1830 lines
53 KiB
C
Executable File
1830 lines
53 KiB
C
Executable File
//
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// boss.c
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//
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// Copyright 2007, 2008 Lancer-X/ASCEAI
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//
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// This file is part of Meritous.
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//
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// Meritous is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Meritous is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Meritous. If not, see <http://www.gnu.org/licenses/>.
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//
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <time.h>
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#include <SDL.h>
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#include <SDL/SDL_image.h>
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#include "levelblit.h"
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#include "mapgen.h"
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#include "demon.h"
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#include "gamemap.h"
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#include "audio.h"
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char *boss_names[] = { "MERIDIAN",
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"ATARAXIA",
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"MERODACH",
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"WERVYN ANIXIL" };
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int boss_fight_mode = 0;
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// 0 - no boss fight
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// 1 - entering boss room
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// 2 - fiting teh boss
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// 3 - boss dying
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// 4-23 - final boss dying sequence
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int current_boss_room = 0;
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int current_boss = 0;
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int boss_x, boss_y;
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int boss_hp;
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int boss_lives;
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int boss_tail_len = 0;
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int boss_breakpoint;
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int boss_flash = 0;
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int boss_new_life = 0;
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int boss_ox, boss_oy;
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int boss_dlg = 0;
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int resetboss = 0;
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int final_boss_dlg = 0;
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float boss_dmgrate = 1;
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float boss_dir;
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int proxy_seek = 0;
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int boss_m_heads;
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int boss_m_hx[4];
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int boss_m_hy[4];
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float boss_m_hd[4];
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float boss_2h_dir = 0;
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int boss_2h_dst = 64;
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int percent_required[4] = {15, 40, 60, 75};
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char *artifact_names[] = { "Holy Sword 'Balmung'",
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"Mystic Halberd 'Amenonuhoko'",
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"Divine Bow 'Gandiva'",
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"Cursed Seal of Yahveh"};
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int CanGetArtifact();
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void DrawArtifactOverhead(int p_obj);
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struct dlg_box {
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int pos;
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int lines;
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int last;
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char *txt;
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};
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struct dlg_box dtext[5][12] =
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// "This string of text is precisely seventy eight characters in length, usefully."
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{
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{ // Meridian
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{0, 5, 0,
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"MERIDIAN:\n"
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" \n"
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" Different...\n"
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" \n"
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" Your PSI is different. Your magic is perverse. Poisonous. Treacherous."
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},
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{1, 5, 0,
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"MERIT:\n"
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" \n"
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" Nothing but darkness carried on the wind of a curse. It's amazing that you\n"
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" are able to communicate with me at all. Surely a statement on the perversity\n"
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" of my magic, coming from you, is more than a little bit hypocritical."
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},
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{0, 6, 1,
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"MERIDIAN:\n"
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" \n"
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" So. You've even brought that tainted thing with you.\n"
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" That does not really surprise me, but nonetheless, your weak, impure PSI\n"
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" will do you little good against one manifest of shadows. Pitiful thing from\n"
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" the surface, MERIDIAN shall return you to the dust from whence you came!"
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}
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},
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{ // Ataraxia
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{0, 5, 0,
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"ATARAXIA:\n"
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" \n"
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" It felt nearly as inconsequential as a stilling in the breeze, but there was\n"
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" more to it, wasn't it? It feels as though I lost a part of myself. Was that\n"
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" your doing?"
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},
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{1, 6, 0,
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"MERIT:\n"
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" \n"
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" Moving Ochra's Keys from the ley lines was only the start, am I correct?\n"
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" Nonetheless, what you've already caused is enough. The Keys were placed to\n"
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" prevent corruption in the PSI. Moving them renders the PSI unusable. There\n"
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" is nothing to be gained from THAT."
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},
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{0, 8, 0,
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"ATARAXIA:\n"
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" \n"
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" Statements like that belie your youthful naivety and ignorance. There is no\n"
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" way to make magic unusable. What you see now is the other side of PSI that\n"
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" pitiful beings such as yourself turn a blind eye to. Like the sun at dawn\n"
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" the sun at dusk, it is nonetheless the same sun, and each beautiful in its\n"
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" own way. PSI isn't just for things like you, but for the entire cosmos.\n"
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" Nothing can be gained by preventing it from taking its natural course."
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},
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{1, 8, 0,
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"MERIT:\n"
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" \n"
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" You delude yourself with the crazed whisperings from the muck that spawned\n"
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" you. You say that this PSI is still PSI, but it is not. PSI is the energy of\n"
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" creation. This is the energy of destruction. PSI is a pure force, gathered\n"
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" from around me and targeted with my mind. This is a foul mixture, existing\n"
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" as half-mad corruptions like you. It can only break apart when confronted\n"
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" with true power."
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},
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{0, 6, 1,
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"ATARAXIA:\n"
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" \n"
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" You realise that not even your fellow PSI users agree with you? But, it is\n"
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" of little consequence. I'll show you the true beauty of that which you shun\n"
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" by smothering you in it and turning your flesh into fuel for the PSI that\n"
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" runs through the veins of this Dome!"
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}
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},
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{ // Merodach
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{0, 9, 0,
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"MERODACH:\n"
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" \n"
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" 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"
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" \n"
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" 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"
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" \n"
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" 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"
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" \n"
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" t h e b e g i n n i n g ?"
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},
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{0, 7, 1,
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"MERODACH\n"
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" \n"
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" 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"
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" \n"
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" 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"
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" \n"
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" 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"
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}
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},
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{ // Wervyn Anixil
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{1, 6, 0,
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"MERIT:\n"
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" \n"
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" ANIXIL? So, that's how it is. I assume you worked out a way of using the\n"
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" PSI in this state. So, not happy with your allotted PSI from the Dome, you\n"
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" decided to render it in this form and take it all for yourself.\n"
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" What was your reasoning for doing something this rash, though?"
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},
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{0, 9, 0,
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"WERVYN ANIXIL:\n"
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" \n"
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" All you seem to do is complain. That's what I've discovered through this,\n"
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" and it's definitely part of the reason I did it. I do creative things like\n"
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" this sort of 'punishment' because it lets me better understand the nature of\n"
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" all the forces involved. It tells me that you, MERIT, really do not have a\n"
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" clue how to relate to other PSI users, and that for the most part you're\n"
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" entirely self-absorbed. It tells me that, while PSI users in general doesn't\n"
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" really 'get' the ethos of the forces involved here, and that the rerendered"
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},
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{0, 9, 0,
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"WERVYN ANIXIL:\n"
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" \n"
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" PSI, as intelligent as it is, pretty much entirely understands it, though it\n"
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" was mistaken that the rendering of this form was intentional.\n"
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" \n"
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" Regarding that, by the way, THAT is the reason I thought you needed a\n"
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" punishment. Making ridiculously inefficient, wasteful use of the limited PSI\n"
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" we have available wouldn't have been a problem if it was just the normal PSI\n"
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" like we'd planned it to be. But you knew full well that PSI users who wanted"
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},
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{0, 9, 0,
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"WERVYN ANIXIL:\n"
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" \n"
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" nothing to do with it were being greatly inconvenienced by usage clogging up\n"
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" the limited ley-lines we have. That makes you an asshole, a deliberate prick\n"
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" to everyone in the world because you thought you could get away with it, and\n"
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" that it wouldn't matter.\n"
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" \n"
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" I also take issue with this nonsense about your punishment being severe,\n"
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" because it's not. You can still use your PSI as you used it before, to a"
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},
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{0, 9, 0,
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"WERVYN ANIXIL:\n"
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" \n"
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" similar level of effectiveness. I specifically allowed access to THIS form\n"
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" of PSI so that you couldn't complain that you couldn't use magic. Now\n"
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" exiling you to the Dome had multiple meanings. One was to effectively tell\n"
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" you, 'I don't think you have anything of value to do, so I'm putting you in\n"
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" a place where no one does anything of value.' I still think that, by the\n"
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" way. Another was, like I said, to see what you would do. Maybe you would\n"
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" actually cast something worth the PSI, then. Or maybe you would take the"
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},
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{0, 8, 0,
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"WERVYN ANIXIL:\n"
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" \n"
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" hint and just stop it for the week until I decided you'd had enough. But you\n"
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" couldn't do either of those things, because all you do is complain.\n"
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" \n"
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" I want you to take a look at yourself and ask what you want to accomplish\n"
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" here, and what you think is keeping you here. Obviously you have some\n"
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" attachment, even though you keep saying the new PSI is worthless. This isn't"
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},
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{0, 9, 0,
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"WERVYN ANIXIL:\n"
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" \n"
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" true, of course, ATARAXIA really captures a good point here. For the most\n"
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" part, PSI users just find you extremely annoying because you continually set\n"
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" yourself at odds with pretty much every kind of PSI usage but your own, and\n"
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" then complain about it. Do you want things to be different? They certainly\n"
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" can be. 'EVEN IF I DO CHANGE, THEN MY PSI WON'T BE GOOD ENOUGH!' That's\n"
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" bullshit. All other PSI users seem to be on the path to figuring out how to\n"
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" just use it. You can too."
