doukutsu-rs/src/game/npc/ai/balrog.rs

1379 lines
47 KiB
Rust

use num_traits::clamp;
use crate::common::{CDEG_RAD, Direction};
use crate::framework::error::GameResult;
use crate::game::caret::CaretType;
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_n009_balrog_falling_in(
&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.anim_num = 2;
}
self.vel_y += 0x20;
if self.action_counter2 > 39 {
self.npc_flags.set_ignore_solidity(false);
self.npc_flags.set_solid_soft(true);
} else {
self.action_counter2 += 1;
}
if self.flags.hit_bottom_wall() {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.direction = Direction::Left;
for _ in 0..3 {
npc.x = self.x + self.rng.range(-12..12) as i32 * 0x200;
npc.y = self.y + self.rng.range(-12..12) as i32 * 0x200;
npc.vel_x = self.rng.range(-0x155..0x155) as i32;
npc.vel_y = self.rng.range(-0x600..0) as i32;
let _ = npc_list.spawn(0x100, npc.clone());
}
self.action_num = 2;
self.anim_num = 1;
self.action_counter = 0;
state.sound_manager.play_sfx(26);
state.quake_counter = 30;
state.quake_rumble_counter = 30;
}
}
2 => {
self.action_counter += 1;
if self.action_counter > 16 {
self.action_counter = 3;
self.anim_num = 0;
self.anim_counter = 0;
}
}
_ => (),
}
self.vel_y = clamp(self.vel_y, -0x5ff, 0x5ff);
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 3 };
self.anim_rect = state.constants.npc.n009_balrog_falling_in[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n010_balrog_shooting(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
) -> 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.action_counter += 1;
if self.action_counter > 12 {
self.action_num = 2;
self.action_counter = 0;
self.action_counter2 = 3;
self.anim_num = 1;
}
}
2 => {
self.action_counter += 1;
if self.action_counter > 16 {
self.action_counter2 -= 1;
self.action_counter = 0;
let mut npc = NPC::create(11, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y + 0x800; // 4.0fix9
let mut angle = ((self.y + 0x800 - player.y) as f64 / (self.x - player.y) as f64).atan();
angle += self.rng.range(-16..16) as f64 * std::f64::consts::FRAC_PI_8;
npc.vel_x = (angle.cos() * 512.0) as i32; // 1.0fix9
npc.vel_y = (angle.sin() * 512.0) as i32;
let _ = npc_list.spawn(0x100, npc);
state.sound_manager.play_sfx(39);
if self.action_counter2 == 0 {
self.action_num = 3;
self.action_counter = 0;
}
}
}
3 => {
self.action_counter += 1;
if self.action_counter > 3 {
self.action_num = 4;
self.action_counter = 0;
self.vel_x = (player.x - self.x) / 0x64;
self.vel_y = -0x600;
self.anim_num = 3;
}
}
4 => {
if self.flags.hit_left_wall() || self.flags.hit_right_wall() {
self.vel_x = 0;
}
self.damage = if self.y + 0x2000 < player.y { 5 } else { 0 };
if self.flags.hit_bottom_wall() {
self.action_num = 5;
self.action_counter = 5;
self.anim_num = 2;
self.damage = 0;
state.sound_manager.play_sfx(26);
state.quake_counter = 30;
state.quake_rumble_counter = 30;
}
}
5 => {
self.vel_x = 0;
self.action_counter += 1;
if self.action_counter > 3 {
self.action_num = 1;
