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

351 lines
13 KiB
Rust

use crate::common::{Direction, Rect};
use crate::framework::error::GameResult;
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::util::rng::RNG;
impl NPC {
pub(crate) fn tick_n196_ironhead_wall(&mut self, state: &mut SharedGameState) -> GameResult {
self.x -= 0xC00;
if self.x <= if !state.constants.is_switch { 0x26000 } else { 0x1E000 } {
self.x += if !state.constants.is_switch { 0x2C000 } else { 0x3B400 };
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 1 };
self.anim_rect = state.constants.npc.n196_ironhead_wall[dir_offset];
Ok(())
}
pub(crate) fn tick_n197_porcupine_fish(&mut self, state: &mut SharedGameState) -> GameResult {
match self.action_num {
0 | 10 => {
if self.action_num == 0 {
self.action_num = 10;
self.anim_counter = 0;
self.vel_y = self.rng.range(-0x200..0x200);
self.vel_x = 0x800;
}
self.animate(2, 0, 1);
if self.vel_x < 0 {
self.damage = 3;
self.action_num = 20;
}
}
20 => {
self.damage = 3;
self.animate(0, 2, 3);
if self.x <= 0x5fff {
// npc->destroy_voice = 0; // todo
self.cond.set_explode_die(true);
}
}
_ => (),
}
if self.flags.hit_top_wall() {
self.vel_y = 0x200;
}
if self.flags.hit_bottom_wall() {
self.vel_y = -0x200;
}
self.vel_x -= 0xC;
self.x += self.vel_x;
self.y += self.vel_y;
self.anim_rect = state.constants.npc.n197_porcupine_fish[self.anim_num as usize];
Ok(())
}
pub(crate) fn tick_n198_ironhead_projectile(&mut self, state: &mut SharedGameState) -> GameResult {
if self.action_num == 0 {
self.action_counter += 1;
if self.action_counter > 20 {
self.action_num = 1;
self.vel_x = 0;
self.vel_y = 0;
self.action_counter3 = 0;
}
} else if self.action_num == 1 {
self.vel_x += 0x20;
}
self.animate(0, 0, 2);
self.x += self.vel_x;
self.y += self.vel_y;
self.anim_rect = state.constants.npc.n198_ironhead_projectile[self.anim_num as usize];
self.action_counter3 += 1;
if self.action_counter3 > 100 {
self.cond.set_alive(false);
}
if self.action_counter3 % 4 == 1 {
state.sound_manager.play_sfx(46);
}
Ok(())
}
pub(crate) fn tick_n335_ikachan(&mut self, state: &mut SharedGameState) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.action_counter = self.rng.range(3..20) as u16;
}
self.action_counter -= 1;
if self.action_counter <= 0 {
self.action_num = 2;
self.action_counter = self.rng.range(10..50) as u16;
self.anim_num = 1;
self.vel_x = 0x600;
}
}
2 => {
self.action_counter -= 1;
if self.action_counter <= 0 {
self.action_num = 3;
self.action_counter = self.rng.range(40..50) as u16;
self.anim_num = 2;
self.vel_y = self.rng.range(-0x100..0x100);
}
}
3 => {
self.action_counter -= 1;
if self.action_counter <= 0 {
self.action_num = 1;
self.action_counter = 1; // Should be 0 but causes underflow as unsigned
self.anim_num = 0;
}
}
_ => (),
}
self.vel_x -= 0x10;
self.x += self.vel_x;
self.y += self.vel_y;
self.anim_rect = state.constants.npc.n335_ikachan[self.anim_num as usize];
Ok(())
}
pub(crate) fn tick_n336_ikachan_generator(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
) -> GameResult {
match self.action_num {
0 => {
for player in players {
if player.shock_counter > 0 {
self.cond.set_alive(false);
}
}
}
10 => {
self.action_counter += 1;
if self.action_counter % 4 == 1 {
let mut npc = NPC::create(335, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.rng.range(0..13) * 0x2000;
let _ = npc_list.spawn(0x100, npc);
}
}
_ => (),
}
Ok(())
}
}
impl BossNPC {
pub(crate) fn tick_b05_ironhead(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
) {
match self.parts[0].action_num {
0 => {
self.parts[0].cond.set_alive(true);
self.parts[0].exp = 1;
self.parts[0].direction = Direction::Right;
self.parts[0].action_num = 100;
self.parts[0].x = 0x14000;
self.parts[0].y = 0x10000;
self.hurt_sound[0] = 54;
self.parts[0].npc_flags.set_event_when_killed(true);
self.parts[0].npc_flags.set_shootable(true);
self.parts[0].npc_flags.set_ignore_solidity(true);
self.parts[0].npc_flags.set_show_damage(true);
self.parts[0].size = 3;
self.parts[0].damage = 10;
self.parts[0].event_num = 1000;
self.parts[0].life = 400;
self.parts[0].display_bounds = Rect::new(0x5000, 0x1800, 0x3000, 0x1800);
self.parts[0].hit_bounds = Rect::new(0x2000, 0x1400, 0x2000, 0x1400);
}
100 | 101 => {
if self.parts[0].action_num == 100 {
self.parts[0].action_num = 101;
self.parts[0].action_counter = 0;