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},
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{0, 9, 0,
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"WERVYN ANIXIL:\n"
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" \n"
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" Your 'punishment' is up tomorrow, I'd only planned to do it for a week. Of\n"
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" course, you can continue complaining, and I may have to think of something\n"
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" else to do to you. But I'm not going to kill you. If you want to leave this\n"
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" mortal coil because you can't take it anymore, then leave. If you don't want\n"
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" to leave, then start working out your issues with the new PSI, I actually\n"
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" would love to help. And if you don't want to do that, then I'm sorry, but\n"
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" you're going to continue being useless at magic, because the way you are"
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},
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{0, 4, 0,
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"WERVYN ANIXIL:\n"
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" \n"
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" now, it's not surprising at all that your PSI ability is as stunted as it\n"
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" is."
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},
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{1, 4, 0,
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"MERIT:\n"
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" \n"
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" The tainted PSI has driven even you mad. Mad with power. This is a blow I\n"
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" I must strike, for everyone. For humanity."
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},
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{0, 3, 1,
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"WERVYN ANIXIL:\n"
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" \n"
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" I'll meet you at the point of diminishing returns."
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}
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},
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{ // Wervyn Anixil???? (with Agate Knife)
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{1, 8, 0,
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"MERIT:\n"
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" \n"
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" ANIXIL? So, that's how it is. I assume you worked out a way of using the\n"
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" PSI in this state. So, not happy with your allotted PSI from the Dome, you\n"
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" decided to render it in this form and take it all for yourself.\n"
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" What was your reasoning for doing something this rash, though?\n"
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" \n"
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" That was what you wanted to hear, right?"
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},
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{0, 7, 0,
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"WERVYN ANIXIL????:\n"
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" \n"
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" All you seem to do is complain. That's what I've discovered through this,\n"
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" and it's definitely part of the ... ... ... ... ... ... ... ... ... ... ...\n"
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" ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ...\n"
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" ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ...\n"
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" ... ... oh."
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},
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{1, 6, 0,
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"MERIT:\n"
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" \n"
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" If I've learned anything in life, it's that things are often not quite as\n"
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" they seem. You couldn't use the Agate Knife, so you attempted to hide it.\n"
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" \n"
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" Unfortunately for you, I found it and recognised it."
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},
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{0, 7, 0,
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"WERVYN ANIXIL????:\n"
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" \n"
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" . . . . no. It's not just recognising the Knife at all. You were actually\n"
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" able to use it, too.\n"
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" \n"
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" So. You too knew the secret?"
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},
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{1, 5, 0,
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"MERIT:\n"
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" \n"
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" I was one of the few that he told.\n"
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" \n"
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" And so I know."
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},
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{0, 3, 0,
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"????:\n"
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" \n"
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" Umm..."
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},
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{1, 7, 0,
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"MERIT:\n"
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" \n"
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" Well, it wasn't a bad attempt. If I hadn't found THAT, I would never have\n"
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" known.\n"
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" \n"
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" Now that that's taken care of, I might as well finish what I came here for.\n"
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" Prepare yourself."
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},
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{0, 3, 1,
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"????:\n"
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" \n"
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" I won't hold back! There's not a lot of point, now."