self.action_counter = 0;
}
}
_ => (),
}
self.vel_y += 0x20;
self.clamp_fall_speed();
self.x += self.vel_x;
self.y += self.vel_y;
self.direction = if self.x > player.x { Direction::Left } else { Direction::Right };
let dir_offset = if self.direction == Direction::Left { 0 } else { 4 };
self.anim_rect = state.constants.npc.n010_balrog_shooting[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n011_balrogs_projectile(&mut self, state: &mut SharedGameState) -> GameResult {
if self.flags.hit_anything() {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
}
self.x += self.vel_x;
self.y += self.vel_y;
self.animate(1, 0, 2);
self.anim_rect = state.constants.npc.n011_balrog_energy_shot[self.anim_num as usize];
self.action_counter2 += 1;
if self.action_counter2 > 150 {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
}
Ok(())
}
pub(crate) fn tick_n012_balrog_cutscene(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
stage: &mut Stage,
) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
if self.direction == Direction::FacingPlayer {
let player = self.get_closest_player_mut(players);
if self.x <= player.x {
self.direction = Direction::Right;
} else {
self.direction = Direction::Left;
}
}
self.action_num = 1;
self.anim_num = 0;
}
if self.rng.range(0..100) == 0 {
self.action_num = 2;
self.action_counter = 0;
self.anim_num = 1;
}
}
2 => {
self.action_counter += 1;
if self.action_counter > 16 {
self.action_num = 1;
self.anim_num = 0;
}
}
10 | 11 => {
if self.action_num == 10 {
if self.direction == Direction::FacingPlayer {
let player = self.get_closest_player_mut(players);
if self.x <= player.x {
self.direction = Direction::Right;
} else {
self.direction = Direction::Left;
}
}
self.action_num = 11;
self.anim_num = 2;
self.action_counter = 0;
self.target_x = 0;
}
self.action_counter += 1;
if self.action_counter > 30 {
self.action_num = 12;
self.action_counter = 0;
self.anim_num = 3;
self.vel_y = -0x800;
self.npc_flags.set_ignore_solidity(true);
}
}
12 => {
if self.flags.hit_left_wall() || self.flags.hit_right_wall() {
self.vel_x = 0;
}
if self.y < 0 {
self.npc_type = 0;
self.spritesheet_id = 20; // NpcSym
state.sound_manager.play_sfx(26);
state.quake_counter = 30;
state.quake_rumble_counter = 30;
}
}
20 | 21 => {
if self.action_num == 20 {
if self.direction == Direction::FacingPlayer {
let player = self.get_closest_player_mut(players);
if self.x <= player.x {
self.direction = Direction::Right;
} else {
self.direction = Direction::Left;
}
}
self.action_num = 21;
self.anim_num = 5;
self.action_counter = 0;
self.action_counter2 = 0;
let mut npc = NPC::create(4, &state.npc_table);
for _ in 0..3 {
npc.cond.set_alive(true);
npc.direction = Direction::Left;
npc.x = self.x + self.rng.range(-12..12) as i32 * 0x200;
npc.y = self.y + self.rng.range(-12..12) as i32 * 0x200;
npc.vel_x = self.rng.range(-0x155..0x155) as i32;
npc.vel_y = self.rng.range(-0x600..0) as i32;
let _ = npc_list.spawn(0x100, npc.clone());
}
state.sound_manager.play_sfx(72);
}
self.target_x = 1; // ???
