mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-11-16 10:52:44 +00:00
732 lines
26 KiB
Rust
732 lines
26 KiB
Rust
use std::io;
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use std::io::Cursor;
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use byteorder::{ReadBytesExt, LE};
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use num_traits::abs;
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use crate::bitfield;
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use crate::common::Direction;
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use crate::common::Flag;
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use crate::common::{interpolate_fix9_scale, Condition, Rect};
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use crate::components::flash::Flash;
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use crate::components::number_popup::NumberPopup;
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use crate::entity::GameEntity;
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use crate::frame::Frame;
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use crate::framework::context::Context;
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use crate::framework::error::GameResult;
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use crate::npc::list::NPCList;
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use crate::physics::PhysicalEntity;
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use crate::player::Player;
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use crate::rng::Xoroshiro32PlusPlus;
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use crate::shared_game_state::SharedGameState;
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use crate::stage::Stage;
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use crate::str;
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use crate::weapon::bullet::BulletManager;
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pub mod ai;
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pub mod boss;
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pub mod list;
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pub mod utils;
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bitfield! {
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#[derive(Clone, Copy)]
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pub struct NPCFlag(u16);
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impl Debug;
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pub solid_soft, set_solid_soft: 0; // 0x01
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pub ignore_tile_44, set_ignore_tile_44: 1; // 0x02
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pub invulnerable, set_invulnerable: 2; // 0x04
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pub ignore_solidity, set_ignore_solidity: 3; // 0x08
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pub bouncy, set_bouncy: 4; // 0x10
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pub shootable, set_shootable: 5; // 0x20
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pub solid_hard, set_solid_hard: 6; // 0x40
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pub rear_and_top_not_hurt, set_rear_and_top_not_hurt: 7; // 0x80
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pub event_when_touched, set_event_when_touched: 8; // 0x100
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pub event_when_killed, set_event_when_killed: 9; // 0x200
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pub flag_x400, set_flag_x400: 10; // 0x400
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pub appear_when_flag_set, set_appear_when_flag_set: 11; // 0x800
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pub spawn_facing_right, set_spawn_facing_right: 12; // 0x1000
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pub interactable, set_interactable: 13; // 0x2000
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pub hide_unless_flag_set, set_hide_unless_flag_set: 14; // 0x4000
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pub show_damage, set_show_damage: 15; // 0x8000
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}
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#[derive(Debug, Copy, Clone, Eq, PartialOrd, PartialEq)]
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#[repr(u8)]
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pub enum NPCLayer {
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Background = 0,
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Middleground = 1,
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Foreground = 2,
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}
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/// Represents an NPC object.
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#[derive(Debug, Clone)]
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#[repr(C)]
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pub struct NPC {
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pub id: u16,
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pub npc_type: u16,
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pub x: i32,
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pub y: i32,
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/// X velocity, affected by physics code
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pub vel_x: i32,
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/// Y velocity, affected by physics code
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pub vel_y: i32,
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/// X velocity, unaffected by physics code
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pub vel_x2: i32,
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/// Y velocity, unaffected by physics code
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pub vel_y2: i32,
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pub target_x: i32,
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pub target_y: i32,
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/// Previous X position, used by frame interpolator
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pub prev_x: i32,
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/// Previous Y position, used by frame interpolator
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pub prev_y: i32,
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pub exp: u16,
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pub layer: NPCLayer,
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pub size: u8,
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pub shock: u16,
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pub life: u16,
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pub damage: u16,
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pub spritesheet_id: u16,
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pub cond: Condition,
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pub flags: Flag,
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pub npc_flags: NPCFlag,
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pub direction: Direction,
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/// Raw direction value set by TSC because some NPCs have it set outside 0-4 range,
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/// breaking the direction type.