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}
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}
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};
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void BossDialog()
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{
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int ypos;
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int lines;
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int dialog_set;
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dialog_set = current_boss;
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if (current_boss == 3) {
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if (player_shield == 30) {
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dialog_set = 4;
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}
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}
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lines = dtext[dialog_set][boss_dlg-1].lines;
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if (enter_pressed) {
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if (dtext[dialog_set][boss_dlg-1].last) {
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boss_dlg = 0;
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boss_fight_mode = 2;
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} else {
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boss_dlg++;
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}
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enter_pressed = 0;
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}
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if (boss_dlg > 0) {
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if (dtext[dialog_set][boss_dlg-1].pos == 0) {
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ypos = 29;
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} else {
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ypos = 466 - lines * 10 - 14;
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}
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DrawRect(0, ypos, 640, lines * 10 + 14, 0);
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DrawRect(2, ypos+2, 636, lines * 10 + 10, 40);
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DrawRect(4, ypos+4, 632, lines * 10 + 6, 80);
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draw_text(8, ypos+8, dtext[dialog_set][boss_dlg-1].txt, 255);
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}
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}
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void InitBossVars()
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{
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current_boss_room = 0;
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current_boss = 0;
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boss_tail_len = 0;
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boss_fight_mode = 0;
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boss_flash = 0;
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boss_new_life = 0;
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final_boss_dlg = 0;
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}
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void Curse()
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{
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int i;
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int x, y;
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unsigned char tile;
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struct RoomConnection *rc;
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// Upon taking the cursed seal
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// Make the place of power your checkpoint
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checkpoint_x = rooms[place_of_power].w * 16 + rooms[place_of_power].x * 32;
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checkpoint_y = rooms[place_of_power].h * 16 + rooms[place_of_power].y * 32;
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// Turn the start room into a boss room, and clear it
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rooms[0].room_type = 2;
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Paint(rooms[0].x+1, rooms[0].y+1, rooms[0].w-2, rooms[0].h-2, "dat/d/fbossroom.loc");
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// Lock all unvisited rooms off
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for (i = 0; i < 3000; i++) {
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if (!rooms[i].visited) {
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rc = rooms[i].con;
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while (rc != NULL) {
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x = rc->x2;
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y = rc->y2;
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tile = Get(x, y);
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if ((tile >= 38)&&(tile <= 41)) tile = tile - 38 + 4;
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if ((tile >= 21)&&(tile <= 24)) tile = tile - 21 + 4;
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if ((tile >= 13)&&(tile <= 16)) tile = tile - 13 + 4;
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Put(x, y, tile, GetRoom(x, y));
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rc = rc->n;
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}
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rooms[i].con = NULL;
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rooms[i].connections = 0;
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}
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}
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// Every 25th monster becomes a curse. All other monsters are deleted
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CurseEnemies();
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}
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void DrawPowerObject()
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{
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int p_x, p_y;
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int p_obj = rooms[player_room].room_param;
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static int tick = 0;
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static int collect = 0;
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int i;
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int required_enemies;
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int n_artifacts;
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int dx, dy;
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int hover_v, off_v;
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float ddir;
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int dmag;
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if (place_of_power == player_room) p_obj = 3;
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|
|
n_artifacts = current_boss + artifacts[8] + artifacts[9] + artifacts[10];
|
|
|
|
required_enemies = total_enemies * (percent_required[n_artifacts]) / 100;
|
|
|
|
if (rooms[player_room].room_type == 4) required_enemies = 0;
|
|
|
|
SDL_Rect from, to;