if self.flags.hit_bottom_wall() {
self.action_counter += 1;
}
self.action_counter2 += 1;
self.x += if self.action_counter2 & 0x02 != 0 { 0x200 } else { -0x200 };
if self.action_counter > 100 {
self.action_num = 11;
self.action_counter = 0;
self.anim_num = 2;
}
self.vel_y += 0x20;
self.clamp_fall_speed();
}
30 => {
self.anim_num = 4;
self.action_counter += 1;
if self.action_counter > 100 {
self.action_num = 0;
self.anim_num = 0;
}
}
40 | 41 => {
if self.action_num == 40 {
if self.direction == Direction::FacingPlayer {
let player = self.get_closest_player_mut(players);
if self.x <= player.x {
self.direction = Direction::Right;
} else {
self.direction = Direction::Left;
}
}
self.action_num = 41;
self.action_counter = 0;
self.anim_num = 5;
}
self.anim_counter += 1;
self.anim_num = if self.anim_counter & 0x02 != 0 { 5 } else { 6 };
}
42 | 43 => {
if self.action_num == 42 {
if self.direction == Direction::FacingPlayer {
let player = self.get_closest_player_mut(players);
if self.x <= player.x {
self.direction = Direction::Right;
} else {
self.direction = Direction::Left;
}
}
self.action_num = 43;
self.anim_num = 6;
self.action_counter = 0;
}
self.anim_counter += 1;
self.anim_num = if self.anim_counter & 0x02 != 0 { 7 } else { 6 };
}
50 => {
self.anim_num = 8;
self.vel_x = 0;
}
60 | 61 => {
if self.action_num == 60 {
self.action_num = 61;
self.anim_num = 9;
self.anim_counter = 0;
}
self.anim_counter += 1;
if self.anim_counter > 3 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num == 10 || self.anim_num == 11 {
state.sound_manager.play_sfx(23);
}
if self.anim_num > 12 {
self.anim_num = 9;
}
}
self.vel_x = match self.direction {
Direction::Left => -0x200,
Direction::Right => 0x200,
_ => 0,
};
}
70 | 71 => {
if self.action_num == 70 {
self.action_num = 71;
self.action_counter = 64;
self.anim_num = 13;
state.sound_manager.play_sfx(29);
}
self.action_counter -= 1;
if self.action_counter == 0 {
self.cond.set_alive(false);
}
}
80 | 81 => {
if self.action_num == 80 {
self.action_num = 81;
self.action_counter2 = 0;
}
self.action_counter2 += 1;
self.x += if self.action_counter2 & 0x02 != 0 { 0x200 } else { -0x200 };
self.anim_num = 5;
self.vel_x = 0;
self.vel_y += 0x20;
}
100 | 101 => {
if self.action_num == 100 {
self.action_num = 101;
self.action_counter = 0;
self.anim_num = 2;
}
self.action_counter += 1;
if self.action_counter > 20 {
self.action_num = 102;
self.action_counter = 0;
self.anim_num = 3;
self.vel_y = -0x800;
self.npc_flags.set_ignore_solidity(true);
npc_list.kill_npcs_by_type(150, false, state);
npc_list.kill_npcs_by_type(117, false, state);
let mut npc = NPC::create(355, &state.npc_table);
npc.cond.set_alive(true);
npc.parent_id = self.id;
let _ = npc_list.spawn(0x100, npc.clone());
if players[1].cond.alive() {
npc.tsc_direction = 4;
let _ = npc_list.spawn(0x100, npc.clone());
npc.tsc_direction = 0;
}
npc.direction = Direction::Up;
let _ = npc_list.spawn(0x100, npc);
}
}
102 => {
let x = clamp(self.x / (0x2000), 0, stage.map.width as i32) as usize;
let y = clamp(self.y / (0x2000), 0, stage.map.height as i32) as usize;
if y <= 34 && stage.change_tile(x, y, 0) {
state.sound_manager.play_sfx(44);
state.super_quake_counter = 10;
state.super_quake_rumble_counter = 10;
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = x as i32 * 0x2000;
npc.y = y as i32 * 0x2000;
let _ = npc_list.spawn(0, npc.clone());
let _ = npc_list.spawn(0, npc.clone());
let _ = npc_list.spawn(0, npc.clone());
if x > 0 && stage.change_tile(x - 1, y, 0) {
