1 //
2 // boss.c
3 //
4 // Copyright 2007, 2008 Lancer-X/ASCEAI
5 //
6 // This file is part of Meritous.
7 //
8 // Meritous is free software: you can redistribute it and/or modify
9 // it under the terms of the GNU General Public License as published by
10 // the Free Software Foundation, either version 3 of the License, or
11 // (at your option) any later version.
12 //
13 // Meritous is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU General Public License for more details.
17 //
18 // You should have received a copy of the GNU General Public License
19 // along with Meritous. If not, see <http://www.gnu.org/licenses/>.
20 //
21
22 #include <stdio.h>
23 #include <stdlib.h>
24 #include <string.h>
25 #include <math.h>
26 #include <time.h>
27 #include <SDL.h>
28 #include <SDL_image.h>
29
30 #include "levelblit.h"
31 #include "mapgen.h"
32 #include "demon.h"
33 #include "gamemap.h"
34 #include "audio.h"
35
36 char *boss_names[] = { "MERIDIAN",
37 "ATARAXIA",
38 "MERODACH",
39 "WERVYN ANIXIL" };
40
41 int boss_fight_mode = 0;
42 // 0 - no boss fight
43 // 1 - entering boss room
44 // 2 - fiting teh boss
45 // 3 - boss dying
46 // 4-23 - final boss dying sequence
47
48 int current_boss_room = 0;
49 int current_boss = 0;
50 int boss_x, boss_y;
51 int boss_hp;
52 int boss_lives;
53 int boss_tail_len = 0;
54 int boss_breakpoint;
55 int boss_flash = 0;
56 int boss_new_life = 0;
57 int boss_ox, boss_oy;
58 int boss_dlg = 0;
59 int resetboss = 0;
60 int final_boss_dlg = 0;
61 float boss_dmgrate = 1;
62 float boss_dir;
63
64 int proxy_seek = 0;
65
66 int boss_m_heads;
67 int boss_m_hx[4];
68 int boss_m_hy[4];
69 float boss_m_hd[4];
70
71 float boss_2h_dir = 0;
72 int boss_2h_dst = 64;
73
74 int percent_required[4] = {15, 40, 60, 75};
75
76 char *artifact_names[] = { "Holy Sword 'Balmung'",
77 "Mystic Halberd 'Amenonuhoko'",
78 "Divine Bow 'Gandiva'",
79 "Cursed Seal of Yahveh"};
80
81 int CanGetArtifact();
82 void DrawArtifactOverhead(int p_obj);
83
84 struct dlg_box {
85 int pos;
86 int lines;
87 int last;
88 char *txt;
89 };
90
91 struct dlg_box dtext[5][12] =
92 // "This string of text is precisely seventy eight characters in length, usefully."
93 {
94 { // Meridian
95 {0, 5, 0,
96 "MERIDIAN:\n"
97 " \n"
98 " Different...\n"
99 " \n"
100 " Your PSI is different. Your magic is perverse. Poisonous. Treacherous."
101 },
102 {1, 5, 0,
103 "MERIT:\n"
104 " \n"
105 " Nothing but darkness carried on the wind of a curse. It's amazing that you\n"
106 " are able to communicate with me at all. Surely a statement on the perversity\n"
107 " of my magic, coming from you, is more than a little bit hypocritical."
108 },
109 {0, 6, 1,
110 "MERIDIAN:\n"
111 " \n"
112 " So. You've even brought that tainted thing with you.\n"
113 " That does not really surprise me, but nonetheless, your weak, impure PSI\n"
114 " will do you little good against one manifest of shadows. Pitiful thing from\n"
115 " the surface, MERIDIAN shall return you to the dust from whence you came!"
116 }
117 },
118
119 { // Ataraxia
120 {0, 5, 0,
121 "ATARAXIA:\n"
122 " \n"
123 " It felt nearly as inconsequential as a stilling in the breeze, but there was\n"
124 " more to it, wasn't it? It feels as though I lost a part of myself. Was that\n"
125 " your doing?"
126 },
127 {1, 6, 0,
128 "MERIT:\n"
129 " \n"
130 " Moving Ochra's Keys from the ley lines was only the start, am I correct?\n"
131 " Nonetheless, what you've already caused is enough. The Keys were placed to\n"
132 " prevent corruption in the PSI. Moving them renders the PSI unusable. There\n"
133 " is nothing to be gained from THAT."
134 },
135 {0, 8, 0,
136 "ATARAXIA:\n"
137 " \n"
138 " Statements like that belie your youthful naivety and ignorance. There is no\n"
139 " way to make magic unusable. What you see now is the other side of PSI that\n"
140 " pitiful beings such as yourself turn a blind eye to. Like the sun at dawn\n"
141 " the sun at dusk, it is nonetheless the same sun, and each beautiful in its\n"
142 " own way. PSI isn't just for things like you, but for the entire cosmos.\n"
143 " Nothing can be gained by preventing it from taking its natural course."
144 },
145 {1, 8, 0,
146 "MERIT:\n"
147 " \n"
148 " You delude yourself with the crazed whisperings from the muck that spawned\n"
149 " you. You say that this PSI is still PSI, but it is not. PSI is the energy of\n"
150 " creation. This is the energy of destruction. PSI is a pure force, gathered\n"
151 " from around me and targeted with my mind. This is a foul mixture, existing\n"
152 " as half-mad corruptions like you. It can only break apart when confronted\n"
153 " with true power."
154 },
155 {0, 6, 1,
156 "ATARAXIA:\n"
157 " \n"
158 " You realise that not even your fellow PSI users agree with you? But, it is\n"
159 " of little consequence. I'll show you the true beauty of that which you shun\n"
160 " by smothering you in it and turning your flesh into fuel for the PSI that\n"
161 " runs through the veins of this Dome!"
162 }
163 },
164
165 { // Merodach
166 {0, 9, 0,
167 "MERODACH:\n"
168 " \n"
169 " e v e r y t h i n g h a s t u r n e d t o d a r k n e s s\n"
170 " \n"
171 " n o s o u n d n o l i g h t n o s e n s a t i o n\n"
172 " \n"
173 " w a s t h i s w h a t y o u w e r e a f t e r f r o m\n"
174 " \n"
175 " t h e b e g i n n i n g ?"
176 },
177 {0, 7, 1,
178 "MERODACH\n"
179 " \n"
180 " i ' l l w r a p m y r e m a i n i n g P S I a r o u n d y o u\n"
181 " \n"
182 " a n d e x t i n g u i s h t h a t l i f e o f y o u r s\n"
183 " \n"
184 " l e t ' s s e e h o w y o u e n j o y e t e r n a l r e s t"
185 }
186 },
187
188 { // Wervyn Anixil
189 {1, 6, 0,
190 "MERIT:\n"
191 " \n"
192 " ANIXIL? So, that's how it is. I assume you worked out a way of using the\n"
193 " PSI in this state. So, not happy with your allotted PSI from the Dome, you\n"
194 " decided to render it in this form and take it all for yourself.\n"
195 " What was your reasoning for doing something this rash, though?"
196 },
197
198 {0, 9, 0,
199 "WERVYN ANIXIL:\n"
200 " \n"
201 " All you seem to do is complain. That's what I've discovered through this,\n"
202 " and it's definitely part of the reason I did it. I do creative things like\n"
203 " this sort of 'punishment' because it lets me better understand the nature of\n"
204 " all the forces involved. It tells me that you, MERIT, really do not have a\n"
205 " clue how to relate to other PSI users, and that for the most part you're\n"
206 " entirely self-absorbed. It tells me that, while PSI users in general doesn't\n"
207 " really 'get' the ethos of the forces involved here, and that the rerendered"
208 },
209
210 {0, 9, 0,
211 "WERVYN ANIXIL:\n"
212 " \n"
213 " PSI, as intelligent as it is, pretty much entirely understands it, though it\n"
214 " was mistaken that the rendering of this form was intentional.\n"
215 " \n"
216 " Regarding that, by the way, THAT is the reason I thought you needed a\n"
217 " punishment. Making ridiculously inefficient, wasteful use of the limited PSI\n"
218 " we have available wouldn't have been a problem if it was just the normal PSI\n"
219 " like we'd planned it to be. But you knew full well that PSI users who wanted"
220 },
221
222 {0, 9, 0,
223 "WERVYN ANIXIL:\n"
224 " \n"
225 " nothing to do with it were being greatly inconvenienced by usage clogging up\n"
226 " the limited ley-lines we have. That makes you an asshole, a deliberate prick\n"
227 " to everyone in the world because you thought you could get away with it, and\n"
228 " that it wouldn't matter.\n"
229 " \n"
230 " I also take issue with this nonsense about your punishment being severe,\n"
231 " because it's not. You can still use your PSI as you used it before, to a"
232 },
233
234 {0, 9, 0,
235 "WERVYN ANIXIL:\n"
236 " \n"
237 " similar level of effectiveness. I specifically allowed access to THIS form\n"
238 " of PSI so that you couldn't complain that you couldn't use magic. Now\n"
239 " exiling you to the Dome had multiple meanings. One was to effectively tell\n"
240 " you, 'I don't think you have anything of value to do, so I'm putting you in\n"
241 " a place where no one does anything of value.' I still think that, by the\n"
242 " way. Another was, like I said, to see what you would do. Maybe you would\n"
243 " actually cast something worth the PSI, then. Or maybe you would take the"
244 },
245
246 {0, 8, 0,
247 "WERVYN ANIXIL:\n"
248 " \n"
249 " hint and just stop it for the week until I decided you'd had enough. But you\n"
250 " couldn't do either of those things, because all you do is complain.\n"
251 " \n"
252 " I want you to take a look at yourself and ask what you want to accomplish\n"
253 " here, and what you think is keeping you here. Obviously you have some\n"
254 " attachment, even though you keep saying the new PSI is worthless. This isn't"
255 },
256
257 {0, 9, 0,
258 "WERVYN ANIXIL:\n"
259 " \n"
260 " true, of course, ATARAXIA really captures a good point here. For the most\n"
261 " part, PSI users just find you extremely annoying because you continually set\n"
262 " yourself at odds with pretty much every kind of PSI usage but your own, and\n"
263 " then complain about it. Do you want things to be different? They certainly\n"
264 " can be. 'EVEN IF I DO CHANGE, THEN MY PSI WON'T BE GOOD ENOUGH!' That's\n"
265 " bullshit. All other PSI users seem to be on the path to figuring out how to\n"
266 " just use it. You can too."
