doukutsu-rs/src/game/npc/boss/ballos.rs

2072 lines
75 KiB
Rust

use crate::common::{CDEG_RAD, Direction, Rect};
use crate::components::flash::Flash;
use crate::framework::error::GameResult;
use crate::game::caret::CaretType;
use crate::game::npc::boss::BossNPC;
use crate::game::npc::list::NPCList;
use crate::game::npc::NPC;
use crate::game::player::Player;
use crate::game::shared_game_state::SharedGameState;
use crate::game::stage::Stage;
use crate::util::rng::RNG;
impl NPC {
pub(crate) fn tick_n331_ballos_bone_projectile(&mut self, state: &mut SharedGameState) -> GameResult {
match self.action_num {
0 | 1 => {
self.action_num = 1;
if self.flags.hit_bottom_wall() {
self.vel_y = -0x200;
self.action_num = 10;
}
}
10 => {
if self.flags.hit_bottom_wall() {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
}
}
_ => (),
}
self.vel_y += 0x40;
self.clamp_fall_speed();
self.x += self.vel_x;
self.y += self.vel_y;
self.anim_counter += 1;
if self.anim_counter > 3 {
self.anim_counter = 0;
let anim = self.anim_num as i32 + (self.direction.vector_x() * -1);
if anim < 0 {
self.anim_num = 3;
} else if anim > 3 {
self.anim_num = 0;
} else {
self.anim_num = anim as u16;
}
}
self.anim_rect = state.constants.npc.n331_ballos_bone_projectile[self.anim_num as usize];
Ok(())
}
pub(crate) fn tick_n332_ballos_shockwave(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
state.sound_manager.play_sfx(44);
self.vel_x = self.direction.vector_x() * 0x400;
}
self.animate(1, 0, 2);
self.action_counter += 1;
if self.action_counter % 6 == 1 {
let mut npc = NPC::create(331, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y;
npc.vel_x = self.direction.vector_x() * self.rng.range(4..16) * 0x200 / 8;
npc.vel_y = -0x400;
let _ = npc_list.spawn(0x100, npc);
state.sound_manager.play_sfx(12);
}
}
_ => (),
}
if self.flags.hit_left_wall() || self.flags.hit_right_wall() {
self.cond.set_alive(false);
}
self.x += self.vel_x;
self.anim_rect = state.constants.npc.n332_ballos_shockwave[self.anim_num as usize];
Ok(())
}
pub(crate) fn tick_n333_ballos_lightning(
&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.target_x = self.x;
self.target_y = self.y;
self.y = self.get_closest_player_mut(players).y;
state.sound_manager.play_sfx(103);
}
self.action_counter += 1;
self.anim_num = 1 - (self.action_counter & 2) / 2;
if self.direction == Direction::Left && self.action_counter == 20 {
let mut npc = NPC::create(146, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.target_x;
npc.y = self.target_y;
let _ = npc_list.spawn(0x100, npc);
}
if self.action_counter > 40 {
self.cond.set_alive(false);
}
}
_ => (),
}
self.anim_rect = state.constants.npc.n333_ballos_lightning[self.anim_num as usize];
Ok(())
}
pub(crate) fn tick_n338_green_devil(&mut self, state: &mut SharedGameState, stage: &mut Stage) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.display_bounds.top = 0x1000;
self.display_bounds.bottom = 0x1000;
self.damage = 3;
self.npc_flags.set_shootable(true);
self.target_y = self.y;
self.vel_y = self.rng.range(-10..10) * 0x200 / 2;
}
self.animate(2, 0, 1);
self.vel_y += 0x80 * if self.y < self.target_y { 1 } else { -1 };
self.vel_x += 0x20 * self.direction.vector_x();
self.vel_x = self.vel_x.clamp(-0x400, 0x400);
if self.x < 0
|| self.y < 0
|| self.x > (stage.map.width as i32) * state.tile_size.as_int() * 0x200
|| self.y > (stage.map.height as i32) * state.tile_size.as_int() * 0x200
{
self.vanish(state);
return Ok(());
}
}
_ => (),
}
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
self.anim_rect = state.constants.npc.n338_green_devil[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n339_green_devil_generator(
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.action_counter = self.rng.range(0..40) as u16;
}
if self.action_counter > 0 {
self.action_counter -= 1;
} else {
self.action_num = 0;
let mut npc = NPC::create(338, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y + self.rng.range(-16..16) * 0x200;
npc.direction = self.direction;
let _ = npc_list.spawn(0x100, npc);
}
}
_ => (),
}
Ok(())
}
pub(crate) fn tick_n340_ballos(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
flash: &mut Flash,
) -> GameResult {
let player = self.get_closest_player_mut(players);
match self.action_num {
0 => {
self.action_num = 1;
self.cond.set_alive(true);
self.exp = 1;
self.direction = Direction::Left;
self.y -= 0xC00;
self.damage = 0;
let mut npc = NPC::create(341, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y - 0x2000;
npc.parent_id = self.id;
let _ = npc_list.spawn(0x100, npc);
}
10 | 11 => {
if self.action_num == 10 {
self.action_num = 11;
self.action_counter = 0;
}
self.action_counter += 1;
if self.action_counter > 100 {
self.action_num = 100;
}
}
100 | 110 | 111 => {
if self.action_num == 100 {
self.action_num = 110;
self.action_counter = 0;
self.anim_num = 1;
self.anim_counter = 0;
self.damage = 4;
self.npc_flags.set_shootable(true);
}
if self.action_num == 110 {
self.action_num = 111;
self.damage = 3;
self.target_x = self.life as i32;
}
self.animate(10, 1, 2);
self.action_counter += 1;
if (self.life as i32) < self.target_x - 50 || self.action_counter > 150 {
match self.action_counter3 % 5 {
0 | 1 | 2 | 3 => {
self.action_num = 200;
}
4 => {
self.action_num = 300;
}
_ => (),
}
self.action_counter3 += 1;
}
self.face_player(player);
}
200 | 201 | 202 => {
if self.action_num == 200 {
self.action_num = 201;
self.action_counter2 = 0;
}
if self.action_num == 201 {
self.action_num = if self.vel_x == 0 { 202 } else { 203 };
self.action_counter = 0;
self.anim_num = 3;
self.damage = 3;
self.action_counter2 += 1;
}
self.face_player(player);
self.vel_x = 8 * self.vel_x / 9;
self.vel_y = 8 * self.vel_y / 9;
self.action_counter += 1;
if self.action_counter > 20 {
self.action_num = 210;
}
}
203 => {
