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meritous/src/demon.c

2614 lines
61 KiB
C
Executable File

//
// demon.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 <math.h>
#include <SDL.h>
#include <SDL_image.h>
#include <assert.h>
#include "levelblit.h"
#include "mapgen.h"
#include "save.h"
#include "audio.h"
#include "boss.h"
#include "tiles.h"
SDL_Surface *reticle;
SDL_Surface *inrange;
SDL_Surface *invis_enemy;
int searched[3000];
int searchdist[3000];
int csearch;
int room_active[3000];
int fc_open = 0;
int max_activate_dist = 0;
// enemy
int sqr(int x)
{
return x*x;
}
struct enemy {
int x, y;
int room;
int lives;
int deaths;
int str;
int curr_follow;
int followdepth;
int enemy_type;
SDL_Surface *image;
int blit_pos;
int creationcost;
int teleport_v;
int speed;
int t;
int active;
int fire_rate;
int last_room;
int p_last_room;
float move_dir;
int min_gems;
int max_gems;
struct enemy *next;
struct enemy *next_active;
int delete_me;
int dying;
struct RoomConnection *m_exit;
};
// shot
struct bullet {
float x, y;
struct enemy *firer;
struct bullet *parent;
int room;
float speed;
float dir;
int img;
// img: 0 = bullet
// 1 = star
// 2 = laser
// 3 = ministar
// 4 = rocket
// 5 = replishot
// 6 = laserstar
// 7 = proxy
// 8 = remote laser
int t;
int invuln;
float natural_dir;
int fire_time;
int duration;
float turn;
int shield_damage;
struct bullet *next;
int dying;
int delete_me;
};
struct diamond {
int x, y;
int room;
int t;
struct diamond *next;
struct diamond *next_in_room;
struct diamond *prv_in_room;
int value;
int delete_me;
};
struct enemyloc {
struct enemy *e;
struct enemyloc *n;
};
int total_enemies = 0;
int killed_enemies = 0;
int total_bullets = 0;
int active_enemies = 0;
int total_gems = 0;
struct enemy *enemy_stack = NULL;
struct bullet *bullet_stack = NULL;
struct enemy *active_stack = NULL;
struct diamond *gem_stack = NULL;
struct diamond *room_gems[3000] = {NULL};
struct enemyloc *enemy_loc_stack[20][20] = {{NULL}};
struct enemy *CreateEnemy(int enemy_x, int enemy_y, int enemy_room);
struct enemy *CreateEnemyEx(int enemy_x, int enemy_y, int enemy_room, int enemy_type);
void SCreateGem(int x, int y, int r, int v);
void ActivateEnemies(int room);
void SoupUpEnemies();
void SpawnLaser(int x, int y, float dir, int fire_time, int duration, float turn, int dmg);
void DestroyThings()
{
struct enemy *ec, *ed;
struct bullet *bc, *bd;
struct diamond *dc, *dd;
int i;
ec = enemy_stack;
bc = bullet_stack;
dc = gem_stack;
while (ec) {
ed = ec;
ec = ec->next;
free(ed);
}
while (bc) {
bd = bc;
bc = bc->next;
free(bd);
}
while (dc) {
dd = dc;
dc = dc->next;
free(dd);
}
enemy_stack = NULL;
bullet_stack = NULL;
gem_stack = NULL;
active_stack = NULL;
for (i = 0; i < 3000; i++) {
room_gems[i] = NULL;
}
}
struct GRD_Box {
int d[60][60];
};
int GetRoomDist(int room1, int room2);
int FindRoomDist(int room1, int room2)
{
struct RoomConnection *follow;
int mdist = 1000000;
int cdist;
if (room1 == room2) return 0;
fc_open++;
searched[room1] = csearch;
follow = rooms[room1].con;
while (follow != NULL) {
if (searched[follow->c] != csearch) {
cdist = GetRoomDist(follow->c, room2);
if (cdist < mdist) {
mdist = cdist;
}
}
follow = follow->n;
}
fc_open--;
return mdist;
}
int GetRoomDist(int room1, int room2)
{
int gx, gy, dx, dy;
int temp;
int ix, iy;
static struct GRD_Box *g[50][50] = {{NULL}};
fc_open++;
if (room2 < room1) {
temp = room2;
room2 = room1;
room1 = temp;
}
gx = room1 / 60;
dx = room1 % 60;
gy = room2 / 60;
dy = room2 % 60;
if (g[gx][gy] == NULL) {
g[gx][gy] = malloc(sizeof(struct GRD_Box));
for (iy = 0; iy < 60; iy++) {
for (ix = 0; ix < 60; ix++) {
g[gx][gy]->d[ix][iy] = -1;
}
}
}
if (g[gx][gy]->d[dx][dy] == -1) {
g[gx][gy]->d[dx][dy] = FindRoomDist(room1, room2);
}
fc_open--;
return g[gx][gy]->d[dx][dy];
}
void AddEnemyLoc(struct enemy *e, int x, int y)
{
struct enemyloc *next;
x+=1;
y+=1;
next = enemy_loc_stack[x][y];
enemy_loc_stack[x][y] = malloc(sizeof(struct enemyloc));
enemy_loc_stack[x][y]->n = next;
enemy_loc_stack[x][y]->e = e;
}
struct enemyloc *GetEnemyLoc(int s_x, int s_y)
{
return enemy_loc_stack[s_x / 1100 + 1][s_y / 1100 + 1];
}
void AddEnemyPos(struct enemy *e)
{
int x_loc, y_loc, ix, iy;
x_loc = (e->x) / 1100;
y_loc = (e->y) / 1100;
AddEnemyLoc(e, x_loc, y_loc);
ix = ((e->x - screen->w) / 1100);
iy = ((e->y - screen->h) / 1100);
if (x_loc != ix) {
AddEnemyLoc(e, ix, y_loc);
}
if (y_loc != iy) {
AddEnemyLoc(e, x_loc, iy);
}
if ((x_loc != ix) && (y_loc != iy)) {
AddEnemyLoc(e, ix, iy);
}
}
void WriteEnemyData()
{
struct enemy *ptr;
int n = 0;
int i = 0;
ptr = enemy_stack;
while (ptr != NULL) {
if (!ptr->delete_me) n++;
ptr = ptr->next;
}
FWInt(n);
ptr = enemy_stack;
while (ptr != NULL) {
if (!ptr->delete_me) {
FWInt(ptr->x);
FWInt(ptr->y);
FWInt(ptr->room);
FWInt(ptr->enemy_type);
i++;
if (i % 100 == 99) {
SavingScreen(2, (float)i / (float)n);
}
}
ptr = ptr->next;
}
}
void WriteGemData()
{
struct diamond *ptr;
int n = 0;
int i = 0;
ptr = gem_stack;
while (ptr != NULL) {
if (!ptr->delete_me) n++;
ptr = ptr->next;
}
FWInt(n);
ptr = gem_stack;
while (ptr != NULL) {
if (!ptr->delete_me) {
FWInt(ptr->x);
FWInt(ptr->y);
FWInt(ptr->room);
FWInt(ptr->value);
i++;
if (i % 100 == 99) {
SavingScreen(3, (float)i / (float)n);
}
}
ptr = ptr->next;
}
}
void WriteCreatureData()
{
FWInt(total_enemies);
FWInt(killed_enemies);
WriteEnemyData();
WriteGemData();
}
void ReadEnemyData()
{
int i, n;
int x, y, room, t;
n = FRInt();
for (i = 0; i < n; i++) {
x = FRInt();
y = FRInt();
room = FRInt();
t = FRInt();
CreateEnemyEx(x, y, room, t);
total_enemies--;
if (i % 100 == 99) {
LoadingScreen(2, (float)i / (float)n);
}
}
LoadingScreen(2, 1);
}
void ReadGemData()
{
int i, n;
int x, y, room, value;
n = FRInt();
for (i = 0; i < n; i++) {
x = FRInt();
y = FRInt();
room = FRInt();
value = FRInt();
SCreateGem(x, y, room, value);
if (i % 100 == 99) {