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pub tsc_direction: u16,
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pub parent_id: u16,
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pub action_num: u16,
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pub anim_num: u16,
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pub flag_num: u16,
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pub event_num: u16,
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pub action_counter: u16,
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pub action_counter2: u16,
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pub action_counter3: u16,
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pub anim_counter: u16,
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pub anim_rect: Rect<u16>,
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pub display_bounds: Rect<u32>,
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pub hit_bounds: Rect<u32>,
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pub rng: Xoroshiro32PlusPlus,
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pub popup: NumberPopup,
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}
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impl NPC {
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pub fn empty() -> NPC {
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NPC {
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id: 0,
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npc_type: 0,
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x: 0,
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y: 0,
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vel_x: 0,
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vel_y: 0,
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vel_x2: 0,
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vel_y2: 0,
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target_x: 0,
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target_y: 0,
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prev_x: 0,
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prev_y: 0,
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exp: 0,
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layer: NPCLayer::Middleground,
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size: 0,
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shock: 0,
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life: 0,
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damage: 0,
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spritesheet_id: 0,
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cond: Condition(0),
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flags: Flag(0),
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npc_flags: NPCFlag(0),
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direction: Direction::Left,
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tsc_direction: 0,
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display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 },
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hit_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 },
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parent_id: 0,
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action_num: 0,
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anim_num: 0,
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flag_num: 0,
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event_num: 0,
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action_counter: 0,
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action_counter2: 0,
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action_counter3: 0,
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anim_counter: 0,
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anim_rect: Rect { left: 0, top: 0, right: 0, bottom: 0 },
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rng: Xoroshiro32PlusPlus::new(0),
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popup: NumberPopup::new(),
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}
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}
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pub fn draw_if_layer(
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&self,
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state: &mut SharedGameState,
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ctx: &mut Context,
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frame: &Frame,
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layer: NPCLayer,
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) -> GameResult {
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if self.layer == layer {
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self.draw(state, ctx, frame)?
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}
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Ok(())
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}
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}
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impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager, &mut Flash)> for NPC {
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fn tick(
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&mut self,
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state: &mut SharedGameState,
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(players, npc_list, stage, bullet_manager, flash): (
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[&mut Player; 2],
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&NPCList,
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&mut Stage,
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&BulletManager,
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&mut Flash,
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),
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) -> GameResult {
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let mut npc_hook_ran = false;
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#[cfg(feature = "scripting")]
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{ npc_hook_ran = state.lua.try_run_npc_hook(self.id, self.npc_type); }
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match self.npc_type {
