doukutsu-rs/src/weapon/bullet.rs

1659 lines
58 KiB
Rust

use num_traits::clamp;
use crate::caret::CaretType;
use crate::common::{BulletFlag, Condition, Direction, Flag, Rect};
use crate::engine_constants::{BulletData, EngineConstants};
use crate::npc::list::NPCList;
use crate::npc::NPC;
use crate::physics::{PhysicalEntity, OFF_X, OFF_Y};
use crate::player::{Player, TargetPlayer};
use crate::rng::{XorShift, Xoroshiro32PlusPlus, RNG};
use crate::shared_game_state::SharedGameState;
use crate::stage::Stage;
pub struct BulletManager {
pub bullets: Vec<Bullet>,
pub new_bullets: Vec<Bullet>,
pub seeder: XorShift,
}
impl BulletManager {
#[allow(clippy::new_without_default)]
pub fn new() -> BulletManager {
BulletManager { bullets: Vec::with_capacity(64), new_bullets: Vec::with_capacity(8), seeder: XorShift::new(0x359c482f) }
}
pub fn create_bullet(&mut self, x: i32, y: i32, btype: u16, owner: TargetPlayer, direction: Direction, constants: &EngineConstants) {
let mut bullet = Bullet::new(x, y, btype, owner, direction, constants);
bullet.rng = Xoroshiro32PlusPlus::new(self.seeder.next_u32());
self.bullets.push(bullet);
}
pub fn push_bullet(&mut self, mut bullet: Bullet) {
bullet.rng = Xoroshiro32PlusPlus::new(self.seeder.next_u32());
self.bullets.push(bullet);
}
pub fn tick_bullets(&mut self, state: &mut SharedGameState, players: [&Player; 2], npc_list: &NPCList, stage: &mut Stage) {
let mut i = 0;
while i < self.bullets.len() {
{
let bullet = unsafe { self.bullets.get_unchecked_mut(i) };
i += 1;
if bullet.life < 1 {
bullet.cond.set_alive(false);
continue;
}
bullet.tick(state, players, npc_list, &mut self.new_bullets);
bullet.tick_map_collisions(state, npc_list, stage);
}
for bullet in self.new_bullets.iter_mut() {
bullet.rng = Xoroshiro32PlusPlus::new(self.seeder.next_u32());
}
self.bullets.append(&mut self.new_bullets);
}
self.bullets.retain(|b| !b.is_dead());
}
pub fn count_bullets(&self, btype: u16, player_id: TargetPlayer) -> usize {
self.bullets.iter().filter(|b| b.owner == player_id && b.btype == btype).count()
}
pub fn count_bullets_type_idx_all(&self, type_idx: u16) -> usize {
self.bullets.iter().filter(|b| (b.btype.saturating_sub(2) / 3) == type_idx).count()
}
pub fn count_bullets_multi(&self, btypes: &[u16], player_id: TargetPlayer) -> usize {
self.bullets.iter().filter(|b| b.owner == player_id && btypes.contains(&b.btype)).count()
}
}
#[derive(Clone)]
pub struct Bullet {
pub btype: u16,
pub x: i32,
pub y: i32,
pub vel_x: i32,
pub vel_y: i32,
pub target_x: i32,
pub target_y: i32,
pub prev_x: i32,
pub prev_y: i32,
pub life: u16,
pub lifetime: u16,
pub damage: i16,
pub counter1: u16,
pub counter2: u16,
pub rng: Xoroshiro32PlusPlus,
pub owner: TargetPlayer,
pub cond: Condition,
pub weapon_flags: BulletFlag,
pub flags: Flag,
pub direction: Direction,
pub anim_rect: Rect<u16>,
pub enemy_hit_width: u32,
pub enemy_hit_height: u32,
pub anim_num: u16,
pub anim_counter: u16,
pub action_num: u16,
pub action_counter: u16,
pub hit_bounds: Rect<u32>,
pub display_bounds: Rect<u32>,
}
impl Bullet {
pub fn new(x: i32, y: i32, btype: u16, owner: TargetPlayer, direction: Direction, constants: &EngineConstants) -> Bullet {
let bullet = constants.weapon.bullet_table.get(btype as usize).unwrap_or_else(|| &BulletData {
damage: 0,
life: 0,
lifetime: 0,
flags: BulletFlag(0),
enemy_hit_width: 0,
enemy_hit_height: 0,
block_hit_width: 0,
block_hit_height: 0,
display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 },
});
Bullet {
btype,
x,
y,
vel_x: 0,
vel_y: 0,
target_x: 0,
target_y: 0,
prev_x: x,
prev_y: y,
life: bullet.life as u16,
lifetime: bullet.lifetime,
damage: bullet.damage as i16,
counter1: 0,
counter2: 0,
rng: Xoroshiro32PlusPlus::new(1),
owner,
cond: Condition(0x80),
weapon_flags: bullet.flags,
flags: Flag(0),
direction,
anim_rect: Rect::new(0, 0, 0, 0),
enemy_hit_width: bullet.enemy_hit_width as u32 * 0x200,
enemy_hit_height: bullet.enemy_hit_height as u32 * 0x200,
anim_num: 0,
anim_counter: 0,
action_num: 0,
action_counter: 0,
display_bounds: Rect::new(
bullet.display_bounds.left as u32 * 0x200,
bullet.display_bounds.top as u32 * 0x200,
bullet.display_bounds.right as u32 * 0x200,
bullet.display_bounds.bottom as u32 * 0x200,
),
hit_bounds: Rect::new(
bullet.block_hit_width as u32 * 0x200,
bullet.block_hit_height as u32 * 0x200,
bullet.block_hit_width as u32 * 0x200,
bullet.block_hit_height as u32 * 0x200,
),
}
}
#[inline]
pub fn is_dead(&self) -> bool {
!self.cond.alive()
}
fn tick_snake_1(&mut self, state: &mut SharedGameState) {
self.action_counter += 1;
if self.action_counter > self.lifetime {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
if self.action_num == 0 {
self.action_num = 1;
self.anim_num = state.game_rng.range(0..2) as u16;
match self.direction {
Direction::Left => self.vel_x = -0x600,
Direction::Up => self.vel_y = -0x600,
Direction::Right => self.vel_x = 0x600,