|
|
|
|
hover_v = 16;
|
|
off_v = 48;
|
|
|
|
p_x = (rooms[player_room].w * 32 / 2 - 16) + rooms[player_room].x * 32;
|
|
|
|
if (!game_paused) {
|
|
if ((rooms[player_room].room_type == 5) || (rooms[player_room].room_type == 6)) {
|
|
if (CanGetArtifact()) {
|
|
if ((Get((player_x+PLAYERW/2)/32, (player_y+PLAYERH/2)/32)==42) ||
|
|
(PlayerDist(rooms[player_room].w * 16 + rooms[player_room].x * 32,
|
|
rooms[player_room].h * 16 + rooms[player_room].y * 32) < 32)) {
|
|
if (rooms[player_room].enemies == 0) {
|
|
off_v = 48 - (collect * 48 / 100);
|
|
hover_v = 16 - (collect * 16 / 100);
|
|
|
|
//DrawCircle(p_x + 16 - scroll_x, player_y - 48 - scroll_y, collect * 4 + 1, rand()%192+64);
|
|
DrawCircle(player_x + PLAYERW/2 - scroll_x, player_y + PLAYERH/2- scroll_y, (100-collect) * 4 + 1, rand()%192+64);
|
|
|
|
collect++;
|
|
if (collect == 1) {
|
|
SND_Pos("dat/a/crystal2.wav", 100, 0);
|
|
}
|
|
if (collect > 100) {
|
|
collect = 0;
|
|
rooms[player_room].room_type = 4;
|
|
artifacts[8 + p_obj] = 1;
|
|
specialmessage = 30 + p_obj;
|
|
specialmessagetimer = 120;
|
|
|
|
if (p_obj == 3) {
|
|
Curse();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
p_y = (rooms[player_room].h * 32 / 2 - 16) + rooms[player_room].y * 32 - off_v + sin((float)tick / 20.0)*hover_v;
|
|
|
|
from.x = (8 + p_obj) * 32;
|
|
from.y = 0;
|
|
from.w = 32;
|
|
from.h = 32;
|
|
|
|
to.x = p_x - scroll_x;
|
|
to.y = p_y - scroll_y;
|
|
|
|
if (killed_enemies >= required_enemies) {
|
|
DrawCircle(p_x + 16 - scroll_x, p_y + 16 - scroll_y, 34+rand()%5 + collect * 4 + 1, rand()%128+128);
|
|
}
|
|
SDL_BlitSurface(artifact_spr, &from, screen, &to);
|
|
|
|
//printf("Required: %d Killed %d Value: %d\n", required_enemies, killed_enemies, (int)(sqrt((required_enemies - killed_enemies)/4)+5));
|
|
for (i = 0; i < (int)(sqrt((required_enemies - killed_enemies))+5); i++) {
|
|
ddir = (float)(rand()%256) * M_PI * 2 / 256;
|
|
dmag = rand()%20;
|
|
dx = p_x + 16 + cos(ddir)*dmag;
|
|
dy = p_y + 16 + sin(ddir)*dmag;
|
|
DrawCircle(dx - scroll_x, dy - scroll_y, rand()%5+1, 0);
|
|
DrawCircle(dx - scroll_x, dy - scroll_y, rand()%3+1, 64);
|
|
}
|
|
|
|
tick++;
|
|
}
|
|
|
|
void DrawBossHP(int bar_length)
|
|
{
|
|
static SDL_Surface *boss_hp_icon = NULL;
|
|
int draw_amt;
|
|
Uint8 draw_col;
|
|
SDL_Rect to;
|
|
to.x = 0;
|
|
to.y = 29;
|
|
|
|
if (boss_hp_icon == NULL) {
|
|
boss_hp_icon = IMG_Load("dat/i/boss_icon.png");
|
|
}
|
|
SDL_BlitSurface(boss_hp_icon, NULL, screen, &to);
|
|
DrawRect(16, 28, 624, 17, 0);
|
|
DrawRect(17, 29, 622, 15, 32);
|
|
DrawRect(18, 30, 620, 13, 64);
|
|
|
|
draw_col = 128 + (boss_hp * 127 / 1000);
|
|
if (bar_length < 100) {
|
|
draw_amt = bar_length * 614 / 100;
|
|
} else {
|
|
draw_amt = boss_hp * 614 / 1000;
|
|
}
|
|
|
|
DrawRect(20, 32, draw_amt+2, 9, draw_col * 2 / 3);
|
|
DrawRect(21, 33, draw_amt, 7, draw_col);
|
|
|
|
|
|
if ( (current_boss == 3) && (player_shield == 30) ) {
|
|
draw_text(22, 33, "??????????????", 0);
|
|
} else {
|
|
draw_text(22, 33, boss_names[current_boss], 0);
|
|
}
|
|
}
|
|
|
|
int PDir(int x1, int y1, int x2, int y2)
|
|
{
|
|
int dx, dy;
|
|
|
|
dx = x2 - x1;
|
|
dy = y2 - y1;
|
|
|
|
return atan2(dy, dx);
|
|
}
|
|
|
|
float CHDir(float original_dir, float new_dir, float dir_delta)
|
|
{
|
|
while (original_dir < 0) original_dir += M_PI * 2;
|
|
while (new_dir < 0) new_dir += M_PI * 2;
|
|
|
|
original_dir = fmodf(original_dir, M_PI * 2) + M_PI * 2;
|
|
new_dir = fmodf(new_dir, M_PI * 2) + M_PI * 2;
|
|
|
|
if (fabs(original_dir - new_dir) <= dir_delta) return new_dir;
|
|
if (fabs((original_dir + M_PI * 2) - new_dir) <= dir_delta) return new_dir;
|
|
if (fabs(original_dir - (new_dir + M_PI * 2)) <= dir_delta) return new_dir;
|
|
|
|
if (original_dir > new_dir) {
|
|
if ((original_dir - new_dir) <= M_PI) {
|
|
return original_dir - dir_delta;
|
|
}
|
|
if (((new_dir + M_PI*2) - original_dir) <= M_PI) {
|
|
return original_dir + dir_delta;
|
|
}
|
|
} else {
|
|
if ((new_dir - original_dir) <= M_PI) {
|
|
return original_dir + dir_delta;
|
|
}
|
|
if (((original_dir + M_PI*2) - new_dir) <= M_PI) {
|
|
return original_dir - dir_delta;
|
|
}
|
|
}
|
|
|
|
exit(1);
|
|
|
|
return original_dir;
|
|
}
|
|
|
|
void TryHurtBoss(int x, int y, int range, int power)
|
|
{
|
|
int atk_power;
|
|
if (boss_new_life) return;
|
|
if (dist(x, y, boss_x, boss_y) <= range) {
|
|
atk_power = 400 * power / circuit_size + power / 75;
|
|
if (atk_power > boss_breakpoint) {
|
|
boss_hp -= (atk_power - boss_breakpoint) * boss_dmgrate;
|
|
SND_Pos("dat/a/enemyhit.wav", 128, dist(x, y, boss_x, boss_y) / 4);
|
|
boss_flash = 40;
|
|
if (boss_hp <= 0) {
|
|
boss_new_life = 1;
|
|
boss_hp = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int BossMovement(int move_x, int move_y)
|
|
{
|
|
if (!IsSolid(Get( (move_x - 12 + (current_boss==3)*6)/32, (move_y - 12 + (current_boss==3)*4)/32))) {
|
|
if (!IsSolid(Get( (move_x + 12 - (current_boss==3)*6)/32, (move_y - 12 + (current_boss==3)*4)/32))) {
|
|
if (!IsSolid(Get( (move_x - 12 + (current_boss==3)*6)/32, (move_y + 12 - (current_boss==3)*4)/32))) {
|
|
if (!IsSolid(Get( (move_x + 12 - (current_boss==3)*6)/32, (move_y + 12 - (current_boss==3)*4)/32))) {
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void DrawBoss()
|
|
{
|
|
int flash_coeff;
|
|
static int t = 0;
|
|
t++;
|
|
|
|
flash_coeff = (boss_flash > 0)&&((boss_flash/3) % 2) ? 255 : 0;
|
|
if (boss_flash > 0) boss_flash--;
|
|
switch (current_boss) {
|
|
case 0: {
|
|
static SDL_Surface *boss_spr = NULL;
|
|
static int tail_x[10], tail_y[10];
|
|
int i;
|
|
|
|
SDL_Rect drawpos;
|
|
if (boss_spr == NULL) {
|
|
boss_spr = IMG_Load("dat/i/boss1.png");
|
|
SDL_SetColorKey(boss_spr, SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
|
|
}
|
|
|
|
if (boss_tail_len == 0) {
|
|
tail_x[boss_tail_len] = boss_x;
|
|
tail_y[boss_tail_len] = boss_y;
|
|
boss_tail_len++;
|
|
} else {
|
|
if (dist(tail_x[0], tail_y[0], boss_x, boss_y) >= 24) {
|
|
if (boss_tail_len < 10) boss_tail_len++;
|
|
for (i = 9; i >= 0; i--) {
|
|
tail_x[i+1] = tail_x[i];
|
|
tail_y[i+1] = tail_y[i];
|
|
}
|
|
tail_x[0] = boss_x;
|
|
tail_y[0] = boss_y;
|
|
} else {
|
|
for (i = 0; i < boss_tail_len; i++) {
|
|
tail_x[i] += -1 + rand() % 3;
|
|
tail_y[i] += -1 + rand() % 3;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < boss_tail_len; i++) {
|
|
DrawCircleEx(tail_x[i] - scroll_x, tail_y[i] - scroll_y, 48 - i * 3, 0, 96 ^ flash_coeff);
|
|
}
|
|
for (i = 0; i < boss_tail_len; i++) {
|
|
DrawCircleEx(tail_x[i] - scroll_x, tail_y[i] - scroll_y, 44 - i * 3, 0, 0 ^ flash_coeff);
|
|
}
|
|
|
|
drawpos.x = boss_x - 16 - scroll_x;
|
|
drawpos.y = boss_y - 16 - scroll_y;
|
|
|
|
SDL_BlitSurface(boss_spr, NULL, screen, &drawpos);
|
|
|
|
break;
|
|
}
|
|
case 1: {
|
|
static SDL_Surface *boss_spr = NULL;
|
|
float h_dist;
|
|
float new_dst, new_dir;
|
|
int i, j;
|
|
int hx[4], hy[4];
|
|
int heads;
|
|
int mx, my;
|
|
int check_pass;
|
|
|
|
heads = 5 - boss_lives;
|
|
h_dist = M_PI * 2 / heads;
|
|
|
|
SDL_Rect drawpos;
|
|
if (boss_spr == NULL) {
|
|
boss_spr = IMG_Load("dat/i/boss2.png");
|
|
SDL_SetColorKey(boss_spr, SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
|
|
}
|
|
|
|
new_dst = 64 + sin((float)t / 80.0) * 24;
|
|
|
|
new_dir = boss_2h_dir;
|
|
new_dir += (float)(rand() % 16) / 128.0;
|
|
new_dir -= (float)(rand() % 16) / 128.0;
|
|
|
|
// Check new dists
|
|