267 },
268
269 {0, 9, 0,
270 "WERVYN ANIXIL:\n"
271 " \n"
272 " Your 'punishment' is up tomorrow, I'd only planned to do it for a week. Of\n"
273 " course, you can continue complaining, and I may have to think of something\n"
274 " else to do to you. But I'm not going to kill you. If you want to leave this\n"
275 " mortal coil because you can't take it anymore, then leave. If you don't want\n"
276 " to leave, then start working out your issues with the new PSI, I actually\n"
277 " would love to help. And if you don't want to do that, then I'm sorry, but\n"
278 " you're going to continue being useless at magic, because the way you are"
279 },
280
281 {0, 4, 0,
282 "WERVYN ANIXIL:\n"
283 " \n"
284 " now, it's not surprising at all that your PSI ability is as stunted as it\n"
285 " is."
286 },
287
288 {1, 4, 0,
289 "MERIT:\n"
290 " \n"
291 " The tainted PSI has driven even you mad. Mad with power. This is a blow I\n"
292 " I must strike, for everyone. For humanity."
293 },
294
295 {0, 3, 1,
296 "WERVYN ANIXIL:\n"
297 " \n"
298 " I'll meet you at the point of diminishing returns."
299 }
300 },
301
302 { // Wervyn Anixil???? (with Agate Knife)
303 {1, 8, 0,
304 "MERIT:\n"
305 " \n"
306 " ANIXIL? So, that's how it is. I assume you worked out a way of using the\n"
307 " PSI in this state. So, not happy with your allotted PSI from the Dome, you\n"
308 " decided to render it in this form and take it all for yourself.\n"
309 " What was your reasoning for doing something this rash, though?\n"
310 " \n"
311 " That was what you wanted to hear, right?"
312 },
313
314 {0, 7, 0,
315 "WERVYN ANIXIL????:\n"
316 " \n"
317 " All you seem to do is complain. That's what I've discovered through this,\n"
318 " and it's definitely part of the ... ... ... ... ... ... ... ... ... ... ...\n"
319 " ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ...\n"
320 " ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ...\n"
321 " ... ... oh."
322 },
323
324 {1, 6, 0,
325 "MERIT:\n"
326 " \n"
327 " If I've learned anything in life, it's that things are often not quite as\n"
328 " they seem. You couldn't use the Agate Knife, so you attempted to hide it.\n"
329 " \n"
330 " Unfortunately for you, I found it and recognised it."
331 },
332
333 {0, 7, 0,
334 "WERVYN ANIXIL????:\n"
335 " \n"
336 " . . . . no. It's not just recognising the Knife at all. You were actually\n"
337 " able to use it, too.\n"
338 " \n"
339 " So. You too knew the secret?"
340 },
341
342 {1, 5, 0,
343 "MERIT:\n"
344 " \n"
345 " I was one of the few that he told.\n"
346 " \n"
347 " And so I know."
348 },
349
350 {0, 3, 0,
351 "????:\n"
352 " \n"
353 " Umm..."
354 },
355
356 {1, 7, 0,
357 "MERIT:\n"
358 " \n"
359 " Well, it wasn't a bad attempt. If I hadn't found THAT, I would never have\n"
360 " known.\n"
361 " \n"
362 " Now that that's taken care of, I might as well finish what I came here for.\n"
363 " Prepare yourself."
364 },
365
366 {0, 3, 1,
367 "????:\n"
368 " \n"
369 " I won't hold back! There's not a lot of point, now."
370 }
371 }
372 };
373
BossDialog()374 void BossDialog()
375 {
376 int ypos;
377 int lines;
378 int dialog_set;
379
380 dialog_set = current_boss;
381
382 if (current_boss == 3) {
383 if (player_shield == 30) {
384 dialog_set = 4;
385 }
386 }
387
388 lines = dtext[dialog_set][boss_dlg-1].lines;
389 if (enter_pressed) {
390 if (dtext[dialog_set][boss_dlg-1].last) {
391 boss_dlg = 0;
392 boss_fight_mode = 2;
393 } else {
394 boss_dlg++;
395 }
396 enter_pressed = 0;
397 }
398 if (boss_dlg > 0) {
399 if (dtext[dialog_set][boss_dlg-1].pos == 0) {
400 ypos = 29;
401 } else {
402 ypos = 466 - lines * 10 - 14;
403 }
404 DrawRect(0, ypos, 640, lines * 10 + 14, 0);
405 DrawRect(2, ypos+2, 636, lines * 10 + 10, 40);
406 DrawRect(4, ypos+4, 632, lines * 10 + 6, 80);
407 draw_text(8, ypos+8, dtext[dialog_set][boss_dlg-1].txt, 255);
408 }
409 }
410
InitBossVars()411 void InitBossVars()
412 {
413 current_boss_room = 0;
414 current_boss = 0;
415 boss_tail_len = 0;
416 boss_fight_mode = 0;
417 boss_flash = 0;
418 boss_new_life = 0;
419 final_boss_dlg = 0;
420 }
421
Curse()422 void Curse()
423 {
424 int i;
425 int x, y;
426 unsigned char tile;
427 struct RoomConnection *rc;
428 // Upon taking the cursed seal
429
430 // Make the place of power your checkpoint
431
432 checkpoint_x = rooms[place_of_power].w * 16 + rooms[place_of_power].x * 32;
433 checkpoint_y = rooms[place_of_power].h * 16 + rooms[place_of_power].y * 32;
434
435 // Turn the start room into a boss room, and clear it
436
437 rooms[0].room_type = 2;
438 Paint(rooms[0].x+1, rooms[0].y+1, rooms[0].w-2, rooms[0].h-2, "/usr/local/share/meritous/d/fbossroom.loc");
439
440 // Lock all unvisited rooms off
441
442 for (i = 0; i < 3000; i++) {
443 if (!rooms[i].visited) {
444 rc = rooms[i].con;
445
446 while (rc != NULL) {
447 x = rc->x2;
448 y = rc->y2;
449 tile = Get(x, y);
450 if ((tile >= 38)&&(tile <= 41)) tile = tile - 38 + 4;
451 if ((tile >= 21)&&(tile <= 24)) tile = tile - 21 + 4;
452 if ((tile >= 13)&&(tile <= 16)) tile = tile - 13 + 4;
453 Put(x, y, tile, GetRoom(x, y));
454 rc = rc->n;
455 }
456 rooms[i].con = NULL;
457 rooms[i].connections = 0;
458 }
459 }
460
461 // Every 25th monster becomes a curse. All other monsters are deleted
462
463 CurseEnemies();
464 }
465
DrawPowerObject()466 void DrawPowerObject()
467 {
468 int p_x, p_y;
469 int p_obj = rooms[player_room].room_param;
470 static int tick = 0;
471 static int collect = 0;
472 int i;
473 int required_enemies;
474 int n_artifacts;
475 int dx, dy;
476 int hover_v, off_v;
477 float ddir;
478 int dmag;
479
480 if (place_of_power == player_room) p_obj = 3;
481
482 n_artifacts = current_boss + artifacts[8] + artifacts[9] + artifacts[10];
483
484 required_enemies = total_enemies * (percent_required[n_artifacts]) / 100;
485
486 if (rooms[player_room].room_type == 4) required_enemies = 0;
487
488 SDL_Rect from, to;
489
490 hover_v = 16;
491 off_v = 48;
492
493 p_x = (rooms[player_room].w * 32 / 2 - 16) + rooms[player_room].x * 32;
494
495 if (!game_paused) {
496 if ((rooms[player_room].room_type == 5) || (rooms[player_room].room_type == 6)) {
497 if (CanGetArtifact()) {
498 if ((Get((player_x+PLAYERW/2)/32, (player_y+PLAYERH/2)/32)==42) ||
499 (PlayerDist(rooms[player_room].w * 16 + rooms[player_room].x * 32,
500 rooms[player_room].h * 16 + rooms[player_room].y * 32) < 32)) {