Direction::Bottom => self.vel_y = 0x600,
Direction::FacingPlayer => unreachable!(),
}
} else {
self.x += self.vel_x;
self.y += self.vel_y;
}
self.anim_num = (self.anim_num + 1) % 4;
let dir_offset = if self.direction == Direction::Left { 0 } else { 4 };
self.anim_rect = state.constants.weapon.bullet_rects.b001_snake_l1[self.anim_num as usize + dir_offset];
}
fn tick_snake_2(&mut self, state: &mut SharedGameState, npc_list: &NPCList) {
self.action_counter += 1;
if self.action_counter > self.lifetime {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
if self.action_num == 0 {
self.action_num = 1;
self.anim_num = state.game_rng.range(0..2) as u16;
match self.direction {
Direction::Left => {
self.vel_x = -0x200;
self.vel_y = if self.target_x & 1 == 0 { -0x400 } else { 0x400 };
}
Direction::Up => {
self.vel_y = -0x200;
self.vel_x = if self.target_x & 1 == 0 { -0x400 } else { 0x400 };
}
Direction::Right => {
self.vel_x = 0x200;
self.vel_y = if self.target_x & 1 == 0 { -0x400 } else { 0x400 };
}
Direction::Bottom => {
self.vel_y = 0x200;
self.vel_x = if self.target_x & 1 == 0 { -0x400 } else { 0x400 };
}
Direction::FacingPlayer => unreachable!(),
};
} else {
match self.direction {
Direction::Left => self.vel_x += -0x80,
Direction::Up => self.vel_y += -0x80,
Direction::Right => self.vel_x += 0x80,
Direction::Bottom => self.vel_y += 0x80,
Direction::FacingPlayer => unreachable!(),
}
if self.action_counter % 5 == 2 {
match self.direction {
Direction::Left | Direction::Right => {
self.vel_y = if self.vel_y < 0 { 0x400 } else { -0x400 };
}
Direction::Up | Direction::Bottom => {
self.vel_x = if self.vel_x < 0 { 0x400 } else { -0x400 };
}
Direction::FacingPlayer => unreachable!(),
}
}
self.x += self.vel_x;
self.y += self.vel_y;
}
self.anim_num = (self.anim_num + 1) % 3;
self.anim_rect = state.constants.weapon.bullet_rects.b002_003_snake_l2_3[self.anim_num as usize];
let mut npc = NPC::create(129, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y;
npc.vel_y = -0x200;
npc.action_counter2 = if self.btype == 3 { self.anim_num + 3 } else { self.anim_num };
let _ = npc_list.spawn(0x100, npc);
}
fn tick_polar_star(&mut self, state: &mut SharedGameState) {
self.action_counter += 1;
if self.action_counter > self.lifetime {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left => self.vel_x = -0x1000,
Direction::Up => self.vel_y = -0x1000,
Direction::Right => self.vel_x = 0x1000,
Direction::Bottom => self.vel_y = 0x1000,
Direction::FacingPlayer => unreachable!(),
}
match self.btype {
4 => match self.direction {
Direction::Left | Direction::Right => self.enemy_hit_height = 0x400,
Direction::Up | Direction::Bottom => self.enemy_hit_width = 0x400,
Direction::FacingPlayer => unreachable!(),
},
5 => match self.direction {
Direction::Left | Direction::Right => {
self.enemy_hit_height = 0x800;
}
Direction::Up | Direction::Bottom => {
self.enemy_hit_width = 0x800;
}
Direction::FacingPlayer => unreachable!(),
},
6 => {
// level 3 uses default values
}
_ => {
unreachable!()
}
}
} else {
self.x += self.vel_x;
self.y += self.vel_y;
}
match self.btype {
4 => {
if self.direction == Direction::Up || self.direction == Direction::Bottom {
self.anim_num = 1;
self.anim_rect = state.constants.weapon.bullet_rects.b004_polar_star_l1[1];
} else {
self.anim_num = 0;
self.anim_rect = state.constants.weapon.bullet_rects.b004_polar_star_l1[0];
}
}
5 => {
if self.direction == Direction::Up || self.direction == Direction::Bottom {
self.anim_num = 1;
self.anim_rect = state.constants.weapon.bullet_rects.b005_polar_star_l2[1];
} else {
self.anim_num = 0;
self.anim_rect = state.constants.weapon.bullet_rects.b005_polar_star_l2[0];
}
}
6 => {
if self.direction == Direction::Up || self.direction == Direction::Bottom {
self.anim_num = 1;
self.anim_rect = state.constants.weapon.bullet_rects.b006_polar_star_l3[1];
} else {
self.anim_num = 0;
self.anim_rect = state.constants.weapon.bullet_rects.b006_polar_star_l3[0];
}
}
_ => {
unreachable!()
}
}
}
fn tick_fireball(&mut self, state: &mut SharedGameState, players: [&Player; 2], npc_list: &NPCList) {
self.action_counter += 1;
if self.action_counter > self.lifetime {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
if (self.flags.hit_left_wall() && self.flags.hit_right_wall()) || (self.flags.hit_top_wall() && self.flags.hit_bottom_wall()) {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
state.sound_manager.play_sfx(28);
return;
}
// bounce off walls
match self.direction {
Direction::Left if self.flags.hit_left_wall() => {
self.direction = Direction::Right;
}
Direction::Right if self.flags.hit_right_wall() => {
self.direction = Direction::Left;
}
_ => {}
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left => {
self.vel_x = -0x400;
}
Direction::Right => {
self.vel_x = 0x400;
}
Direction::Up => {
self.vel_x = players[self.owner.index()].vel_x();