LoadingScreen(3, (float)i / (float)n);
}
}
LoadingScreen(3, 1);
}
void ActivateVisited()
{
int i;
for (i = 0; i < 3000; i++) {
if (rooms[i].visited) {
ActivateEnemies(i);
}
if (i % 10 == 9) {
LoadingScreen(4, (float)i / 3000.0);
}
}
LoadingScreen(4, 1);
}
void ReadCreatureData()
{
total_enemies = FRInt();
killed_enemies = FRInt();
ReadEnemyData();
ReadGemData();
ActivateVisited();
}
SDL_Surface *enemy_sprites[10];
struct enemy * AllocateEnemy()
{
return malloc(sizeof(struct enemy));
}
struct bullet * AllocateBullet()
{
return malloc(sizeof(struct bullet));
}
struct diamond * AllocateGem()
{
return malloc(sizeof(struct diamond));
}
struct enemy *CreateEnemy(int enemy_x, int enemy_y, int enemy_room)
{
int enemy_type;
enemy_type = rand() % (rooms[enemy_room].s_dist / 5 + 1);
if (rooms[enemy_room].room_type == 5) enemy_type += rand()%3;
if (enemy_type > 8) enemy_type = rand()%3+6;
if (rooms[enemy_room].s_dist >= 15) {
if (rand()%64 == 0) {
enemy_type = 9;
}
}
return CreateEnemyEx(enemy_x, enemy_y, enemy_room, enemy_type);
}
struct enemy *CreateEnemyEx(int enemy_x, int enemy_y, int enemy_room, int enemy_type)
{
struct enemy *new_enemy;
new_enemy = AllocateEnemy();
new_enemy->x = enemy_x;
new_enemy->y = enemy_y;
new_enemy->room = enemy_room;
rooms[enemy_room].enemies++;
new_enemy->deaths = 0;
new_enemy->t = rand() % 65536;
new_enemy->active = 0;
new_enemy->curr_follow = -1;
new_enemy->teleport_v = 0;
new_enemy->m_exit = NULL;
new_enemy->dying = 0;
new_enemy->delete_me = 0;
new_enemy->last_room = -1;
new_enemy->p_last_room = -1;
new_enemy->enemy_type = enemy_type;
new_enemy->followdepth = 4;
switch (enemy_type) {
case 0:
new_enemy->image = enemy_sprites[0];
new_enemy->lives = 1;
new_enemy->str = 20;
new_enemy->speed = 3;
new_enemy->fire_rate = 20;
new_enemy->min_gems = 0;
new_enemy->max_gems = 3;
new_enemy->creationcost = 1;
break;
case 1:
new_enemy->image = enemy_sprites[1];
new_enemy->lives = 1;
new_enemy->str = 50;
new_enemy->speed = 4;
new_enemy->fire_rate = 25;
new_enemy->min_gems = 2;
new_enemy->max_gems = 6;
new_enemy->creationcost = 1;
break;
case 2:
new_enemy->image = enemy_sprites[2];
new_enemy->lives = 1;
new_enemy->str = 180;
new_enemy->speed = 5;
new_enemy->fire_rate = 40;
new_enemy->min_gems = 8;
new_enemy->max_gems = 15;
new_enemy->creationcost = 1;
break;
case 3:
new_enemy->image = enemy_sprites[3];
new_enemy->lives = 2;
new_enemy->str = 220;
new_enemy->speed = 3;
new_enemy->fire_rate = 24;
new_enemy->min_gems = 12;
new_enemy->max_gems = 20;
new_enemy->creationcost = 1;
break;
case 4:
new_enemy->image = enemy_sprites[4];
new_enemy->lives = 1;
new_enemy->str = 360;
new_enemy->speed = 3;
new_enemy->fire_rate = 32;
new_enemy->min_gems = 18;
new_enemy->max_gems = 32;
new_enemy->creationcost = 2;
break;
case 5:
new_enemy->image = enemy_sprites[5];
new_enemy->lives = 1;
new_enemy->str = 450;
new_enemy->speed = 3;
new_enemy->fire_rate = 2;
new_enemy->min_gems = 32;
new_enemy->max_gems = 64;
new_enemy->creationcost = 2;
break;
case 6:
new_enemy->image = enemy_sprites[6];
new_enemy->lives = 2;
new_enemy->str = 450;
new_enemy->speed = 4;
new_enemy->fire_rate = 10;
new_enemy->min_gems = 50;
new_enemy->max_gems = 100;
new_enemy->creationcost = 2;
break;
case 7:
new_enemy->image = enemy_sprites[7];
new_enemy->lives = 1;
new_enemy->str = 500;
new_enemy->speed = 4;
new_enemy->fire_rate = 27;
new_enemy->min_gems = 80;
new_enemy->max_gems = 160;
new_enemy->creationcost = 3;
break;
case 8:
new_enemy->image = enemy_sprites[8];
new_enemy->lives = 4;
new_enemy->str = 500;
new_enemy->speed = 2;
new_enemy->fire_rate = 8;
new_enemy->min_gems = 200;
new_enemy->max_gems = 400;
new_enemy->creationcost = 4;
break;
case 9:
new_enemy->image = enemy_sprites[0];
new_enemy->lives = 1;
new_enemy->str = rooms[enemy_room].s_dist * 20;
new_enemy->speed = 3;
new_enemy->fire_rate = 21;
new_enemy->min_gems = 300;
new_enemy->max_gems = 600;
new_enemy->creationcost = 3;
break;
case 10:
new_enemy->image = enemy_sprites[9];
new_enemy->lives = 8;
new_enemy->str = 500;
new_enemy->speed = 1;
new_enemy->fire_rate = 4;
new_enemy->min_gems = 5000;
new_enemy->max_gems = 6000;
new_enemy->followdepth = 8;
new_enemy->creationcost = 6;
break;
}
if (training) {
new_enemy->str = new_enemy->str * 4 / 5;
new_enemy->fire_rate += (new_enemy->fire_rate / 2);
new_enemy->speed *= 2;
}
if (rooms[new_enemy->room].room_type == 5) {
new_enemy->str = new_enemy->str * 3 / 2;
if (new_enemy->str > 1500) new_enemy->str = 1500;
new_enemy->fire_rate = new_enemy->fire_rate - 1;
}
new_enemy->blit_pos = (rand()%(new_enemy->image->w / (new_enemy->image->h/new_enemy->lives)))*(new_enemy->image->h/new_enemy->lives);
new_enemy->next_active = NULL;
new_enemy->next = enemy_stack;
enemy_stack = new_enemy;
AddEnemyPos(new_enemy);
total_enemies++;
return new_enemy;
}
void SCreateGem(int x, int y, int r, int v)
{
struct diamond *new_gem;
if (TileData[Get(x / 32, y / 32)].Is_Solid) {
return;
}
if (GetRoom(x / 32, y / 32) != r) {
return;
}
if (v == 0) {
return;
}
new_gem = AllocateGem();
new_gem->x = x;
new_gem->y = y;
new_gem->room = r;
new_gem->delete_me = 0;
new_gem->t = rand()%65536;
new_gem->next = gem_stack;
new_gem->next_in_room = room_gems[r];
if (room_gems[r] != NULL) {
room_gems[r]->prv_in_room = new_gem;
}
new_gem->value = v;
new_gem->prv_in_room = NULL;
gem_stack = new_gem;
room_gems[r] = new_gem;
total_gems++;
}
void CreateGem(int x, int y, int r, int v)
{
if (v == 0) return;
if ( (rand()%1000) < ((int)log(v)/4 + (player_hp == 1)*5 + 2) ) {
SCreateGem(x, y, r, 31337);
} else {
SCreateGem(x, y, r, v);
}
}
float PlayerDir(int x, int y)
{
float dy = player_y+12 - y;
float dx = player_x+8 - x;
return atan2(dy, dx);
}
int PlayerDist(int x, int y)
{
int d = sqrt(sqr(x-(player_x+8))+sqr(y-(player_y+12)));
return d;
}
struct bullet *CreateBullet(int x, int y, struct enemy *firer, int bullet_type, float dir, float spd)
{
struct bullet *new_shot;