npc.x = (x - 1) as i32 * 0x2000;
let _ = npc_list.spawn(0, npc.clone());
let _ = npc_list.spawn(0, npc.clone());
let _ = npc_list.spawn(0, npc.clone());
}
if x < stage.map.width as usize && stage.change_tile(x + 1, y, 0) {
npc.x = (x + 1) as i32 * 0x2000;
let _ = npc_list.spawn(0, npc.clone());
let _ = npc_list.spawn(0, npc.clone());
let _ = npc_list.spawn(0, npc);
}
}
if self.y < -32 * 0x200 {
self.npc_type = 0;
state.quake_counter = 30;
state.quake_rumble_counter = 30;
}
}
_ => (),
}
if self.target_x != 0 && self.rng.range(0..10) == 0 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.direction = Direction::Left;
npc.x = self.x + self.rng.range(-12..12) as i32 * 0x200;
npc.y = self.y + self.rng.range(-12..12) as i32 * 0x200;
npc.vel_x = self.rng.range(-0x155..0x155) as i32;
npc.vel_y = self.rng.range(-0x600..0) as i32;
let _ = npc_list.spawn(0x100, npc);
}
self.clamp_fall_speed();
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 14 };
self.anim_rect = state.constants.npc.n012_balrog_cutscene[self.anim_num as usize + dir_offset];
if self.action_num == 71 {
self.anim_rect.bottom = self.anim_rect.top + self.action_counter as u16 / 2;
if self.action_counter % 2 == 0 {
self.anim_rect.left += 1;
}
}
Ok(())
}
pub(crate) fn tick_n019_balrog_bust_in(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.direction = Direction::Left;
for _ in 0..16 {
npc.x = self.x + self.rng.range(-12..12) as i32 * 0x200;
npc.y = self.y + self.rng.range(-12..12) as i32 * 0x200;
npc.vel_x = self.rng.range(-0x155..0x155) as i32;
npc.vel_y = self.rng.range(-0x600..0) as i32;
let _ = npc_list.spawn(0x100, npc.clone());
}
state.sound_manager.play_sfx(12);
state.sound_manager.play_sfx(26);
state.quake_counter = 30;
state.quake_rumble_counter = 30;
self.y += 0x1400;
self.action_num = 1;
self.anim_num = 3;
self.vel_y = -0x100;
}
self.vel_y += 0x10;
if self.vel_y > 0 && self.flags.hit_bottom_wall() {
self.action_num = 2;
self.anim_num = 2;
self.action_counter = 0;
state.sound_manager.play_sfx(26);
state.quake_counter = 30;
state.quake_rumble_counter = 30;
}
}
2 => {
self.action_counter += 1;
if self.action_counter > 16 {
self.action_num = 3;
self.anim_num = 0;
self.anim_counter = 0;
}
}
3 => {
if self.rng.range(0..100) == 0 {
self.action_num = 4;
self.action_counter = 0;
self.anim_num = 1;
}
}
4 => {
self.action_counter += 1;
if self.action_counter > 16 {
self.action_num = 3;
self.anim_num = 0;
}
}
_ => (),
}
self.vel_y = clamp(self.vel_y, -0x5ff, 0x5ff);
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 4 };
self.anim_rect = state.constants.npc.n019_balrog_bust_in[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n033_balrog_bouncing_projectile(&mut self, state: &mut SharedGameState) -> GameResult {
if self.flags.hit_left_wall() || self.flags.hit_right_wall() {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
} else if self.flags.hit_bottom_wall() {
self.vel_y = -0x400;
}
self.vel_y += 0x2a;
self.x += self.vel_x;
self.y += self.vel_y;
self.anim_counter += 1;
if self.anim_counter > 2 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 1 {
self.anim_num = 0;
}
}
self.anim_rect = state.constants.npc.n033_balrog_bouncing_projectile[self.anim_num as usize];
self.action_counter += 1;
if self.action_counter > 250 {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
}
Ok(())
}
pub(crate) fn tick_n036_balrog_hover(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
) -> 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.action_counter += 1;