501 if (rooms[player_room].enemies == 0) {
502 off_v = 48 - (collect * 48 / 100);
503 hover_v = 16 - (collect * 16 / 100);
504
505 //DrawCircle(p_x + 16 - scroll_x, player_y - 48 - scroll_y, collect * 4 + 1, rand()%192+64);
506 DrawCircle(player_x + PLAYERW/2 - scroll_x, player_y + PLAYERH/2- scroll_y, (100-collect) * 4 + 1, rand()%192+64);
507
508 collect++;
509 if (collect == 1) {
510 SND_Pos("/usr/local/share/meritous/a/crystal2.wav", 100, 0);
511 }
512 if (collect > 100) {
513 collect = 0;
514 rooms[player_room].room_type = 4;
515 artifacts[8 + p_obj] = 1;
516 specialmessage = 30 + p_obj;
517 specialmessagetimer = 120;
518
519 if (p_obj == 3) {
520 Curse();
521 }
522 }
523 }
524 }
525 }
526 }
527 }
528
529 p_y = (rooms[player_room].h * 32 / 2 - 16) + rooms[player_room].y * 32 - off_v + sin((float)tick / 20.0)*hover_v;
530
531 from.x = (8 + p_obj) * 32;
532 from.y = 0;
533 from.w = 32;
534 from.h = 32;
535
536 to.x = p_x - scroll_x;
537 to.y = p_y - scroll_y;
538
539 if (killed_enemies >= required_enemies) {
540 DrawCircle(p_x + 16 - scroll_x, p_y + 16 - scroll_y, 34+rand()%5 + collect * 4 + 1, rand()%128+128);
541 }
542 SDL_BlitSurface(artifact_spr, &from, screen, &to);
543
544 //printf("Required: %d Killed %d Value: %d\n", required_enemies, killed_enemies, (int)(sqrt((required_enemies - killed_enemies)/4)+5));
545 for (i = 0; i < (int)(sqrt((required_enemies - killed_enemies))+5); i++) {
546 ddir = (float)(rand()%256) * M_PI * 2 / 256;
547 dmag = rand()%20;
548 dx = p_x + 16 + cos(ddir)*dmag;
549 dy = p_y + 16 + sin(ddir)*dmag;
550 DrawCircle(dx - scroll_x, dy - scroll_y, rand()%5+1, 0);
551 DrawCircle(dx - scroll_x, dy - scroll_y, rand()%3+1, 64);
552 }
553
554 tick++;
555 }
556
DrawBossHP(int bar_length)557 void DrawBossHP(int bar_length)
558 {
559 static SDL_Surface *boss_hp_icon = NULL;
560 int draw_amt;
561 Uint8 draw_col;
562 SDL_Rect to;
563 to.x = 0;
564 to.y = 29;
565
566 if (boss_hp_icon == NULL) {
567 boss_hp_icon = IMG_Load("/usr/local/share/meritous/i/boss_icon.png");
568 }
569 SDL_BlitSurface(boss_hp_icon, NULL, screen, &to);
570 DrawRect(16, 28, 624, 17, 0);
571 DrawRect(17, 29, 622, 15, 32);
572 DrawRect(18, 30, 620, 13, 64);
573
574 draw_col = 128 + (boss_hp * 127 / 1000);
575 if (bar_length < 100) {
576 draw_amt = bar_length * 614 / 100;
577 } else {
578 draw_amt = boss_hp * 614 / 1000;
579 }
580
581 DrawRect(20, 32, draw_amt+2, 9, draw_col * 2 / 3);
582 DrawRect(21, 33, draw_amt, 7, draw_col);
583
584
585 if ( (current_boss == 3) && (player_shield == 30) ) {
586 draw_text(22, 33, "??????????????", 0);
587 } else {
588 draw_text(22, 33, boss_names[current_boss], 0);
589 }
590 }
591
PDir(int x1,int y1,int x2,int y2)592 int PDir(int x1, int y1, int x2, int y2)
593 {
594 int dx, dy;
595
596 dx = x2 - x1;
597 dy = y2 - y1;
598
599 return atan2(dy, dx);
600 }
601
CHDir(float original_dir,float new_dir,float dir_delta)602 float CHDir(float original_dir, float new_dir, float dir_delta)
603 {
604 while (original_dir < 0) original_dir += M_PI * 2;
605 while (new_dir < 0) new_dir += M_PI * 2;
606
607 original_dir = fmodf(original_dir, M_PI * 2) + M_PI * 2;
608 new_dir = fmodf(new_dir, M_PI * 2) + M_PI * 2;
609
610 if (fabs(original_dir - new_dir) <= dir_delta) return new_dir;
611 if (fabs((original_dir + M_PI * 2) - new_dir) <= dir_delta) return new_dir;
612 if (fabs(original_dir - (new_dir + M_PI * 2)) <= dir_delta) return new_dir;
613
614 if (original_dir > new_dir) {
615 if ((original_dir - new_dir) <= M_PI) {
616 return original_dir - dir_delta;
617 }
618 if (((new_dir + M_PI*2) - original_dir) <= M_PI) {
619 return original_dir + dir_delta;
620 }
621 } else {
622 if ((new_dir - original_dir) <= M_PI) {
623 return original_dir + dir_delta;
624 }
625 if (((original_dir + M_PI*2) - new_dir) <= M_PI) {
626 return original_dir - dir_delta;
627 }
628 }
629
630 exit(1);
631
632 return original_dir;
633 }
634
TryHurtBoss(int x,int y,int range,int power)635 void TryHurtBoss(int x, int y, int range, int power)
636 {
637 int atk_power;
638 if (boss_new_life) return;
639 if (dist(x, y, boss_x, boss_y) <= range) {
640 atk_power = 400 * power / circuit_size + power / 75;
641 if (atk_power > boss_breakpoint) {
642 boss_hp -= (atk_power - boss_breakpoint) * boss_dmgrate;
643 SND_Pos("/usr/local/share/meritous/a/enemyhit.wav", 128, dist(x, y, boss_x, boss_y) / 4);
644 boss_flash = 40;
645 if (boss_hp <= 0) {
646 boss_new_life = 1;
647 boss_hp = 0;
648 }
649 }
650 }
651 }
652
BossMovement(int move_x,int move_y)653 int BossMovement(int move_x, int move_y)
654 {
655 if (!IsSolid(Get( (move_x - 12 + (current_boss==3)*6)/32, (move_y - 12 + (current_boss==3)*4)/32))) {
656 if (!IsSolid(Get( (move_x + 12 - (current_boss==3)*6)/32, (move_y - 12 + (current_boss==3)*4)/32))) {
657 if (!IsSolid(Get( (move_x - 12 + (current_boss==3)*6)/32, (move_y + 12 - (current_boss==3)*4)/32))) {
658 if (!IsSolid(Get( (move_x + 12 - (current_boss==3)*6)/32, (move_y + 12 - (current_boss==3)*4)/32))) {
659 return 1;
660 }
661 }
662 }
663 }
664 return 0;
665 }
666
DrawBoss()667 void DrawBoss()
668 {
669 int flash_coeff;
670 static int t = 0;
671 t++;
672
673 flash_coeff = (boss_flash > 0)&&((boss_flash/3) % 2) ? 255 : 0;
674 if (boss_flash > 0) boss_flash--;
675 switch (current_boss) {
676 case 0: {
677 static SDL_Surface *boss_spr = NULL;
678 static int tail_x[10], tail_y[10];
679 int i;
680
681 SDL_Rect drawpos;
682 if (boss_spr == NULL) {
683 boss_spr = IMG_Load("/usr/local/share/meritous/i/boss1.png");
684 SDL_SetColorKey(boss_spr, SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
685 }
686
687 if (boss_tail_len == 0) {
688 tail_x[boss_tail_len] = boss_x;
689 tail_y[boss_tail_len] = boss_y;
690 boss_tail_len++;
691 } else {
692 if (dist(tail_x[0], tail_y[0], boss_x, boss_y) >= 24) {
693 if (boss_tail_len < 10) boss_tail_len++;
694 for (i = 8; i >= 0; i--) {
695 tail_x[i+1] = tail_x[i];
696 tail_y[i+1] = tail_y[i];
697 }
698 tail_x[0] = boss_x;
699 tail_y[0] = boss_y;
700 } else {
701 for (i = 0; i < boss_tail_len; i++) {
702 tail_x[i] += -1 + rand() % 3;
703 tail_y[i] += -1 + rand() % 3;
704 }
705 }
706 }
707
708 for (i = 0; i < boss_tail_len; i++) {
709 DrawCircleEx(tail_x[i] - scroll_x, tail_y[i] - scroll_y, 48 - i * 3, 0, 96 ^ flash_coeff);
710 }
711 for (i = 0; i < boss_tail_len; i++) {