new_shot = AllocateBullet();
new_shot->x = x;
new_shot->y = y;
new_shot->firer = firer;
if (firer != NULL) {
new_shot->room = firer->room;
} else {
new_shot->room = GetRoom(x / 32, y / 32);
}
new_shot->dying = 0;
new_shot->delete_me = 0;
new_shot->t = rand() % 65536;
new_shot->dir = dir;
new_shot->speed = spd;
new_shot->invuln = 0;
new_shot->parent = NULL;
switch (bullet_type) {
case 0:
new_shot->img = 0;
break;
case 1:
new_shot->img = 1;
new_shot->invuln = 1;
break;
case 2:
new_shot->img = 2;
new_shot->invuln = 1;
new_shot->t = 0;
new_shot->fire_time = 30;
new_shot->duration = 30;
new_shot->turn = 0.0;
new_shot->speed = 0.0;
break;
case 3:
new_shot->img = 3;
break;
case 4:
new_shot->img = 4;
new_shot->invuln = 1;
break;
case 5:
new_shot->img = 5;
new_shot->t = 0;
break;
case 6:
new_shot->img = 6;
new_shot->invuln = 1;
break;
case 7:
new_shot->img = 7;
new_shot->invuln = 1;
break;
case 8:
new_shot->img = 8;
new_shot->invuln = 1;
break;
}
if (training) {
new_shot->speed *= 0.8;
}
new_shot->next = bullet_stack;
bullet_stack = new_shot;
total_bullets++;
return new_shot;
}
struct bullet *FireLaser(int x, int y, struct enemy *firer, float dir, int fire_time, int duration, float turn, int dmg)
{
int f_total;
struct bullet *b;
b = CreateBullet(x, y, firer, 2, dir, 0);
b->fire_time = fire_time;
b->duration = duration;
b->turn = turn;
b->shield_damage = dmg;
if (training) {
f_total = b->fire_time + b->duration;
if (b->duration > 1) {
b->duration /= 2;
b->fire_time = f_total - b->duration;
}
b->shield_damage = (b->shield_damage + 1) / 2;
}
return b;
}
void InitEnemySprites()
{
enemy_sprites[0] = IMG_Load("dat/i/mons1.png");
SDL_SetColorKey(enemy_sprites[0], SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
enemy_sprites[1] = IMG_Load("dat/i/mons2.png");
SDL_SetColorKey(enemy_sprites[1], SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
enemy_sprites[2] = IMG_Load("dat/i/mons3.png");
SDL_SetColorKey(enemy_sprites[2], SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
enemy_sprites[3] = IMG_Load("dat/i/mons4.png");
SDL_SetColorKey(enemy_sprites[3], SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
enemy_sprites[4] = IMG_Load("dat/i/mons5.png");
SDL_SetColorKey(enemy_sprites[4], SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
enemy_sprites[5] = IMG_Load("dat/i/mons6.png");
SDL_SetColorKey(enemy_sprites[5], SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
enemy_sprites[6] = IMG_Load("dat/i/mons7.png");
SDL_SetColorKey(enemy_sprites[6], SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
enemy_sprites[7] = IMG_Load("dat/i/mons8.png");
SDL_SetColorKey(enemy_sprites[7], SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
enemy_sprites[8] = IMG_Load("dat/i/mons9.png");
SDL_SetColorKey(enemy_sprites[8], SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
enemy_sprites[9] = IMG_Load("dat/i/mons10.png");
SDL_SetColorKey(enemy_sprites[9], SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
reticle = IMG_Load("dat/i/reticle.png");
SDL_SetColorKey(reticle, SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
inrange = IMG_Load("dat/i/inrange.png");
SDL_SetColorKey(inrange, SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
invis_enemy = IMG_Load("dat/i/hidden_monster.png");
SDL_SetColorKey(invis_enemy, SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
}
void ActivateSingleEnemy(struct enemy *t)
{
struct enemy *new_active;
if (t->active) return;
if (t->enemy_type != 10) {
if (t->enemy_type == 9) {
if (max_activate_dist < 10) return;
} else {
if (t->enemy_type > (max_activate_dist / 5 + 2)) return;
}
}
new_active = t;
new_active->next_active = active_stack;
active_stack = new_active;
active_enemies += 1;
t->active = 1;
}
void XActivateSingleEnemy(struct enemy *t)
{
if (rooms[t->room].room_type == 2) return;
if (rooms[t->room].room_type == 3) return;
ActivateSingleEnemy(t);
}
void InitEnemies()
{
int c_room;
int cr_w, cr_h, cr_x, cr_y;
int room_size;
int n_enemies;
int i;
int trying;
int e_x, e_y;
int nx, ny;
max_activate_dist = 0;
InitEnemySprites();
for (ny = 0; ny < 20; ny++) {
for (nx = 0; nx < 20; nx++) {
enemy_loc_stack[nx][ny] = NULL;
}
}
total_enemies = 0;
killed_enemies = 0;
total_bullets = 0;
active_enemies = 0;
total_gems = 0;
for (i = 0; i < 3000; i++) {
room_active[i] = 0;
}
if (game_load) {
ReadCreatureData();
if (current_boss > 0) SoupUpEnemies();
} else {
for (c_room = 1; c_room < 3000; c_room++) {
cr_x = rooms[c_room].x + 1;
cr_y = rooms[c_room].y + 1;
cr_w = rooms[c_room].w - 2;
cr_h = rooms[c_room].h - 2;
room_size = cr_w * cr_h;
n_enemies = rand() % ((room_size / 4) + 1);
if (rooms[c_room].room_type == 2) {
n_enemies = 0;
}
if (rooms[c_room].room_type == 3) {
n_enemies += (n_enemies + room_size) / 2;
}
if (rooms[c_room].room_type == 5) {
n_enemies = 50;
}
while (n_enemies > 0) {
trying = 1;
while (trying) {
e_x = cr_x * 32 + 32 + rand() % (cr_w * 32 - 64 + 1);
e_y = cr_y * 32 + 32 + rand() % (cr_h * 32 - 64 + 1);
if ((!IsSolid(Get( (e_x-16) /32, (e_y-16) /32)))&&(!IsSolid(Get( (e_x+16) /32, (e_y-16) /32)))) {
if ((!IsSolid(Get( (e_x-16) /32, (e_y+16) /32)))&&(!IsSolid(Get( (e_x+16) /32, (e_y+16) /32)))) {
n_enemies -= (CreateEnemy(e_x, e_y, c_room))->creationcost;
trying = 0;
}
}
}
}
if (c_room % 100 == 99) {
LoadingScreen(2, (float)c_room / 3000.0);
}
}
}
}
int EnemyMovement(struct enemy *e, int move_x, int move_y)
{
if (!IsSolid(Get( (move_x - 12)/32, (move_y - 12)/32))) {
if (!IsSolid(Get( (move_x + 12)/32, (move_y - 12)/32))) {
if (!IsSolid(Get( (move_x - 12)/32, (move_y + 12)/32))) {
if (!IsSolid(Get( (move_x + 12)/32, (move_y + 12)/32))) {
e->x = move_x;
e->y = move_y;
return 1;
}
}
}
}
return 0;
}
// Only activate SOME enemies. A room can only be ZActivated once
void ZActivateEnemies(int room)
{
struct enemy *t;
struct RoomConnection *rc;
if (room_active[room]) return;
room_active[room] = 1;
t = enemy_stack;