self.vel_x = 8 * self.vel_x / 9;
self.vel_y = 8 * self.vel_y / 9;
self.action_counter += 1;
if self.action_counter > 20 {
self.action_num = if player.y < self.y + 0x1800 { 220 } else { 230 };
}
}
210 | 211 => {
if self.action_num == 210 {
self.action_num = 211;
self.action_counter = 0;
self.anim_num = 6;
self.anim_counter = 0;
self.vel_y = 0;
self.damage = 10;
self.face_player(player);
state.sound_manager.play_sfx(25);
}
self.vel_x = if self.direction == Direction::Left { -0x800 } else { 0x800 };
self.action_counter += 1;
self.anim_num = if self.action_counter & 0x02 != 0 { 6 } else { 7 };
if (self.direction == Direction::Left && self.flags.hit_left_wall())
|| (self.direction == Direction::Right && self.flags.hit_right_wall())
{
self.action_num = 212;
self.action_counter = 0;
self.damage = 3;
state.super_quake_counter = 10;
state.super_quake_rumble_counter = 10;
state.sound_manager.play_sfx(26);
}
if self.action_counter2 < 4 && player.x > self.x - 0x2000 && player.x < self.x + 0x2000 {
self.action_num = 201;
}
}
212 => {
self.vel_x = 0;
self.anim_num = 6;
self.action_counter += 1;
if self.action_counter > 30 {
self.action_num = if self.action_counter2 > 3 { 240 } else { 201 };
}
}
220 | 221 | 230 | 231 => {
if self.action_num == 220 || self.action_num == 230 {
self.action_num += 1;
self.action_counter = 0;
self.anim_num = 8;
self.anim_counter = 0;
self.vel_x = 0;
self.damage = 10;
self.direction = if self.action_num == 221 { Direction::Left } else { Direction::Right };
state.sound_manager.play_sfx(25);
}
self.vel_y = if self.action_num == 221 { -0x800 } else { 0x800 };
self.action_counter += 1;
self.anim_num = if self.action_counter & 0x02 != 0 { 8 } else { 9 };
if (self.y < 0x6000 && self.action_num == 221)
|| (self.flags.hit_bottom_wall() && self.action_num == 231)
{
if self.action_num == 221 {
self.y = 0x6000;
self.vel_y = 0;
}
if self.action_num == 231 {
self.face_player(player);
}
self.action_num += 1;
self.action_counter = 0;
self.damage = 3;
let sign = if self.action_num == 221 { -1 } else { 1 };
for _ in 0..8 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x + self.rng.range(-16..16) * 0x200;
npc.y = self.y + (sign * 0x1400);
let _ = npc_list.spawn(0x100, npc);
}
let mut npc = NPC::create(332, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x - 0x1800;
npc.y = self.y + (sign * 0x1800);
npc.direction = Direction::Left;
let _ = npc_list.spawn(0x100, npc);
let mut npc = NPC::create(332, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x + 0x1800;
npc.y = self.y + (sign * 0x1800);
npc.direction = Direction::Right;
let _ = npc_list.spawn(0x100, npc);
state.super_quake_counter = 10;
state.super_quake_rumble_counter = 10;
state.sound_manager.play_sfx(26);
}
if self.action_counter2 < 4 && player.y > self.y - 0x2000 && player.y < self.y + 0x2000 {
self.action_num = 201;
}
}
222 => {
self.action_counter += 1;
self.vel_x = 0;
self.anim_num = 8;
if self.action_counter > 30 {
self.action_num = if self.action_counter2 > 3 { 240 } else { 201 };
}
}
232 => {
self.action_counter += 1;
self.vel_x = 0;
self.anim_num = 3;
if self.action_counter > 30 {
self.action_num = if self.action_counter2 > 3 { 242 } else { 201 };
}
}
240 | 241 => {
if self.action_num == 240 {
self.action_num = 241;
self.direction = Direction::Left;
}
self.vel_y += 0x80;
self.clamp_fall_speed();
self.animate(1, 4, 5);
if self.flags.hit_bottom_wall() {
self.action_num = 242;
self.action_counter = 0;
self.anim_num = 3;
self.face_player(player);
}
}
242 => {
self.vel_x = (3 * self.vel_x) / 4;
self.anim_num = 3;
self.action_counter += 1;
if self.action_counter > 10 {
self.action_num = 110;
}
}
300 | 310 => {
if self.action_num == 300 {
self.action_num = 310;
self.action_counter = 0;
self.vel_y = -0x600;
self.direction = if self.x > 0x28000 { Direction::Right } else { Direction::Left };
self.target_x = player.x;
self.target_y = 0x16000;
self.anim_counter = 0
}
self.anim_counter += 1;
self.action_counter += 1;
self.direction = if self.action_counter <= 200 || self.anim_counter >= 20 {
Direction::Left
} else {
Direction::Right
};
self.anim_num = if self.anim_counter & 0x02 != 0 { 4 } else { 5 };
self.vel_x += if self.x < self.target_x { 0x40 } else { -0x40 };
self.vel_y += if self.y < self.target_y { 0x40 } else { -0x40 };
self.vel_x = self.vel_x.clamp(-0x400, 0x400);
self.vel_y = self.vel_y.clamp(-0x400, 0x400);
if self.action_counter > 200 && self.action_counter % 40 == 1 {
self.anim_counter = 0;
let mut npc = NPC::create(333, &state.npc_table);
npc.cond.set_alive(true);
npc.x = player.x;
npc.y = 0x26000;
let _ = npc_list.spawn(0x100, npc);
}
if self.action_counter > 480 {
self.action_num = 320;
self.action_counter = 0;
}
}
320 => {
self.vel_x = 0;
self.vel_y = 0;
self.direction = Direction::Right;
self.action_counter += 1;
if self.action_counter == 40 {
flash.set_blink();
}
if self.action_counter > 50 && self.action_counter % 10 == 1 {
let mut npc = NPC::create(333, &state.npc_table);
npc.cond.set_alive(true);
npc.x = ((4 * (self.action_counter as i32) - 200) / 10 + 2) * 0x2000;
npc.y = 0x26000;
let _ = npc_list.spawn(0x100, npc);
}
if self.action_counter > 140 {
self.action_num = 240;
}
self.animate(1, 4, 5);
}
1000 | 1001 => {
if self.action_num == 1000 {
self.action_num = 1001;
self.action_counter = 0;
self.anim_num = 10;
self.target_x = self.x;
self.vel_x = 0;
self.npc_flags.set_shootable(false);
// I think Pixel meant for the smoke radius to be 16 pixels (0x2000) instead of 16 units,
// because as it is, this just gets divided by 0x200 units/px and becomes 0
npc_list.create_death_smoke(self.x, self.y, 16, 16, state, &self.rng);
state.sound_manager.play_sfx(72);
}
self.vel_y += 0x20;
self.clamp_fall_speed();
self.action_counter += 1;
self.x = self.target_x + if self.action_counter & 0x02 != 0 { 0x200 } else { -0x200 };