712 DrawCircleEx(tail_x[i] - scroll_x, tail_y[i] - scroll_y, 44 - i * 3, 0, 0 ^ flash_coeff);
713 }
714
715 drawpos.x = boss_x - 16 - scroll_x;
716 drawpos.y = boss_y - 16 - scroll_y;
717
718 SDL_BlitSurface(boss_spr, NULL, screen, &drawpos);
719
720 break;
721 }
722 case 1: {
723 static SDL_Surface *boss_spr = NULL;
724 float h_dist;
725 float new_dst, new_dir;
726 int i, j;
727 int hx[4], hy[4];
728 int heads;
729 int mx, my;
730 int check_pass;
731
732 heads = 5 - boss_lives;
733 h_dist = M_PI * 2 / heads;
734
735 SDL_Rect drawpos;
736 if (boss_spr == NULL) {
737 boss_spr = IMG_Load("/usr/local/share/meritous/i/boss2.png");
738 SDL_SetColorKey(boss_spr, SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
739 }
740
741 new_dst = 64 + sin((float)t / 80.0) * 24;
742
743 new_dir = boss_2h_dir;
744 new_dir += (float)(rand() % 16) / 128.0;
745 new_dir -= (float)(rand() % 16) / 128.0;
746
747 // Check new dists
748 check_pass = 1;
749 for (i = 0; i < heads; i++) {
750 mx = boss_x + cos(new_dir + h_dist * i) * new_dst;
751 my = boss_y + sin(new_dir + h_dist * i) * new_dst;
752
753 if (!BossMovement(mx, my))
754 check_pass = 0;
755 }
756
757 if (check_pass) {
758 boss_2h_dst = new_dst;
759 boss_2h_dir = new_dir;
760 }
761
762 // Heads
763
764 for (i = 0; i < heads; i++) {
765 hx[i] = boss_x + cos(boss_2h_dir + h_dist * i) * boss_2h_dst;
766 hy[i] = boss_y + sin(boss_2h_dir + h_dist * i) * boss_2h_dst;
767 }
768
769 // Membranes
770 for (j = 0; j < heads; j++) {
771 for (i = 0; i < 5; i++) {
772 mx = hx[j] + (hx[(j+1)%heads] - hx[j]) * i / 4;
773 my = hy[j] + (hy[(j+1)%heads] - hy[j]) * i / 4;
774
775 DrawCircleEx(mx - scroll_x, my - scroll_y, 24 + abs(i - 2)*12 + rand()%6, 0, 96 ^ flash_coeff);
776 }
777 }
778 for (j = 0; j < heads; j++) {
779 for (i = 0; i < 5; i++) {
780 mx = hx[j] + (hx[(j+1)%heads] - hx[j]) * i / 4;
781 my = hy[j] + (hy[(j+1)%heads] - hy[j]) * i / 4;
782
783 DrawCircleEx(mx - scroll_x, my - scroll_y, 20 + abs(i - 2)*10 + rand()%6, 0, 0 ^ flash_coeff);
784 }
785 }
786
787 // Draw heads
788
789 for (i = 0; i < heads; i++) {
790 drawpos.x = hx[i] - 16 - scroll_x;
791 drawpos.y = hy[i] - 16 - scroll_y;
792
793 SDL_BlitSurface(boss_spr, NULL, screen, &drawpos);
794 }
795
796 break;
797 }
798 case 2: {
799 static SDL_Surface *boss_spr = NULL;
800 int i;
801 int mx, my;
802 float md;
803 SDL_Rect drawfrom, drawpos;
804
805 if (boss_spr == NULL) {
806 boss_spr = IMG_Load("/usr/local/share/meritous/i/boss3.png");
807 SDL_SetColorKey(boss_spr, SDL_SRCCOLORKEY | SDL_RLEACCEL, 0);
808 }
809
810 boss_m_heads = boss_lives;
811
812 DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, 48, 0, 0 ^ flash_coeff);
813 // Draw appendages
814 for (i = 0; i < boss_m_heads; i++) {
815 mx = boss_x;
816 my = boss_y;
817 md = M_PI * 2.0 / (float)boss_m_heads * i + (M_PI / 4);
818
819 while (dist(mx, my, boss_m_hx[i], boss_m_hy[i]) > 12) {
820 md = CHDir(md, PDir(mx, my, boss_m_hx[i], boss_m_hy[i]), 0.5);
821 //md = PDir(mx, my, boss_m_hx[i], boss_m_hy[i]);
822 mx += cos(md) * 12;
823 my += sin(md) * 12;
824
825 DrawCircleEx(mx - scroll_x, my - scroll_y, 16 + rand()%8, 0, 0 ^ flash_coeff);
826 }
827 }
828 for (i = 0; i < boss_m_heads; i++) {
829 DrawCircleEx(boss_m_hx[i] - scroll_x, boss_m_hy[i] - scroll_y, 28, 0, 0 ^ flash_coeff);
830 }
831 for (i = 0; i < boss_m_heads; i++) {
832 mx = boss_x;
833 my = boss_y;
834 md = M_PI * 2.0 / (float)boss_m_heads * i + (M_PI / 4);
835
836 while (dist(mx, my, boss_m_hx[i], boss_m_hy[i]) > 12) {
837 md = CHDir(md, PDir(mx, my, boss_m_hx[i], boss_m_hy[i]), 0.5);
838 //md = PDir(mx, my, boss_m_hx[i], boss_m_hy[i]);
839 mx += cos(md) * 12;
840 my += sin(md) * 12;
841 drawfrom.x = 32;
842 drawfrom.y = 32 * (flash_coeff > 0);
843 drawfrom.w = 32;
844 drawfrom.h = 32;
845 drawpos.x = mx - 16 - scroll_x;
846 drawpos.y = my - 16 - scroll_y;
847
848 SDL_BlitSurface(boss_spr, &drawfrom, screen, &drawpos);
849 }
850 }
851 // Draw heads
852 drawfrom.x = 0;
853 drawfrom.y = 32 * (flash_coeff > 0);
854 drawfrom.w = 32;
855 drawfrom.h = 32;
856 for (i = 0; i < boss_m_heads; i++) {
857 drawpos.x = boss_m_hx[i] - 16 - scroll_x;
858 drawpos.y = boss_m_hy[i] - 16 - scroll_y;
859 SDL_BlitSurface(boss_spr, &drawfrom, screen, &drawpos);
860 }
861
862 // Draw core
863 for (i = 0; i < boss_m_heads; i++) {
864 drawpos.x = boss_x - 16 - scroll_x;
865 drawpos.y = boss_y - 16 - scroll_y;
866
867 SDL_BlitSurface(boss_spr, &drawfrom, screen, &drawpos);
868 }
869 break;
870 }
871 case 3: {
872 SDL_Rect drawto;
873 static SDL_Surface *boss_spr = NULL;
874
875 if (boss_spr == NULL) {
876 boss_spr = IMG_Load("/usr/local/share/meritous/i/boss4.png");
877 SDL_SetColorKey(boss_spr, SDL_SRCCOLORKEY | SDL_RLEACCEL, 0);
878 }
879
880 // Aura
881
882 DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, 64+rand()%4, 0, (192+rand()%64) ^ flash_coeff);
883 DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, 48+rand()%4, 0, (rand()%64) ^ flash_coeff);
884
885 drawto.x = boss_x - 16 - scroll_x;
886 drawto.y = boss_y - 16 - scroll_y;
887
888 SDL_BlitSurface(boss_spr, NULL, screen, &drawto);
889 break;
890 }
891 }
892 }
893
BC_BossIntro()894 void BC_BossIntro()
895 {
896 static int boss_bar_fill = 0;
897 static int boss_circle = 0, circle_reduce = 128;
898
899 if (boss_dlg != 0) {
900 DrawBoss();
901 DrawBossHP(100);
902 return;
903 }
904
905 if (boss_bar_fill < 100) {
906 boss_bar_fill += 2;
907 DrawBossHP(boss_bar_fill);
908 } else {
909 if (boss_circle < 128) {
910 boss_circle += 2;
911 DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, boss_circle, 0, 0);
912 DrawCircle(boss_x - scroll_x, boss_y - scroll_y, boss_circle, 96);
913 } else {
914 if (circle_reduce > 4) {
915 circle_reduce -= 2;
916 DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, circle_reduce, 0, 0);
917 DrawCircle(boss_x - scroll_x, boss_y - scroll_y, circle_reduce, 96);
918 DrawBoss();
919 } else {
920 DrawBoss();
921 if ((final_boss_dlg == 0) && (current_boss == 3)) {
922 boss_dlg = 1;
923 final_boss_dlg = 1;
924 } else {
925 boss_fight_mode = 2;
926 }
927 boss_circle = 0;
928 boss_bar_fill = 0;
929 circle_reduce = 128;
930 }
931 }
932 DrawBossHP(100);
933 }
934 }
935
BC_BossCombat()936 void BC_BossCombat()
937 {
938 static int t = 0;
939 int move_x, move_y;
940 float pdir;
941 float pdir_x, pdir_y;
942 int i, j;
943 t++;
944
945 pdir = PlayerDir(boss_x, boss_y);
946 pdir_x = cos(pdir);