while (t != NULL) {
// 1/4 chance of activating each enemy
if (rand()%4 == 0) {
if (t->room == room) {
if (t->active == 0) {
XActivateSingleEnemy(t);
}
}
}
t = t->next;
}
// 1/3 chance of activating each adjacent room
rc = rooms[room].con;
while (rc != NULL) {
if (rand()%3 == 0) {
ZActivateEnemies(rc->c);
}
rc = rc->n;
}
}
void ActivateEnemies(int room)
{
struct enemy *t;
struct RoomConnection *rc;
t = enemy_stack;
if (rooms[room].s_dist > max_activate_dist) {
max_activate_dist = rooms[room].s_dist;
}
while (t != NULL) {
if (t->room == room) {
if (t->active == 0) {
ActivateSingleEnemy(t);
if (rooms[room].room_type == 3) {
t->teleport_v = (rand() % 1500) + 50;
}
}
}
t = t->next;
}
// 1/2 chance of activating each adjacent room
rc = rooms[room].con;
while (rc != NULL) {
if (rand()%2 == 0) {
if ((rooms[rc->c].room_type != 2) && (rooms[rc->c].room_type != 3)) {
ZActivateEnemies(rc->c);
}
}
rc = rc->n;
}
}
int CanEnterRoom(int room)
{
if (room == 0) return 0;
if (rooms[room].room_type == 2) return 0;
if (rooms[room].room_type == 3) return 0;
if (rooms[room].room_type == 5) return 0;
if (rooms[room].room_type == 6) return 0;
if (artifacts[11]) {
if (rooms[room].enemies > 3) {
return 0;
}
}
return 1;
}
int CanLeaveRoom(int room)
{
if (room == 0) return 0;
if (rooms[room].room_type == 2) return 0;
if (rooms[room].room_type == 3) return 0;
if (rooms[room].room_type == 5) return 0;
if (rooms[room].room_type == 6) return 0;
return 1;
}
int RecurseFind(struct enemy *e, int room, int depth)
{
struct RoomConnection *follow;
int dpth;
int mindpth = 1000000;
follow = rooms[room].con;
if (CanEnterRoom(room) == 0) return 0;
if (room == player_room) return depth+1;
if (searched[room] == csearch) {
if (searchdist[room] < depth)
return 0;
}
if (depth > e->followdepth) return 0;
if ((e->last_room == room) && (e->p_last_room == player_room)) return 0;
searched[room] = csearch;
searchdist[room] = depth;
while (follow != NULL) {
if ((dpth = RecurseFind(e, follow->c, depth+1)) > 0) {
if (dpth < mindpth) {
mindpth = dpth;
}
}
follow = follow->n;
}
if (mindpth != 1000000) {
return mindpth;
}
return 0;
}
int FollowPlayer(struct enemy *e, struct RoomConnection **rcon)
{
struct RoomConnection *follow;
int mindepth = 1000000;
int newdepth;
int mdist = 1000000;
int ndist = 0;
int rdepth[4000];
return 0;
follow = rooms[e->room].con;
while (follow != NULL) {
if (follow->c == player_room) {
if (CanEnterRoom(follow->c)) {
*rcon = follow;
e->curr_follow = (*rcon)->c;
return 1;
}
}
follow = follow->n;
}
// Recursively follow the player, to a certain depth
follow = rooms[e->room].con;
csearch = rand();
// Are we already following the player into a room?
/*if (e->curr_follow != -1) {
// See if this room is the best FIRST
newdepth = RecurseFind(e, e->curr_follow, 0);
if (newdepth > 0) {
mindepth = newdepth;
*rcon = follow;
}
}*/
while (follow != NULL) {
if (CanEnterRoom(follow->c)) {
newdepth = RecurseFind(e, follow->c, 0);
rdepth[follow->c] = newdepth;
if (newdepth > 0) {
if (mindepth > newdepth) {
mindepth = newdepth;
*rcon = follow;
}
}
}
follow = follow->n;
}
if (mindepth != 1000000) {
follow = rooms[e->room].con;
while (follow != NULL) {
if (CanEnterRoom(follow->c)) {
newdepth = rdepth[follow->c];
if (newdepth == mindepth) {
ndist = PlayerDist(follow->x*32+16, follow->y*32+16);
if (ndist < mdist) {
mdist = ndist;
*rcon = follow;
}
}
}
follow = follow->n;
}
e->curr_follow = (*rcon)->c;
return mindepth;
}
return 0;
}
void KillEnemy(struct enemy *t)
{
static int lastkill = 0;
int ct;
if (t->dying > 0) return;
if (t->teleport_v > 0) return;
if (t->delete_me) return;
ct = SDL_GetTicks();
if ((ct - lastkill) > 100) {
SND_Pos("dat/a/enemyhit.wav", 128, PlayerDist(t->x, t->y));
lastkill = ct;
}
t->dying = 1;
}
void ArtifactRoomUnlock(int room)
{
struct enemy *e;
int x, y, rx, ry, rt;
int placed;
int tot_treasures;
e = active_stack;
while (e != NULL) {
if ((e->delete_me == 0) && (e->room == room)) {
return;
}
e = e->next_active;
}
// unlock doors
for (y = 0; y < rooms[room].h; y++) {
for (x = 0; x < rooms[room].w; x++) {
rx = x + rooms[room].x;
ry = y + rooms[room].y;
rt = Get(rx, ry);
if ((rt >= 21) && (rt <= 24)) {
Put(rx, ry, rt - 21 + 13, room);
}
}
}
// place treasure
placed = 0;
tot_treasures = 2 + rand() % (rooms[room].s_dist / 8 + 1);
while (placed < tot_treasures) {
x = rooms[room].x + (rand() % (rooms[room].w - 2));
y = rooms[room].y + (rand() % (rooms[room].h - 2));
//printf("Attempting %d, %d\n", x, y);
if ((x+y)%2 == (placed>0)) {
//printf("Correct placement type\n");
if (!IsSolid(Get(x, y))) {
//printf("Not solid\n");
Put(x, y, 26, room);
placed++;
}
}
fflush(stdout);
}
// sign room
rooms[room].room_type = 4;
}
void EnemySound(int t, int dist)
{
static int last_e_sound = 0;
static int last_delay = 150;
int curr_e_sound = SDL_GetTicks();
if ((curr_e_sound - last_delay) < last_e_sound) {
return;
}
switch (t) {
case 0:
SND_Pos("dat/a/mons0shot.wav", 48, dist);
last_delay = 200;
break;
case 1:
SND_Pos("dat/a/mons1shot.wav", 112, dist);
last_delay = 500;
break;
case 2:
SND_Pos("dat/a/mons2shot.wav", 110, dist);
last_delay = 1000;
break;
case 3:
SND_Pos("dat/a/mons3shot.wav", 110, dist);
last_delay = 500;
break;
case 4:
SND_Pos("dat/a/mons4shot.wav", 110, dist);
last_delay = 900;
break;
case 5:
SND_Pos("dat/a/mons5shot.wav", 80, dist);
last_delay = 60;
break;
case 6:
SND_Pos("dat/a/mons6shot.wav", 110, dist);
last_delay = 1000;
break;
case 7:
SND_Pos("dat/a/mons7shot.wav", 110, dist);
last_delay = 600;
break;
case 8:
SND_Pos("dat/a/mons8shot.wav", 110, dist);
last_delay = 700;
break;
case 9:
SND_Pos("dat/a/mons9shot.wav", 110, dist);
last_delay = 242;
break;
case 10:
SND_Pos("dat/a/mons10shot.wav", 110, dist);
last_delay = 250;
break;
default:
break;
}
last_e_sound = curr_e_sound;
}
void MoveEnemy(struct enemy *e)
{
int n_gems;
int i;
int move_x, move_y;
int door_x=0, door_y=0;
int enemy_fire_type;