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_ if npc_hook_ran => Ok(()),
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0 => self.tick_n000_null(),
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1 => self.tick_n001_experience(state, stage),
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2 => self.tick_n002_behemoth(state),
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3 => self.tick_n003_dead_enemy(),
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4 => self.tick_n004_smoke(state),
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5 => self.tick_n005_green_critter(state, players),
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6 => self.tick_n006_green_beetle(state),
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7 => self.tick_n007_basil(state, players),
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8 => self.tick_n008_blue_beetle(state, players),
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9 => self.tick_n009_balrog_falling_in(state, npc_list),
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10 => self.tick_n010_balrog_shooting(state, players, npc_list),
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11 => self.tick_n011_balrogs_projectile(state),
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12 => self.tick_n012_balrog_cutscene(state, players, npc_list, stage),
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13 => self.tick_n013_forcefield(state),
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14 => self.tick_n014_key(state),
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15 => self.tick_n015_chest_closed(state, npc_list),
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16 => self.tick_n016_save_point(state),
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17 => self.tick_n017_health_refill(state),
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18 => self.tick_n018_door(state, npc_list),
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19 => self.tick_n019_balrog_bust_in(state, npc_list),
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20 => self.tick_n020_computer(state),
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21 => self.tick_n021_chest_open(state),
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22 => self.tick_n022_teleporter(state),
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23 => self.tick_n023_teleporter_lights(state),
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24 => self.tick_n024_power_critter(state, players),
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25 => self.tick_n025_lift(state),
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26 => self.tick_n026_bat_flying(state, players),
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27 => self.tick_n027_death_trap(state),
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28 => self.tick_n028_flying_critter(state, players),
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29 => self.tick_n029_cthulhu(state, players),
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30 => self.tick_n030_gunsmith(state),
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31 => self.tick_n031_bat_hanging(state, players),
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32 => self.tick_n032_life_capsule(state),
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33 => self.tick_n033_balrog_bouncing_projectile(state),
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34 => self.tick_n034_bed(state),
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35 => self.tick_n035_mannan(state, npc_list),
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36 => self.tick_n036_balrog_hover(state, players, npc_list),
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37 => self.tick_n037_sign(state),
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38 => self.tick_n038_fireplace(state),
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39 => self.tick_n039_save_sign(state),
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40 => self.tick_n040_santa(state, players),
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41 => self.tick_n041_busted_door(state),
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42 => self.tick_n042_sue(state, players, npc_list),
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43 => self.tick_n043_chalkboard(state),
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44 => self.tick_n044_polish(state, npc_list),
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45 => self.tick_n045_baby(state),
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46 => self.tick_n046_hv_trigger(players),
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47 => self.tick_n047_sandcroc(state, players),
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48 => self.tick_n048_omega_projectiles(state),
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49 => self.tick_n049_skullhead(state, players, npc_list),
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50 => self.tick_n050_skeleton_projectile(state),
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51 => self.tick_n051_crow_and_skullhead(state, players, npc_list),
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52 => self.tick_n052_sitting_blue_robot(state),
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53 => self.tick_n053_skullstep_leg(state, npc_list),
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54 => self.tick_n054_skullstep(state, npc_list),
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55 => self.tick_n055_kazuma(state),
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56 => self.tick_n056_tan_beetle(state, players),
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57 => self.tick_n057_crow(state, players),
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58 => self.tick_n058_basu(state, players, npc_list),
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59 => self.tick_n059_eye_door(state, players),
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60 => self.tick_n060_toroko(state, players),
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61 => self.tick_n061_king(state, npc_list),
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62 => self.tick_n062_kazuma_computer(state),
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63 => self.tick_n063_toroko_stick(state),