947 pdir_y = sin(pdir);
948
949 move_x = boss_x;
950 move_y = boss_y;
951 DrawBoss();
952 switch (current_boss) {
953 case 0: {
954 static float boss_dir = 0.0;
955 static float boss_dir_offset = 1.0;
956
957 move_x += cos(boss_dir) * (4 + (3 - boss_lives)/2);
958 move_y += sin(boss_dir) * (4 + (3 - boss_lives)/2);
959
960 move_x += pdir_x * (2 + (3 - boss_lives)/2);
961 move_y += pdir_y * (2 + (3 - boss_lives)/2);
962
963 boss_dir += (float)(rand() % 64)/256 * boss_dir_offset;
964 if ((rand()%48) == 0) {
965 boss_dir_offset *= -1.0;
966 }
967 while (!BossMovement(move_x, move_y)) {
968 boss_dir += (float)(rand() % 64)/256 * boss_dir_offset;
969 if ((rand()%48) == 0) {
970 boss_dir_offset *= -1.0;
971 }
972 move_x = boss_x;
973 move_y = boss_y;
974
975 move_x += cos(boss_dir) * (4 + (3 - boss_lives)/2);
976 move_y += sin(boss_dir) * (4 + (3 - boss_lives)/2);
977 move_x += pdir_x * (2 + (3 - boss_lives)/2);
978 move_y += pdir_y * (2 + (3 - boss_lives)/2);
979 }
980 if (BossMovement(move_x, move_y)) {
981 boss_x = move_x;
982 boss_y = move_y;
983 }
984 if (boss_flash > 15) return;
985
986 switch (boss_lives) {
987 case 3: {
988 int laser_dmg;
989 float laser_1_dir, laser_2_dir;
990
991 laser_dmg = (rand()%(player_shield/2+1))/2;
992
993 for (i = 0; i < player_shield / 5 + 1; i++) {
994 SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 3, pdir + M_PI / 4, 2, 0);
995 SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 0, pdir, 4.5, 0);
996 }
997 laser_1_dir = pdir + 0.3 + sin((float)t / 8)*0.2;
998 laser_2_dir = pdir - 0.3 + sin((float)t / 8)*0.2;
999 SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_1_dir, 0, 1, 0, laser_dmg);
1000 SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_2_dir, 0, 1, 0, laser_dmg);
1001 break;
1002 }
1003 case 2: {
1004 int laser_dmg;
1005 float laser_1_dir, laser_2_dir, laser_3_dir;
1006
1007 laser_dmg = (rand()%(player_shield/2+1))/2;
1008 for (i = 0; i < player_shield / 3 + 1; i++) {
1009 SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 3, RandomDir(), 3.5, 0);
1010 SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 0, RandomDir(), 4.5, 0);
1011 }
1012 laser_1_dir = pdir + 0.4 + sin((float)t / 8)*0.2;
1013 laser_2_dir = pdir - 0.4 + sin((float)t / 8)*0.2;
1014 laser_3_dir = RandomDir();
1015 SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_1_dir, 0, 1, 0, laser_dmg);
1016 SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_2_dir, 0, 1, 0, laser_dmg);
1017 if ((t % 12) == 0)
1018 SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_3_dir, 24, 8, 0, laser_dmg * 4);
1019 break;
1020 }
1021 case 1: {
1022 int laser_dmg;
1023 float laser_1_dir, laser_2_dir, laser_3_dir;
1024
1025 laser_dmg = (rand()%(player_shield/2+1))/2;
1026 for (i = 0; i < player_shield / 4 + 1; i++) {
1027 SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 3, RandomDir(), 3.5, 0);
1028 SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 0, pdir, 5.0, 0);
1029 SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 0, RandomDir(), 4.5, 0);
1030 }
1031 laser_1_dir = pdir + 0.4 + sin((float)t / 8)*0.3;
1032 laser_2_dir = pdir - 0.4 + sin((float)t / 8)*0.3;
1033 laser_3_dir = RandomDir();
1034 SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_1_dir, 0, 1, 0, laser_dmg);
1035 SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_2_dir, 0, 1, 0, laser_dmg);
1036 if ((t % 5) == 0)
1037 SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, RandomDir(), 16, 16, 0, laser_dmg * 4);
1038 if ((t % 10) == 0)
1039 SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 5, RandomDir(), 5, 0);
1040 break;
1041 }
1042 }
1043 break;
1044 }
1045 case 1: {
1046 float h_dist;
1047 int i, j;
1048 int hx[4], hy[4];
1049 int heads;
1050 int mx, my;
1051 int check_pass;
1052 float hd2;
1053
1054 heads = 5 - boss_lives;
1055 h_dist = M_PI * 2 / heads;
1056
1057 // Heads
1058
1059 for (i = 0; i < heads; i++) {
1060 hx[i] = boss_x + cos(boss_2h_dir + h_dist * i) * boss_2h_dst;
1061 hy[i] = boss_y + sin(boss_2h_dir + h_dist * i) * boss_2h_dst;
1062 }
1063
1064 move_x += -6 + rand() % 13;
1065 move_y += -6 + rand() % 13;
1066
1067 move_x += pdir_x * (2 + (3 - boss_lives)/2);
1068 move_y += pdir_y * (2 + (3 - boss_lives)/2);
1069
1070 // Check movement
1071 check_pass = 1;
1072 for (i = 0; i < heads; i++) {
1073 mx = move_x + cos(boss_2h_dir + h_dist * i) * boss_2h_dst;
1074 my = move_y + sin(boss_2h_dir + h_dist * i) * boss_2h_dst;
1075
1076 if (!BossMovement(mx, my))
1077 check_pass = 0;
1078 }
1079
1080 if (check_pass) {
1081 boss_x = move_x;
1082 boss_y = move_y;
1083 }
1084
1085 if (boss_flash > 30) return;
1086
1087 // Main cannons
1088 if ((t % (10 + boss_lives * 6)) == 1) {
1089 i = (t / (10 + boss_lives * 6)) % heads;
1090 for (j = 0; j < player_shield / 2 + 1; j++) {
1091 SpawnBullet(hx[i] + (rand() % 48)*pdir_x, hy[i] + (rand() % 48)*pdir_y, 0, pdir, 7 + ((float)(rand()%16))/10.0, 0);
1092 }
1093 SpawnBullet(hx[i], hy[i], 4, pdir, 10, 0);
1094 }
1095
1096 // Barrage launcher
1097 for (i = 0; i < player_shield / 4 + heads; i++) {
1098 SpawnBullet(boss_x, boss_y, 0, RandomDir(), 3 + (float)(rand()%16)/10.0, 0);
1099 }
1100
1101 if (boss_lives == 2) {
1102 // Splitters
1103 if ((t % 20) == 1) {
1104 SpawnBullet(boss_x, boss_y, 5, pdir, 5, 0);
1105 }
1106 }
1107
1108 // Central laser cannon
1109
1110 if ((t % (100 + boss_lives * 50)) == ((100 + boss_lives * 50)-1)) {
1111 i = player_shield / 3 + 2;
1112 hd2 = M_PI * 2.0 / (float)i;
1113 for (j = 0; j < i; j++) {
1114 SpawnLaser(boss_x + cos(hd2*j) * 20, boss_y + sin(hd2*j) * 20, pdir, 15 + rand()%16, 5, 0, (player_shield / 3 + 1));
1115 }
1116 }
1117
1118 // Star vomit
1119
1120 if (boss_lives == 2) {
1121 for (i = 0; i < heads; i++) {
1122 for (j = 0; j < player_shield / 6 + 1; j++) {
1123 SpawnBullet(hx[i], hy[i], 3, RandomDir(), 6, 0);
1124 }
1125 }
1126 }
1127
1128 // Fusion cannon
1129
1130 if (boss_lives <= 2) {
1131 if ((t % (12 + (boss_lives - 1) * 30)) == 9) {
1132 for (i = 0; i < heads; i++) {
1133 SpawnLaser(hx[i], hy[i], pdir, 6, 6, 0, (player_shield / 6 + 1));
1134 }
1135 }
1136 }
1137 break;
1138 }
1139 case 2: {
1140 int mx, my;
1141 static int t2 = 0;
1142 float md;
1143 int trying;
1144
1145 boss_m_heads = boss_lives;
1146
1147 for (i = 0; i < boss_m_heads; i++) {
1148 mx = boss_m_hx[i];
1149 my = boss_m_hy[i];
1150