int actual_lives;
int can_move = 0;
struct RoomConnection *con_traverse;
struct RoomConnection *rcon;
int nearest;
struct bullet *b;
e->t++;
float dp;
float dpf;
if (e->teleport_v > 0) {
e->teleport_v--;
return;
}
if (e->enemy_type < 10) {
enemy_fire_type = e->enemy_type;
} else {
enemy_fire_type = rand()%10;
}
if (e->dying == 0) {
if ((e->t % e->fire_rate) == 0) {
if (e->room == player_room) {
switch (enemy_fire_type) {
case 0:
EnemySound(0, PlayerDist(e->x, e->y));
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y), 1.5);
if (e->enemy_type==10) e->fire_rate = 20;
break;
case 1:
EnemySound(1, PlayerDist(e->x, e->y));
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)+0.1, 2.1);
CreateBullet(e->x, e->y, e, 3, PlayerDir(e->x, e->y), 2.4);
CreateBullet(e->x, e->y, e, 3, PlayerDir(e->x, e->y)-0.1, 2.1);
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y), 1.7);
if (e->enemy_type==10) e->fire_rate = 25;
break;
case 2:
EnemySound(2, PlayerDist(e->x, e->y));
for (dp = 0; dp < M_PI*2; dp += 0.25) {
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)+dp, 1.1);
}
dp = RandomDir();
for (i = 0; i < 20; i++) {
CreateBullet(e->x, e->y, e, 0, dp, (float)i * 0.1 + 2.5);
}
if (e->enemy_type==10) e->fire_rate = 40;
break;
case 3:
EnemySound(3, PlayerDist(e->x, e->y));
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y), 2.5);
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)+0.1, 2.5);
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)+0.2, 2.5);
CreateBullet(e->x, e->y, e, 1, PlayerDir(e->x, e->y), 1.5);
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)-0.2, 2.2);
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)-0.3, 2.2);
if (e->enemy_type==10) e->fire_rate = 24;
break;
case 4:
EnemySound(4, PlayerDist(e->x, e->y));
for (dp = 0; dp < M_PI * 0.66; dp += 0.2) {
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)+0.5 - dp, 1.8+(dp/2));
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)-0.4 + dp, 1.8+(dp/2));
}
FireLaser(e->x, e->y, e, PlayerDir(e->x, e->y), 24, 4, 20.0, 6);
if (e->enemy_type==10) e->fire_rate = 32;
break;
case 5:
EnemySound(5, PlayerDist(e->x, e->y));
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y), 4);
if (e->enemy_type==10) e->fire_rate = 2;
break;
case 6:
EnemySound(6, PlayerDist(e->x, e->y));
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)+0.25, 6);
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)+0.25, 4);
CreateBullet(e->x, e->y, e, 5, PlayerDir(e->x, e->y) - 0.05, 4.99);
CreateBullet(e->x, e->y, e, 5, PlayerDir(e->x, e->y), 4.99);
CreateBullet(e->x, e->y, e, 5, PlayerDir(e->x, e->y) + 0.05, 4.99);
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)-0.25, 5);
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)-0.25, 3);
if (e->enemy_type==10) e->fire_rate = 10;
break;
case 7:
EnemySound(7, PlayerDist(e->x, e->y));
for (dp = 0; dp < M_PI * 0.66; dp += 0.1) {
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)+0.5 - dp, 1.8+(dp/2));
CreateBullet(e->x, e->y, e, 3, PlayerDir(e->x, e->y)-0.4 + dp, 1.8+(dp/2));
CreateBullet(e->x, e->y, e, 3, PlayerDir(e->x, e->y)+0.5 - dp*2, 4+(dp*2));
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y)-0.4 + dp*2, 4+(dp*2));
}
FireLaser(e->x, e->y, e, (float)e->t / 25.0, 16, 10, 0.08, 4);
FireLaser(e->x, e->y, e, (float)e->t / 25.0 + M_PI*2/4, 16, 10, 0.08, 4);
FireLaser(e->x, e->y, e, (float)e->t / 25.0 + M_PI*4/4, 16, 10, 0.08, 4);
FireLaser(e->x, e->y, e, (float)e->t / 25.0 + M_PI*6/4, 16, 10, 0.08, 4);
if (e->enemy_type==10) e->fire_rate = 27;
break;
case 8:
EnemySound(8, PlayerDist(e->x, e->y));
for (dp = 0; dp < 1; dp += 0.1) {
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y) + M_PI/2 + dp, 3 + dp/2);
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y), 4 + dp);
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y) - M_PI/2 - dp, 3 + dp/2);
}
CreateBullet(e->x, e->y, e, 6, (e->t / e->fire_rate)*0.7, 2);
if (e->enemy_type==10) e->fire_rate = 8;
break;
case 9:
i = rand()%((rand()%(PlayerDist(e->x, e->y)+1))+1);
if (i < 15) {
EnemySound(9, PlayerDist(e->x, e->y));
dpf = (float)(2000 - e->str) / 2500.0;
for (dp = 0; dp < 1; dp += dpf) {
(CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y) + 0.1 - dp/5.0, 3.5 + dp/3.0));
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y) + (2*M_PI / 3) + 0.1 - dp/5.0, 3.5 + dp/3.0);
CreateBullet(e->x, e->y, e, 0, PlayerDir(e->x, e->y) + (4*M_PI / 3) + 0.1 - dp/5.0, 3.5 + dp/3.0);
CreateBullet(e->x, e->y, e, 4, PlayerDir(e->x, e->y) + 0.1 - dp/5.0, 7 + dp*5);
CreateBullet(e->x, e->y, e, 4, PlayerDir(e->x, e->y) + (2*M_PI / 3) + 0.1 - dp/5.0, 7 + dp*5);
CreateBullet(e->x, e->y, e, 4, PlayerDir(e->x, e->y) + (4*M_PI / 3) + 0.1 - dp/5.0, 7 + dp*5);
}
}
if (e->enemy_type==10) e->fire_rate = 21;
break;
default:
break;
}
}
}
if ((e->t % e->speed) == 0) {
if (player_room == e->room) {
e->m_exit = NULL;
if (e->t % (e->speed * (8 + rand()%6)) == 0) {
e->move_dir = (float)(rand()%256) / 256.0 * M_PI * 2.0;
}
move_x = e->x + cos(e->move_dir)*5;
move_y = e->y + sin(e->move_dir)*5;
EnemyMovement(e, move_x, move_y);
} else {
if (CanLeaveRoom(e->room)) {
// Try to follow the player into the next room
// Are we already moving towards an exit?
if (e->m_exit != NULL) {
rcon = e->m_exit;
door_x = (rcon->x + (rcon->x - rcon->x2))*32+16;
door_y = (rcon->y + (rcon->y - rcon->y2))*32+16;
can_move = 1;
} else {
con_traverse = rooms[e->room].con;
nearest = PlayerDist(e->x, e->y);
rcon = NULL;
while (con_traverse != NULL) {
i = PlayerDist(con_traverse->x2 * 32 + 16, con_traverse->y2 * 32 + 16);
if ((i < nearest) && CanEnterRoom(GetRoom(con_traverse->x2, con_traverse->y2))) {
nearest = i;
rcon = con_traverse;
}
con_traverse = con_traverse->n;
}
if (rcon != NULL) {
door_x = (rcon->x + (rcon->x - rcon->x2))*32+16;
door_y = (rcon->y + (rcon->y - rcon->y2))*32+16;
e->m_exit = rcon;
can_move = 1;
}
}
// So, can we move?