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64 => self.tick_n064_first_cave_critter(state, players),
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65 => self.tick_n065_first_cave_bat(state, players),
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66 => self.tick_n066_misery_bubble(state, npc_list),
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67 => self.tick_n067_misery_floating(state, npc_list),
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68 => self.tick_n068_balrog_running(state, players, npc_list),
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69 => self.tick_n069_pignon(state),
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70 => self.tick_n070_sparkle(state),
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71 => self.tick_n071_chinfish(state),
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72 => self.tick_n072_sprinkler(state, players, npc_list),
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73 => self.tick_n073_water_droplet(state, stage),
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74 => self.tick_n074_jack(state),
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75 => self.tick_n075_kanpachi(state, players),
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76 => self.tick_n076_flowers(),
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77 => self.tick_n077_yamashita(state),
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78 => self.tick_n078_pot(state),
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79 => self.tick_n079_mahin(state, players),
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80 => self.tick_n080_gravekeeper(state, players),
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81 => self.tick_n081_giant_pignon(state, players),
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82 => self.tick_n082_misery_standing(state, npc_list),
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83 => self.tick_n083_igor_cutscene(state),
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84 => self.tick_n084_basu_projectile(state),
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85 => self.tick_n085_terminal(state, players),
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86 => self.tick_n086_missile_pickup(state, stage),
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87 => self.tick_n087_heart_pickup(state, stage),
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88 => self.tick_n088_igor_boss(state, players, npc_list),
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89 => self.tick_n089_igor_dead(state, players, npc_list),
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90 => self.tick_n090_background(state),
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91 => self.tick_n091_mimiga_cage(state),
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92 => self.tick_n092_sue_at_pc(state),
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93 => self.tick_n093_chaco(state, players),
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94 => self.tick_n094_kulala(state, players),
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95 => self.tick_n095_jelly(state),
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96 => self.tick_n096_fan_left(state, players, npc_list),
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97 => self.tick_n097_fan_up(state, players, npc_list),
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98 => self.tick_n098_fan_right(state, players, npc_list),
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99 => self.tick_n099_fan_down(state, players, npc_list),
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100 => self.tick_n100_grate(state),
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101 => self.tick_n101_malco_screen(state),
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102 => self.tick_n102_malco_computer_wave(state),
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103 => self.tick_n103_mannan_projectile(state),
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104 => self.tick_n104_frog(state, players),
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105 => self.tick_n105_hey_bubble_low(state),
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106 => self.tick_n106_hey_bubble_high(state, npc_list),
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107 => self.tick_n107_malco_broken(state, npc_list),
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108 => self.tick_n108_balfrog_projectile(state),
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109 => self.tick_n109_malco_powered_on(state, players, npc_list),
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110 => self.tick_n110_puchi(state, players),
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111 => self.tick_n111_quote_teleport_out(state, players),
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112 => self.tick_n112_quote_teleport_in(state, players),
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113 => self.tick_n113_professor_booster(state),
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114 => self.tick_n114_press(state, players, npc_list),
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115 => self.tick_n115_ravil(state, players, npc_list),
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116 => self.tick_n116_red_petals(state),
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117 => self.tick_n117_curly(state, players, npc_list),
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118 => self.tick_n118_curly_boss(state, players, npc_list, bullet_manager),
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119 => self.tick_n119_table_chair(state),
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120 => self.tick_n120_colon_a(state),
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121 => self.tick_n121_colon_b(state),
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122 => self.tick_n122_colon_enraged(state, players),
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123 => self.tick_n123_curly_boss_bullet(state),
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124 => self.tick_n124_sunstone(state),
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125 => self.tick_n125_hidden_item(state, npc_list),
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126 => self.tick_n126_puppy_running(state, players),
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127 => self.tick_n127_machine_gun_trail_l2(state),