1151 boss_m_hd[i] = CHDir(boss_m_hd[i], PlayerDir(mx, my), 0.2);
1152 md = M_PI * 2.0 / (float)boss_m_heads * i + (M_PI / 4);
1153 boss_m_hd[i] = CHDir(boss_m_hd[i], md, 0.1);
1154
1155 md = boss_m_hd[i];
1156
1157 if ( (t % boss_m_heads) == i) {
1158 mx += cos(md) * 4 + (boss_m_heads == 1) * 2;
1159 my += sin(md) * 4 + (boss_m_heads == 1) * 2;
1160 }
1161
1162
1163 for (j = 0; j < boss_m_heads; j++) {
1164 if (j != i) {
1165 if (dist(boss_m_hx[j], boss_m_hy[j], boss_m_hx[i], boss_m_hy[i]) < 200) {
1166 md = PDir(boss_m_hx[j], boss_m_hy[j], boss_m_hx[i], boss_m_hy[i]);
1167 mx += cos(md) * 2;
1168 my += sin(md) * 2;
1169 boss_m_hd[i] = CHDir(boss_m_hd[i], md, 0.1);
1170 }
1171 }
1172 }
1173
1174 trying = 10;
1175
1176 while (!BossMovement(mx, my)) {
1177 trying--;
1178 if (trying == 0) break;
1179 md = PlayerDir(boss_m_hx[i], boss_m_hy[i]);
1180 md = md - 0.3 + (float)(rand()%16) * 0.6;
1181
1182 mx = boss_m_hx[i] + cos(md) * 5;
1183 my = boss_m_hy[i] + sin(md) * 5;
1184
1185 if (boss_m_heads == 1) {
1186 boss_m_hd[i] = CHDir(boss_m_hd[i], PlayerDir(mx, my), 0.2);
1187 md = boss_m_hd[i];
1188 mx += cos(md) * 3;
1189 my += sin(md) * 3;
1190 }
1191 }
1192 if (trying > 0) {
1193 boss_m_hx[i] = mx;
1194 boss_m_hy[i] = my;
1195 }
1196 }
1197
1198 if (boss_flash > 30) return;
1199
1200 if (boss_m_heads > 1) {
1201 if ((t % 2) == 0) {
1202 i = t % boss_m_heads;
1203 SpawnBullet(boss_m_hx[i] + cos(boss_m_hd[i])*8, boss_m_hy[i] + sin(boss_m_hd[i])*8, 0, boss_m_hd[i], 10, 0);
1204 } else {
1205 i = (t+2) % boss_m_heads;
1206 md = PlayerDir(boss_m_hx[i], boss_m_hy[i]);
1207 SpawnBullet(boss_m_hx[i] + cos(boss_m_hd[i])*8, boss_m_hy[i] + sin(boss_m_hd[i])*8, 0, md, 10, 0);
1208 }
1209 } else {
1210 md = CHDir(RandomDir(), PlayerDir(boss_m_hx[0], boss_m_hy[0]), 1.5);
1211 SpawnBullet(boss_m_hx[0] + cos(boss_m_hd[0])*8, boss_m_hy[0] + sin(boss_m_hd[0])*8, 0, md, 10, 0);
1212 }
1213 // Barrage
1214
1215 for (i = 0; i < 24; i++) {
1216 if ((t2 % (6 - (player_shield / 6) + boss_m_heads)) == 0) {
1217 md = RandomDir();
1218 if (boss_m_heads > 2) {
1219 SpawnBullet(boss_x + cos(md)*8, boss_y + sin(md)*8, 0, md, 5, 0);
1220 } else {
1221 if (boss_m_heads > 1) {
1222 SpawnBullet(boss_x + cos(md)*24, boss_y + sin(md)*24, 4, md, 12, 0);
1223 } else {
1224 md = CHDir(md, pdir, 0.66);
1225 SpawnBullet(boss_x + cos(md)*24, boss_y + sin(md)*24, 4, md, 12, 0);
1226 }
1227 }
1228 }
1229 t2++;
1230 }
1231
1232 // Beams
1233 if (boss_m_heads < 4) {
1234 if ((t % 5) == 0) {
1235 i = (t / 5)%boss_m_heads;
1236 md = boss_m_hd[i];
1237 SpawnLaser(boss_m_hx[i], boss_m_hy[i], md, 1, 10, 0.05, (player_shield / 7) + 3 - boss_m_heads);
1238 md += M_PI / 2;
1239 SpawnLaser(boss_m_hx[i], boss_m_hy[i], md, 1, 10, 0.05, (player_shield / 7) + 3 - boss_m_heads);
1240 md += M_PI / 2;
1241 SpawnLaser(boss_m_hx[i], boss_m_hy[i], md, 1, 10, 0.05, (player_shield / 7) + 3 - boss_m_heads);
1242 md += M_PI / 2;
1243 SpawnLaser(boss_m_hx[i], boss_m_hy[i], md, 1, 10, 0.05, (player_shield / 7) + 3 - boss_m_heads);
1244 }
1245 }
1246
1247 if (boss_m_heads == 1) {
1248 if ( (t % 30) < player_shield) {
1249 md = CHDir(RandomDir(), pdir, 1.0);
1250 SpawnBullet(boss_m_hx[0] + cos(md)*24, boss_m_hy[0] + sin(md)*24, 3, md, 11, 0);
1251 }
1252 }
1253 break;
1254 }
1255 case 3:
1256 {
1257 int boss_loop;
1258 int boss_loop_total;
1259 int mx, my;
1260 int npattern;
1261 int i;
1262 float firedir;
1263 float flp;
1264 float cboss_dir;
1265 int ls_x, ls_y;
1266
1267
1268 mx = boss_x + cos(boss_dir)*(4 + (player_shield==30));
1269 my = boss_y + sin(boss_dir)*(4 + (player_shield==30));
1270
1271 if (BossMovement(mx, my)) {
1272 boss_x = mx;
1273 boss_y = my;
1274 boss_dir = CHDir(boss_dir, pdir, 0.3);
1275 } else {
1276 boss_dir = CHDir(boss_dir, RandomDir(), 1);
1277 }
1278
1279 if ((boss_lives == 1) && (player_shield == 30)) {
1280 {
1281 int room_w, room_h;
1282 int room_x, room_y;
1283 float tmr_t;
1284 float b_m_dir;
1285
1286 float boss_x_bias, boss_y_bias;
1287
1288 boss_x_bias = 1.33 - ((float)(boss_hp) / 1200.0);
1289 boss_y_bias = 0.7 + ((float)(boss_hp) / 1500.0);
1290
1291 room_x = rooms[player_room].x * 32 + 64;
1292 room_y = rooms[player_room].y * 32 + 64;
1293 room_w = rooms[player_room].w * 32 - 128;
1294 room_h = rooms[player_room].h * 32 - 128;
1295
1296 tmr_t = (float)t / 30.0;
1297
1298 mx = (int)((sin(tmr_t * boss_x_bias)*0.5+0.5) * (float)room_w) + room_x;
1299 my = (int)((cos(tmr_t * boss_y_bias)*0.5+0.5) * (float)room_h) + room_y;
1300
1301 if ( dist(mx, my, boss_x, boss_y) < 24) {
1302 boss_x = mx;
1303 boss_y = my;
1304 } else {
1305 b_m_dir = PDir(boss_x, boss_y, mx, my);
1306 boss_x += cos(b_m_dir)*24;
1307 boss_y += sin(b_m_dir)*24;
1308 }
1309 }
1310 if ((t % 50) < 49) {
1311 proxy_seek = 0;
1312 for (i = 0; i < 20; i++) {
1313 firedir = RandomDir();
1314 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 1, 0);
1315 }
1316 } else {
1317 proxy_seek = 1;
1318 }
1319 if ( ((t / 50) % 4) == 3) {
1320 proxy_seek = 1;
1321 }
1322
1323 for (i = 0; i < 24; i++) {
1324 firedir = M_PI / 15 * (float)i + (float)t / 33.0 * M_PI;
1325 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 10, 0);
1326 }
1327
1328 break;
1329 }
1330
1331 boss_loop_total = 1 + (player_shield == 30)*2;
1332
1333 cboss_dir = boss_dir;
1334
1335 for (boss_loop = 0; boss_loop < boss_loop_total; boss_loop++) {
1336 if (player_shield == 30) {
1337 npattern = (3 - boss_lives) * 3 + 2 - (boss_hp / 334);
1338 } else {
1339 npattern = (2 - boss_lives) * 3 + 2 - (boss_hp / 334);
1340 }
1341
1342 switch (npattern) {
1343 case 0:
1344 // Spirally pattern
1345 for (i = 0; i < 4; i++) {
1346 firedir = M_PI / 2 * (float)i + (float)t / 33.0 * M_PI;
1347 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 5, 0);
1348 }
1349 for (i = 0; i < 4; i++) {
1350 firedir = M_PI / 2 * (float)i + (float)t / 33.0 * M_PI * 2.0;
1351 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 8, 0);
1352 }
1353 for (i = 0; i < 4; i++) {
1354 firedir = RandomDir();
1355 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 12, 0);
1356 }
1357 break;
1358 case 1:
1359 // Proxies
1360 if ((t % 100) < 80) {
1361 for (i = 0; i < 6; i++) {
1362 firedir = RandomDir();
1363 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 1, 0);
1364 }
1365 } else {
1366 if ((t % 100) == 88) {
1367 proxy_seek = 1;
1368 }
1369 if ((t % 100) == 92) {
1370 proxy_seek = 0;