if self.action_counter > 12 {
self.action_num = 2;
self.action_counter = 0;
self.anim_num = 1;
self.vel_x2 = 3;
}
}
2 => {
self.action_counter += 1;
if self.action_counter > 16 {
self.vel_x2 -= 1;
self.action_counter = 0;
let angle = f64::atan2((self.y + 0x800 - player.y) as f64, (self.x - player.x) as f64)
+ self.rng.range(-16..16) as f64 * CDEG_RAD;
let mut npc = NPC::create(11, &state.npc_table);
npc.cond.set_alive(true);
npc.vel_x = (angle.cos() * -512.0) as i32;
npc.vel_y = (angle.sin() * -512.0) as i32;
npc.x = self.x;
npc.y = self.y + 0x800;
let _ = npc_list.spawn(0x100, npc);
state.sound_manager.play_sfx(39);
if self.vel_x2 == 0 {
self.action_num = 3;
self.action_counter = 0;
}
}
}
3 => {
self.action_counter += 1;
if self.action_counter > 3 {
self.action_num = 4;
self.action_counter = 0;
self.anim_num = 3;
self.vel_x = (player.x - self.x) / 100;
self.vel_y = -0x600;
}
}
4 => {
if self.vel_y > -0x200 {
if self.life > 60 {
self.action_num = 5;
self.action_counter = 0;
self.anim_num = 4;
self.anim_counter = 0;
self.target_y = self.y;
} else {
self.action_num = 6;
}
}
}
5 => {
self.anim_counter += 1;
if self.anim_counter > 1 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 5 {
self.anim_num = 4;
state.sound_manager.play_sfx(47);
}
}
self.action_counter += 1;
if self.action_counter > 100 {
self.action_num = 6;
self.anim_num = 3;
}
self.vel_y += if self.y < self.target_y { 0x40 } else { -0x40 };
self.vel_y = clamp(self.vel_y, -0x200, 0x200);
}
6 => {
if self.y + 0x2000 < player.y {
self.damage = 10;
} else {
self.damage = 0;
}
if self.flags.hit_bottom_wall() {
self.action_num = 7;
self.action_counter = 0;
self.anim_num = 2;
self.damage = 0;
state.sound_manager.play_sfx(25);
state.sound_manager.play_sfx(26);
state.quake_counter = 30;
state.quake_rumble_counter = 30;
let mut npc_smoke = NPC::create(4, &state.npc_table);
npc_smoke.cond.set_alive(true);
npc_smoke.direction = Direction::Left;
let mut npc_proj = NPC::create(33, &state.npc_table);
npc_proj.cond.set_alive(true);
npc_proj.direction = Direction::Left;
for _ in 0..8 {
npc_smoke.x = self.x + self.rng.range(-12..12) as i32 * 0x200;
npc_smoke.y = self.y + self.rng.range(-12..12) as i32 * 0x200;
npc_smoke.vel_x = self.rng.range(-0x155..0x155) as i32;
npc_smoke.vel_y = self.rng.range(-0x600..0) as i32;
let _ = npc_list.spawn(0x100, npc_smoke.clone());
npc_proj.x = self.x + self.rng.range(-12..12) as i32 * 0x200;
npc_proj.y = self.y + self.rng.range(-12..12) as i32 * 0x200;
npc_proj.vel_x = self.rng.range(-0x400..0x400) as i32;
npc_proj.vel_y = self.rng.range(-0x400..0) as i32;
let _ = npc_list.spawn(0x100, npc_proj.clone());
}
}
}
7 => {
self.vel_x = 0;
self.action_counter += 1;
if self.action_counter > 3 {
self.action_num = 1;
self.action_counter = 0;
}
}
_ => (),
}
if self.action_num != 5 {
self.vel_y += 0x33;
self.direction = if self.x < player.x { Direction::Right } else { Direction::Left };
}
self.clamp_fall_speed();
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 6 };
self.anim_rect = state.constants.npc.n036_balrog_hover[self.anim_num as usize + dir_offset];
Ok(())
}
/// note: vel_y2 stores currently caught player
pub(crate) fn tick_n068_balrog_running(
&mut self,
state: &mut SharedGameState,
mut players: [&mut Player; 2],
npc_list: &NPCList,
) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.anim_num = 0;
self.action_counter = 30;
let player = self.get_closest_player_mut(players);
if self.x > player.x {
self.direction = Direction::Left;
} else {