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128 => self.tick_n128_machine_gun_trail_l3(state),
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129 => self.tick_n129_fireball_snake_trail(state),
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130 => self.tick_n130_puppy_sitting(state, players),
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131 => self.tick_n131_puppy_sleeping(state),
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132 => self.tick_n132_puppy_barking(state, players),
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133 => self.tick_n133_jenka(state),
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134 => self.tick_n134_armadillo(state, players, bullet_manager),
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135 => self.tick_n135_skeleton(state, players, npc_list),
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136 => self.tick_n136_puppy_carried(state, players),
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137 => self.tick_n137_large_door_frame(state),
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138 => self.tick_n138_large_door(state),
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139 => self.tick_n139_doctor(state),
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140 => self.tick_n140_toroko_frenzied(state, players, npc_list, bullet_manager),
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141 => self.tick_n141_toroko_block_projectile(state, players, npc_list),
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142 => self.tick_n142_flower_cub(state, players),
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143 => self.tick_n143_jenka_collapsed(state),
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144 => self.tick_n144_toroko_teleporting_in(state),
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145 => self.tick_n145_king_sword(state, npc_list),
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146 => self.tick_n146_lighting(state, npc_list, flash),
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147 => self.tick_n147_critter_purple(state, players, npc_list),
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148 => self.tick_n148_critter_purple_projectile(state),
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149 => self.tick_n149_horizontal_moving_block(state, players, npc_list),
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150 => self.tick_n150_quote(state, players, npc_list),
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151 => self.tick_n151_blue_robot_standing(state),
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152 => self.tick_n152_shutter_stuck(),
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153 => self.tick_n153_gaudi(state, players),
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154 => self.tick_n154_gaudi_dead(state),
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155 => self.tick_n155_gaudi_flying(state, players, npc_list),
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156 => self.tick_n156_gaudi_projectile(state),
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157 => self.tick_n157_vertical_moving_block(state, players, npc_list),
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158 => self.tick_n158_fish_missile(state, players),
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159 => self.tick_n159_monster_x_defeated(state, npc_list),
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160 => self.tick_n160_puu_black(state, players, npc_list),
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161 => self.tick_n161_puu_black_projectile(state),
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162 => self.tick_n162_puu_black_dead(state, players, npc_list),
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163 => self.tick_n163_dr_gero(state),
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164 => self.tick_n164_nurse_hasumi(state),
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165 => self.tick_n165_curly_collapsed(state, players),
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166 => self.tick_n166_chaba(state),
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167 => self.tick_n167_booster_falling(state, npc_list),
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168 => self.tick_n168_boulder(state),
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169 => self.tick_n169_balrog_shooting_missiles(state, players, npc_list),
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170 => self.tick_n170_balrog_missile(state, players, npc_list),
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171 => self.tick_n171_fire_whirrr(state, players, npc_list),
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172 => self.tick_n172_fire_whirrr_projectile(state),
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173 => self.tick_n173_gaudi_armored(state, players, npc_list),
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174 => self.tick_n174_gaudi_armored_projectile(state),
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175 => self.tick_n175_gaudi_egg(state),
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176 => self.tick_n176_buyo_buyo_base(state, players, npc_list),
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177 => self.tick_n177_buyo_buyo(state, players),
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184 => self.tick_n184_shutter(state, npc_list),
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185 => self.tick_n185_small_shutter(state),
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186 => self.tick_n186_lift_block(state),
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187 => self.tick_n187_fuzz_core(state, players, npc_list),
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188 => self.tick_n188_fuzz(state, players, npc_list),
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192 => self.tick_n192_scooter(state),
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193 => self.tick_n193_broken_scooter(state),
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194 => self.tick_n194_broken_blue_robot(state),
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195 => self.tick_n195_background_grate(state),
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199 => self.tick_n199_wind_particles(state),
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207 => self.tick_n207_counter_bomb_countdown(state),