check_pass = 1;
|
|
for (i = 0; i < heads; i++) {
|
|
mx = boss_x + cos(new_dir + h_dist * i) * new_dst;
|
|
my = boss_y + sin(new_dir + h_dist * i) * new_dst;
|
|
|
|
if (!BossMovement(mx, my))
|
|
check_pass = 0;
|
|
}
|
|
|
|
if (check_pass) {
|
|
boss_2h_dst = new_dst;
|
|
boss_2h_dir = new_dir;
|
|
}
|
|
|
|
// Heads
|
|
|
|
for (i = 0; i < heads; i++) {
|
|
hx[i] = boss_x + cos(boss_2h_dir + h_dist * i) * boss_2h_dst;
|
|
hy[i] = boss_y + sin(boss_2h_dir + h_dist * i) * boss_2h_dst;
|
|
}
|
|
|
|
// Membranes
|
|
for (j = 0; j < heads; j++) {
|
|
for (i = 0; i < 5; i++) {
|
|
mx = hx[j] + (hx[(j+1)%heads] - hx[j]) * i / 4;
|
|
my = hy[j] + (hy[(j+1)%heads] - hy[j]) * i / 4;
|
|
|
|
DrawCircleEx(mx - scroll_x, my - scroll_y, 24 + abs(i - 2)*12 + rand()%6, 0, 96 ^ flash_coeff);
|
|
}
|
|
}
|
|
for (j = 0; j < heads; j++) {
|
|
for (i = 0; i < 5; i++) {
|
|
mx = hx[j] + (hx[(j+1)%heads] - hx[j]) * i / 4;
|
|
my = hy[j] + (hy[(j+1)%heads] - hy[j]) * i / 4;
|
|
|
|
DrawCircleEx(mx - scroll_x, my - scroll_y, 20 + abs(i - 2)*10 + rand()%6, 0, 0 ^ flash_coeff);
|
|
}
|
|
}
|
|
|
|
// Draw heads
|
|
|
|
for (i = 0; i < heads; i++) {
|
|
drawpos.x = hx[i] - 16 - scroll_x;
|
|
drawpos.y = hy[i] - 16 - scroll_y;
|
|
|
|
SDL_BlitSurface(boss_spr, NULL, screen, &drawpos);
|
|
}
|
|
|
|
break;
|
|
}
|
|
case 2: {
|
|
static SDL_Surface *boss_spr = NULL;
|
|
int i;
|
|
int mx, my;
|
|
float md;
|
|
SDL_Rect drawfrom, drawpos;
|
|
|
|
if (boss_spr == NULL) {
|
|
boss_spr = IMG_Load("dat/i/boss3.png");
|
|
SDL_SetColorKey(boss_spr, SDL_SRCCOLORKEY | SDL_RLEACCEL, 0);
|
|
}
|
|
|
|
boss_m_heads = boss_lives;
|
|
|
|
DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, 48, 0, 0 ^ flash_coeff);
|
|
// Draw appendages
|
|
for (i = 0; i < boss_m_heads; i++) {
|
|
mx = boss_x;
|
|
my = boss_y;
|
|
md = M_PI * 2.0 / (float)boss_m_heads * i + (M_PI / 4);
|
|
|
|
while (dist(mx, my, boss_m_hx[i], boss_m_hy[i]) > 12) {
|
|
md = CHDir(md, PDir(mx, my, boss_m_hx[i], boss_m_hy[i]), 0.5);
|
|
//md = PDir(mx, my, boss_m_hx[i], boss_m_hy[i]);
|
|
mx += cos(md) * 12;
|
|
my += sin(md) * 12;
|
|
|
|
DrawCircleEx(mx - scroll_x, my - scroll_y, 16 + rand()%8, 0, 0 ^ flash_coeff);
|
|
}
|
|
}
|
|
for (i = 0; i < boss_m_heads; i++) {
|
|
DrawCircleEx(boss_m_hx[i] - scroll_x, boss_m_hy[i] - scroll_y, 28, 0, 0 ^ flash_coeff);
|
|
}
|
|
for (i = 0; i < boss_m_heads; i++) {
|
|
mx = boss_x;
|
|
my = boss_y;
|
|
md = M_PI * 2.0 / (float)boss_m_heads * i + (M_PI / 4);
|
|
|
|
while (dist(mx, my, boss_m_hx[i], boss_m_hy[i]) > 12) {
|
|
md = CHDir(md, PDir(mx, my, boss_m_hx[i], boss_m_hy[i]), 0.5);
|
|
//md = PDir(mx, my, boss_m_hx[i], boss_m_hy[i]);
|
|
mx += cos(md) * 12;
|
|
my += sin(md) * 12;
|
|
drawfrom.x = 32;
|
|
drawfrom.y = 32 * (flash_coeff > 0);
|
|
drawfrom.w = 32;
|
|
drawfrom.h = 32;
|
|
drawpos.x = mx - 16 - scroll_x;
|
|
drawpos.y = my - 16 - scroll_y;
|
|
|
|
SDL_BlitSurface(boss_spr, &drawfrom, screen, &drawpos);
|
|
}
|
|
}
|
|
// Draw heads
|
|
drawfrom.x = 0;
|
|
drawfrom.y = 32 * (flash_coeff > 0);
|
|
drawfrom.w = 32;
|
|
drawfrom.h = 32;
|
|
for (i = 0; i < boss_m_heads; i++) {
|
|
drawpos.x = boss_m_hx[i] - 16 - scroll_x;
|
|
drawpos.y = boss_m_hy[i] - 16 - scroll_y;
|
|
SDL_BlitSurface(boss_spr, &drawfrom, screen, &drawpos);
|
|
}
|
|
|
|
// Draw core
|
|
for (i = 0; i < boss_m_heads; i++) {
|
|
drawpos.x = boss_x - 16 - scroll_x;
|
|
drawpos.y = boss_y - 16 - scroll_y;
|
|
|
|
SDL_BlitSurface(boss_spr, &drawfrom, screen, &drawpos);
|
|
}
|
|
break;
|
|
}
|
|
case 3: {
|
|
SDL_Rect drawto;
|
|
static SDL_Surface *boss_spr = NULL;
|
|
|
|
if (boss_spr == NULL) {
|
|
boss_spr = IMG_Load("dat/i/boss4.png");
|
|
SDL_SetColorKey(boss_spr, SDL_SRCCOLORKEY | SDL_RLEACCEL, 0);
|
|
}
|
|
|
|
// Aura
|
|
|
|
DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, 64+rand()%4, 0, (192+rand()%64) ^ flash_coeff);
|
|
DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, 48+rand()%4, 0, (rand()%64) ^ flash_coeff);
|
|
|
|
drawto.x = boss_x - 16 - scroll_x;
|
|
drawto.y = boss_y - 16 - scroll_y;
|
|
|
|
SDL_BlitSurface(boss_spr, NULL, screen, &drawto);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BC_BossIntro()
|
|
{
|
|
static int boss_bar_fill = 0;
|
|
static int boss_circle = 0, circle_reduce = 128;
|
|
|
|
if (boss_dlg != 0) {
|
|
DrawBoss();
|
|
DrawBossHP(100);
|
|
return;
|
|
}
|
|
|
|
if (boss_bar_fill < 100) {
|
|
boss_bar_fill += 2;
|
|
DrawBossHP(boss_bar_fill);
|
|
} else {
|
|
if (boss_circle < 128) {
|
|
boss_circle += 2;
|
|
DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, boss_circle, 0, 0);
|
|
DrawCircle(boss_x - scroll_x, boss_y - scroll_y, boss_circle, 96);
|
|
} else {
|
|
if (circle_reduce > 4) {
|
|
circle_reduce -= 2;
|
|
DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, circle_reduce, 0, 0);
|
|
DrawCircle(boss_x - scroll_x, boss_y - scroll_y, circle_reduce, 96);
|
|
DrawBoss();
|
|
} else {
|
|
DrawBoss();
|
|
if ((final_boss_dlg == 0) && (current_boss == 3)) {
|
|
boss_dlg = 1;
|
|
final_boss_dlg = 1;
|
|
} else {
|
|
boss_fight_mode = 2;
|
|
}
|
|
boss_circle = 0;
|
|
boss_bar_fill = 0;
|
|
circle_reduce = 128;
|
|
}
|
|
}
|
|
DrawBossHP(100);
|
|
}
|
|
}
|
|
|
|
void BC_BossCombat()
|
|
{
|
|
static int t = 0;
|
|
int move_x, move_y;
|
|
float pdir;
|
|
float pdir_x, pdir_y;
|
|
int i, j;
|
|
t++;
|
|
|
|
pdir = PlayerDir(boss_x, boss_y);
|
|
pdir_x = cos(pdir);
|
|
pdir_y = sin(pdir);
|
|
|
|
move_x = boss_x;
|
|
move_y = boss_y;
|
|
DrawBoss();
|
|
switch (current_boss) {
|
|
case 0: {
|
|
static float boss_dir = 0.0;
|
|
static float boss_dir_offset = 1.0;
|
|
|
|
move_x += cos(boss_dir) * (4 + (3 - boss_lives)/2);
|
|
move_y += sin(boss_dir) * (4 + (3 - boss_lives)/2);
|
|
|
|
move_x += pdir_x * (2 + (3 - boss_lives)/2);
|
|
move_y += pdir_y * (2 + (3 - boss_lives)/2);
|
|
|
|
boss_dir += (float)(rand() % 64)/256 * boss_dir_offset;
|
|
if ((rand()%48) == 0) {
|
|
boss_dir_offset *= -1.0;
|
|
}
|
|
while (!BossMovement(move_x, move_y)) {
|
|
boss_dir += (float)(rand() % 64)/256 * boss_dir_offset;
|
|
if ((rand()%48) == 0) {
|
|
boss_dir_offset *= -1.0;
|
|
}
|
|
move_x = boss_x;
|
|
move_y = boss_y;
|
|
|
|
move_x += cos(boss_dir) * (4 + (3 - boss_lives)/2);
|
|
move_y += sin(boss_dir) * (4 + (3 - boss_lives)/2);
|
|
move_x += pdir_x * (2 + (3 - boss_lives)/2);
|
|
move_y += pdir_y * (2 + (3 - boss_lives)/2);
|
|
}
|
|
if (BossMovement(move_x, move_y)) {
|
|
boss_x = move_x;
|
|
boss_y = move_y;
|
|
}
|
|
if (boss_flash > 15) return;
|
|
|
|
switch (boss_lives) {
|
|
case 3: {
|
|
int laser_dmg;
|
|
float laser_1_dir, laser_2_dir;
|
|
|
|
laser_dmg = (rand()%(player_shield/2+1))/2;
|
|
|
|
for (i = 0; i < player_shield / 5 + 1; i++) {
|
|
SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 3, pdir + M_PI / 4, 2, 0);
|
|
SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 0, pdir, 4.5, 0);
|
|
}
|
|
laser_1_dir = pdir + 0.3 + sin((float)t / 8)*0.2;
|
|
laser_2_dir = pdir - 0.3 + sin((float)t / 8)*0.2;
|
|
SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_1_dir, 0, 1, 0, laser_dmg);
|
|
SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_2_dir, 0, 1, 0, laser_dmg);
|
|
break;
|
|
}
|
|
case 2: {
|
|
int laser_dmg;
|
|
float laser_1_dir, laser_2_dir, laser_3_dir;
|
|
|
|
laser_dmg = (rand()%(player_shield/2+1))/2;
|
|
for (i = 0; i < player_shield / 3 + 1; i++) {
|
|
SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 3, RandomDir(), 3.5, 0);