self.direction = Direction::Right;
}
}
if self.action_counter > 0 {
self.action_counter -= 1;
} else {
self.action_num = 2;
self.action_counter2 += 1;
}
}
2 | 3 => {
if self.action_num == 2 {
self.action_num = 3;
self.action_counter = 0;
self.anim_num = 1;
self.anim_counter = 0;
}
self.anim_counter += 1;
if self.anim_counter > 3 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num == 2 || self.anim_num == 4 {
state.sound_manager.play_sfx(23);
}
if self.anim_num > 4 {
self.anim_num = 1;
}
}
self.vel_x += 0x10 * self.direction.vector_x();
let pi = self.get_closest_player_idx_mut(&players);
if self.action_counter >= 8
&& (players[pi].x - self.x).abs() < 0x1800
&& self.y - 0x1800 < players[pi].y
&& self.y + 0x1000 > players[pi].y
{
self.action_num = 10;
self.anim_num = 5;
self.vel_y2 = pi as i32;
players[pi].cond.set_hidden(true);
players[pi].damage(2, state, npc_list);
} else {
self.action_counter += 1;
if (self.flags.hit_left_wall() || self.flags.hit_right_wall()) || self.action_counter > 75 {
self.action_num = 9;
self.anim_num = 0;
} else if (self.action_counter2 % 3 == 0) && self.action_counter > 25 {
self.action_num = 4;
self.anim_num = 7;
self.vel_y = -0x400; // -2.0fix9
}
}
}
4 => {
if self.flags.hit_bottom_wall() {
self.action_num = 9;
self.anim_num = 8;
state.quake_counter = 30;
state.quake_rumble_counter = 30;
state.sound_manager.play_sfx(26);
}
let pi = self.get_closest_player_idx_mut(&players);
if self.action_counter >= 8
&& (players[pi].x - self.x).abs() < 0x1800
&& self.y - 0x1800 < players[pi].y
&& self.y + 0x1000 > players[pi].y
{
self.action_num = 10;
self.anim_num = 5;
self.vel_y2 = pi as i32;
players[pi].cond.set_hidden(true);
players[pi].damage(2, state, npc_list);
}
}
9 => {
self.vel_x = self.vel_x * 4 / 5;
if self.vel_x == 0 {
self.action_num = 0;
}
}
10 => {
let player = &mut players[self.vel_y2 as usize];
player.x = self.x;
player.y = self.y;
self.vel_x = self.vel_x * 4 / 5;
if self.vel_x == 0 {
self.action_num = 11;
self.action_counter = 0;
self.anim_num = 5;
self.anim_counter = 0;
}
}
11 => {
let player = &mut players[self.vel_y2 as usize];
player.x = self.x;
player.y = self.y;
self.anim_counter += 1;
if self.anim_counter > 2 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 6 {
self.anim_num = 5;
}
}
self.action_counter += 1;
if self.action_counter > 100 {
self.action_num = 20;
}
}
20 | 21 => {
if self.action_num == 20 {
let player = &mut players[self.vel_y2 as usize];
state.sound_manager.play_sfx(25);
player.cond.set_hidden(false);
self.direction = self.direction.opposite();
player.direction = self.direction;
player.x += 0x800 * self.direction.vector_x();
player.y -= 0x1000;
player.vel_x = 0x5ff * self.direction.vector_x();
player.vel_y = -0x200;
self.action_num = 21;
self.action_counter = 0;
self.anim_num = 7;
}
self.action_counter += 1;
if self.action_counter >= 50 {
self.action_num = 0;
}
}
_ => (),
}
self.vel_x = clamp(self.vel_x, -0x400, 0x400);
self.vel_y += 0x20;
self.clamp_fall_speed();
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 9 };
self.anim_rect = state.constants.npc.n068_balrog_running[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n169_balrog_shooting_missiles(
&mut self,
state: &mut SharedGameState,
mut players: [&mut Player; 2],
npc_list: &NPCList,
) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.action_counter = 30;
self.anim_num = 0;
let player = self.get_closest_player_mut(players);
if self.x <= player.x {
self.direction = Direction::Right;
} else {
self.direction = Direction::Left;
