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meritous/src/boss.c

1830 lines
53 KiB
C
Executable File

//
// boss.c
//
// Copyright 2007, 2008 Lancer-X/ASCEAI
//
// This file is part of Meritous.
//
// Meritous is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Meritous is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Meritous. If not, see <http://www.gnu.org/licenses/>.
//
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <time.h>
#include <SDL.h>
#include <SDL_image.h>
#include "levelblit.h"
#include "mapgen.h"
#include "demon.h"
#include "gamemap.h"
#include "audio.h"
char *boss_names[] = { "MERIDIAN",
"ATARAXIA",
"MERODACH",
"WERVYN ANIXIL" };
int boss_fight_mode = 0;
// 0 - no boss fight
// 1 - entering boss room
// 2 - fiting teh boss
// 3 - boss dying
// 4-23 - final boss dying sequence
int current_boss_room = 0;
int current_boss = 0;
int boss_x, boss_y;
int boss_hp;
int boss_lives;
int boss_tail_len = 0;
int boss_breakpoint;
int boss_flash = 0;
int boss_new_life = 0;
int boss_ox, boss_oy;
int boss_dlg = 0;
int resetboss = 0;
int final_boss_dlg = 0;
float boss_dmgrate = 1;
float boss_dir;
int proxy_seek = 0;
int boss_m_heads;
int boss_m_hx[4];
int boss_m_hy[4];
float boss_m_hd[4];
float boss_2h_dir = 0;
int boss_2h_dst = 64;
int percent_required[4] = {15, 40, 60, 75};
char *artifact_names[] = { "Holy Sword 'Balmung'",
"Mystic Halberd 'Amenonuhoko'",
"Divine Bow 'Gandiva'",
"Cursed Seal of Yahveh"};
int CanGetArtifact();
void DrawArtifactOverhead(int p_obj);
struct dlg_box {
int pos;
int lines;
int last;
char *txt;
};
struct dlg_box dtext[5][12] =
// "This string of text is precisely seventy eight characters in length, usefully."
{
{ // Meridian
{0, 5, 0,
"MERIDIAN:\n"
" \n"
" Different...\n"
" \n"
" Your PSI is different. Your magic is perverse. Poisonous. Treacherous."
},
{1, 5, 0,
"MERIT:\n"
" \n"
" Nothing but darkness carried on the wind of a curse. It's amazing that you\n"
" are able to communicate with me at all. Surely a statement on the perversity\n"
" of my magic, coming from you, is more than a little bit hypocritical."
},
{0, 6, 1,
"MERIDIAN:\n"
" \n"
" So. You've even brought that tainted thing with you.\n"
" That does not really surprise me, but nonetheless, your weak, impure PSI\n"
" will do you little good against one manifest of shadows. Pitiful thing from\n"
" the surface, MERIDIAN shall return you to the dust from whence you came!"
}
},
{ // Ataraxia
{0, 5, 0,
"ATARAXIA:\n"
" \n"
" It felt nearly as inconsequential as a stilling in the breeze, but there was\n"
" more to it, wasn't it? It feels as though I lost a part of myself. Was that\n"
" your doing?"
},
{1, 6, 0,
"MERIT:\n"
" \n"
" Moving Ochra's Keys from the ley lines was only the start, am I correct?\n"
" Nonetheless, what you've already caused is enough. The Keys were placed to\n"
" prevent corruption in the PSI. Moving them renders the PSI unusable. There\n"
" is nothing to be gained from THAT."
},
{0, 8, 0,
"ATARAXIA:\n"
" \n"
" Statements like that belie your youthful naivety and ignorance. There is no\n"
" way to make magic unusable. What you see now is the other side of PSI that\n"
" pitiful beings such as yourself turn a blind eye to. Like the sun at dawn\n"
" the sun at dusk, it is nonetheless the same sun, and each beautiful in its\n"
" own way. PSI isn't just for things like you, but for the entire cosmos.\n"
" Nothing can be gained by preventing it from taking its natural course."
},
{1, 8, 0,
"MERIT:\n"
" \n"
" You delude yourself with the crazed whisperings from the muck that spawned\n"
" you. You say that this PSI is still PSI, but it is not. PSI is the energy of\n"
" creation. This is the energy of destruction. PSI is a pure force, gathered\n"
" from around me and targeted with my mind. This is a foul mixture, existing\n"
" as half-mad corruptions like you. It can only break apart when confronted\n"
" with true power."
},
{0, 6, 1,
"ATARAXIA:\n"
" \n"
" You realise that not even your fellow PSI users agree with you? But, it is\n"
" of little consequence. I'll show you the true beauty of that which you shun\n"
" by smothering you in it and turning your flesh into fuel for the PSI that\n"
" runs through the veins of this Dome!"