self.direction = if self.vel_x < 0 { Direction::Left } else { Direction::Right };
self.vel_x += if players[self.owner.index()].direction() == Direction::Left { -0x80 } else { 0x80 };
self.vel_y = -0x5ff;
}
Direction::Bottom => {
self.vel_x = players[self.owner.index()].vel_x();
self.direction = if self.vel_x < 0 { Direction::Left } else { Direction::Right };
self.vel_y = 0x5ff;
}
Direction::FacingPlayer => unreachable!(),
}
} else {
if self.flags.hit_bottom_wall() {
self.vel_y = -0x400;
} else if self.flags.hit_left_wall() {
self.vel_x = 0x400;
} else if self.flags.hit_right_wall() {
self.vel_x = -0x400;
}
self.vel_y += 0x55;
if self.vel_y > 0x3ff {
self.vel_y = 0x3ff;
}
self.x += self.vel_x;
self.y += self.vel_y;
if self.flags.hit_left_wall() || self.flags.hit_right_wall() || self.flags.hit_bottom_wall() {
state.sound_manager.play_sfx(34);
}
}
self.anim_num += 1;
if self.btype == 7 {
// level 1
if self.anim_num > 3 {
self.anim_num = 0;
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 4 };
self.anim_rect = state.constants.weapon.bullet_rects.b007_fireball_l1[self.anim_num as usize + dir_offset];
} else {
if self.anim_num > 2 {
self.anim_num = 0;
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 3 };
self.anim_rect = state.constants.weapon.bullet_rects.b008_009_fireball_l2_3[self.anim_num as usize + dir_offset];
let mut npc = NPC::create(129, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y;
npc.vel_y = -0x200;
npc.action_counter2 = if self.btype == 9 { self.anim_num + 3 } else { self.anim_num };
let _ = npc_list.spawn(0x100, npc);
}
}
fn tick_machine_gun(&mut self, state: &mut SharedGameState, npc_list: &NPCList) {
self.action_counter += 1;
if self.action_counter > self.lifetime {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left => {
self.vel_x = -0x1000;
self.vel_y = self.rng.range(-0xaa..0xaa);
}
Direction::Up => {
self.vel_y = -0x1000;
self.vel_x = self.rng.range(-0xaa..0xaa);
}
Direction::Right => {
self.vel_x = 0x1000;
self.vel_y = self.rng.range(-0xaa..0xaa);
}
Direction::Bottom => {
self.vel_y = 0x1000;
self.vel_x = self.rng.range(-0xaa..0xaa);
}
Direction::FacingPlayer => unreachable!(),
}
} else {
self.x += self.vel_x;
self.y += self.vel_y;
match self.btype {
11 => {
let mut npc = NPC::create(127, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y;
match self.direction {
Direction::Left | Direction::Right => {
npc.direction = Direction::Left;
}
Direction::Bottom | Direction::Up => {
npc.direction = Direction::Up;
}
_ => {}
}
let _ = npc_list.spawn(256, npc);
}
12 => {
let mut npc = NPC::create(128, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y;
npc.direction = self.direction;
let _ = npc_list.spawn(256, npc);
}
_ => {}
}
}
match self.btype {
10 => {
self.anim_rect = state.constants.weapon.bullet_rects.b010_machine_gun_l1[self.direction as usize];
}
11 => {
self.anim_rect = state.constants.weapon.bullet_rects.b011_machine_gun_l2[self.direction as usize];
}
12 => {
self.anim_rect = state.constants.weapon.bullet_rects.b012_machine_gun_l3[self.direction as usize];
}
_ => {
unreachable!()
}
}
}
fn tick_bubble_1(&mut self, state: &mut SharedGameState) {
if self.flags.hit_anything() {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
return;
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left => self.vel_x = -0x600,
Direction::Up => self.vel_y = -0x600,
Direction::Right => self.vel_x = 0x600,
Direction::Bottom => self.vel_y = 0x600,
_ => unreachable!(),
}
}
match self.direction {
Direction::Left => self.vel_x += 0x2a,
Direction::Up => self.vel_y += 0x2a,
Direction::Right => self.vel_x -= 0x2a,
Direction::Bottom => self.vel_y -= 0x2a,
_ => unreachable!(),
}
self.x += self.vel_x;
self.y += self.vel_y;
self.action_counter += 1;
if self.action_counter > 40 {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::SmallProjectileDissipation, Direction::Left);
}
self.anim_counter += 1;
if self.anim_counter > 3 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 3 {
self.anim_num = 3;
}
}
self.anim_rect = state.constants.weapon.bullet_rects.b019_bubble_l1[self.anim_num as usize];
}
fn tick_bubble_2(&mut self, state: &mut SharedGameState) {
if (self.direction == Direction::Left && self.flags.hit_left_wall())
|| (self.direction == Direction::Right && self.flags.hit_right_wall())
|| (self.direction == Direction::Up && self.flags.hit_top_wall())
|| (self.direction == Direction::Bottom && self.flags.hit_bottom_wall())
{
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
return;
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left => {
self.vel_x = -0x600;
self.vel_y = self.rng.range(-0x100..0x100);
}
Direction::Up => {
self.vel_y = -0x600;
self.vel_x = self.rng.range(-0x100..0x100);
}
Direction::Right => {
self.vel_x = 0x600;
self.vel_y = self.rng.range(-0x100..0x100);
}
Direction::Bottom => {
self.vel_y = 0x600;