if self.flags.hit_bottom_wall() {
self.action_num = 1002;
self.action_counter = 0;
}
}
1002 => {
self.action_counter += 1;
if self.action_counter > 150 {
self.action_num = 1003;
self.action_counter = 0;
self.anim_num = 3;
}
self.x = self.target_x + if self.action_counter & 0x02 != 0 { 0x200 } else { -0x200 };
}
1003 => {
self.action_counter += 1;
if self.action_counter > 30 {
self.action_num = 1004;
self.action_counter = 0;
self.anim_num = 3;
self.vel_y -= 0xA00;
self.direction = Direction::Left;
self.npc_flags.set_ignore_solidity(true);
}
}
1004 => {
if self.y < 0 {
self.vel_x = 0;
self.vel_y = 0;
self.action_num = 1005;
self.action_counter = 0;
flash.set_blink();
state.sound_manager.play_sfx(29);
}
self.anim_num = self.anim_num.max(8);
self.animate(1, 8, 9);
}
_ => (),
}
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 11 };
self.anim_rect = state.constants.npc.n340_ballos[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n341_ballos_1_head(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
if let Some(parent) = self.get_parent_ref_mut(npc_list) {
if parent.action_num == 11 && parent.action_counter > 50 {
self.anim_counter += 1;
}
if self.anim_counter > 4 {
self.anim_counter = 0;
if self.anim_num < 2 {
self.anim_num += 1;
}
}
if parent.anim_num > 0 {
self.cond.set_alive(false);
}
self.anim_rect = state.constants.npc.n341_ballos_1_head[self.anim_num as usize];
}
Ok(())
}
pub(crate) fn tick_n342_ballos_orbiting_eye(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
boss: &mut BossNPC,
) -> GameResult {
if self.action_num < 1000 && boss.parts[0].action_num >= 1000 {
self.action_num = 1000;
}
let player = self.get_closest_player_mut(players);
match self.action_num {
0 | 10 => {
if self.action_num == 0 {
self.action_num = 10;
self.action_counter2 = 2 * (self.tsc_direction & 0xFF);
self.tsc_direction /= 0x100;
self.direction = match self.tsc_direction {
0 => Direction::Left,
1 => Direction::Up,
2 => Direction::Right,
4 => Direction::Bottom,
_ => unreachable!(),
};
self.action_counter3 = 192;
self.damage = 14;
self.tsc_direction = 0; // tsc_direction used as passthrough for large direction, safe to reset
}
if self.action_counter3 >= 320 {
self.action_num = 11
} else {
self.action_counter3 += 8;
}
}
11 => {
if self.action_counter3 <= 304 {
self.action_num = 12
} else {
self.action_counter3 -= 4;
}
}
12 => {
if boss.parts[0].action_num == 311 {
self.action_num = 20;
}
}
20 | 21 => {
if self.action_num == 20 {
self.action_num = 21;
self.npc_flags.set_shootable(true);
self.life = 1000;
}
if self.action_counter2 < 2 {
self.action_counter2 += 512 - 2; // Still have to subtract 2 first :)
} else {
self.action_counter2 -= 2;
}
if self.shock > 0 {
self.tsc_direction += 1;
self.anim_num = if self.tsc_direction & 0x02 != 0 { 1 } else { 0 };
} else {
self.anim_num = 0;
}
if self.life < 900 {
self.action_num = 22;
self.npc_flags.set_shootable(false);
npc_list.create_death_smoke(self.x, self.y, 0x2000, 32, state, &self.rng);
state.sound_manager.play_sfx(71);
}
boss.parts[0].action_counter2 = 4;
if boss.parts[0].action_num == 401 {
self.action_num = 23;
}
}
22 => {
self.anim_num = 2;
if self.action_counter2 < 2 {
self.action_counter2 += 512 - 2;
} else {
self.action_counter2 -= 2;
}
if boss.parts[0].action_num == 401 {
self.action_num = 23;
}
}
23 => {
self.anim_num = 2;
if self.action_counter2 < 4 {
self.action_counter2 += 512 - 4;
} else {
self.action_counter2 -= 4;
}
if boss.parts[0].action_num == 420 {
self.action_num = 30;
}
}
30 | 31 => {
if self.action_num == 30 {
self.action_num = 31;
self.life = 1000;
self.damage = 10;
if self.direction == Direction::Left {
self.npc_flags.set_shootable(true);
}
self.vel_y = 0;
}
self.action_counter2 += 1;
self.action_counter2 %= 512;
if self.action_counter3 <= 1 {
self.action_counter = 0;
} else if self.action_counter3 > 256 {
self.action_counter3 -= 1;
}
if self.npc_flags.shootable() {
if self.shock > 1 {
self.tsc_direction += 1;
self.anim_num = if self.tsc_direction & 0x02 != 0 { 1 } else { 0 };
} else {
self.anim_num = 0
}
} else {
self.anim_num = 2;
}
if self.life < 900 {
self.action_num = 40;
}
}
40 | 41 => {
if self.action_num == 40 {
self.action_num = 41;
self.vel_x = 0;
self.vel_y = 0;
self.anim_num = 2;
self.damage = 5;
self.npc_flags.set_ignore_solidity(false);
self.npc_flags.set_shootable(false);
npc_list.create_death_smoke(self.x, self.y, 0x2000, 32, state, &self.rng);
state.sound_manager.play_sfx(71);
}
if self.flags.hit_left_wall() {
self.vel_x = 0x100;
}
if self.flags.hit_right_wall() {
self.vel_x = -0x100;
}
if self.flags.hit_bottom_wall() {
if self.vel_x == 0 {
self.vel_x = 0x100 * if player.x < self.x { 1 } else { -1 };
}
self.vel_y = -0x800;
state.sound_manager.play_sfx(26);
}
self.vel_y += 0x20;
self.clamp_fall_speed();
}
1000 | 1001 => {
if self.action_num == 1000 {
self.action_num = 1001;
self.vel_x = 0;
self.vel_y = 0;
self.anim_num = 2;
self.npc_flags.set_ignore_solidity(false);
self.npc_flags.set_shootable(false);
self.damage = 0;
self.action_counter2 /= 4;
self.exp = 0;
}
if self.action_counter2 > 0 {
self.action_counter2 -= 1;
if self.action_counter2 & 0x02 != 0 {
self.anim_num = 1;
} else {
self.anim_num = 0;
}
} else {
npc_list.create_death_smoke(self.x, self.y, 0x2000, 32, state, &self.rng);
state.sound_manager.play_sfx(71);
self.vanish(state);
return Ok(());
}
}
_ => (),
}
if self.action_num == 21 || self.action_num == 22 {
match (boss.parts[0].direction, self.action_counter2) {
(Direction::Left, 140) => {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x + 0x1000;
npc.y = self.y + 0x1800;
let _ = npc_list.spawn(0x100, npc);
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x - 0x1000;
npc.y = self.y + 0x1800;
let _ = npc_list.spawn(0x100, npc);
state.sound_manager.play_sfx(26);