}
},
{ // Merodach
{0, 9, 0,
"MERODACH:\n"
" \n"
" 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"
" \n"
" 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"
" \n"
" 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"
" \n"
" t h e b e g i n n i n g ?"
},
{0, 7, 1,
"MERODACH\n"
" \n"
" 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"
" \n"
" 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"
" \n"
" 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"
}
},
{ // Wervyn Anixil
{1, 6, 0,
"MERIT:\n"
" \n"
" ANIXIL? So, that's how it is. I assume you worked out a way of using the\n"
" PSI in this state. So, not happy with your allotted PSI from the Dome, you\n"
" decided to render it in this form and take it all for yourself.\n"
" What was your reasoning for doing something this rash, though?"
},
{0, 9, 0,
"WERVYN ANIXIL:\n"
" \n"
" All you seem to do is complain. That's what I've discovered through this,\n"
" and it's definitely part of the reason I did it. I do creative things like\n"
" this sort of 'punishment' because it lets me better understand the nature of\n"
" all the forces involved. It tells me that you, MERIT, really do not have a\n"
" clue how to relate to other PSI users, and that for the most part you're\n"
" entirely self-absorbed. It tells me that, while PSI users in general doesn't\n"
" really 'get' the ethos of the forces involved here, and that the rerendered"
},
{0, 9, 0,
"WERVYN ANIXIL:\n"
" \n"
" PSI, as intelligent as it is, pretty much entirely understands it, though it\n"
" was mistaken that the rendering of this form was intentional.\n"
" \n"
" Regarding that, by the way, THAT is the reason I thought you needed a\n"
" punishment. Making ridiculously inefficient, wasteful use of the limited PSI\n"
" we have available wouldn't have been a problem if it was just the normal PSI\n"
" like we'd planned it to be. But you knew full well that PSI users who wanted"
},
{0, 9, 0,
"WERVYN ANIXIL:\n"
" \n"
" nothing to do with it were being greatly inconvenienced by usage clogging up\n"
" the limited ley-lines we have. That makes you an asshole, a deliberate prick\n"
" to everyone in the world because you thought you could get away with it, and\n"
" that it wouldn't matter.\n"
" \n"
" I also take issue with this nonsense about your punishment being severe,\n"
" because it's not. You can still use your PSI as you used it before, to a"
},
{0, 9, 0,
"WERVYN ANIXIL:\n"
" \n"
" similar level of effectiveness. I specifically allowed access to THIS form\n"
" of PSI so that you couldn't complain that you couldn't use magic. Now\n"
" exiling you to the Dome had multiple meanings. One was to effectively tell\n"
" you, 'I don't think you have anything of value to do, so I'm putting you in\n"
" a place where no one does anything of value.' I still think that, by the\n"
" way. Another was, like I said, to see what you would do. Maybe you would\n"
" actually cast something worth the PSI, then. Or maybe you would take the"
},
{0, 8, 0,
"WERVYN ANIXIL:\n"
" \n"
" hint and just stop it for the week until I decided you'd had enough. But you\n"
" couldn't do either of those things, because all you do is complain.\n"
" \n"
" I want you to take a look at yourself and ask what you want to accomplish\n"
" here, and what you think is keeping you here. Obviously you have some\n"
" attachment, even though you keep saying the new PSI is worthless. This isn't"
},
{0, 9, 0,
"WERVYN ANIXIL:\n"
" \n"
" true, of course, ATARAXIA really captures a good point here. For the most\n"
" part, PSI users just find you extremely annoying because you continually set\n"
" yourself at odds with pretty much every kind of PSI usage but your own, and\n"
" then complain about it. Do you want things to be different? They certainly\n"
" can be. 'EVEN IF I DO CHANGE, THEN MY PSI WON'T BE GOOD ENOUGH!' That's\n"
" bullshit. All other PSI users seem to be on the path to figuring out how to\n"
" just use it. You can too."
},
{0, 9, 0,
"WERVYN ANIXIL:\n"
" \n"
" Your 'punishment' is up tomorrow, I'd only planned to do it for a week. Of\n"
" course, you can continue complaining, and I may have to think of something\n"
" else to do to you. But I'm not going to kill you. If you want to leave this\n"
" mortal coil because you can't take it anymore, then leave. If you don't want\n"
" to leave, then start working out your issues with the new PSI, I actually\n"
" would love to help. And if you don't want to do that, then I'm sorry, but\n"
" you're going to continue being useless at magic, because the way you are"
},
{0, 4, 0,
"WERVYN ANIXIL:\n"
" \n"
" now, it's not surprising at all that your PSI ability is as stunted as it\n"
" is."
},
{1, 4, 0,
"MERIT:\n"
" \n"
" The tainted PSI has driven even you mad. Mad with power. This is a blow I\n"
" I must strike, for everyone. For humanity."
},
{0, 3, 1,
"WERVYN ANIXIL:\n"
" \n"
" I'll meet you at the point of diminishing returns."