}
}
self.action_counter = self.action_counter.saturating_sub(1);
if self.action_counter == 0 {
self.action_num = 2;
self.action_counter3 += 1;
}
}
2 | 3 => {
if self.action_num == 2 {
self.action_num = 3;
self.action_counter = 0;
self.anim_num = 1;
self.anim_counter = 0;
}
self.anim_counter += 1;
if self.anim_counter > 3 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num == 2 || self.anim_num == 4 {
state.sound_manager.play_sfx(23);
}
if self.anim_num > 4 {
self.anim_num = 1;
}
}
self.vel_x += self.direction.vector_x() * 0x20;
let player_idx = self.get_closest_player_idx_mut(&players);
let player = &mut players[player_idx];
if self.action_counter <= 7
|| self.x - 0x1800 >= player.x
|| self.x + 0x1800 <= player.x
|| self.y - 0x1800 >= player.y
|| self.y + 0x1000 <= player.y
{
self.action_counter += 1;
if self.action_counter <= 75 {
if self.flags.hit_left_wall() || self.flags.hit_right_wall() {
if self.action_counter2 > 4 {
self.action_num = 4;
self.action_counter = 0;
self.anim_num = 7;
self.vel_y = -0x5FF;
} else {
self.action_counter2 += 1;
}
} else {
self.action_counter2 = 0;
}
if (self.action_counter3 & 1) == 0 && self.action_counter > 25 {
self.action_num = 4;
self.action_counter = 0;
self.anim_num = 7;
self.vel_y = -0x5FF;
}
} else {
self.action_num = 9;
self.anim_num = 0;
}
} else {
self.action_num = 10;
self.anim_num = 5;
self.target_x = player_idx as i32;
player.cond.set_hidden(true);
player.damage(5, state, npc_list);
}
}
4 => {
let player_idx = self.get_closest_player_idx_mut(&players);
let player = &mut players[player_idx];
if self.x <= player.x {
self.direction = Direction::Right;
} else {
self.direction = Direction::Left;
}
self.action_counter += 1;
if self.action_counter <= 29 && self.action_counter % 6 == 1 {
state.sound_manager.play_sfx(39);
let mut npc = NPC::create(170, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y;
npc.direction = self.direction;
let _ = npc_list.spawn(0x100, npc);
}
if self.flags.hit_bottom_wall() {
self.action_num = 9;
self.anim_num = 8;
state.quake_counter = 30;
state.quake_rumble_counter = 30;
state.sound_manager.play_sfx(26);
}
if self.action_counter > 7
&& self.x - 0x1800 < player.x
&& self.x + 0x1800 > player.x
&& self.y - 0x1800 < player.y
&& self.y + 0x1000 > player.y
{
self.action_num = 10;
self.anim_num = 5;
player.cond.set_hidden(true);
player.damage(10, state, npc_list);
}
}
9 => {
self.vel_x = 4 * self.vel_x / 5;
if self.vel_x == 0 {
self.action_num = 0;
}
}
10 => {
let player = &mut players[self.target_x as usize];
player.x = self.x;
player.y = self.y;
self.vel_x = 4 * self.vel_x / 5;
if self.vel_x == 0 {
self.action_num = 11;
self.action_counter = 0;
self.anim_num = 5;
self.anim_counter = 0;
}
}
11 => {
let player = &mut players[self.target_x as usize];
player.x = self.x;
player.y = self.y;
self.animate(2, 5, 6);
self.action_counter += 1;
if self.action_counter > 100 {
self.action_num = 20;
}
}
20 | 21 => {
let player = &mut players[self.target_x as usize];
if self.action_num == 20 {
state.sound_manager.play_sfx(25);
player.cond.set_hidden(false);
if self.direction != Direction::Left {
player.x -= 0x800;
player.y -= 0x1000;
player.vel_x = -0x5FF;
player.vel_y = -0x200;
player.direction = Direction::Left;
self.direction = Direction::Left;
} else {
player.x += 0x800;
player.y -= 0x1000;
player.vel_x = 0x5FF;
player.vel_y = -0x200;
player.direction = Direction::Right;
self.direction = Direction::Right;
}
self.action_num = 21;
self.action_counter = 0;