self.vel_x = self.rng.range(-0x100..0x100);
}
Direction::FacingPlayer => unreachable!(),
}
}
match self.direction {
Direction::Left => self.vel_x += 0x10,
Direction::Up => self.vel_y += 0x10,
Direction::Right => self.vel_x -= 0x10,
Direction::Bottom => self.vel_y -= 0x10,
_ => unreachable!(),
}
self.x += self.vel_x;
self.y += self.vel_y;
self.action_counter += 1;
if self.action_counter > 60 {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::SmallProjectileDissipation, Direction::Left);
}
self.anim_counter += 1;
if self.anim_counter > 3 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 3 {
self.anim_num = 3;
}
}
self.anim_rect = state.constants.weapon.bullet_rects.b020_bubble_l2[self.anim_num as usize];
}
fn tick_bubble_3(&mut self, state: &mut SharedGameState, players: [&Player; 2], new_bullets: &mut Vec<Bullet>) {
let player = players[self.owner.index()];
self.action_counter += 1;
if self.action_counter > 100 || !player.controller.shoot() {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
state.sound_manager.play_sfx(100);
match () {
_ if player.up => new_bullets.push(Bullet::new(self.x, self.y, 22, self.owner, Direction::Up, &state.constants)),
_ if player.down => new_bullets.push(Bullet::new(self.x, self.y, 22, self.owner, Direction::Bottom, &state.constants)),
_ => new_bullets.push(Bullet::new(self.x, self.y, 22, self.owner, player.direction, &state.constants)),
}
return;
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left => {
self.vel_x = self.rng.range(-0x400..-0x200);
self.vel_y = (self.rng.range(-4..4) * 0x200) / 2;
}
Direction::Up => {
self.vel_y = self.rng.range(-0x400..-0x200);
self.vel_x = (self.rng.range(-4..4) * 0x200) / 2;
}
Direction::Right => {
self.vel_x = self.rng.range(0x200..0x400);
self.vel_y = (self.rng.range(-4..4) * 0x200) / 2;
}
Direction::Bottom => {
self.vel_y = self.rng.range(0x80..0x100);
self.vel_x = (self.rng.range(-4..4) * 0x200) / 2;
}
Direction::FacingPlayer => unreachable!(),
}
}
self.vel_x += (player.x - self.x).signum() * 0x20;
self.vel_y += (player.y - self.y).signum() * 0x20;
if self.vel_x < 0 && self.flags.hit_left_wall() {
self.vel_x = 0x400;
}
if self.vel_x > 0 && self.flags.hit_right_wall() {
self.vel_x = -0x400;
}
if self.vel_y < 0 && self.flags.hit_top_wall() {
self.vel_y = 0x400;
}
if self.vel_y > 0 && self.flags.hit_bottom_wall() {
self.vel_y = -0x400;
}
self.x += self.vel_x;
self.y += self.vel_y;
self.anim_counter += 1;
if self.anim_counter > 3 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 3 {
self.anim_num = 3;
}
}
self.anim_rect = state.constants.weapon.bullet_rects.b021_bubble_l3[self.anim_num as usize];
}
fn tick_bubble_spines(&mut self, state: &mut SharedGameState) {
self.action_counter += 1;
if self.action_counter > self.lifetime || self.flags.hit_bottom_wall() {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left => {
let val = self.rng.range(10..16);
// what the fuck
self.vel_x = (((val * -0x200).rotate_left(1) & 1) - val * 0x200) / 2;
}
Direction::Up => {
let val = self.rng.range(10..16);
// what the fuck
self.vel_y = (((val * -0x200).rotate_left(1) & 1) - val * 0x200) / 2;
}
Direction::Right => {
self.vel_x = (self.rng.range(10..16) * 0x200) / 2;
}
Direction::Bottom => {
self.vel_y = (self.rng.range(10..16) * 0x200) / 2;
}
Direction::FacingPlayer => unreachable!(),
}
} else {
self.x += self.vel_x;
self.y += self.vel_y;
}
self.anim_counter += 1;
if self.anim_counter > 1 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 1 {
self.anim_num = 0;
}
}
match self.direction {
Direction::Left => {
self.anim_rect = state.constants.weapon.bullet_rects.b022_bubble_spines[self.anim_num as usize];
}
Direction::Right => {
self.anim_rect = state.constants.weapon.bullet_rects.b022_bubble_spines[self.anim_num as usize + 2];
}
Direction::Up | Direction::Bottom => {
self.anim_rect = state.constants.weapon.bullet_rects.b022_bubble_spines[self.anim_num as usize + 4];
}
Direction::FacingPlayer => unreachable!(),
}
}
fn tick_blade_slash(&mut self, state: &mut SharedGameState) {
if self.action_num == 0 {
self.action_num = 1;
self.x += if self.direction == Direction::Left { 0x2000 } else { -0x2000 };
self.y -= 0x1800;
}
self.anim_counter += 1;
if self.anim_counter > 2 {
self.anim_counter = 0;
self.anim_num += 1;
self.damage = if self.anim_num == 1 { 2 } else { 1 };
if self.anim_num > 4 {
self.cond.set_alive(false);
return;
}
}
self.x += if self.direction == Direction::Left { -0x400 } else { 0x400 };
self.y += 0x400;
let dir_offset = if self.direction == Direction::Left { 0 } else { 5 };
self.anim_rect = state.constants.weapon.bullet_rects.b023_blade_slash[self.anim_num as usize + dir_offset];
}
fn tick_blade_1(&mut self, state: &mut SharedGameState) {
self.action_counter += 1;
if self.action_counter > self.lifetime {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
if self.action_counter == 3 {