|
|
SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 0, RandomDir(), 4.5, 0);
|
|
}
|
|
laser_1_dir = pdir + 0.4 + sin((float)t / 8)*0.2;
|
|
laser_2_dir = pdir - 0.4 + sin((float)t / 8)*0.2;
|
|
laser_3_dir = RandomDir();
|
|
SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_1_dir, 0, 1, 0, laser_dmg);
|
|
SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_2_dir, 0, 1, 0, laser_dmg);
|
|
if ((t % 12) == 0)
|
|
SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_3_dir, 24, 8, 0, laser_dmg * 4);
|
|
break;
|
|
}
|
|
case 1: {
|
|
int laser_dmg;
|
|
float laser_1_dir, laser_2_dir, laser_3_dir;
|
|
|
|
laser_dmg = (rand()%(player_shield/2+1))/2;
|
|
for (i = 0; i < player_shield / 4 + 1; i++) {
|
|
SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 3, RandomDir(), 3.5, 0);
|
|
SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 0, pdir, 5.0, 0);
|
|
SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 0, RandomDir(), 4.5, 0);
|
|
}
|
|
laser_1_dir = pdir + 0.4 + sin((float)t / 8)*0.3;
|
|
laser_2_dir = pdir - 0.4 + sin((float)t / 8)*0.3;
|
|
laser_3_dir = RandomDir();
|
|
SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_1_dir, 0, 1, 0, laser_dmg);
|
|
SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, laser_2_dir, 0, 1, 0, laser_dmg);
|
|
if ((t % 5) == 0)
|
|
SpawnLaser(boss_x + pdir_x * 24, boss_y + pdir_y * 8, RandomDir(), 16, 16, 0, laser_dmg * 4);
|
|
if ((t % 10) == 0)
|
|
SpawnBullet(boss_x + (rand() % 48)*pdir_x, boss_y + (rand() % 48)*pdir_y, 5, RandomDir(), 5, 0);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case 1: {
|
|
float h_dist;
|
|
int i, j;
|
|
int hx[4], hy[4];
|
|
int heads;
|
|
int mx, my;
|
|
int check_pass;
|
|
float hd2;
|
|
|
|
heads = 5 - boss_lives;
|
|
h_dist = M_PI * 2 / heads;
|
|
|
|
// Heads
|
|
|
|
for (i = 0; i < heads; i++) {
|
|
hx[i] = boss_x + cos(boss_2h_dir + h_dist * i) * boss_2h_dst;
|
|
hy[i] = boss_y + sin(boss_2h_dir + h_dist * i) * boss_2h_dst;
|
|
}
|
|
|
|
move_x += -6 + rand() % 13;
|
|
move_y += -6 + rand() % 13;
|
|
|
|
move_x += pdir_x * (2 + (3 - boss_lives)/2);
|
|
move_y += pdir_y * (2 + (3 - boss_lives)/2);
|
|
|
|
// Check movement
|
|
check_pass = 1;
|
|
for (i = 0; i < heads; i++) {
|
|
mx = move_x + cos(boss_2h_dir + h_dist * i) * boss_2h_dst;
|
|
my = move_y + sin(boss_2h_dir + h_dist * i) * boss_2h_dst;
|
|
|
|
if (!BossMovement(mx, my))
|
|
check_pass = 0;
|
|
}
|
|
|
|
if (check_pass) {
|
|
boss_x = move_x;
|
|
boss_y = move_y;
|
|
}
|
|
|
|
if (boss_flash > 30) return;
|
|
|
|
// Main cannons
|
|
if ((t % (10 + boss_lives * 6)) == 1) {
|
|
i = (t / (10 + boss_lives * 6)) % heads;
|
|
for (j = 0; j < player_shield / 2 + 1; j++) {
|
|
SpawnBullet(hx[i] + (rand() % 48)*pdir_x, hy[i] + (rand() % 48)*pdir_y, 0, pdir, 7 + ((float)(rand()%16))/10.0, 0);
|
|
}
|
|
SpawnBullet(hx[i], hy[i], 4, pdir, 10, 0);
|
|
}
|
|
|
|
// Barrage launcher
|
|
for (i = 0; i < player_shield / 4 + heads; i++) {
|
|
SpawnBullet(boss_x, boss_y, 0, RandomDir(), 3 + (float)(rand()%16)/10.0, 0);
|
|
}
|
|
|
|
if (boss_lives == 2) {
|
|
// Splitters
|
|
if ((t % 20) == 1) {
|
|
SpawnBullet(boss_x, boss_y, 5, pdir, 5, 0);
|
|
}
|
|
}
|
|
|
|
// Central laser cannon
|
|
|
|
if ((t % (100 + boss_lives * 50)) == ((100 + boss_lives * 50)-1)) {
|
|
i = player_shield / 3 + 2;
|
|
hd2 = M_PI * 2.0 / (float)i;
|
|
for (j = 0; j < i; j++) {
|
|
SpawnLaser(boss_x + cos(hd2*j) * 20, boss_y + sin(hd2*j) * 20, pdir, 15 + rand()%16, 5, 0, (player_shield / 3 + 1));
|
|
}
|
|
}
|
|
|
|
// Star vomit
|
|
|
|
if (boss_lives == 2) {
|
|
for (i = 0; i < heads; i++) {
|
|
for (j = 0; j < player_shield / 6 + 1; j++) {
|
|
SpawnBullet(hx[i], hy[i], 3, RandomDir(), 6, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Fusion cannon
|
|
|
|
if (boss_lives <= 2) {
|
|
if ((t % (12 + (boss_lives - 1) * 30)) == 9) {
|
|
for (i = 0; i < heads; i++) {
|
|
SpawnLaser(hx[i], hy[i], pdir, 6, 6, 0, (player_shield / 6 + 1));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case 2: {
|
|
int mx, my;
|
|
static int t2 = 0;
|
|
float md;
|
|
int trying;
|
|
|
|
boss_m_heads = boss_lives;
|
|
|
|
for (i = 0; i < boss_m_heads; i++) {
|
|
mx = boss_m_hx[i];
|
|
my = boss_m_hy[i];
|
|
|
|
boss_m_hd[i] = CHDir(boss_m_hd[i], PlayerDir(mx, my), 0.2);
|
|
md = M_PI * 2.0 / (float)boss_m_heads * i + (M_PI / 4);
|
|
boss_m_hd[i] = CHDir(boss_m_hd[i], md, 0.1);
|
|
|
|
md = boss_m_hd[i];
|
|
|
|
if ( (t % boss_m_heads) == i) {
|
|
mx += cos(md) * 4 + (boss_m_heads == 1) * 2;
|
|
my += sin(md) * 4 + (boss_m_heads == 1) * 2;
|
|
}
|
|
|
|
|
|
for (j = 0; j < boss_m_heads; j++) {
|
|
if (j != i) {
|
|
if (dist(boss_m_hx[j], boss_m_hy[j], boss_m_hx[i], boss_m_hy[i]) < 200) {
|
|
md = PDir(boss_m_hx[j], boss_m_hy[j], boss_m_hx[i], boss_m_hy[i]);
|
|
mx += cos(md) * 2;
|
|
my += sin(md) * 2;
|
|
boss_m_hd[i] = CHDir(boss_m_hd[i], md, 0.1);
|
|
}
|
|
}
|
|
}
|
|
|
|
trying = 10;
|
|
|
|
while (!BossMovement(mx, my)) {
|
|
trying--;
|
|
if (trying == 0) break;
|
|
md = PlayerDir(boss_m_hx[i], boss_m_hy[i]);
|
|
md = md - 0.3 + (float)(rand()%16) * 0.6;
|
|
|
|
mx = boss_m_hx[i] + cos(md) * 5;
|
|
my = boss_m_hy[i] + sin(md) * 5;
|
|
|
|
if (boss_m_heads == 1) {
|
|
boss_m_hd[i] = CHDir(boss_m_hd[i], PlayerDir(mx, my), 0.2);
|
|
md = boss_m_hd[i];
|
|
mx += cos(md) * 3;
|
|
my += sin(md) * 3;
|
|
}
|
|
}
|
|
if (trying > 0) {
|
|
boss_m_hx[i] = mx;
|
|
boss_m_hy[i] = my;
|
|
}
|
|
}
|
|
|
|
if (boss_flash > 30) return;
|
|
|
|
if (boss_m_heads > 1) {
|
|
if ((t % 2) == 0) {
|
|
i = t % boss_m_heads;
|
|
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);
|
|
} else {
|
|
i = (t+2) % boss_m_heads;
|
|
md = PlayerDir(boss_m_hx[i], boss_m_hy[i]);
|
|
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);
|
|
}
|
|
} else {
|
|
md = CHDir(RandomDir(), PlayerDir(boss_m_hx[0], boss_m_hy[0]), 1.5);
|
|
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);
|
|
}
|
|
// Barrage
|
|
|
|
for (i = 0; i < 24; i++) {
|
|
if ((t2 % (6 - (player_shield / 6) + boss_m_heads)) == 0) {
|
|
md = RandomDir();
|
|
if (boss_m_heads > 2) {
|
|
SpawnBullet(boss_x + cos(md)*8, boss_y + sin(md)*8, 0, md, 5, 0);
|
|
} else {
|
|
if (boss_m_heads > 1) {
|
|
SpawnBullet(boss_x + cos(md)*24, boss_y + sin(md)*24, 4, md, 12, 0);
|
|
} else {
|
|
md = CHDir(md, pdir, 0.66);
|
|
SpawnBullet(boss_x + cos(md)*24, boss_y + sin(md)*24, 4, md, 12, 0);
|
|
}
|
|
}
|
|
}
|
|
t2++;
|
|
}
|
|
|
|
// Beams
|
|
if (boss_m_heads < 4) {
|
|
if ((t % 5) == 0) {
|
|
i = (t / 5)%boss_m_heads;
|
|
md = boss_m_hd[i];
|
|
SpawnLaser(boss_m_hx[i], boss_m_hy[i], md, 1, 10, 0.05, (player_shield / 7) + 3 - boss_m_heads);
|
|
md += M_PI / 2;
|
|
SpawnLaser(boss_m_hx[i], boss_m_hy[i], md, 1, 10, 0.05, (player_shield / 7) + 3 - boss_m_heads);
|
|
md += M_PI / 2;
|
|
SpawnLaser(boss_m_hx[i], boss_m_hy[i], md, 1, 10, 0.05, (player_shield / 7) + 3 - boss_m_heads);
|
|
md += M_PI / 2;
|
|
SpawnLaser(boss_m_hx[i], boss_m_hy[i], md, 1, 10, 0.05, (player_shield / 7) + 3 - boss_m_heads);
|
|
}
|
|
}
|
|
|
|
if (boss_m_heads == 1) {
|
|
if ( (t % 30) < player_shield) {
|
|
md = CHDir(RandomDir(), pdir, 1.0);
|
|
SpawnBullet(boss_m_hx[0] + cos(md)*24, boss_m_hy[0] + sin(md)*24, 3, md, 11, 0);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case 3:
|
|
{
|
|
int boss_loop;
|
|
int boss_loop_total;
|
|
int mx, my;
|
|
int npattern;
|
|
int i;
|
|
float firedir;
|
|
float flp;
|
|
float cboss_dir;