if (can_move) {
// Are we near the door?
if (( abs(door_x - e->x) + abs(door_y - e->y))<6) {
// Go through the door
e->last_room = e->room;
e->p_last_room = player_room;
e->x = (rcon->x2 + (rcon->x2 - rcon->x))*32+16;
e->y = (rcon->y2 + (rcon->y2 - rcon->y))*32+16;
rooms[e->room].enemies--;
e->room = (rcon->c);
rooms[e->room].enemies++;
e->curr_follow = -1;
e->m_exit = NULL;
} else {
// Move towards the door
e->move_dir = atan2(door_y - e->y, door_x - e->x);
move_x = e->x + cos(e->move_dir)*5;
move_y = e->y + sin(e->move_dir)*5;
EnemyMovement(e, move_x, move_y);
}
}
}
}
}
}
if (e->dying > 0) {
e->dying++;
if (e->dying == 3) {
b = bullet_stack;
while (b != NULL) {
if (!b->delete_me) {
if (b->firer == e) {
b->delete_me = 1;
CreateGem(b->x, b->y, b->room, (e->max_gems + e->min_gems) / 5 + (artifacts[2] * (e->max_gems + e->min_gems) / 4));
}
}
b = b->next;
}
}
if (e->dying >= 20) {
if ((e->lives >= 4)&&training) {
actual_lives = e->lives * 3 / 4;
} else {
actual_lives = e->lives;
}
e->deaths++;
if (e->deaths >= actual_lives) {
e->deaths--;
e->delete_me = 1;
e->dying = 0;
killed_enemies++;
rooms[e->room].enemies--;
n_gems = e->min_gems + rand()%(e->max_gems - e->min_gems + 1);
for (i = 0; i < n_gems; i++) {
CreateGem(e->x - 16 + rand()%32, e->y - 16 + rand()%32, e->room, 1+rand()%4 + (artifacts[2]*rand()%3));
}
if (rooms[e->room].room_type == 3) {
ArtifactRoomUnlock(e->room);
}
} else {
e->dying = 0;
}
}
}
}
void MoveBullet(struct bullet *e)
{
int pdist;
struct bullet *n;
float fx, fy;
static int last_shield_hit_sound = 0;
int c_shield_hit_sound;
e->t++;
if ( (boss_fight_mode != 0) && (boss_fight_mode != 2) && (e->dying == 0) ) {
e->dying = 1;
}
if (e->dying == 0) {
if (e->img == 7) {
if (proxy_seek) {
e->speed = 10;
e->img = 4;
e->dir = (e->dir + PlayerDir(e->x, e->y)) / 2;
}
}
e->x += cos(e->dir) * e->speed;
e->y += sin(e->dir) * e->speed;
if (e->img == 1) {
if (e->t % 20 == 19) {
if (e->t % 40 >= 20)
CreateBullet(e->x, e->y, e->firer, 3, e->dir + M_PI/2, e->speed * 0.75);
else
CreateBullet(e->x, e->y, e->firer, 3, e->dir - M_PI/2, e->speed * 0.75);
}
}
if (e->img == 6) {
if (e->t % 40 == 39) {
(FireLaser(e->x, e->y, e->firer, (float)e->t / 30.0, 20, 10, 0.05, 2))->parent = e;
(FireLaser(e->x, e->y, e->firer, (float)e->t / 30.0 + M_PI*2/3, 20, 10, 0.05, 2))->parent = e;
(FireLaser(e->x, e->y, e->firer, (float)e->t / 30.0 + M_PI*4/3, 20, 10, 0.05, 2))->parent = e;
}
}
if (e->img == 5) {
if (e->t < 100) {
if (e->t % 20 == 9) {
n = CreateBullet(e->x, e->y, e->firer, 5, e->dir + M_PI/4, e->speed);
n->natural_dir = e->dir;
n->t = e->t;
e->natural_dir = e->dir;
e->dir -= M_PI / 4;
}
if (e->t % 20 == 19) {
e->dir = e->natural_dir;
}
}
if (e->t == 100) {
e->dir = PlayerDir(e->x, e->y);
e->speed *= 1.5;
}
}
if (IsSolid(Get(e->x/32, e->y/32))) {
if (e->img == 3) {
if (e->room == player_room) {
e->dir = PlayerDir(e->x, e->y);
if (IsSolid(Get((e->x + cos(e->dir) * e->speed * 1.5)/32, (e->y + sin(e->dir) * e->speed * 1.5)/32))) e->dying = 1;
} else {
e->dying = 1;
}
} else {
e->dying = 1;
}
}
if (e->img == 2) {
if (e->parent != NULL) {
e->x = e->parent->x;
e->y = e->parent->y;
} else {
if (e->firer != NULL) {
e->x = e->firer->x;
e->y = e->firer->y;
}
}
if (e->dying == 0) {
if ((e->t > e->fire_time)&&(e->t <= (e->fire_time + e->duration))) {
fx = e->x;
fy = e->y;
while (!IsSolid(Get((fx)/32, (fy)/32))) {
if (player_dying == 0) {
if (PlayerDist(fx, fy) < 30) {
// hits player shield
if ((player_shield > 0)&&(shield_hp > 0)) {
shield_hp -= e->shield_damage;
if (shield_hp >= 0) {
e->dying = 1;
break;
} else {
shield_hp = 0;
}
}
if (PlayerDist(fx, fy) < 4 - (2 * artifacts[5])) {
player_dying = 1;
SND_Pos("dat/a/playerhurt.wav", 128, 0);
e->dying = 1;
break;
}
}
}
fx += cos(e->dir)*2;
fy += sin(e->dir)*2;
}
}
if (e->turn > 10) {
if (e->dir > PlayerDir(e->x, e->y)) {
e->dir -= (e->dir - PlayerDir(e->x, e->y)) / (e->turn - 9.00);
e->dir -= (e->dir - PlayerDir(e->x, e->y)) / (e->turn - 9.00);
} else {
e->dir += (PlayerDir(e->x, e->y) - e->dir) / (e->turn - 9.00);
}
} else {
e->dir += e->turn;
}
if (e->t > (e->fire_time + e->duration)) {
e->dying = 1;
}
}
} else {
pdist = PlayerDist(e->x, e->y);
if (pdist < 30) {
if (player_dying == 0) {
if (player_shield > 0) {
if (shield_hp > 0) {
shield_hp--;
if (e->img == 4) {
e->dying = 1;
} else {
e->dir += M_PI;
c_shield_hit_sound = SDL_GetTicks();
if ((c_shield_hit_sound - 150) > last_shield_hit_sound) {
SND_Pos("dat/a/shieldhit.wav", 50, 0);
last_shield_hit_sound = c_shield_hit_sound;
}
while (PlayerDist(e->x, e->y) < 30) {
e->x += cos(e->dir) * e->speed;
e->y += sin(e->dir) * e->speed;
}
}
}
}
}
}
if (e->dying == 0) {
if (pdist < 6 - (2 * artifacts[5])) {
if (player_dying == 0) {
SND_Pos("dat/a/playerhurt.wav", 128, 0);
player_dying = 1;
}
}
}
}
}
if ((e->dying == 1) && (e->img == 8)) {
SpawnLaser(e->x - cos(e->dir) * e->speed, e->y - sin(e->dir) * e->speed, PlayerDir(e->x, e->y), 10, 10, 0.0, player_shield / 6);