}
},
{ // Wervyn Anixil???? (with Agate Knife)
{1, 8, 0,
"MERIT:\n"
" \n"
" ANIXIL? So, that's how it is. I assume you worked out a way of using the\n"
" PSI in this state. So, not happy with your allotted PSI from the Dome, you\n"
" decided to render it in this form and take it all for yourself.\n"
" What was your reasoning for doing something this rash, though?\n"
" \n"
" That was what you wanted to hear, right?"
},
{0, 7, 0,
"WERVYN ANIXIL????:\n"
" \n"
" All you seem to do is complain. That's what I've discovered through this,\n"
" and it's definitely part of the ... ... ... ... ... ... ... ... ... ... ...\n"
" ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ...\n"
" ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ... ...\n"
" ... ... oh."
},
{1, 6, 0,
"MERIT:\n"
" \n"
" If I've learned anything in life, it's that things are often not quite as\n"
" they seem. You couldn't use the Agate Knife, so you attempted to hide it.\n"
" \n"
" Unfortunately for you, I found it and recognised it."
},
{0, 7, 0,
"WERVYN ANIXIL????:\n"
" \n"
" . . . . no. It's not just recognising the Knife at all. You were actually\n"
" able to use it, too.\n"
" \n"
" So. You too knew the secret?"
},
{1, 5, 0,
"MERIT:\n"
" \n"
" I was one of the few that he told.\n"
" \n"
" And so I know."
},
{0, 3, 0,
"????:\n"
" \n"
" Umm..."
},
{1, 7, 0,
"MERIT:\n"
" \n"
" Well, it wasn't a bad attempt. If I hadn't found THAT, I would never have\n"
" known.\n"
" \n"
" Now that that's taken care of, I might as well finish what I came here for.\n"
" Prepare yourself."
},
{0, 3, 1,
"????:\n"
" \n"
" I won't hold back! There's not a lot of point, now."
}
}
};
void BossDialog()
{
int ypos;
int lines;
int dialog_set;
dialog_set = current_boss;
if (current_boss == 3) {
if (player_shield == 30) {
dialog_set = 4;
}
}
lines = dtext[dialog_set][boss_dlg-1].lines;
if (enter_pressed) {
if (dtext[dialog_set][boss_dlg-1].last) {
boss_dlg = 0;
boss_fight_mode = 2;
} else {
boss_dlg++;
}
enter_pressed = 0;
}
if (boss_dlg > 0) {
if (dtext[dialog_set][boss_dlg-1].pos == 0) {
ypos = 29;
} else {
ypos = 466 - lines * 10 - 14;
}
DrawRect(0, ypos, 640, lines * 10 + 14, 0);
DrawRect(2, ypos+2, 636, lines * 10 + 10, 40);
DrawRect(4, ypos+4, 632, lines * 10 + 6, 80);
draw_text(8, ypos+8, dtext[dialog_set][boss_dlg-1].txt, 255);
}
}
void InitBossVars()
{
current_boss_room = 0;
current_boss = 0;
boss_tail_len = 0;
boss_fight_mode = 0;
boss_flash = 0;
boss_new_life = 0;
final_boss_dlg = 0;
}
void Curse()
{
int i;
int x, y;
unsigned char tile;
struct RoomConnection *rc;
// Upon taking the cursed seal
// Make the place of power your checkpoint
checkpoint_x = rooms[place_of_power].w * 16 + rooms[place_of_power].x * 32;
checkpoint_y = rooms[place_of_power].h * 16 + rooms[place_of_power].y * 32;
// Turn the start room into a boss room, and clear it
rooms[0].room_type = 2;
Paint(rooms[0].x+1, rooms[0].y+1, rooms[0].w-2, rooms[0].h-2, "dat/d/fbossroom.loc");
// Lock all unvisited rooms off
for (i = 0; i < 3000; i++) {
if (!rooms[i].visited) {
rc = rooms[i].con;
while (rc != NULL) {
x = rc->x2;
y = rc->y2;
tile = Get(x, y);
if ((tile >= 38)&&(tile <= 41)) tile = tile - 38 + 4;
if ((tile >= 21)&&(tile <= 24)) tile = tile - 21 + 4;
if ((tile >= 13)&&(tile <= 16)) tile = tile - 13 + 4;
Put(x, y, tile, GetRoom(x, y));
rc = rc->n;
}
rooms[i].con = NULL;
rooms[i].connections = 0;
}
}
// Every 25th monster becomes a curse. All other monsters are deleted
CurseEnemies();
}
void DrawPowerObject()
{
int p_x, p_y;
int p_obj = rooms[player_room].room_param;
static int tick = 0;
static int collect = 0;
int i;
int required_enemies;
int n_artifacts;
int dx, dy;
int hover_v, off_v;
float ddir;
int dmag;
if (place_of_power == player_room) p_obj = 3;
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;
}
}