}
(Direction::Up, 268) => {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x - 0x1800;
npc.y = self.y + 0x1000;
let _ = npc_list.spawn(0x100, npc);
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x - 0x1800;
npc.y = self.y - 0x1000;
let _ = npc_list.spawn(0x100, npc);
state.sound_manager.play_sfx(26);
}
(Direction::Right, 396) => {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x + 0x1000;
npc.y = self.y - 0x1800;
let _ = npc_list.spawn(0x100, npc);
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x - 0x1000;
npc.y = self.y - 0x1800;
let _ = npc_list.spawn(0x100, npc);
let mut npc = NPC::create(345, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x - 0x1000;
npc.y = self.y - 0x1800;
let _ = npc_list.spawn(0x100, npc);
state.sound_manager.play_sfx(26);
}
(Direction::Bottom, 12) => {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x + 0x1800;
npc.y = self.y + 0x1000;
let _ = npc_list.spawn(0x100, npc);
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x + 0x1800;
npc.y = self.y - 0x1000;
let _ = npc_list.spawn(0x100, npc);
state.sound_manager.play_sfx(26);
}
_ => (),
}
}
if self.action_num < 40 {
let degrees = (self.action_counter2 as f64 / 2.0) * CDEG_RAD;
self.target_x = boss.parts[0].x + ((self.action_counter3 as f64) * (degrees.cos() * 128.0)) as i32;
self.target_y = boss.parts[0].y + ((self.action_counter3 as f64) * (degrees.sin() * 128.0)) as i32;
self.vel_x = self.target_x - self.x;
self.vel_y = self.target_y - self.y;
}
self.x += self.vel_x;
self.y += self.vel_y;
self.anim_rect = state.constants.npc.n342_ballos_orbiting_eye[self.anim_num as usize];
Ok(())
}
pub(crate) fn tick_n343_ballos_3_cutscene(
&mut self,
state: &mut SharedGameState,
boss: &mut BossNPC,
) -> GameResult {
self.action_counter += 1;
if self.action_counter > 100 {
self.cond.set_alive(false);
}
self.x = boss.parts[0].x;
self.y = boss.parts[0].y;
self.anim_rect = state.constants.npc.n343_ballos_3_cutscene;
Ok(())
}
pub(crate) fn tick_n344_ballos_3_eyes(&mut self, state: &mut SharedGameState, boss: &mut BossNPC) -> GameResult {
self.action_counter += 1;
if self.action_counter > 100 {
self.cond.set_alive(false);
}
self.x = boss.parts[0].x + (0x3000 * self.direction.vector_x());
self.y = boss.parts[0].y - 0x4800;
self.anim_rect = state.constants.npc.n344_ballos_3_eyes[if self.direction == Direction::Left { 0 } else { 1 }];
Ok(())
}
pub(crate) fn tick_n345_ballos_skull_projectile(
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
stage: &mut Stage,
) -> GameResult {
match self.action_num {
0 | 100 => {
if self.action_num == 0 {
self.action_num = 100;
self.anim_num = (self.rng.range(0..16) % 4) as u16;
}
self.vel_y += 0x40;
if self.vel_y > 0x700 {
self.vel_y = 0x700;
}
if self.y > 0x10000 {
self.npc_flags.set_ignore_solidity(false);
}
if self.action_counter & 0x02 != 0 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y;
let _ = npc_list.spawn(0x100, npc);
}
self.action_counter += 1; // This gets incremented after the previous check for some reason
if self.flags.hit_bottom_wall() {
self.action_num = 110;
self.vel_y = -0x200;
self.npc_flags.set_ignore_solidity(true);
state.sound_manager.play_sfx(12);
state.quake_counter = 10;
state.quake_rumble_counter = 10;
for _ in 0..4 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x + self.rng.range(-12..12) * 0x200;
npc.y = self.y + 0x2000;
npc.vel_x = self.rng.range(-0x155..0x155);
npc.vel_y = self.rng.range(-0x600..0);
let _ = npc_list.spawn(0x100, npc);
}
}
}
110 => {
self.vel_y += 0x40;
if self.y > (stage.map.height as i32 + 2) * state.tile_size.as_int() * 0x200 {
self.cond.set_alive(false);
return Ok(());
}
}
_ => (),
}
self.animate(8, 0, 3);
self.y += self.vel_y;
self.anim_rect = state.constants.npc.n345_ballos_skull_projectile[self.anim_num as usize];
Ok(())
}
pub(crate) fn tick_n346_ballos_orbiting_platform(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
stage: &mut Stage,
boss: &mut BossNPC,
) -> GameResult {
if self.action_num < 1000 && boss.parts[0].action_num >= 1000 {
self.action_num = 1000;
}
match self.action_num {
0 | 10 => {
if self.action_num == 0 {
self.action_num = 10;
// self.action_counter2 set by Ballos code, no need to set it here
self.action_counter3 = 192;
self.vel_y2 = 0;
}
if self.action_counter3 >= 448 {
self.action_num = 11;
} else {
self.action_counter3 += 8;
}
}
11 => {
if boss.parts[0].action_num == 411 {
self.action_num = 20;
}
}
20 => {
if self.action_counter2 > 0 {
self.action_counter2 -= 1;
} else {
self.action_counter2 += 0x400 - 1;
}
if boss.parts[0].action_num == 421 {
self.action_num = 40;
} else if boss.parts[0].action_num == 423 {
self.action_num = 100;
}
}
30 => {
self.action_counter2 += 1;
self.action_counter2 %= 0x400;
if boss.parts[0].action_num == 425 {
self.action_num = 50;
} else if boss.parts[0].action_num == 427 {
self.action_num = 100;
}
}
40 => {
if self.action_counter2 > 1 {
self.action_counter2 -= 2;
} else {
self.action_counter2 += 0x400 - 2;
}
if boss.parts[0].action_num == 422 {
self.action_num = 20;
}
}
50 => {
self.action_counter2 += 2;
self.action_counter2 %= 0x400;
if boss.parts[0].action_num == 426 {
self.action_num = 30;
}
}
100 => {
self.vel_y2 = 0;
if boss.parts[0].action_num == 424 {
self.action_num = 30;
} else if boss.parts[0].action_num == 428 {
self.action_num = 20;
}
}
1000 | 1001 => {
if self.action_num == 1000 {
self.action_num = 1001;
self.vel_x = 0;
self.vel_y = 0;
self.npc_flags.set_solid_hard(false);
}
self.vel_y += 0x40;
if self.y > (stage.map.height as i32) * state.tile_size.as_int() * 0x200 {
self.cond.set_alive(false);
}
}
_ => (),
}
if self.action_num < 1000 {
let player = self.get_closest_player_mut(players);
if player.y > self.y - 0x1000 && player.vel_y < 0 {
self.npc_flags.set_solid_hard(false);
} else {