self.anim_num = 7;
}
self.action_counter += 1;
if self.action_counter >= 50 {
self.action_num = 0;
}
}
_ => (),
}
self.vel_y += 0x20;
self.vel_x = self.vel_x.clamp(-0x300, 0x300);
self.clamp_fall_speed();
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 9 };
self.anim_rect = state.constants.npc.n169_balrog_shooting_missiles[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n170_balrog_missile(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
) -> GameResult {
if (self.direction == Direction::Left && self.flags.hit_left_wall())
|| (self.direction == Direction::Right && self.flags.hit_right_wall())
{
state.sound_manager.play_sfx(44);
npc_list.create_death_smoke(self.x, self.y, 0, 3, state, &self.rng);
self.vanish(state);
return Ok(());
}
if self.action_num == 0 {
self.action_num = 1;
self.vel_x = if self.direction != Direction::Left {
self.rng.range(-2..-1) * 0x200
} else {
self.rng.range(1..2) * 0x200
};
self.vel_y = self.rng.range(-2..0) * 0x200;
}
if self.action_num == 1 {
self.action_counter3 += 1;
self.vel_x += self.direction.vector_x() * 0x20;
if self.action_counter3 % 3 == 1 {
state.create_caret(
self.x + 0x1000 * self.direction.opposite().vector_x(),
self.y,
CaretType::Exhaust,
self.direction.opposite(),
);
}
if self.action_counter3 >= 50 {
self.vel_y = 0;
} else {
let player = self.get_closest_player_mut(players);
self.vel_y = if self.y >= player.y { self.vel_y - 32 } else { self.vel_y + 32 };
}
self.anim_num = (self.anim_num + 1) & 1;
}
if self.vel_x < -0x400 {
self.vel_x = -0x600;
}
if self.vel_x > 0x400 {
self.vel_x = 0x600;
}
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.n170_balrog_missile[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n306_balrog_nurse(&mut self, state: &mut SharedGameState) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.action_counter = 0;
self.anim_num = 0;
self.y += 0x800;
}
if self.rng.range(0..120) == 10 {
self.action_num = 2;
self.action_counter = 0;
self.anim_num = 1;
}
}
2 => {
self.action_counter += 1;
if self.action_counter > 8 {
self.action_num = 1;
self.anim_num = 0;
}
}
_ => (),
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
self.anim_rect = state.constants.npc.n306_balrog_nurse[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n356_balrog_rescuing(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
) -> GameResult {
match self.action_num {
0 | 11 => {
if self.action_num == 0 {
self.action_num = 11;
self.anim_counter = 0;
self.target_x = self.x - 0xC00;
self.target_y = self.y - 0x2000;
self.vel_y = 0;
let mut npc = NPC::create(355, &state.npc_table);
npc.cond.set_alive(true);
npc.parent_id = self.id;
if players[1].cond.alive() {
npc.tsc_direction = 5;
let _ = npc_list.spawn(0xAA, npc.clone());
npc.tsc_direction = 6;
}
npc.direction = Direction::Bottom;
let _ = npc_list.spawn(0xAA, npc.clone());
npc.direction = Direction::Right;
let _ = npc_list.spawn(0xAA, npc);
}
self.vel_x += 8 * if self.x < self.target_x { 1 } else { -1 };
self.vel_y += 8 * if self.y < self.target_y { 1 } else { -1 };
self.x += self.vel_x;
self.y += self.vel_y;
}
20 | 21 => {
if self.action_num == 20 {
self.action_num = 21;
self.vel_x = -0x400;
self.vel_y = 0x200;
}
self.anim_counter += 1;
self.vel_x += 16;
self.vel_y -= 8;
self.x += self.vel_x;
self.y += self.vel_y;
if self.x > 0x78000 {
self.action_num = 22;
}
}
22 => {
self.vel_x = 0;
self.vel_y = 0;
}
_ => (),
}
self.animate(4, 0, 1);
self.anim_rect = state.constants.npc.n356_balrog_rescuing[self.anim_num as usize];
Ok(())
}
}