|
|
int ls_x, ls_y;
|
|
|
|
|
|
mx = boss_x + cos(boss_dir)*(4 + (player_shield==30));
|
|
my = boss_y + sin(boss_dir)*(4 + (player_shield==30));
|
|
|
|
if (BossMovement(mx, my)) {
|
|
boss_x = mx;
|
|
boss_y = my;
|
|
boss_dir = CHDir(boss_dir, pdir, 0.3);
|
|
} else {
|
|
boss_dir = CHDir(boss_dir, RandomDir(), 1);
|
|
}
|
|
|
|
if ((boss_lives == 1) && (player_shield == 30)) {
|
|
{
|
|
int room_w, room_h;
|
|
int room_x, room_y;
|
|
float tmr_t;
|
|
float b_m_dir;
|
|
|
|
float boss_x_bias, boss_y_bias;
|
|
|
|
boss_x_bias = 1.33 - ((float)(boss_hp) / 1200.0);
|
|
boss_y_bias = 0.7 + ((float)(boss_hp) / 1500.0);
|
|
|
|
room_x = rooms[player_room].x * 32 + 64;
|
|
room_y = rooms[player_room].y * 32 + 64;
|
|
room_w = rooms[player_room].w * 32 - 128;
|
|
room_h = rooms[player_room].h * 32 - 128;
|
|
|
|
tmr_t = (float)t / 30.0;
|
|
|
|
mx = (int)((sin(tmr_t * boss_x_bias)*0.5+0.5) * (float)room_w) + room_x;
|
|
my = (int)((cos(tmr_t * boss_y_bias)*0.5+0.5) * (float)room_h) + room_y;
|
|
|
|
if ( dist(mx, my, boss_x, boss_y) < 24) {
|
|
boss_x = mx;
|
|
boss_y = my;
|
|
} else {
|
|
b_m_dir = PDir(boss_x, boss_y, mx, my);
|
|
boss_x += cos(b_m_dir)*24;
|
|
boss_y += sin(b_m_dir)*24;
|
|
}
|
|
}
|
|
if ((t % 50) < 49) {
|
|
proxy_seek = 0;
|
|
for (i = 0; i < 20; i++) {
|
|
firedir = RandomDir();
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 1, 0);
|
|
}
|
|
} else {
|
|
proxy_seek = 1;
|
|
}
|
|
if ( ((t / 50) % 4) == 3) {
|
|
proxy_seek = 1;
|
|
}
|
|
|
|
for (i = 0; i < 24; i++) {
|
|
firedir = M_PI / 15 * (float)i + (float)t / 33.0 * M_PI;
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 10, 0);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
boss_loop_total = 1 + (player_shield == 30)*2;
|
|
|
|
cboss_dir = boss_dir;
|
|
|
|
for (boss_loop = 0; boss_loop < boss_loop_total; boss_loop++) {
|
|
if (player_shield == 30) {
|
|
npattern = (3 - boss_lives) * 3 + 2 - (boss_hp / 334);
|
|
} else {
|
|
npattern = (2 - boss_lives) * 3 + 2 - (boss_hp / 334);
|
|
}
|
|
|
|
switch (npattern) {
|
|
case 0:
|
|
// Spirally pattern
|
|
for (i = 0; i < 4; i++) {
|
|
firedir = M_PI / 2 * (float)i + (float)t / 33.0 * M_PI;
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 5, 0);
|
|
}
|
|
for (i = 0; i < 4; i++) {
|
|
firedir = M_PI / 2 * (float)i + (float)t / 33.0 * M_PI * 2.0;
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 8, 0);
|
|
}
|
|
for (i = 0; i < 4; i++) {
|
|
firedir = RandomDir();
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 12, 0);
|
|
}
|
|
break;
|
|
case 1:
|
|
// Proxies
|
|
if ((t % 100) < 80) {
|
|
for (i = 0; i < 6; i++) {
|
|
firedir = RandomDir();
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 1, 0);
|
|
}
|
|
} else {
|
|
if ((t % 100) == 88) {
|
|
proxy_seek = 1;
|
|
}
|
|
if ((t % 100) == 92) {
|
|
proxy_seek = 0;
|
|
}
|
|
}
|
|
for (i = 0; i < 8; i++) {
|
|
firedir = M_PI / 4 * (float)i + (float)t / 33.0 * M_PI;
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 10, 0);
|
|
}
|
|
break;
|
|
case 2:
|
|
// Laserwalls
|
|
if ((t % 4) == 2) {
|
|
firedir = cboss_dir + (float)t / 33.0 * M_PI;
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 10, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 5, 1);
|
|
}
|
|
|
|
for (i = 0; i < 4; i++) {
|
|
firedir = cboss_dir + M_PI / 6 * (float)i + (float)t / 33.0 * M_PI;
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 5, 0);
|
|
}
|
|
break;
|
|
case 3:
|
|
if ((t % 30) == 29) {
|
|
firedir = RandomDir();
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 10, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.99, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.98, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.97, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.96, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.95, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.94, 1);
|
|
}
|
|
if ((t % 40) == 39) {
|
|
firedir = RandomDir();
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 1, firedir, 6, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 5, firedir+1, 6, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 6, firedir+1, 6, 1);
|
|
}
|
|
if ((t % 50) == 49) {
|
|
proxy_seek = 0;
|
|
firedir = RandomDir();
|
|
for (i = 0; i < 60; i++) {
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 1, 1);
|
|
firedir += M_PI * 2.0 * (float)firedir / 60.0;
|
|
}
|
|
}
|
|
if ((t % 50) == 45) {
|
|
proxy_seek = 1;
|
|
}
|
|
|
|
if ((t % 10) == 2) {
|
|
firedir = cboss_dir + (float)t / 33.0 * M_PI;
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 10, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 7.5, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 5, 1);
|
|
}
|
|
break;
|
|
case 4:
|
|
if ((t % 80) == 79) {
|
|
firedir = RandomDir();
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 10, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.98, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.96, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.94, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 9.92, 1);
|
|
}
|
|
if ((t % 90) == 89) {
|
|
firedir = RandomDir();
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 1, firedir, 6, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 5, firedir+1, 6, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 6, firedir+1, 6, 1);
|
|
}
|
|
if ((t % 100) == 99) {
|
|
proxy_seek = 0;
|
|
firedir = RandomDir();
|
|
for (i = 0; i < 60; i++) {
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 1, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 2, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 3, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 7, firedir, 4, 1);
|
|
firedir += M_PI * 2.0 * (float)firedir / 60.0;
|
|
}
|
|
}
|
|
if ((t % 100) == 95) {
|
|
proxy_seek = 1;
|
|
}
|
|
|
|
flp = (float)(t % 50) / 49.0;
|
|
|
|
if ((t % 10) == 3) {
|
|
i = (t / 10) % 4;
|
|
switch (i) {
|
|
case 0:
|
|
ls_x = 7904 + flp * 576;
|
|
ls_y = 8000;
|
|
break;
|
|
case 1:
|
|
ls_x = 8480 - flp * 576;
|
|
ls_y = 8416;
|
|
break;
|
|
case 2:
|
|
ls_x = 7904;
|
|
ls_y = 8000 + flp * 416;
|
|
break;
|
|
case 3:
|
|
default:
|
|
ls_x = 8480;
|
|
ls_y = 8416 - flp * 416;
|
|
break;
|
|
}
|
|
firedir = PlayerDir(ls_x, ls_y) - 0.1 + ((float)(rand()%16))/8.0;
|
|
SpawnLaser(ls_x, ls_y, firedir, 8, 2, 0, player_shield/2+1);
|
|
}
|
|
|
|
if ((t % 6) == 2) {
|
|
firedir = cboss_dir + (float)t / 33.0 * M_PI;
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 10, 1);
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 8, firedir, 5, 1);
|
|
}
|
|
break;
|
|
case 5:
|
|
flp = (float)(t % 50) / 49.0;
|
|
|
|
if ((t % 8) == 7) {
|
|
i = (t / 8) % 4;
|
|
switch (i) {
|
|
case 0:
|
|
ls_x = 7904 + flp * 576;
|
|
ls_y = 8000;
|
|
break;
|
|
case 1:
|
|
ls_x = 8480 - flp * 576;
|
|
ls_y = 8416;
|
|
break;
|
|
case 2:
|
|
ls_x = 7904;
|
|
ls_y = 8000 + flp * 416;
|
|
break;
|
|
case 3:
|
|
default:
|
|
ls_x = 8480;
|
|
ls_y = 8416 - flp * 416;
|
|
break;
|
|
}
|
|
firedir = PlayerDir(ls_x, ls_y) - 0.1 + ((float)(rand()%16))/8.0;
|
|
SpawnLaser(ls_x, ls_y, firedir - 0.03*6, 5, 5, 0.03, player_shield/3+1);
|
|
}
|
|
|
|
for (i = 0; i < 7; i++) {
|
|
firedir = cboss_dir + M_PI/2 * (float)i + (float)t / 33.0 * M_PI;
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 0, firedir, 8, 0);
|
|
}
|
|
for (i = 0; i < 7; i++) {
|
|