self.npc_flags.set_solid_hard(true);
}
let deg = (self.action_counter2 as f64 / 4.0) * CDEG_RAD;
self.target_x = boss.parts[0].x + (self.action_counter3 as f64 * deg.cos() * 128.0) as i32;
self.target_y = boss.parts[0].y + (self.action_counter3 as f64 * deg.sin() * 128.0) as i32 + 0x2000;
self.vel_x = self.target_x - self.x;
match self.action_num {
20 | 30 => {
if self.action_counter2 % 4 == 0 {
self.vel_y2 = (self.target_y - self.y) / 4;
}
}
40 | 50 => {
if self.action_counter2 & 0x02 == 0 {
self.vel_y2 = (self.target_y - self.y) / 2;
}
}
_ => {
self.vel_y2 = self.target_y - self.y;
}
}
self.vel_y = self.vel_y2;
}
self.x += self.vel_x;
self.y += self.vel_y;
self.anim_rect = state.constants.npc.n346_ballos_orbiting_platform;
Ok(())
}
pub(crate) fn tick_n348_ballos_4_spikes(&mut self, state: &mut SharedGameState) -> GameResult {
match self.action_num {
0 | 1 => {
self.action_num = 1;
self.action_counter += 1;
if self.action_counter < 128 {
self.y -= 0x80;
self.animate(1, 0, 1);
} else {
self.action_num = 10;
self.anim_num = 0;
self.damage = 2;
}
}
_ => (),
}
self.anim_rect = state.constants.npc.n348_ballos_4_spikes[self.anim_num as usize];
Ok(())
}
pub(crate) fn tick_n350_flying_bute_archer(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
stage: &mut Stage,
) -> GameResult {
let player = self.get_closest_player_mut(players);
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.target_x = self.x + 0x10000 * self.direction.vector_x();
self.target_y = self.y;
self.vel_x = self.rng.range(-0x200..0x200) * 2;
self.vel_y = self.rng.range(-0x200..0x200) * 2;
}
self.animate(1, 0, 1);
// The equal to target case is missing
if self.direction == Direction::Left && self.x < self.target_x {
self.action_num = 20;
}
if self.direction != Direction::Left && self.x > self.target_x {
self.action_num = 20;
}
}
20 | 21 => {
if self.action_num == 20 {
self.action_num = 21;
self.action_counter = self.rng.range(0..150) as u16;
self.anim_num = 2;
self.anim_counter = 0;
}
self.animate(2, 2, 3);
self.action_counter += 1;
if self.action_num > 300 {
self.action_num = 30;
}
if player.x < self.x + 0xE000
&& player.x > self.x - 0xE000
&& player.y < self.y + 0x2000
&& player.y > self.y - 0x2000
{
self.action_num = 30;
}
}
30 | 31 => {
if self.action_num == 30 {
self.action_num = 31;
self.action_counter = 0;
self.anim_counter = 0;
}
self.animate(1, 3, 4);
self.action_counter += 1;
if self.action_counter > 30 {
self.action_num = 40;
self.anim_num = 5;
let mut npc = NPC::create(312, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y;
npc.vel_x = 0x800 * self.direction.vector_x();
let _ = npc_list.spawn(0x100, npc);
}
}
40 | 41 => {
if self.action_num == 40 {
self.action_num = 41;
self.action_counter = 0;
self.anim_counter = 0;
}
self.animate(2, 5, 6);
self.action_counter += 1;
if self.action_counter > 40 {
self.action_num = 50;
self.anim_num = 0;
self.vel_x = 0;
self.vel_y = 0;
}
}
50 => {
self.animate(1, 0, 1);
self.vel_x += 0x20 * self.direction.vector_x();
if self.x < 0 || self.x > (stage.map.width as i32) * state.tile_size.as_int() * 0x200 {
self.vanish(state);
return Ok(());
}
}
_ => (),
}
if self.action_num < 50 {
let direction_x = self.target_x - self.x;
let direction_y = self.target_y - self.y;
self.vel_x += 0x2A * direction_x.signum();
self.vel_y += 0x2A * direction_y.signum();
self.vel_x = self.vel_x.clamp(-0x400, 0x400);
self.vel_y = self.vel_y.clamp(-0x400, 0x400);
}
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 7 };
self.anim_rect = state.constants.npc.n350_flying_bute_archer[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n353_bute_sword_flying(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
) -> GameResult {
let player = self.get_closest_player_mut(players);
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.vel_x = 0x600 * self.direction.vector_x();
self.vel_y = 0x600 * self.direction.vector_y();
}
self.action_counter += 1;
if self.action_counter == 8 {
self.npc_flags.set_ignore_solidity(false);
}
self.x += self.vel_x;
self.y += self.vel_y;
if self.action_counter == 16 {
self.action_num = 10;
}
self.animate(2, 0, 3);
}
10 | 11 => {
if self.action_num == 10 {
self.action_num = 11;
self.anim_num = 0;
self.npc_flags.set_shootable(true);
self.npc_flags.set_ignore_solidity(false);
self.damage = 5;
self.display_bounds.top = 0x1000;
}
self.direction = if self.x > player.x { Direction::Left } else { Direction::Right };
self.vel_x2 += 0x10 * self.direction.vector_x() * if player.y - 0x3000 > self.y { -1 } else { 1 };
self.vel_y2 += 0x10 * if self.y > player.y { -1 } else { 1 };
if self.vel_x2 < 0 && self.flags.hit_left_wall() {
self.vel_x2 *= -1
};
if self.vel_x2 > 0 && self.flags.hit_right_wall() {
self.vel_x2 *= -1
};
if self.vel_y2 < 0 && self.flags.hit_top_wall() {
self.vel_y2 *= -1
};
if self.vel_y2 < 0 && self.flags.hit_bottom_wall() {
self.vel_y2 *= -1
};
self.vel_x2 = self.vel_x2.clamp(-0x5FF, 0x5FF);
self.vel_y2 = self.vel_y2.clamp(-0x5FF, 0x5FF);
self.x += self.vel_x2;
self.y += self.vel_y2;
self.animate(1, 4, 5);
}
_ => (),
}
if self.action_num < 10 {
self.anim_rect = state.constants.npc.n353_bute_sword_flying[self.anim_num as usize];
} else {
let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
self.anim_rect = state.constants.npc.n353_bute_sword_flying[self.anim_num as usize + dir_offset];
}
Ok(())
}
pub(crate) fn tick_n354_invisible_deathtrap_wall(
&mut self,
state: &mut SharedGameState,
npc_list: &NPCList,
stage: &mut Stage,
) -> GameResult {
match self.action_num {
0 => {
self.hit_bounds.bottom = 0x23000;
}
10 => {
self.action_num = 11;
self.action_counter = 0;
self.x += 0x2000 * self.direction.vector_x() * -1;
}
11 => {
self.action_counter += 1;
if self.action_counter > 100 {
self.action_counter = 0;
state.quake_counter = 20;
state.quake_rumble_counter = 20;