}
if (GetRoom((e->x)/32, (e->y)/32) != e->room) {
e->delete_me = 1;
}
if (e->dying > 0) {
e->dying++;
if (e->dying >= 10) {
e->delete_me = 1;
e->dying = 0;
}
}
}
void DrawEnemy(struct enemy *e, SDL_Surface *scr)
{
SDL_Rect draw_pos;
SDL_Rect surf_pos;
static SDL_Surface *teleflash = NULL;
if (e->delete_me) return;
draw_pos.x = e->x - e->image->h/2/e->lives - scroll_x;
draw_pos.y = e->y - e->image->h/2/e->lives - scroll_y;
surf_pos.x = e->blit_pos;
surf_pos.y = e->image->h/e->lives*e->deaths;
surf_pos.w = e->image->h/e->lives;
surf_pos.h = e->image->h/e->lives;
if (e->teleport_v < 8) {
if (e->dying == 0) {
SDL_BlitSurface(e->image, &surf_pos, scr, &draw_pos);
} else {
if ((e->deaths+1) >= e->lives) {
surf_pos.w = e->image->h/e->lives * (20 - e->dying) / 20;
surf_pos.h = surf_pos.w;
surf_pos.x += (e->image->h/e->lives - surf_pos.w)/2;
surf_pos.y += (e->image->h/e->lives - surf_pos.w)/2;
draw_pos.x += (e->image->h/e->lives - surf_pos.w)/2;
draw_pos.y += (e->image->h/e->lives - surf_pos.w)/2;
} else {
surf_pos.w = e->image->h/e->lives * (20 - e->dying/2) / 20;
surf_pos.h = surf_pos.w;
surf_pos.x += (e->image->h/e->lives - surf_pos.w)/2;
surf_pos.y += (e->image->h/e->lives - surf_pos.w)/2;
draw_pos.x += (e->image->h/e->lives - surf_pos.w)/2;
draw_pos.y += (e->image->h/e->lives - surf_pos.w)/2;
}
SDL_BlitSurface(e->image, &surf_pos, scr, &draw_pos);
}
if (((e->t % 8) == 1) && (!game_paused)) {
e->blit_pos = (e->blit_pos + e->image->h/e->lives) % e->image->w;
}
draw_pos.x = e->x - e->image->h/e->lives/2 - scroll_x;
draw_pos.y = e->y - e->image->h/e->lives/2 - scroll_y;
draw_pos.x -= (128-e->image->h/e->lives)/2;
draw_pos.y -= (128-e->image->h/e->lives)/2;
if (magic_circuit >= e->str) {
SDL_BlitSurface(reticle, NULL, scr, &draw_pos);
}
draw_pos.x = e->x - e->image->h/e->lives/2 - scroll_x;
draw_pos.y = e->y - e->image->h/e->lives/2 - scroll_y;
draw_pos.x -= (128-e->image->h/e->lives)/2;
draw_pos.y -= (128-e->image->h/e->lives)/2;
if (sqrt(sqr(e->x - player_x) + sqr(e->y - player_y)) < circuit_range) {
SDL_BlitSurface(inrange, NULL, scr, &draw_pos);
}
}
if (e->teleport_v < 24) {
if (teleflash == NULL) {
teleflash = IMG_Load("dat/i/teleflash.png");
SDL_SetColorKey(teleflash, SDL_SRCCOLORKEY | SDL_RLEACCEL, 0);
}
surf_pos.x = 48*((e->teleport_v) / 3);
surf_pos.y = 0;
surf_pos.w = 48;
surf_pos.h = 48;
draw_pos.x = e->x - 24 - scroll_x;
draw_pos.y = e->y - 24 - scroll_y;
SDL_BlitSurface(teleflash, &surf_pos, scr, &draw_pos);
}
}
void DrawBullet(struct bullet *b)
{
int i;
int x1, y1, x2, y2, xo1, yo1;
int z;
float fx, fy;
static SDL_Surface *d_star_small = NULL, *d_star_big = NULL, *d_star_ls = NULL;
SDL_Rect draw_pos, surf_pos;
if (b->delete_me) return;
if (b->img == 0) {
if (b->dying > 0) {
DrawCircle(b->x - scroll_x, b->y - scroll_y, 6+(b->dying / 2), b->dying*10);
DrawCircle(b->x - scroll_x, b->y - scroll_y, 3+(b->dying / 2), 255-b->dying*10);
} else {
if ((b->t % 8) < 4) {
DrawCircle(b->x - scroll_x, b->y - scroll_y, 6, 0);
DrawCircle(b->x - scroll_x, b->y - scroll_y, 4, 255);
} else {
DrawCircle(b->x - scroll_x, b->y - scroll_y, 6, 255);
DrawCircle(b->x - scroll_x, b->y - scroll_y, 4, 0);
}
}
}
if (b->img == 1) {
if (d_star_big == NULL) {
d_star_big = IMG_Load("dat/i/star1.png");
SDL_SetColorKey(d_star_big, SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
}
if (b->dying == 0) {
surf_pos.x = b->x - 16 - scroll_x;
surf_pos.y = b->y - 16 - scroll_y;
draw_pos.x = (b->t % 8)*32;
draw_pos.y = 0;
draw_pos.w = 32;
draw_pos.h = 32;
SDL_BlitSurface(d_star_big, &draw_pos, screen, &surf_pos);
} else {
DrawCircle(b->x - scroll_x, b->y - scroll_y, 4+(b->dying), b->dying*10);
DrawCircle(b->x - scroll_x, b->y - scroll_y, 2+(b->dying), 255-b->dying*10);
}
}
if (b->img == 2) {
// IMMA CHARGIN MAH LAZER
if (b->t <= b->fire_time) {
z = (b->t * 150 / (b->fire_time+1)) + 80;
fx = b->x;
fy = b->y;
while (!IsSolid(Get((fx)/32, (fy)/32))) {
DrawRect(fx-1-scroll_x, fy-1-scroll_y, 4, 4, z/2);
fx += cos(b->dir)*2;
fy += sin(b->dir)*2;
if ((player_shield > 0)&&(shield_hp > 0)&&(PlayerDist(fx, fy) < 30)) break;
if (PlayerDist(fx, fy) < 4) break;
}
DrawCircle(b->x - scroll_x, b->y - scroll_y, 5, (z+255)/2.4);
DrawCircle(fx-cos(b->dir)*2 - scroll_x, fy-sin(b->dir)*2 - scroll_y, 4, z/2);
fx = b->x;
fy = b->y;
while (!IsSolid(Get((fx)/32, (fy)/32))) {
DrawRect(fx-scroll_x, fy-scroll_y, 2, 2, z);
fx += cos(b->dir)*2;
fy += sin(b->dir)*2;
if ((player_shield > 0)&&(shield_hp > 0)&&(PlayerDist(fx, fy) < 30)) break;
if (PlayerDist(fx, fy) < 4) break;
}
DrawCircle(b->x - scroll_x, b->y - scroll_y, 3, (z+255)/2);
DrawCircle(fx-cos(b->dir)*2 - scroll_x, fy-sin(b->dir)*2 - scroll_y, 2, z);
}
// SHOOP DA WHOOP
if ((b->t > b->fire_time) && (b->t <= b->fire_time + b->duration)) {
z = 255 - ((b->t - b->fire_time) * 200 / (b->duration+1));
fx = b->x;
fy = b->y;
while (!IsSolid(Get((fx)/32, (fy)/32))) {
DrawRect(fx-3-scroll_x, fy-3-scroll_y, 8, 8, z*2/3);