self.weapon_flags.set_flag_x04(false);
}
if self.action_counter % 5 == 1 {
state.sound_manager.play_sfx(34);
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left => self.vel_x = -0x800,
Direction::Up => self.vel_y = -0x800,
Direction::Right => self.vel_x = 0x800,
Direction::Bottom => self.vel_y = 0x800,
Direction::FacingPlayer => unreachable!(),
}
} else {
self.x += self.vel_x;
self.y += self.vel_y;
}
self.anim_counter += 1;
if self.anim_counter > 1 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 3 {
self.anim_num = 0;
}
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 4 };
self.anim_rect = state.constants.weapon.bullet_rects.b025_blade_l1[self.anim_num as usize + dir_offset];
}
fn tick_blade_2(&mut self, state: &mut SharedGameState) {
self.action_counter += 1;
if self.action_counter > self.lifetime {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
if self.action_counter == 3 {
self.weapon_flags.set_flag_x04(false);
}
if self.action_counter % 7 == 1 {
state.sound_manager.play_sfx(106);
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left => self.vel_x = -0x800,
Direction::Up => self.vel_y = -0x800,
Direction::Right => self.vel_x = 0x800,
Direction::Bottom => self.vel_y = 0x800,
Direction::FacingPlayer => unreachable!(),
}
} else {
self.x += self.vel_x;
self.y += self.vel_y;
}
self.anim_counter += 1;
if self.anim_counter > 1 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 3 {
self.anim_num = 0;
}
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 4 };
self.anim_rect = state.constants.weapon.bullet_rects.b026_blade_l2[self.anim_num as usize + dir_offset];
}
fn tick_blade_3(&mut self, state: &mut SharedGameState, new_bullets: &mut Vec<Bullet>) {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.vel_x = 0;
self.vel_y = 0;
}
match self.direction {
Direction::Left => self.vel_x = -0x800,
Direction::Up => self.vel_y = -0x800,
Direction::Right => self.vel_x = 0x800,
Direction::Bottom => self.vel_y = 0x800,
Direction::FacingPlayer => unreachable!(),
}
if self.life != 100 {
self.action_num = 2;
self.anim_num = 1;
self.damage = -1;
self.action_counter = 0;
}
self.action_counter += 1;
if self.action_counter % 4 == 1 {
state.sound_manager.play_sfx(106);
self.counter1 += 1;
let direction = if self.counter1 % 2 != 0 { Direction::Left } else { Direction::Right };
new_bullets.push(Bullet::new(self.x, self.y, 23, self.owner, direction, &state.constants));
}
self.counter1 += 1;
if self.counter1 == 5 {
self.weapon_flags.set_flag_x04(false);
}
if self.counter1 > self.lifetime {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
}
2 => {
self.vel_x = 0;
self.vel_y = 0;
self.action_counter += 1;
if self.rng.range(-1..1) == 0 {
state.sound_manager.play_sfx(106);
let x = self.rng.range(-64..64) * 0x200 + self.x;
let y = self.rng.range(-64..64) * 0x200 + self.y;
let direction = if self.rng.range(0..1) != 0 { Direction::Left } else { Direction::Right };
new_bullets.push(Bullet::new(x, y, 23, self.owner, direction, &state.constants));
}
if self.action_counter > 50 {
self.cond.set_alive(false);
}
}
_ => {}
}
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = match self.direction {
Direction::Left => 0,
Direction::Up => 2,
Direction::Right => 4,
Direction::Bottom => 6,
_ => unreachable!(),
};
self.anim_rect = state.constants.weapon.bullet_rects.b027_blade_l3[self.anim_num as usize + dir_offset];
if self.action_counter % 2 != 0 {
self.anim_rect = Rect { left: 0, top: 0, right: 0, bottom: 0 };
}
}
fn tick_super_missile(&mut self, state: &mut SharedGameState, players: [&Player; 2], new_bullets: &mut Vec<Bullet>) {
let player = players[self.owner.index()];
self.action_counter += 1;
if self.action_counter > self.lifetime {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
if match self.direction {
Direction::Left if self.flags.hit_left_wall() => true,
Direction::Left if self.flags.hit_left_slope() => true,
Direction::Left if self.flags.flag_x80() => true,
Direction::Right if self.flags.hit_right_wall() => true,
Direction::Right if self.flags.hit_right_slope() => true,
Direction::Right if self.flags.flag_x40() => true,
Direction::Up if self.flags.hit_top_wall() => true,
Direction::Bottom if self.flags.hit_bottom_wall() => true,
_ => false,
} {
let bomb_bullet = match self.btype {
28 => 31,
29 => 32,
30 => 33,
_ => unreachable!(),
};
let bullet = Bullet::new(self.x, self.y, bomb_bullet, self.owner, self.direction, &state.constants);
new_bullets.push(bullet);
self.cond.set_alive(false);
return;
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left | Direction::Right => {
self.target_y = self.y;
self.enemy_hit_height = 0x1000;
self.hit_bounds.top = 0x1000;
self.hit_bounds.bottom = 0x1000;
}
Direction::Up | Direction::Bottom => {
self.target_x = self.x;
self.enemy_hit_width = 0x1000;
self.hit_bounds.left = 0x1000;
self.hit_bounds.right = 0x1000;
}
_ => {}