state.sound_manager.play_sfx(26);
state.sound_manager.play_sfx(12);
self.x += 0x2000 * self.direction.vector_x();
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
for iter in 0..20 {
let x = self.x / (state.tile_size.as_int() * 0x200);
let y = iter + (self.y / (state.tile_size.as_int() * 0x200));
if stage.change_tile(x as usize, y as usize, 109) {
npc.x = x * state.tile_size.as_int() * 0x200;
npc.y = y * state.tile_size.as_int() * 0x200;
let _ = npc_list.spawn(0, npc.clone());
let _ = npc_list.spawn(0, npc.clone());
let _ = npc_list.spawn(0, npc.clone());
}
}
}
}
_ => (),
}
Ok(())
}
}
impl BossNPC {
pub(crate) fn tick_b09_ballos(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
flash: &mut Flash,
) {
let player = self.parts[0].get_closest_player_mut(players);
match self.parts[0].action_num {
0 => {
self.parts[0].action_num = 1;
self.parts[0].cond.set_alive(true);
self.parts[0].exp = 1;
self.parts[0].direction = Direction::Left;
self.parts[0].x = 0x28000;
self.parts[0].y = -0x8000;
self.hurt_sound[0] = 54;
self.parts[0].hit_bounds = Rect { left: 0x4000, top: 0x6000, right: 0x4000, bottom: 0x6000 };
self.parts[0].npc_flags.set_ignore_solidity(true);
self.parts[0].npc_flags.set_solid_hard(true);
self.parts[0].npc_flags.set_event_when_killed(true);
self.parts[0].npc_flags.set_show_damage(true);
self.parts[0].size = 3;
self.parts[0].damage = 0;
self.parts[0].event_num = 1000;
self.parts[0].life = 800;
self.parts[1].cond.set_alive(true);
self.parts[1].cond.set_damage_boss(true);
self.parts[1].direction = Direction::Left;
self.parts[1].npc_flags.set_ignore_solidity(true);
self.parts[1].display_bounds = Rect { left: 0x1800, top: 0, right: 0x1800, bottom: 0x2000 };
self.parts[1].hit_bounds = Rect { left: 0x1800, top: 0, right: 0x1800, bottom: 0x2000 };
self.parts[2] = self.parts[1].clone();
self.parts[2].direction = Direction::Right;
self.parts[3].cond.set_alive(true);
self.parts[3].cond.set_damage_boss(true);
self.parts[3].npc_flags.set_solid_soft(true);
self.parts[3].npc_flags.set_invulnerable(true);
self.parts[3].npc_flags.set_ignore_solidity(true);
self.parts[3].display_bounds = Rect { left: 0x7800, top: 0x7800, right: 0x7800, bottom: 0x7800 };
self.parts[3].hit_bounds = Rect { left: 0x6000, top: 0x3000, right: 0x6000, bottom: 0x4000 };
self.parts[4].cond.set_alive(true);
self.parts[4].cond.set_damage_boss(true);
self.parts[4].npc_flags.set_solid_soft(true);
self.parts[4].npc_flags.set_invulnerable(true);
self.parts[4].npc_flags.set_ignore_solidity(true);
self.parts[4].hit_bounds = Rect { left: 0x4000, top: 0x1000, right: 0x4000, bottom: 0x1000 };
self.parts[5].cond.set_alive(true);
self.parts[5].cond.set_damage_boss(true);
self.parts[5].npc_flags.set_solid_hard(true);
self.parts[5].npc_flags.set_invulnerable(true);
self.parts[5].npc_flags.set_ignore_solidity(true);
self.parts[5].hit_bounds = Rect { left: 0x4000, top: 0, right: 0x4000, bottom: 0x6000 };
}
100 | 101 => {
if self.parts[0].action_num == 100 {
self.parts[0].action_num = 101;
self.parts[0].anim_num = 0;
self.parts[0].x = player.x;
self.parts[0].action_counter = 0;
let mut npc = NPC::create(333, &state.npc_table);
npc.cond.set_alive(true);
npc.x = player.x;
npc.y = 0x26000;
npc.direction = Direction::Right;
let _ = npc_list.spawn(0x100, npc);
}
self.parts[0].action_counter += 1;
if self.parts[0].action_counter > 30 {
self.parts[0].action_num = 102;
}
}
102 => {
self.parts[0].vel_y += 0x40;
if self.parts[0].vel_y > 0xC00 {
self.parts[0].vel_y = 0xC00
}
self.parts[0].y += self.parts[0].vel_y;
if self.parts[0].y > 0x26000 - self.parts[0].hit_bounds.bottom as i32 {
self.parts[0].y = 0x26000 - self.parts[0].hit_bounds.bottom as i32;
self.parts[0].vel_y = 0;
self.parts[0].action_num = 103;
self.parts[0].action_counter = 0;
state.super_quake_counter = 30;
state.super_quake_rumble_counter = 30;
state.sound_manager.play_sfx(44);
if player.y > self.parts[0].y + 0x6000
&& player.x < self.parts[0].x + 0x3000
&& player.x > self.parts[0].x - 0x3000
{
player.damage(16, state, npc_list);
}
for _ in 0..16 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x + self.parts[0].rng.range(-40..40) * 0x200;
npc.y = self.parts[0].y + 0x5000;
let _ = npc_list.spawn(0x100, npc);
}
if self.parts[0].flags.hit_bottom_wall() {
self.parts[0].vel_y = -0x200;
}
}
}
103 => {
self.parts[0].action_counter += 1;
if self.parts[0].action_counter == 50 {
self.parts[0].action_num = 104;
self.parts[1].action_num = 100;
self.parts[2].action_num = 100;
}
}
200 | 201 | 203 => {
if self.parts[0].action_num == 200 {
self.parts[0].action_num = 201;
self.parts[0].action_counter2 = 0;
}
if self.parts[0].action_num == 201 {
self.parts[0].action_num = 203;
self.parts[0].vel_x = 0;
self.parts[0].hit_bounds.bottom = 0x6000;
self.parts[0].damage = 0;
self.parts[0].action_counter2 += 1;
if self.parts[0].action_counter2 % 3 == 0 {
self.parts[0].action_counter = 150;
} else {
self.parts[0].action_counter = 50;
}
}
if self.parts[0].action_counter > 0 {
self.parts[0].action_counter -= 1; // Underflow protection
}
if self.parts[0].action_counter <= 0 {
self.parts[0].action_num = 204;
self.parts[0].vel_y = -0xC00;
self.parts[0].vel_x = if self.parts[0].x < player.x { 0x200 } else { -0x200 };
}
}
204 => {
if self.parts[0].x < 0xA000 {
self.parts[0].vel_x = 0x200;
} else if self.parts[0].x > 0x44000 {
self.parts[0].vel_x = -0x200;
}
self.parts[0].vel_y += 0x55;
if self.parts[0].vel_y > 0xC00 {
self.parts[0].vel_y = 0xC00
}
self.parts[0].x += self.parts[0].vel_x;
self.parts[0].y += self.parts[0].vel_y;
if self.parts[0].y > 0x26000 - self.parts[0].hit_bounds.bottom as i32 {
self.parts[0].y = 0x26000 - self.parts[0].hit_bounds.bottom as i32;
self.parts[0].vel_y = 0;
self.parts[0].action_num = 201;
self.parts[0].action_counter = 0;
state.super_quake_counter = 30;