1371 }
1372 }
1373 for (i = 0; i < 8; i++) {
1374 firedir = M_PI / 4 * (float)i + (float)t / 33.0 * M_PI;
1375 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 10, 0);
1376 }
1377 break;
1378 case 2:
1379 // Laserwalls
1380 if ((t % 4) == 2) {
1381 firedir = cboss_dir + (float)t / 33.0 * M_PI;
1382 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 10, 1);
1383 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 5, 1);
1384 }
1385
1386 for (i = 0; i < 4; i++) {
1387 firedir = cboss_dir + M_PI / 6 * (float)i + (float)t / 33.0 * M_PI;
1388 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 5, 0);
1389 }
1390 break;
1391 case 3:
1392 if ((t % 30) == 29) {
1393 firedir = RandomDir();
1394 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 10, 1);
1395 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.99, 1);
1396 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.98, 1);
1397 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.97, 1);
1398 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.96, 1);
1399 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.95, 1);
1400 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.94, 1);
1401 }
1402 if ((t % 40) == 39) {
1403 firedir = RandomDir();
1404 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 1, firedir, 6, 1);
1405 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 5, firedir+1, 6, 1);
1406 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 6, firedir+1, 6, 1);
1407 }
1408 if ((t % 50) == 49) {
1409 proxy_seek = 0;
1410 firedir = RandomDir();
1411 for (i = 0; i < 60; i++) {
1412 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 1, 1);
1413 firedir += M_PI * 2.0 * (float)firedir / 60.0;
1414 }
1415 }
1416 if ((t % 50) == 45) {
1417 proxy_seek = 1;
1418 }
1419
1420 if ((t % 10) == 2) {
1421 firedir = cboss_dir + (float)t / 33.0 * M_PI;
1422 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 10, 1);
1423 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 7.5, 1);
1424 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 5, 1);
1425 }
1426 break;
1427 case 4:
1428 if ((t % 80) == 79) {
1429 firedir = RandomDir();
1430 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 10, 1);
1431 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.98, 1);
1432 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.96, 1);
1433 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.94, 1);
1434 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.92, 1);
1435 }
1436 if ((t % 90) == 89) {
1437 firedir = RandomDir();
1438 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 1, firedir, 6, 1);
1439 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 5, firedir+1, 6, 1);
1440 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 6, firedir+1, 6, 1);
1441 }
1442 if ((t % 100) == 99) {
1443 proxy_seek = 0;
1444 firedir = RandomDir();
1445 for (i = 0; i < 60; i++) {
1446 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 1, 1);
1447 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 2, 1);
1448 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 3, 1);
1449 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 4, 1);
1450 firedir += M_PI * 2.0 * (float)firedir / 60.0;
1451 }
1452 }
1453 if ((t % 100) == 95) {
1454 proxy_seek = 1;
1455 }
1456
1457 flp = (float)(t % 50) / 49.0;
1458
1459 if ((t % 10) == 3) {
1460 i = (t / 10) % 4;
1461 switch (i) {
1462 case 0:
1463 ls_x = 7904 + flp * 576;
1464 ls_y = 8000;
1465 break;
1466 case 1:
1467 ls_x = 8480 - flp * 576;
1468 ls_y = 8416;
1469 break;
1470 case 2:
1471 ls_x = 7904;
1472 ls_y = 8000 + flp * 416;
1473 break;
1474 case 3:
1475 default:
1476 ls_x = 8480;
1477 ls_y = 8416 - flp * 416;
1478 break;
1479 }
1480 firedir = PlayerDir(ls_x, ls_y) - 0.1 + ((float)(rand()%16))/8.0;
1481 SpawnLaser(ls_x, ls_y, firedir, 8, 2, 0, player_shield/2+1);
1482 }
1483
1484 if ((t % 6) == 2) {
1485 firedir = cboss_dir + (float)t / 33.0 * M_PI;
1486 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 10, 1);
1487 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 5, 1);
1488 }
1489 break;
1490 case 5:
1491 flp = (float)(t % 50) / 49.0;
1492
1493 if ((t % 8) == 7) {
1494 i = (t / 8) % 4;
1495 switch (i) {
1496 case 0:
1497 ls_x = 7904 + flp * 576;
1498 ls_y = 8000;
1499 break;
1500 case 1:
1501 ls_x = 8480 - flp * 576;
1502 ls_y = 8416;
1503 break;
1504 case 2:
1505 ls_x = 7904;
1506 ls_y = 8000 + flp * 416;
1507 break;
1508 case 3:
1509 default:
1510 ls_x = 8480;
1511 ls_y = 8416 - flp * 416;
1512 break;
1513 }
1514 firedir = PlayerDir(ls_x, ls_y) - 0.1 + ((float)(rand()%16))/8.0;
1515 SpawnLaser(ls_x, ls_y, firedir - 0.03*6, 5, 5, 0.03, player_shield/3+1);
1516 }
1517
1518 for (i = 0; i < 7; i++) {
1519 firedir = cboss_dir + M_PI/2 * (float)i + (float)t / 33.0 * M_PI;
1520 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 8, 0);
1521 }
1522 for (i = 0; i < 7; i++) {
1523 firedir = cboss_dir + M_PI/4 + M_PI/2 * (float)i + (float)t / 33.0 * M_PI;
1524 SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 3, firedir, 8, 0);
1525 }
1526 break;
1527 }
1528
1529 cboss_dir += -0.1 + ((float)(rand()%16))/8.0;
1530 }
1531 break;
1532 }
1533 }
1534 }
1535
BC_BossDying()1536 void BC_BossDying()
1537 {
1538 int x, y, rx, ry, rt;
1539 static int t_timer = 0;
1540 static int bxp, bdef;
1541 int i;
1542 static SDL_Surface *endpics[1] = {NULL};
1543 static float dr = 0;
1544
1545 if (current_boss < 3) {
1546 specialmessage = 40 + rooms[player_room].room_param;
1547 specialmessagetimer = 120;
1548 rooms[player_room].room_type = 4;
1549 boss_fight_mode = 0;
1550 current_boss += 1;
1551 artifacts[8 + rooms[player_room].room_param] = 0;
1552
1553 CullEnemies(4);
1554
1555 // unlock doors
1556
1557 for (y = 0; y < rooms[player_room].h; y++) {
1558 for (x = 0; x < rooms[player_room].w; x++) {
1559 rx = x + rooms[player_room].x;
1560 ry = y + rooms[player_room].y;
1561 rt = Get(rx, ry);
1562
1563 if ((rt >= 21) && (rt <= 24)) {
1564 Put(rx, ry, rt - 21 + 13, player_room);
1565
1566 if (rt == 21) {
1567 Put(rx, ry+1, 14, GetRoom(rx, ry+1));
1568 }
1569 if (rt == 22) {
1570 Put(rx, ry-1, 13, GetRoom(rx, ry-1));
1571 }
1572 if (rt == 23) {
1573 Put(rx+1, ry, 16, GetRoom(rx+1, ry));
1574 }
1575 if (rt == 24) {
1576 Put(rx-1, ry, 15, GetRoom(rx-1, ry));
1577 }
1578 }
1579 }
1580 }
1581
1582 if (current_boss > 0) {
1583 SoupUpEnemies();
