x200;
self.display_bounds.right = 12 * 0x200;
self.display_bounds.top = 8 * 0x200;
}
if self.action_counter > 150 {
self.action_num = 3;
self.action_counter = 0;
self.anim_num = 1;
}
if self.action_counter % 9 == 0 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.direction = Direction::Left;
npc.x = self.x + self.rng.range(-12..12) as i32 * 0x200;
npc.y = self.y + self.rng.range(-12..12) as i32 * 0x200;
npc.vel_x = self.rng.range(-0x155..0x155) as i32;
npc.vel_y = self.rng.range(-0x600..0) as i32;
let _ = npc_list.spawn(0x100, npc);
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 4 };
self.anim_rect = state.constants.npc.n089_igor_dead[self.anim_num as usize + dir_offset];
}
3 => {
self.anim_counter += 1;
if self.anim_counter > 50 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num == 3 {
self.action_num = 4;
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 4 };
self.anim_rect = state.constants.npc.n089_igor_dead[self.anim_num as usize + dir_offset];
}
}
_ => {}
}
Ok(())
}
}