state.super_quake_rumble_counter = 30;
state.sound_manager.play_sfx(26);
state.sound_manager.play_sfx(44);
if player.y > self.parts[0].y + 0x7000 {
player.damage(16, state, npc_list);
}
for dir in [Direction::Left, Direction::Right] {
let mut npc = NPC::create(332, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x + 0x1800 * dir.vector_x();
npc.y = self.parts[0].y + 0x6800;
npc.direction = dir;
let _ = npc_list.spawn(0x100, npc);
}
for _ in 0..16 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].rng.range(-40..40) * 0x200;
npc.y = self.parts[0].y + 0x5000;
let _ = npc_list.spawn(0x100, npc);
}
if self.parts[0].flags.hit_bottom_wall() {
self.parts[0].vel_y = -0x200;
}
}
}
220 | 221 => {
if self.parts[0].action_num == 220 {
self.parts[0].action_num = 221;
self.parts[0].life = 1200;
self.parts[0].vel_x = 0;
self.parts[0].anim_num = 0;
self.parts[0].shock = 0;
self.parts[6].action_counter = 0; // flash
self.parts[1].action_num = 200;
self.parts[2].action_num = 200;
}
self.parts[0].vel_y += 0x40;
if self.parts[0].vel_y > 0xC00 {
self.parts[0].vel_y = 0xC00;
}
self.parts[0].y += self.parts[0].vel_y;
if self.parts[0].y > 0x26000 - self.parts[0].hit_bounds.bottom as i32 {
self.parts[0].y = 0x26000 - self.parts[0].hit_bounds.bottom as i32;
self.parts[0].vel_y = 0;
self.parts[0].action_num = 222;
self.parts[0].action_counter = 0;
state.super_quake_counter = 30;
state.super_quake_rumble_counter = 30;
state.sound_manager.play_sfx(26);
for _ in 0..16 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x + self.parts[0].rng.range(-40..40) * 0x200;
npc.y = self.parts[0].y + 0x5000;
let _ = npc_list.spawn(0x100, npc);
}
if self.parts[0].flags.hit_bottom_wall() {
self.parts[0].vel_y = -0x200;
}
}
}
300 | 301 => {
if self.parts[0].action_num == 300 {
self.parts[0].action_num = 301;
self.parts[0].action_counter = 0;
// Spawns the eye balls
for iter in 0..4 {
for side in [0, 0x220] {
let mut npc = NPC::create(342, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x;
npc.y = self.parts[0].y;
npc.parent_id = self.parts[0].id;
npc.tsc_direction = (64 * iter) + side;
let _ = npc_list.spawn(0x5A, npc);
}
}
let mut npc = NPC::create(343, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x;
npc.y = self.parts[0].y;
let _ = npc_list.spawn(0x18, npc);
for dir in [Direction::Left, Direction::Right] {
let mut npc = NPC::create(344, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x + 0x3000 * dir.vector_x();
npc.y = self.parts[0].y - 0x4800;
npc.direction = dir;
let _ = npc_list.spawn(0x20, npc);
}
}
self.parts[0].y += (0x1C200 - self.parts[0].y) / 8;
self.parts[0].action_counter += 1;
if self.parts[0].action_counter > 50 {
self.parts[0].action_num = 310;
self.parts[0].action_counter = 0;
}
}
// Bouncing around the room
311 => {
self.parts[0].direction = Direction::Left;
self.parts[0].vel_x = -0x3AA;
self.parts[0].vel_y = 0;
self.parts[0].x += self.parts[0].vel_x;
if self.parts[0].x < 0xDE00 {
self.parts[0].x = 0xDE00;
self.parts[0].action_num = 312;
}
}
312 => {
self.parts[0].direction = Direction::Up;
self.parts[0].vel_x = 0;
self.parts[0].vel_y = -0x3AA;
self.parts[0].y += self.parts[0].vel_y;
if self.parts[0].y < 0xDE00 {
self.parts[0].y = 0xDE00;
self.parts[0].action_num = 313;
}
}
313 => {
self.parts[0].direction = Direction::Right;
self.parts[0].vel_x = 0x3AA;
self.parts[0].vel_y = 0;
self.parts[0].x += self.parts[0].vel_x;
if self.parts[0].x > 0x40200 {
self.parts[0].x = 0x40200;
self.parts[0].action_num = 314;
}
if self.parts[0].action_counter2 > 0 {
self.parts[0].action_counter2 -= 1;
}
if self.parts[0].action_counter2 == 0 && self.parts[0].x > 0x26000 && self.parts[0].x < 0x2A000 {
self.parts[0].action_num = 400;
}
}
314 => {
self.parts[0].direction = Direction::Bottom;
self.parts[0].vel_x = 0;
self.parts[0].vel_y = 0x3AA;
self.parts[0].y += self.parts[0].vel_y;
if self.parts[0].y > 0x1C200 {
self.parts[0].y = 0x1C200;
self.parts[0].action_num = 311;
}
}
400 | 401 => {
if self.parts[0].action_num == 400 {
self.parts[0].action_num = 401;
self.parts[0].action_counter = 0;
self.parts[0].vel_x = 0;
self.parts[0].vel_y = 0;
npc_list.kill_npcs_by_type(339, false, state);
}
self.parts[0].y += (0x13E00 - self.parts[0].y) / 8;
self.parts[0].action_counter += 1;
if self.parts[0].action_counter > 50 {
self.parts[0].action_counter = 0;
self.parts[0].action_num = 410;
// platforms
for iter in 0..8 {
let mut npc = NPC::create(346, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x;
npc.y = self.parts[0].y;
npc.parent_id = self.parts[0].id;
// Setting up action number 0 of NPC 346
npc.action_counter2 = 4 * 32 * iter;
let _ = npc_list.spawn(0x50, npc);
}
let mut npc = NPC::create(343, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x;
npc.y = self.parts[0].y;
let _ = npc_list.spawn(0x18, npc);
for dir in [Direction::Left, Direction::Right] {
let mut npc = NPC::create(344, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x + 0x3000 * dir.vector_x();
npc.y = self.parts[0].y - 0x4800;
npc.direction = dir;
let _ = npc_list.spawn(0x20, npc);
}
}
}
410 => {
self.parts[0].action_counter += 1;
if self.parts[0].action_counter > 50 {
self.parts[0].action_counter = 0;
self.parts[0].action_num = 411;
}
}
411 => {
self.parts[0].action_counter += 1;
if self.parts[0].action_counter % 30 == 1 {
let mut npc = NPC::create(348, &state.npc_table);
npc.cond.set_alive(true);
npc.x = (((self.parts[0].action_counter as i32 / 30) * 2) + 2) * 0x2000;
npc.y = 0x2A000;
let _ = npc_list.spawn(0x180, npc);
}
if (self.parts[0].action_counter / 3 % 2) > 0 {
state.sound_manager.play_sfx(26);
}
if self.parts[0].action_counter > 540 {
self.parts[0].action_num = 420;
}
}
420 | 421 | 422 | 423 | 424 | 425 | 426 | 427 | 428 => {
if self.parts[0].action_num == 420 {
self.parts[0].action_num = 421;