1584 }
1585 } else {
1586 if (boss_fight_mode == 3) {
1587 t_timer = 0;
1588 boss_fight_mode = 4;
1589 magic_circuit = 0;
1590 bxp = 4;
1591 bdef = 256;
1592 dr = RandomDir();
1593
1594 if (training) t_timer = 2000;
1595 } else {
1596 DrawArtifactOverhead(3);
1597 if (bdef > 0) {
1598 DrawCircleEx(boss_x-scroll_x, boss_y-scroll_y, bxp, bxp-bdef, 0);
1599 bxp += 4;
1600 bdef -= 2;
1601 } else {
1602 if (t_timer < 220) {
1603 draw_text(244, 100, "*** Divine Seal ***", 1);
1604 draw_text(244, 380, "*** Divine Seal ***", 1);
1605 magic_circuit = circuit_size * 0.75 * t_timer / 220;
1606 for (i = 0; i < 10; i++) {
1607 rt = (rand() % 350) + 50;
1608 DrawCircle(player_x + PLAYERW/2 - scroll_x + cos(dr)*rt, player_y - scroll_y + PLAYERH/2
1609 + sin(dr)*rt, rand()%30+5, rand()%128+128);
1610 }
1611
1612 dr -= 0.025;
1613 for (i = 0; i < 5; i++) {
1614 Arc(screen, player_x + PLAYERW/2 - scroll_x, player_y + PLAYERH/2 - scroll_y, 450, dr);
1615 dr += 0.01;
1616 }
1617 dr += 0.03;
1618
1619 if ((t_timer % 30) == 29) {
1620 dr = RandomDir();
1621 }
1622
1623 DrawCircle(player_x - scroll_x + PLAYERW/2, player_y - scroll_y + PLAYERH/2, (t_timer % 30) * 15, 255);
1624 DrawCircle(player_x - scroll_x + PLAYERW/2, player_y - scroll_y + PLAYERH/2, ( (t_timer + 15) % 30) * 15, 255);
1625 } else {
1626 magic_circuit = 0;
1627 if (boss_fight_mode < 23) {
1628 if ( (t_timer % 4)==3) {
1629 boss_fight_mode++;
1630 }
1631 } else {
1632 if (endpics[0] == NULL) {
1633 if (training) {
1634 endpics[0] = IMG_Load("/usr/local/share/meritous/i/wuss_ending.png");
1635 }
1636 }
1637
1638 if (training) {
1639 SDL_BlitSurface(endpics[0], NULL, screen, NULL);
1640 } else {
1641 show_ending = 1;
1642 }
1643 }
1644 }
1645
1646 if (t_timer == 200) {
1647 CullEnemies(1);
1648 }
1649
1650 t_timer++;
1651 }
1652 }
1653 }
1654 }
1655
BC_NewLife()1656 void BC_NewLife()
1657 {
1658 static int circle_size = 0;
1659 static int circle_size2 = 128;
1660
1661 if (boss_flash > 0) {
1662 DrawBoss();
1663 return;
1664 }
1665 if (boss_new_life == 1) {
1666 circle_size = 0;
1667 circle_size2 = 128;
1668 boss_ox = rooms[current_boss_room].w * 16 + rooms[current_boss_room].x * 32;
1669 boss_oy = rooms[current_boss_room].h * 16 + rooms[current_boss_room].y * 32;
1670 boss_new_life = 2;
1671 } else {
1672 if (circle_size < 128) {
1673 circle_size += 4;
1674 DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, circle_size, 0, 0);
1675 DrawCircle(boss_x - scroll_x, boss_y - scroll_y, circle_size, 96);
1676 DrawBoss();
1677
1678 if (boss_lives > 1) {
1679 DrawCircleEx(boss_ox - scroll_x, boss_oy - scroll_y, circle_size, 0, 0);
1680 DrawCircle(boss_ox - scroll_x, boss_oy - scroll_y, circle_size, 96);
1681 }
1682 } else {
1683 if (circle_size2 == 128) {
1684 boss_ox = boss_x;
1685 boss_oy = boss_y;
1686 boss_x = rooms[current_boss_room].w * 16 + rooms[current_boss_room].x * 32;
1687 boss_y = rooms[current_boss_room].h * 16 + rooms[current_boss_room].y * 32;
1688 boss_tail_len = 0;
1689 boss_lives--;
1690 }
1691 if (circle_size2 > 4) {
1692 circle_size2 -= 4;
1693 if (boss_lives > 0) {
1694 DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, circle_size2, 0, 0);
1695 DrawCircle(boss_x - scroll_x, boss_y - scroll_y, circle_size2, 96);
1696 DrawBoss();
1697 }
1698
1699 DrawCircleEx(boss_ox - scroll_x, boss_oy - scroll_y, circle_size2, 0, 0);
1700 DrawCircle(boss_ox - scroll_x, boss_oy - scroll_y, circle_size2, 96);
1701 } else {
1702 if (boss_lives > 0) {
1703 boss_new_life = 0;
1704 boss_hp = 1000;
1705 if ( (boss_lives == 1) && (current_boss == 3) && (player_shield == 30) ) {
1706 player_hp = 6;
1707 boss_dmgrate = 0.2;
1708 }
1709 } else {
1710 boss_new_life = 0;
1711 boss_fight_mode = 3;
1712 }
1713 }
1714 }
1715 }
1716 }
1717
BossControl()1718 void BossControl()
1719 {
1720 if ((player_room != current_boss_room)) {
1721 // Player left, so roll back the boss
1722 resetboss = 0;
1723 current_boss_room = 0;
1724 boss_tail_len = 0;
1725 boss_fight_mode = 0;
1726 boss_new_life = 0;
1727 }
1728
1729 if (boss_fight_mode == 1) {
1730 BC_BossIntro();
1731 return;
1732 }
1733 if (boss_fight_mode == 2) {
1734 if (boss_new_life > 0) {
1735 BC_NewLife();
1736 } else {
1737 BC_BossCombat();
1738 }
1739 return;
1740 }
1741 if (boss_fight_mode >= 3) {
1742 BC_BossDying();
1743 return;
1744 }
1745 }
1746
DrawArtifactOverhead(int p_obj)1747 void DrawArtifactOverhead(int p_obj)
1748 {
1749 int p_x, p_y;
1750 static int tick = 0;
1751
1752 SDL_Rect from, to;
1753
1754 p_x = player_x - 8;
1755 p_y = player_y - 36 + sin((float)tick / 20.0)*4;
1756
1757 from.x = (8 + p_obj) * 32;
1758 from.y = 0;
1759 from.w = 32;
1760 from.h = 32;
1761
1762 to.x = p_x - scroll_x;
1763 to.y = p_y - scroll_y;
1764 SDL_BlitSurface(artifact_spr, &from, screen, &to);
1765
1766
1767 tick++;
1768 }
1769
CanGetArtifact()1770 int CanGetArtifact()
1771 {
1772 int required_enemies;
1773 int n_artifacts;
1774 n_artifacts = current_boss + artifacts[8] + artifacts[9] + artifacts[10];
1775 required_enemies = total_enemies * (percent_required[n_artifacts]) / 100;
1776
1777 if (killed_enemies >= required_enemies) return 1;
1778 return 0;
1779 }
1780
BossRoom(int room)1781 void BossRoom(int room)
1782 {
1783 int i;
1784
1785 boss_fight_mode = 1;
1786 current_boss_room = room;
1787 boss_x = rooms[room].w * 16 + rooms[room].x * 32;
1788 boss_y = rooms[room].h * 16 + rooms[room].y * 32;
1789 boss_hp = 1000;
1790 boss_flash = 0;
1791 magic_circuit = 0;
1792 boss_dlg = 0;
1793 boss_new_life = 0;
1794
1795 switch (current_boss) {
1796 case 0:
1797 boss_lives = 3;
1798 boss_breakpoint = 75;
1799 boss_dmgrate = 1.00;
1800 break;
1801 case 1:
1802 boss_lives = 3;
1803 boss_breakpoint = 75;
1804 boss_dmgrate = 0.80;
1805 break;
1806 case 2:
1807 boss_lives = 4;
1808 boss_breakpoint = 90;
1809 boss_dmgrate = 1.25;
1810 boss_m_heads = 4;
1811 for (i = 0; i < boss_m_heads; i++) {
1812 boss_m_hd[i] = M_PI / 2 * i + (M_PI / 4);
1813 boss_m_hx[i] = boss_x + cos(boss_m_hd[i]) * 128;
1814 boss_m_hy[i] = boss_y + sin(boss_m_hd[i]) * 128;
1815 }
1816 break;
1817 case 3:
1818 boss_lives = 2 + (player_shield == 30);
1819 boss_breakpoint = 120;
1820 boss_dmgrate = 0.40 + 0.10*(player_shield == 30);
1821 boss_dir = M_PI * 3.0 / 2.0;
1822 break;
1823 }
1824
1825 if (training) {
1826 boss_dmgrate *= 1.2;
1827 boss_breakpoint *= 0.8;
1828 }
1829 }
1830