}
if self.btype == 30 {
match self.direction {
Direction::Left | Direction::Right => {
self.vel_y = (self.y - player.y).signum() * 0x100;
self.vel_x = self.rng.range(-0x200..0x200);
}
Direction::Up | Direction::Bottom => {
self.vel_x = (self.x - player.x).signum() * 0x100;
self.vel_y = self.rng.range(-0x200..0x200);
}
_ => {}
}
}
self.counter1 = match self.counter1 {
1 => 256,
2 => 170,
_ => 512,
};
}
match self.direction {
Direction::Left => self.vel_x -= self.counter1 as i32,
Direction::Up => self.vel_y -= self.counter1 as i32,
Direction::Right => self.vel_x += self.counter1 as i32,
Direction::Bottom => self.vel_y += self.counter1 as i32,
_ => {}
}
if self.btype == 30 {
match self.direction {
Direction::Left | Direction::Right => {
self.vel_y = (player.y - self.y).signum() * 0x40;
}
Direction::Up | Direction::Bottom => {
self.vel_x = (player.x - self.x).signum() * 0x40;
}
_ => {}
}
}
self.vel_x = clamp(self.vel_x, -0x1400, 0x1400);
self.vel_y = clamp(self.vel_y, -0x1400, 0x1400);
self.x += self.vel_x;
self.y += self.vel_y;
self.counter2 += 1;
if self.counter2 > 2 {
self.counter2 = 0;
match self.direction {
Direction::Left => {
state.create_caret(self.x + 0x1000, self.y, CaretType::Exhaust, self.direction.opposite());
}
Direction::Up => {
state.create_caret(self.x, self.y + 0x1000, CaretType::Exhaust, self.direction.opposite());
}
Direction::Right => {
state.create_caret(self.x - 0x1000, self.y, CaretType::Exhaust, self.direction.opposite());
}
Direction::Bottom => {
state.create_caret(self.x, self.y - 0x1000, CaretType::Exhaust, self.direction.opposite());
}
Direction::FacingPlayer => {}
}
}
match self.btype {
28 | 30 => {
self.anim_rect = state.constants.weapon.bullet_rects.b028_super_missile_l1[self.direction as usize];
}
29 => {
self.anim_rect = state.constants.weapon.bullet_rects.b029_super_missile_l2[self.direction as usize];
}
_ => {}
}
}
fn tick_super_missile_explosion(&mut self, state: &mut SharedGameState, npc_list: &NPCList) {
if self.action_num == 0 {
self.action_num = 1;
self.action_counter = match self.btype {
31 => 10,
32 => 14,
33 => 6,
_ => 0,
};
state.sound_manager.play_sfx(44);
}
if self.action_counter % 3 == 0 {
let radius = match self.btype {
31 => 16,
32 => 32,
33 => 40,
_ => 0,
};
npc_list.create_death_smoke_up(
self.x + self.rng.range(-radius..radius) * 0x200,
self.y + self.rng.range(-radius..radius) * 0x200,
self.enemy_hit_width as usize,
2,
state,
&self.rng,
);
}
self.action_counter -= 1;
if self.action_counter == 0 {
self.cond.set_alive(false);
}
}
fn tick_nemesis(&mut self, state: &mut SharedGameState, npc_list: &NPCList) {
self.action_counter += 1;
if self.action_counter > self.lifetime {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left => self.vel_x = -0x1000,
Direction::Up => self.vel_y = -0x1000,
Direction::Right => self.vel_x = 0x1000,
Direction::Bottom => self.vel_y = 0x1000,
Direction::FacingPlayer => unreachable!(),
}
if self.btype == 36 {
self.vel_x /= 3;
self.vel_y /= 3;
}
} else {
if self.btype == 34 && self.action_counter % 4 == 1 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y;
match self.direction {
Direction::Left => {
npc.vel_y = self.rng.range(-0x200..0x200);
npc.vel_x = -0x200;
}
Direction::Up => {
npc.vel_x = self.rng.range(-0x200..0x200);
npc.vel_y = -0x200;
}
Direction::Right => {
npc.vel_y = self.rng.range(-0x200..0x200);
npc.vel_x = 0x200;
}
Direction::Bottom => {
npc.vel_x = self.rng.range(-0x200..0x200);
npc.vel_y = 0x200;
}
Direction::FacingPlayer => unreachable!(),
}
let _ = npc_list.spawn(256, npc);
}
self.x += self.vel_x;
self.y += self.vel_y;
}
self.anim_num += 1;
if self.anim_num > 1 {
self.anim_num = 0;
}
let dir_offset = match self.direction {
Direction::Left => 0,
Direction::Up => 2,
Direction::Right => 4,
Direction::Bottom => 6,
Direction::FacingPlayer => unreachable!(),
} + self.anim_num as usize;
self.anim_rect = match self.btype {
34 => state.constants.weapon.bullet_rects.b034_nemesis_l1[dir_offset],
35 => state.constants.weapon.bullet_rects.b035_nemesis_l2[dir_offset],
36 => state.constants.weapon.bullet_rects.b036_nemesis_l3[dir_offset],
_ => unreachable!(),
};
}
fn tick_spur(&mut self, state: &mut SharedGameState, new_bullets: &mut Vec<Bullet>) {
self.action_counter += 1;
if self.action_counter > self.lifetime {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left => self.vel_x = -0x1000,
Direction::Up => self.vel_y = -0x1000,
Direction::Right => self.vel_x = 0x1000,
Direction::Bottom => self.vel_y = 0x1000,
Direction::FacingPlayer => unreachable!(),
}
match self.btype {
37 => match self.direction {
Direction::Left | Direction::Right => self.enemy_hit_height = 0x400,
Direction::Up | Direction::Bottom => self.enemy_hit_width = 0x400,
Direction::FacingPlayer => unreachable!(),
},
38 => match self.direction {
Direction::Left | Direction::Right => {
self.enemy_hit_height = 0x800;