self.parts[0].action_counter = 0;
self.parts[0].anim_counter = 0;
state.super_quake_counter = 30;
state.super_quake_rumble_counter = 30;
state.sound_manager.play_sfx(35);
self.parts[1].action_num = 102;
self.parts[2].action_num = 102;
for _ in 0..256 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x + self.parts[0].rng.range(-60..60) * 0x200;
npc.y = self.parts[0].y + self.parts[0].rng.range(-60..60) * 0x200;
let _ = npc_list.spawn(0, npc);
}
}
self.parts[0].anim_counter += 1;
let index = self.parts[0].action_num as usize - 421;
let delay = [500, 200, 20, 200, 500, 200, 20, 200][index];
if self.parts[0].anim_counter > delay {
self.parts[0].anim_counter = 0;
self.parts[0].action_num = ((index as u16 + 1) % 8) + 421;
}
}
1000 | 1001 => {
if self.parts[0].action_num == 1000 {
self.parts[0].action_num = 1001;
self.parts[0].action_counter = 0;
self.parts[1].action_num = 300;
self.parts[2].action_num = 300;
self.parts[0].npc_flags.set_solid_hard(false);
self.parts[0].npc_flags.set_solid_soft(false);
self.parts[3].npc_flags.set_solid_hard(false);
self.parts[3].npc_flags.set_solid_soft(false);
self.parts[4].npc_flags.set_solid_hard(false);
self.parts[4].npc_flags.set_solid_soft(false);
self.parts[5].npc_flags.set_solid_hard(false);
self.parts[5].npc_flags.set_solid_soft(false);
}
self.parts[0].action_counter += 1;
if self.parts[0].action_counter % 12 == 0 {
state.sound_manager.play_sfx(44);
}
npc_list.create_death_smoke(
self.parts[0].x + self.parts[0].rng.range(-60..60) * 0x200,
self.parts[0].y + self.parts[0].rng.range(-60..60) * 0x200,
1,
1,
state,
&self.parts[0].rng,
);
if self.parts[0].action_counter > 150 {
self.parts[0].action_counter = 0;
self.parts[0].action_num = 1002;
flash.set_cross(self.parts[0].x, self.parts[0].y);
state.sound_manager.play_sfx(35);
}
}
1002 => {
state.super_quake_counter = 40;
state.super_quake_rumble_counter = 30;
self.parts[0].action_counter += 1;
if self.parts[0].action_counter == 50 {
self.parts[0].cond.set_alive(false);
self.parts[1].cond.set_alive(false);
self.parts[2].cond.set_alive(false);
self.parts[3].cond.set_alive(false);
self.parts[4].cond.set_alive(false);
self.parts[5].cond.set_alive(false);
npc_list.kill_npcs_by_type(350, true, state);
npc_list.kill_npcs_by_type(348, true, state);
}
}
_ => (),
}
if self.parts[0].action_num < 500 && 420 < self.parts[0].action_num {
self.parts[3].npc_flags.set_shootable(true);
self.parts[4].npc_flags.set_shootable(true);
self.parts[5].npc_flags.set_shootable(true);
self.parts[0].action_counter += 1;
if self.parts[0].action_counter > 300 {
self.parts[0].action_counter = 0;
for _ in 0..8 {
let mut npc = NPC::create(350, &state.npc_table);
npc.cond.set_alive(true);
npc.x = ((if player.x > self.parts[0].x { 156 } else { 0 } + self.parts[0].rng.range(-4..4))
* 0x2000)
/ 4;
npc.y = (self.parts[0].rng.range(8..68) * 0x2000) / 4;
npc.direction = if player.x > self.parts[0].x { Direction::Left } else { Direction::Right };
let _ = npc_list.spawn(0x100, npc);
}
}
match self.parts[0].action_counter {
270 | 280 | 290 => {
let mut npc = NPC::create(353, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x;
npc.y = self.parts[0].y - 0x6800;
npc.direction = Direction::Up;
let _ = npc_list.spawn(0x100, npc);
state.sound_manager.play_sfx(39);
for _ in 0..4 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x;
npc.y = self.parts[0].y - 0x6800;
let _ = npc_list.spawn(0x100, npc);
}
}
_ => (),
}
let limit = if self.parts[0].life > 500 { 10 } else { 4 };
if self.parts[0].rng.range(0..limit) == 2 {
let mut npc = NPC::create(270, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x + self.parts[0].rng.range(-40..40) * 0x200;
npc.y = self.parts[0].y + self.parts[0].rng.range(0..40) * 0x200;
npc.direction = Direction::Bottom;
let _ = npc_list.spawn(0, npc);
}
}
if self.parts[0].shock > 0 {
self.parts[6].action_counter += 1;
self.parts[3].anim_num = if self.parts[6].action_counter & 0x02 != 0 { 1 } else { 0 };
} else {
self.parts[3].anim_num = 0;
}
if self.parts[0].action_num > 420 {
self.parts[3].anim_num += 2;
}
self.tick_b09_ballos_eye(1, state, npc_list);
self.tick_b09_ballos_eye(2, state, npc_list);
// Body
self.parts[3].x = self.parts[0].x;
self.parts[3].y = self.parts[0].y;
self.parts[3].anim_rect = state.constants.npc.b09_ballos[self.parts[3].anim_num as usize];
// Top
self.parts[4].x = self.parts[0].x;
self.parts[4].y = self.parts[0].y - 0x5800;
// Bottom
self.parts[5].x = self.parts[0].x;
self.parts[5].y = self.parts[0].y;
}
fn tick_b09_ballos_eye(&mut self, i: usize, state: &mut SharedGameState, npc_list: &NPCList) {
let (head, tail) = self.parts.split_at_mut(i);
let base = &mut head[0];
let part = &mut tail[0];
match part.action_num {
100 | 101 => {
if part.action_num == 100 {
part.action_num = 101;
part.anim_num = 0;
part.anim_counter = 0
}
part.animate(2, 0, 3);
if part.anim_num > 2 {
part.action_num = 102;
}
}
102 => {
part.anim_num = 3;
}
200 | 201 => {
if part.action_num == 200 {
part.action_num = 201;
part.anim_num = 3;
part.anim_counter = 0;
}
// This is the animate boilerplate code except it counts backwards
part.anim_counter += 1;
if part.anim_counter > 2 {
part.anim_counter = 0;
part.anim_num -= 1;
}
if part.anim_num == 0 {
part.action_num = 202;
}
}
300 => {
part.action_num = 301;
part.anim_num = 4;
npc_list.create_death_smoke(
part.x + (0x800 * if part.direction == Direction::Left { -1 } else { 1 }),
part.y,
0x800,
10,
state,
&part.rng,
);
}
_ => (),
}
part.x = base.x + (0x3000 * if part.direction == Direction::Left { -1 } else { 1 });
part.y = base.y - 0x4800;
if part.action_num < 300 {
part.npc_flags.set_shootable(part.anim_num == 3);
}
let dir_offset = if part.direction == Direction::Left { 0 } else { 5 };
part.anim_rect = state.constants.npc.b09_ballos[part.anim_num as usize + dir_offset + 4];
}
}