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208 => self.tick_n208_basu_destroyed_egg_corridor(state, players, npc_list),
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209 => self.tick_n209_basu_projectile_destroyed_egg_corridor(state),
|
|
211 => self.tick_n211_small_spikes(state),
|
|
215 => self.tick_n215_sandcroc_outer_wall(state, players),
|
|
216 => self.tick_n216_debug_cat(state),
|
|
222 => self.tick_n222_prison_bars(state),
|
|
227 => self.tick_n227_bucket(state),
|
|
229 => self.tick_n229_red_flowers_sprouts(state),
|
|
230 => self.tick_n230_red_flowers_blooming(state),
|
|
234 => self.tick_n234_red_flowers_picked(state),
|
|
239 => self.tick_n239_cage_bars(state),
|
|
241 => self.tick_n241_critter_red(state, players),
|
|
249 => self.tick_n249_misery_boss_energy_shot(state),
|
|
258 => self.tick_n258_mimiga_sleeping(state),
|
|
292 => self.tick_n292_quake(state),
|
|
297 => self.tick_n297_sue_dragon_mouth(state, npc_list),
|
|
298 => self.tick_n298_intro_doctor(state),
|
|
299 => self.tick_n299_intro_balrog_misery(state),
|
|
300 => self.tick_n300_intro_demon_crown(state),
|
|
302 => self.tick_n302_camera_focus_marker(state, players, npc_list),
|
|
328 => self.tick_n328_human_transform_machine(state),
|
|
329 => self.tick_n329_laboratory_fan(state),
|
|
349 => self.tick_n349_statue(state),
|
|
351 => self.tick_n351_statue_shootable(state, npc_list),
|
|
352 => self.tick_n352_ending_characters(state, npc_list),
|
|
355 => self.tick_n355_quote_and_curly_on_balrog(state, npc_list),
|
|
358 => self.tick_n358_misery_credits(state),
|
|
359 => self.tick_n359_water_droplet_generator(state, players, npc_list),
|
|
_ => {
|
|
#[cfg(feature = "hooks")]
|
|
{
|
|
crate::hooks::run_npc_hook(self, state, players, npc_list, stage, bullet_manager);
|
|
}
|
|
Ok(())
|
|
}
|
|
}?;
|
|
|
|
self.popup.x = self.x;
|
|
self.popup.y = self.y;
|
|
self.popup.tick(state, ())?;
|
|
|
|
if self.shock > 0 {
|
|
self.shock -= 1;
|
|
}
|
|
|
|
if abs(self.prev_x - self.x) > 0x1000 {
|
|
self.prev_x = self.x;
|
|
}
|
|
|
|
if abs(self.prev_y - self.y) > 0x1000 {
|
|
self.prev_y = self.y;
|
|
}
|
|
|
|
Ok(())
|
|
}
|
|
|
|
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult {
|
|
if !self.cond.alive() || self.cond.hidden() {
|
|
return Ok(());
|
|
}
|
|
|
|
let texture = state.npc_table.get_texture_name(self.spritesheet_id);
|
|
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, texture)?;
|
|
|
|
let off_x =
|
|
if self.direction == Direction::Left { self.display_bounds.left } else { self.display_bounds.right } as i32;
|
|
let shock = if self.shock > 0 { (2 * ((self.shock as i32 / 2) % 2) - 1) as f32 } else { 0.0 };
|
|
|
|
let (frame_x, frame_y) = frame.xy_interpolated(state.frame_time);
|
|
|
|
batch.add_rect(
|
|
interpolate_fix9_scale(self.prev_x - off_x, self.x - off_x, state.frame_time) + shock - frame_x,
|
|
interpolate_fix9_scale(
|
|
self.prev_y - self.display_bounds.top as i32,
|
|
self.y - self.display_bounds.top as i32,
|
|
state.frame_time,
|
|
) - frame_y,
|
|
&self.anim_rect,
|
|
);
|
|
batch.draw(ctx)?;
|
|
|
|
self.popup.draw(state, ctx, frame)?;
|
|
|
|
Ok(())
|
|
}
|
|
}
|
|
|
|
impl PhysicalEntity for NPC {
|
|
#[inline(always)]
|
|
fn x(&self) -> i32 {
|
|
self.x
|
|
}
|
|
|
|
#[inline(always)]
|
|
fn y(&self) -> i32 {
|
|
self.y
|
|
}
|
|
|
|
#[inline(always)]
|
|
fn vel_x(&self) -> i32 {
|
|
self.vel_x
|
|
}
|
|
|
|
#[inline(always)]
|
|
fn vel_y(&self) -> i32 {
|
|
self.vel_y
|
|
}
|
|
|
|
#[inline(always)]
|
|
fn hit_rect_size(&self) -> usize {
|
|
if self.size >= 3 {
|
|
if self.cond.drs_boss() {
|
|
4
|
|
} else {
|
|
3
|
|
}
|
|
} else {
|
|
2
|
|
}
|
|
}
|
|
|
|
#[inline(always)]
|
|
fn offset_x(&self) -> i32 {
|
|
if self.size >= 3 && !self.cond.drs_boss() {
|
|
-0x1000
|
|
} else {
|
|
0
|
|
}
|
|
}
|
|
|
|
#[inline(always)]
|
|
fn offset_y(&self) -> i32 {
|
|
if self.size >= 3 && !self.cond.drs_boss() {
|
|
-0x1000
|
|
} else {
|
|
0
|
|
}
|
|
}
|
|
|
|
#[inline(always)]
|
|
fn hit_bounds(&self) -> &Rect<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 tileset_name: String,
|
|
pub tex_npc1_name: String,
|
|
pub tex_npc2_name: String,
|
|
}
|
|
|
|
impl NPCTable {
|
|
#[allow(clippy::new_without_default)]
|
|
pub fn new() -> NPCTable {
|
|
NPCTable {
|
|
entries: Vec::new(),
|
|
tileset_name: str!("Stage/Prt0"),
|
|
tex_npc1_name: str!("Npc/Npc0"),
|
|
tex_npc2_name: str!("Npc/Npc0"),
|
|
}
|
|
}
|
|
|
|
pub fn load_from<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 table.entries.iter_mut() {
|
|
npc.npc_flags.0 = f.read_u16::<LE>()?;
|
|
}
|
|
|
|
for npc in table.entries.iter_mut() {
|
|
npc.life = f.read_u16::<LE>()?;
|
|
}
|
|
|
|
for npc in table.entries.iter_mut() {
|
|
npc.spritesheet_id = f.read_u8()?;
|
|
}
|
|
|
|
for npc in table.entries.iter_mut() {
|
|
npc.death_sound = f.read_u8()?;
|
|
}
|
|
|
|
for npc in table.entries.iter_mut() {
|
|
npc.hurt_sound = f.read_u8()?;
|
|
}
|
|
|
|
for npc in table.entries.iter_mut() {
|
|
npc.size = f.read_u8()?;
|
|
}
|
|
|
|
for npc in table.entries.iter_mut() {
|
|
npc.experience = f.read_u32::<LE>()?;
|
|
}
|
|
|
|
for npc in table.entries.iter_mut() {
|
|
npc.damage = f.read_u32::<LE>()?;
|
|
}
|
|
|
|
for npc in table.entries.iter_mut() {
|
|
npc.hit_bounds.left = f.read_u8()?;
|
|
npc.hit_bounds.top = f.read_u8()?;
|
|
npc.hit_bounds.right = f.read_u8()?;
|
|
npc.hit_bounds.bottom = f.read_u8()?;
|
|
}
|
|
|
|
for npc in table.entries.iter_mut() {
|
|
npc.display_bounds.left = f.read_u8()?;
|
|
npc.display_bounds.top = f.read_u8()?;
|
|
npc.display_bounds.right = f.read_u8()?;
|
|
npc.display_bounds.bottom = f.read_u8()?;
|
|
}
|
|
|
|
Ok(table)
|
|
}
|
|
|
|
pub fn get_entry(&self, npc_type: u16) -> Option<&NPCTableEntry> {
|
|
self.entries.get(npc_type as usize)
|
|
}
|
|
|
|
pub fn get_display_bounds(&self, npc_type: u16) -> Rect<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_name(&self, spritesheet_id: u16) -> &str {
|
|
match spritesheet_id {
|
|
0 => "Title",
|
|
2 => &self.tileset_name,
|
|
6 => "Fade",
|
|
8 => "ItemImage",
|
|
11 => "Arms",
|
|
12 => "ArmsImage",
|
|
14 => "StageImage",
|
|
15 => "Loading",
|
|
16 => "MyChar",
|
|
17 => "Bullet",
|
|
19 => "Caret",
|
|
20 => "Npc/NpcSym",
|
|
21 => &self.tex_npc1_name,
|
|
22 => &self.tex_npc2_name,
|
|
23 => "Npc/NpcRegu",
|
|
26 => "TextBox",
|
|
27 => "Face",
|
|
_ => "Npc/Npc0",
|
|
}
|
|
}
|
|
}
|