}
Direction::Up | Direction::Bottom => {
self.enemy_hit_width = 0x800;
}
Direction::FacingPlayer => unreachable!(),
},
39 => {
// level 3 uses default values
}
_ => {
unreachable!()
}
}
} else {
self.x += self.vel_x;
self.y += self.vel_y;
}
match self.btype {
37 => {
if self.direction == Direction::Up || self.direction == Direction::Bottom {
self.anim_num = 1;
self.anim_rect = state.constants.weapon.bullet_rects.b037_spur_l1[1];
} else {
self.anim_num = 0;
self.anim_rect = state.constants.weapon.bullet_rects.b037_spur_l1[0];
}
new_bullets.push(Bullet::new(self.x, self.y, 40, self.owner, self.direction, &state.constants));
}
38 => {
if self.direction == Direction::Up || self.direction == Direction::Bottom {
self.anim_num = 1;
self.anim_rect = state.constants.weapon.bullet_rects.b038_spur_l2[1];
} else {
self.anim_num = 0;
self.anim_rect = state.constants.weapon.bullet_rects.b038_spur_l2[0];
}
new_bullets.push(Bullet::new(self.x, self.y, 41, self.owner, self.direction, &state.constants));
}
39 => {
if self.direction == Direction::Up || self.direction == Direction::Bottom {
self.anim_num = 1;
self.anim_rect = state.constants.weapon.bullet_rects.b039_spur_l3[1];
} else {
self.anim_num = 0;
self.anim_rect = state.constants.weapon.bullet_rects.b039_spur_l3[0];
}
new_bullets.push(Bullet::new(self.x, self.y, 42, self.owner, self.direction, &state.constants));
}
_ => {
unreachable!()
}
}
}
fn tick_spur_trail(&mut self, state: &mut SharedGameState) {
self.action_counter += 1;
if self.action_counter > 20 {
self.anim_num = self.action_counter.wrapping_sub(20);
if self.anim_num > 2 {
self.cond.set_alive(false);
return;
}
}
if self.damage != 0 && self.life != 100 {
self.damage = 0;
}
match self.btype {
40 => {
if self.direction == Direction::Up || self.direction == Direction::Bottom {
self.anim_rect = state.constants.weapon.bullet_rects.b040_spur_trail_l1[self.anim_num as usize + 3];
} else {
self.anim_rect = state.constants.weapon.bullet_rects.b040_spur_trail_l1[self.anim_num as usize];
}
}
41 => {
if self.direction == Direction::Up || self.direction == Direction::Bottom {
self.anim_rect = state.constants.weapon.bullet_rects.b041_spur_trail_l2[self.anim_num as usize + 3];
} else {
self.anim_rect = state.constants.weapon.bullet_rects.b041_spur_trail_l2[self.anim_num as usize];
}
}
42 => {
if self.direction == Direction::Up || self.direction == Direction::Bottom {
self.anim_rect = state.constants.weapon.bullet_rects.b042_spur_trail_l3[self.anim_num as usize + 3];
} else {
self.anim_rect = state.constants.weapon.bullet_rects.b042_spur_trail_l3[self.anim_num as usize];
}
}
_ => {
unreachable!()
}
}
}
pub fn tick(&mut self, state: &mut SharedGameState, players: [&Player; 2], npc_list: &NPCList, new_bullets: &mut Vec<Bullet>) {
if self.life == 0 {
self.cond.set_alive(false);
return;
}
match self.btype {
1 => self.tick_snake_1(state),
2 | 3 => self.tick_snake_2(state, npc_list),
4 | 5 | 6 => self.tick_polar_star(state),
7 | 8 | 9 => self.tick_fireball(state, players, npc_list),
10 | 11 | 12 => self.tick_machine_gun(state, npc_list),
19 => self.tick_bubble_1(state),
20 => self.tick_bubble_2(state),
21 => self.tick_bubble_3(state, players, new_bullets),
22 => self.tick_bubble_spines(state),
23 => self.tick_blade_slash(state),
25 => self.tick_blade_1(state),
26 => self.tick_blade_2(state),
27 => self.tick_blade_3(state, new_bullets),
28 | 29 | 30 => self.tick_super_missile(state, players, new_bullets),
31 | 32 | 33 => self.tick_super_missile_explosion(state, npc_list),
34 | 35 | 36 => self.tick_nemesis(state, npc_list),
37 | 38 | 39 => self.tick_spur(state, new_bullets),
40 | 41 | 42 => self.tick_spur_trail(state),
_ => self.cond.set_alive(false),
}
}
pub fn vanish(&mut self, state: &mut SharedGameState) {
match self.btype {
37 | 38 | 39 => state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Up),
_ => state.sound_manager.play_sfx(28),
}
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Right);
}
fn judge_hit_block_destroy(&mut self, x: i32, y: i32, hit_attribs: &[u8; 4], state: &mut SharedGameState) {
let mut hits = [false; 4];
let block_x = (x * 16 + 8) * 0x200;
let block_y = (y * 16 + 8) * 0x200;
for (i, &attr) in hit_attribs.iter().enumerate() {
if self.weapon_flags.flag_x40() {
hits[i] = attr == 0x41 || attr == 0x61;
} else {
hits[i] = attr == 0x41 || attr == 0x43 || attr == 0x61;
}
}
// left wall
if hits[0] && hits[2] {
if (self.x - self.hit_bounds.left as i32) < block_x {
self.flags.set_hit_left_wall(true);
}
} else if hits[0] && !hits[2] {
if (self.x - self.hit_bounds.left as i32) < block_x && (self.y - self.hit_bounds.top as i32) < block_y - (3 * 0x200) {
self.flags.set_hit_left_wall(true);
}
} else if !hits[0] && hits[2] && (self.x - self.hit_bounds.left as i32) < block_x && (self.y + self.hit_bounds.top as i32) > block_y + (3 * 0x200) {
self.flags.set_hit_left_wall(true);