firedir = cboss_dir + M_PI/4 + M_PI/2 * (float)i + (float)t / 33.0 * M_PI;
|
|
SpawnBullet(boss_x + cos(firedir)*12, boss_y + sin(firedir)*12, 3, firedir, 8, 0);
|
|
}
|
|
break;
|
|
}
|
|
|
|
cboss_dir += -0.1 + ((float)(rand()%16))/8.0;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void BC_BossDying()
|
|
{
|
|
int x, y, rx, ry, rt;
|
|
static int t_timer = 0;
|
|
static int bxp, bdef;
|
|
int i;
|
|
static SDL_Surface *endpics[1] = {NULL};
|
|
static float dr = 0;
|
|
|
|
if (current_boss < 3) {
|
|
specialmessage = 40 + rooms[player_room].room_param;
|
|
specialmessagetimer = 120;
|
|
rooms[player_room].room_type = 4;
|
|
boss_fight_mode = 0;
|
|
current_boss += 1;
|
|
artifacts[8 + rooms[player_room].room_param] = 0;
|
|
|
|
CullEnemies(4);
|
|
|
|
// unlock doors
|
|
|
|
for (y = 0; y < rooms[player_room].h; y++) {
|
|
for (x = 0; x < rooms[player_room].w; x++) {
|
|
rx = x + rooms[player_room].x;
|
|
ry = y + rooms[player_room].y;
|
|
rt = Get(rx, ry);
|
|
|
|
if ((rt >= 21) && (rt <= 24)) {
|
|
Put(rx, ry, rt - 21 + 13, player_room);
|
|
|
|
if (rt == 21) {
|
|
Put(rx, ry+1, 14, GetRoom(rx, ry+1));
|
|
}
|
|
if (rt == 22) {
|
|
Put(rx, ry-1, 13, GetRoom(rx, ry-1));
|
|
}
|
|
if (rt == 23) {
|
|
Put(rx+1, ry, 16, GetRoom(rx+1, ry));
|
|
}
|
|
if (rt == 24) {
|
|
Put(rx-1, ry, 15, GetRoom(rx-1, ry));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (current_boss > 0) {
|
|
SoupUpEnemies();
|
|
}
|
|
} else {
|
|
if (boss_fight_mode == 3) {
|
|
t_timer = 0;
|
|
boss_fight_mode = 4;
|
|
magic_circuit = 0;
|
|
bxp = 4;
|
|
bdef = 256;
|
|
dr = RandomDir();
|
|
|
|
if (training) t_timer = 2000;
|
|
} else {
|
|
DrawArtifactOverhead(3);
|
|
if (bdef > 0) {
|
|
DrawCircleEx(boss_x-scroll_x, boss_y-scroll_y, bxp, bxp-bdef, 0);
|
|
bxp += 4;
|
|
bdef -= 2;
|
|
} else {
|
|
if (t_timer < 220) {
|
|
draw_text(244, 100, "*** Divine Seal ***", 1);
|
|
draw_text(244, 380, "*** Divine Seal ***", 1);
|
|
magic_circuit = circuit_size * 0.75 * t_timer / 220;
|
|
for (i = 0; i < 10; i++) {
|
|
rt = (rand() % 350) + 50;
|
|
DrawCircle(player_x + PLAYERW/2 - scroll_x + cos(dr)*rt, player_y - scroll_y + PLAYERH/2
|
|
+ sin(dr)*rt, rand()%30+5, rand()%128+128);
|
|
}
|
|
|
|
dr -= 0.025;
|
|
for (i = 0; i < 5; i++) {
|
|
Arc(screen, player_x + PLAYERW/2 - scroll_x, player_y + PLAYERH/2 - scroll_y, 450, dr);
|
|
dr += 0.01;
|
|
}
|
|
dr += 0.03;
|
|
|
|
if ((t_timer % 30) == 29) {
|
|
dr = RandomDir();
|
|
}
|
|
|
|
DrawCircle(player_x - scroll_x + PLAYERW/2, player_y - scroll_y + PLAYERH/2, (t_timer % 30) * 15, 255);
|
|
DrawCircle(player_x - scroll_x + PLAYERW/2, player_y - scroll_y + PLAYERH/2, ( (t_timer + 15) % 30) * 15, 255);
|
|
} else {
|
|
magic_circuit = 0;
|
|
if (boss_fight_mode < 23) {
|
|
if ( (t_timer % 4)==3) {
|
|
boss_fight_mode++;
|
|
}
|
|
} else {
|
|
if (endpics[0] == NULL) {
|
|
if (training) {
|
|
endpics[0] = IMG_Load("dat/i/wuss_ending.png");
|
|
}
|
|
}
|
|
|
|
if (training) {
|
|
SDL_BlitSurface(endpics[0], NULL, screen, NULL);
|
|
} else {
|
|
show_ending = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (t_timer == 200) {
|
|
CullEnemies(1);
|
|
}
|
|
|
|
t_timer++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BC_NewLife()
|
|
{
|
|
static int circle_size = 0;
|
|
static int circle_size2 = 128;
|
|
|
|
if (boss_flash > 0) {
|
|
DrawBoss();
|
|
return;
|
|
}
|
|
if (boss_new_life == 1) {
|
|
circle_size = 0;
|
|
circle_size2 = 128;
|
|
boss_ox = rooms[current_boss_room].w * 16 + rooms[current_boss_room].x * 32;
|
|
boss_oy = rooms[current_boss_room].h * 16 + rooms[current_boss_room].y * 32;
|
|
boss_new_life = 2;
|
|
} else {
|
|
if (circle_size < 128) {
|
|
circle_size += 4;
|
|
DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, circle_size, 0, 0);
|
|
DrawCircle(boss_x - scroll_x, boss_y - scroll_y, circle_size, 96);
|
|
DrawBoss();
|
|
|
|
if (boss_lives > 1) {
|
|
DrawCircleEx(boss_ox - scroll_x, boss_oy - scroll_y, circle_size, 0, 0);
|
|
DrawCircle(boss_ox - scroll_x, boss_oy - scroll_y, circle_size, 96);
|
|
}
|
|
} else {
|
|
if (circle_size2 == 128) {
|
|
boss_ox = boss_x;
|
|
boss_oy = boss_y;
|
|
boss_x = rooms[current_boss_room].w * 16 + rooms[current_boss_room].x * 32;
|
|
boss_y = rooms[current_boss_room].h * 16 + rooms[current_boss_room].y * 32;
|
|
boss_tail_len = 0;
|
|
boss_lives--;
|
|
}
|
|
if (circle_size2 > 4) {
|
|
circle_size2 -= 4;
|
|
if (boss_lives > 0) {
|
|
DrawCircleEx(boss_x - scroll_x, boss_y - scroll_y, circle_size2, 0, 0);
|
|
DrawCircle(boss_x - scroll_x, boss_y - scroll_y, circle_size2, 96);
|
|
DrawBoss();
|
|
}
|
|
|
|
DrawCircleEx(boss_ox - scroll_x, boss_oy - scroll_y, circle_size2, 0, 0);
|
|
DrawCircle(boss_ox - scroll_x, boss_oy - scroll_y, circle_size2, 96);
|
|
} else {
|
|
if (boss_lives > 0) {
|
|
boss_new_life = 0;
|
|
boss_hp = 1000;
|
|
if ( (boss_lives == 1) && (current_boss == 3) && (player_shield == 30) ) {
|
|
player_hp = 6;
|
|
boss_dmgrate = 0.2;
|
|
}
|
|
} else {
|
|
boss_new_life = 0;
|
|
boss_fight_mode = 3;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BossControl()
|
|
{
|
|
if ((player_room != current_boss_room)) {
|
|
// Player left, so roll back the boss
|
|
resetboss = 0;
|
|
current_boss_room = 0;
|
|
boss_tail_len = 0;
|
|
boss_fight_mode = 0;
|
|
boss_new_life = 0;
|
|
}
|
|
|
|
if (boss_fight_mode == 1) {
|
|
BC_BossIntro();
|
|
return;
|
|
}
|
|
if (boss_fight_mode == 2) {
|
|
if (boss_new_life > 0) {
|
|
BC_NewLife();
|
|
} else {
|
|
BC_BossCombat();
|
|
}
|
|
return;
|
|
}
|
|
if (boss_fight_mode >= 3) {
|
|
BC_BossDying();
|
|
return;
|
|
}
|
|
}
|
|
|
|
void DrawArtifactOverhead(int p_obj)
|
|
{
|
|
int p_x, p_y;
|
|
static int tick = 0;
|
|
|
|
SDL_Rect from, to;
|
|
|
|
p_x = player_x - 8;
|
|
p_y = player_y - 36 + sin((float)tick / 20.0)*4;
|
|
|
|
from.x = (8 + p_obj) * 32;
|
|
from.y = 0;
|
|
from.w = 32;
|
|
from.h = 32;
|
|
|
|
to.x = p_x - scroll_x;
|
|
to.y = p_y - scroll_y;
|
|
SDL_BlitSurface(artifact_spr, &from, screen, &to);
|
|
|
|
|
|
tick++;
|
|
}
|
|
|
|
int CanGetArtifact()
|
|
{
|
|
int required_enemies;
|
|
int n_artifacts;
|
|
n_artifacts = current_boss + artifacts[8] + artifacts[9] + artifacts[10];
|
|
required_enemies = total_enemies * (percent_required[n_artifacts]) / 100;
|
|
|
|
if (killed_enemies >= required_enemies) return 1;
|
|
return 0;
|
|
}
|
|
|
|
void BossRoom(int room)
|
|
{
|
|
int i;
|
|
|
|
boss_fight_mode = 1;
|
|
current_boss_room = room;
|
|
boss_x = rooms[room].w * 16 + rooms[room].x * 32;
|
|
boss_y = rooms[room].h * 16 + rooms[room].y * 32;
|
|
boss_hp = 1000;
|
|
boss_flash = 0;
|
|
magic_circuit = 0;
|
|
boss_dlg = 0;
|
|
boss_new_life = 0;
|
|
|
|
switch (current_boss) {
|
|
case 0:
|
|
boss_lives = 3;
|
|
boss_breakpoint = 75;
|
|
boss_dmgrate = 1.00;
|
|
break;
|
|
case 1:
|
|
boss_lives = 3;
|
|
boss_breakpoint = 75;
|
|
boss_dmgrate = 0.80;
|
|
break;
|
|
case 2:
|
|
boss_lives = 4;
|
|
boss_breakpoint = 90;
|
|
boss_dmgrate = 1.25;
|
|
boss_m_heads = 4;
|
|
for (i = 0; i < boss_m_heads; i++) {
|
|
boss_m_hd[i] = M_PI / 2 * i + (M_PI / 4);
|
|
boss_m_hx[i] = boss_x + cos(boss_m_hd[i]) * 128;
|
|
boss_m_hy[i] = boss_y + sin(boss_m_hd[i]) * 128;
|
|
}
|
|
break;
|
|
case 3:
|
|
boss_lives = 2 + (player_shield == 30);
|
|
boss_breakpoint = 120;
|
|
boss_dmgrate = 0.40 + 0.10*(player_shield == 30);
|
|
boss_dir = M_PI * 3.0 / 2.0;
|
|
break;
|
|
}
|
|
|
|
if (training) {
|
|
boss_dmgrate *= 1.2;
|
|
boss_breakpoint *= 0.8;
|
|
}
|
|
}
|