self.parts[0].npc_flags.set_shootable(false);
}
self.parts[0].action_counter += 1;
if self.parts[0].action_counter > 50 {
self.parts[0].action_num = 250;
self.parts[0].action_counter = 0;
}
if self.parts[0].action_counter % 4 == 0 {
let mut npc = NPC::create(197, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].rng.range(15..18) * state.tile_size.as_int() * 0x200;
npc.y = self.parts[0].rng.range(2..13) * state.tile_size.as_int() * 0x200;
let _ = npc_list.spawn(0x100, npc);
}
}
250 | 251 => {
let player = self.parts[0].get_closest_player_ref(&players);
let switch_buffer = state.constants.game.tile_offset_x * 0x2000; // Buffer to stop Ironhead's teleport to be visible
if self.parts[0].action_num == 250 {
self.parts[0].action_num = 251;
if self.parts[0].direction == Direction::Right {
self.parts[0].x = 0x1E000 - switch_buffer;
self.parts[0].y = player.y;
} else {
self.parts[0].x = 0x5A000 + switch_buffer;
self.parts[0].y = self.parts[0].rng.range(2..13) * state.tile_size.as_int() * 0x200;
}
self.parts[0].target_x = self.parts[0].x;
self.parts[0].target_y = self.parts[0].y;
self.parts[0].vel_y = self.parts[0].rng.range(-0x200..0x200);
self.parts[0].vel_x = self.parts[0].rng.range(-0x200..0x200);
self.parts[0].npc_flags.set_shootable(true);
}
if self.parts[0].direction == Direction::Right {
self.parts[0].target_x += 0x400;
} else {
self.parts[0].target_x -= 0x200;
if self.parts[0].target_y >= player.y {
self.parts[0].target_y -= 0x200;
} else {
self.parts[0].target_y += 0x200;
}
}
self.parts[0].vel_x += if self.parts[0].x >= self.parts[0].target_x { -8 } else { 8 };
self.parts[0].vel_y += if self.parts[0].y >= self.parts[0].target_y { -8 } else { 8 };
self.parts[0].vel_y = self.parts[0].vel_y.clamp(-0x200, 0x200);
self.parts[0].x += self.parts[0].vel_x;
self.parts[0].y += self.parts[0].vel_y;
if self.parts[0].direction == Direction::Right {
if self.parts[0].x > 0x5A000 + switch_buffer {
self.parts[0].direction = Direction::Left;
self.parts[0].action_num = 100;
}
} else if self.parts[0].x < 0x22000 - switch_buffer {
self.parts[0].direction = Direction::Right;
self.parts[0].action_num = 100;
}
if self.parts[0].direction == Direction::Left {
self.parts[0].action_counter += 1;
if [300, 310, 320].contains(&self.parts[0].action_counter) {
state.sound_manager.play_sfx(39);
let mut npc = NPC::create(198, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x + 0x1400;
npc.y = self.parts[0].y + 0x200;
npc.vel_x = self.parts[0].rng.range(-3..0) * 0x200;
npc.vel_y = self.parts[0].rng.range(-3..3) * 0x200;
npc.direction = Direction::Right;
let _ = npc_list.spawn(0x100, npc);
}
}
self.parts[0].animate(2, 0, 7);
}
1000 | 1001 => {
if self.parts[0].action_num == 1000 {
self.parts[0].action_num = 1001;
self.parts[0].anim_num = 8;
self.parts[0].npc_flags.set_shootable(false);
self.parts[0].damage = 0;
self.parts[0].target_x = self.parts[0].x;
self.parts[0].target_y = self.parts[0].y;
state.quake_counter = 20;
state.quake_rumble_counter = 20;
for _ in 0..32 {
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(-0x80..0x80) * 0x200;
npc.y = self.parts[0].y + self.parts[0].rng.range(-0x40..0x40) * 0x200;
npc.vel_x = self.parts[0].rng.range(-0x80..0x80) * 0x200;
npc.vel_y = self.parts[0].rng.range(-0x80..0x80) * 0x200;
npc.direction = Direction::Left;
let _ = npc_list.spawn(0x100, npc);
}
npc_list.kill_npcs_by_type(197, true, state);
npc_list.kill_npcs_by_type(271, true, state);
npc_list.kill_npcs_by_type(272, true, state);
}
self.parts[0].target_x -= 0x200;
self.parts[0].x = self.parts[0].target_x + self.parts[0].rng.range(-1..1) * 0x200;
self.parts[0].y = self.parts[0].target_y + self.parts[0].rng.range(-1..1) * 0x200;
if self.parts[0].action_counter % 4 == 0 {
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(-0x80..0x80) * 0x200;
npc.y = self.parts[0].y + self.parts[0].rng.range(-0x40..0x40) * 0x200;
npc.vel_x = self.parts[0].rng.range(-0x80..0x80) * 0x200;
npc.vel_y = self.parts[0].rng.range(-0x80..0x80) * 0x200;
npc.direction = Direction::Left;
let _ = npc_list.spawn(0x100, npc);
}
}
_ => (),
}
let offset = if self.parts[0].shock != 0 {
self.parts[19].action_counter += 1;
if self.parts[19].action_counter & 2 != 0 {
0
} else {
9
}
} else {
0
};
self.parts[0].anim_rect = state.constants.npc.b05_ironhead[self.parts[0].anim_num as usize + offset];
}
}