}
// right wall
if hits[1] && hits[3] {
if (self.x + self.hit_bounds.right as i32) > block_x {
self.flags.set_hit_right_wall(true);
}
} else if hits[1] && !hits[3] {
if (self.x + self.hit_bounds.right as i32) > block_x && (self.y - self.hit_bounds.top as i32) < block_y - (3 * 0x200) {
self.flags.set_hit_right_wall(true);
}
} else if !hits[1] && hits[3] && (self.x + self.hit_bounds.right as i32) > block_x && (self.y + self.hit_bounds.top as i32) > block_y + (3 * 0x200) {
self.flags.set_hit_right_wall(true);
}
// ceiling
if hits[0] && hits[1] {
if (self.y - self.hit_bounds.top as i32) < block_y {
self.flags.set_hit_top_wall(true);
}
} else if hits[0] && !hits[1] {
if (self.x - self.hit_bounds.left as i32) < block_x - (3 * 0x200) && (self.y - self.hit_bounds.top as i32) < block_y {
self.flags.set_hit_top_wall(true);
}
} else if !hits[0] && hits[1] && (self.x + self.hit_bounds.right as i32) > block_x + (3 * 0x200) && (self.y - self.hit_bounds.top as i32) < block_y {
self.flags.set_hit_top_wall(true);
}
// ground
if hits[2] && hits[3] {
if (self.y + self.hit_bounds.bottom as i32) > block_y {
self.flags.set_hit_bottom_wall(true);
}
} else if hits[2] && !hits[3] {
if (self.x - self.hit_bounds.left as i32) < block_x - (3 * 0x200) && (self.y + self.hit_bounds.bottom as i32) > block_y {
self.flags.set_hit_bottom_wall(true);
}
} else if !hits[2] && hits[3] && (self.x + self.hit_bounds.right as i32) > block_x + (3 * 0x200) && (self.y + self.hit_bounds.bottom as i32) > block_y {
self.flags.set_hit_bottom_wall(true);
}
if self.weapon_flags.flag_x08() {
if self.flags.hit_left_wall() {
self.x = block_x + self.hit_bounds.right as i32;
} else if self.flags.hit_right_wall() {
self.x = block_x - self.hit_bounds.left as i32;
} else if self.flags.hit_top_wall() {
self.y = block_y + self.hit_bounds.bottom as i32;
} else if self.flags.hit_bottom_wall() {
self.y = block_y - self.hit_bounds.top as i32;
}
} else if self.flags.hit_left_wall() || self.flags.hit_top_wall() || self.flags.hit_right_wall() || self.flags.hit_bottom_wall() {
self.vanish(state);
}
}
}
impl PhysicalEntity for Bullet {
#[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
}
fn hit_rect_size(&self) -> usize {
2
}
#[inline(always)]
fn hit_bounds(&self) -> &Rect<u32> {
&self.hit_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
}
fn judge_hit_block(&mut self, _state: &mut SharedGameState, x: i32, y: i32) {
if (self.x - self.hit_bounds.left as i32) < (x * 16 + 8) * 0x200
&& (self.x + self.hit_bounds.right as i32) > (x * 16 - 8) * 0x200
&& (self.y - self.hit_bounds.top as i32) < (y * 16 + 8) * 0x200
&& (self.y + self.hit_bounds.bottom as i32) > (y * 16 - 8) * 0x200
{
self.flags.set_weapon_hit_block(true);
}
}
fn tick_map_collisions(&mut self, state: &mut SharedGameState, npc_list: &NPCList, stage: &mut Stage) {
self.flags().0 = 0;
if self.weapon_flags.flag_x04() {
// ???
return;
}
let x = clamp(self.x() / 16 / 0x200, 0, stage.map.width as i32);
let y = clamp(self.y() / 16 / 0x200, 0, stage.map.height as i32);
let mut hit_attribs = [0u8; 4];
for (idx, (&ox, &oy)) in OFF_X.iter().zip(OFF_Y.iter()).enumerate() {
if idx == 4 || !self.cond.alive() {
break;
}
let attrib = stage.map.get_attribute((x + ox) as usize, (y + oy) as usize);
hit_attribs[idx] = attrib;
match attrib {
// Blocks
0x41 | 0x44 | 0x61 | 0x64 => {
self.judge_hit_block(state, x + ox, y + oy);
}
0x43 => {
let old_hit = self.flags;
self.flags.0 = 0;
self.judge_hit_block(state, x + ox, y + oy);
if self.flags.weapon_hit_block() && (self.weapon_flags.flag_x20() || self.weapon_flags.flag_x40()) {
if !self.weapon_flags.flag_x40() {
self.cond.set_alive(false);
}
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
state.sound_manager.play_sfx(12);
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.direction = Direction::Left;
npc.x = (x * 16 + 8) * 0x200;
npc.y = (y * 16 + 8) * 0x200;
for _ in 0..4 {
npc.vel_x = state.game_rng.range(-0x200..0x200) as i32;
npc.vel_y = state.game_rng.range(-0x200..0x200) as i32;
let _ = npc_list.spawn(0x100, npc.clone());
}
if let Some(tile) = stage.map.tiles.get_mut(stage.map.width as usize * (y + oy) as usize + (x + ox) as usize) {
*tile = tile.wrapping_sub(1);
}
}
self.flags.0 |= old_hit.0;
}
// Slopes
0x50 | 0x70 => {
self.judge_hit_triangle_a(state, x + ox, y + oy);
}
0x51 | 0x71 => {
self.judge_hit_triangle_b(state, x + ox, y + oy);
}
0x52 | 0x72 => {
self.judge_hit_triangle_c(state, x + ox, y + oy);
}
0x53 | 0x73 => {
self.judge_hit_triangle_d(state, x + ox, y + oy);
}
0x54 | 0x74 => {
self.judge_hit_triangle_e(state, x + ox, y + oy);
}
0x55 | 0x75 => {
self.judge_hit_triangle_f(state, x + ox, y + oy);
}
0x56 | 0x76 => {
self.judge_hit_triangle_g(state, x + ox, y + oy);
}
0x57 | 0x77 => {
self.judge_hit_triangle_h(state, x + ox, y + oy);
}
_ => {}
}
}
self.judge_hit_block_destroy(x, y, &hit_attribs, state);
}
}