fx += cos(b->dir)*2;
fy += sin(b->dir)*2;
if ((player_shield > 0)&&(shield_hp > 0)&&(PlayerDist(fx, fy) < 30)) break;
if (PlayerDist(fx, fy) < 4) break;
}
DrawCircle(b->x - scroll_x, b->y - scroll_y, 9, (z+255)/2.4);
DrawCircle(fx-cos(b->dir)*2 - scroll_x, fy-sin(b->dir)*2 - scroll_y, 8, z*2/3);
fx = b->x;
fy = b->y;
while (!IsSolid(Get((fx)/32, (fy)/32))) {
DrawRect(fx-2-scroll_x, fy-2-scroll_y, 6, 6, z);
fx += cos(b->dir)*2;
fy += sin(b->dir)*2;
x1 = fx + rand()%12 - rand()%12 - scroll_x;
y1 = fy + rand()%12 - rand()%12 - scroll_y;
DrawRect(x1, y1, 2, 2, rand()%(z+1));
if ((player_shield > 0)&&(shield_hp > 0)&&(PlayerDist(fx, fy) < 30)) break;
if (PlayerDist(fx, fy) < 4) break;
}
DrawCircle(b->x - scroll_x, b->y - scroll_y, 7, (z+255)/2);
DrawCircle(fx-cos(b->dir)*2 - scroll_x, fy-sin(b->dir)*2 - scroll_y, 6, z);
}
}
if (b->img == 3) {
if (d_star_small == NULL) {
d_star_small = IMG_Load("dat/i/star2.png");
SDL_SetColorKey(d_star_small, SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
}
if (b->dying == 0) {
surf_pos.x = b->x - 8 - scroll_x;
surf_pos.y = b->y - 8 - scroll_y;
draw_pos.x = (b->t % 8)*16;
draw_pos.y = 0;
draw_pos.w = 16;
draw_pos.h = 16;
SDL_BlitSurface(d_star_small, &draw_pos, screen, &surf_pos);
} else {
DrawCircle(b->x - scroll_x, b->y - scroll_y, 4+(b->dying/2), b->dying*10);
DrawCircle(b->x - scroll_x, b->y - scroll_y, 2+(b->dying/2), 255-b->dying*10);
}
}
if (b->img == 4) {
if (b->dying == 0) {
x1 = b->x + cos(b->dir)*(2) - scroll_x;
y1 = b->y + sin(b->dir)*(2) - scroll_y;
x2 = b->x - cos(b->dir)*(80) - scroll_x;
y2 = b->y - sin(b->dir)*(80) - scroll_y;
for (i = 0; i < 40; i++) {
xo1 = (x2 - x1)*i/40 + x1;
yo1 = (y2 - y1)*i/40 + y1;
z = (i/2);
if (i > 10) z = (40 - i)/7;
DrawRect(xo1 - z - 2, yo1 - z - 2, z*2 + 4, z*2 + 4, 200);
}
for (i = 0; i < 40; i++) {
xo1 = (x2 - x1)*i/40 + x1;
yo1 = (y2 - y1)*i/40 + y1;
z = (i/2);
if (i > 10) z = (40 - i)/7;
DrawRect(xo1 - z, yo1 - z, z*2, z*2, 255);
}
} else{
DrawCircleEx(b->x - scroll_x, b->y - scroll_y, b->dying * 2 + 1, b->dying * 1.75 - 1, 230);
DrawCircleEx(b->x - scroll_x, b->y - scroll_y, b->dying * 2, b->dying * 1.75, 255);
}
}
if (b->img == 5) {
if (b->dying > 0) {
i = 4+(b->dying / 5);
DrawRect(b->x - scroll_x - (i-1/2), b->y - scroll_y - (i-1/2), i, i, b->dying*10);
i = 2+(b->dying / 5);
DrawRect(b->x - scroll_x - (i-1/2), b->y - scroll_y - (i-1/2), i, i, 255-b->dying*10);
} else {
if ((b->t % 8) < 4) {
DrawRect(b->x - scroll_x - 1, b->y - scroll_y - 1, 4, 4, 0);
DrawRect(b->x - scroll_x, b->y - scroll_y, 2, 2, 255);
} else {
DrawRect(b->x - scroll_x - 1, b->y - scroll_y - 1, 4, 4, 255);
DrawRect(b->x - scroll_x, b->y - scroll_y, 2, 2, 0);
}
}
}
if (b->img == 6) {
if (d_star_ls == NULL) {
d_star_ls = IMG_Load("dat/i/star3.png");
SDL_SetColorKey(d_star_ls, SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
}
if (b->dying == 0) {
surf_pos.x = b->x - 16 - scroll_x;
surf_pos.y = b->y - 16 - scroll_y;
draw_pos.x = (b->t % 8)*32;
draw_pos.y = 0;
draw_pos.w = 32;
draw_pos.h = 32;
SDL_BlitSurface(d_star_ls, &draw_pos, screen, &surf_pos);
} else {
DrawCircle(b->x - scroll_x, b->y - scroll_y, 4+(b->dying), 255-b->dying*10);
DrawCircle(b->x - scroll_x, b->y - scroll_y, 2+(b->dying), b->dying*10);
}
}
if (b->img == 7) {
if ((b->t % 8) < 4) {
DrawCircle(b->x - scroll_x, b->y - scroll_y, 8, 0);
DrawCircle(b->x - scroll_x, b->y - scroll_y, 5, 255);
} else {
DrawCircle(b->x - scroll_x, b->y - scroll_y, 8, 255);
DrawCircle(b->x - scroll_x, b->y - scroll_y, 5, 0);
}
}
if (b->img == 8) {
if (b->dying > 0) {
DrawCircle(b->x - scroll_x, b->y - scroll_y, 12+(b->dying), b->dying*10);
DrawCircle(b->x - scroll_x, b->y - scroll_y, 6+(b->dying), 255-b->dying*10);
} else {
if ((b->t % 6) < 3) {
DrawCircle(b->x - scroll_x, b->y - scroll_y, 12, 0);
DrawCircle(b->x - scroll_x, b->y - scroll_y, 8, 255);
} else {
DrawCircle(b->x - scroll_x, b->y - scroll_y, 12, 255);
DrawCircle(b->x - scroll_x, b->y - scroll_y, 8, 0);
}
}
}
}
void DrawGem(struct diamond *g)
{
static SDL_Surface *d_sprite = NULL;
int gemtype = 0;
static char hp_icon[2];
SDL_Rect draw_pos;
SDL_Rect surf_pos;
unsigned char fxp = (SDL_GetTicks() / 300)%2 ? 255 : 0;
if (g->delete_me) return;
if (d_sprite == NULL) {
d_sprite = IMG_Load("dat/i/gem.png");
SDL_SetColorKey(d_sprite, SDL_SRCCOLORKEY | SDL_RLEACCEL, 255);
hp_icon[0] = 3;
hp_icon[1] = 0;
}
if (g->value == 1) gemtype = 2;
if ((g->value > 1)&&(g->value < 5)) gemtype = 1;
if (g->value >= 5) gemtype = 0;
if (g->value != 31337) {
surf_pos.x = g->x - 4 - scroll_x;
surf_pos.y = g->y - 4 - scroll_y;
draw_pos.x = (g->t % 4) * 8 + 32 * gemtype;
draw_pos.y = 0;
draw_pos.w = 8;
draw_pos.h = 8;
SDL_BlitSurface(d_sprite, &draw_pos, screen, &surf_pos);
} else {
DrawCircle(g->x - scroll_x, g->y - scroll_y, 6, (rand()%64) ^ fxp);
draw_text(g->x - 4 - scroll_x, g->y - 4 - scroll_y, hp_icon, (200+rand()%56) ^ fxp);
}
g->t++;
}
void xprintf(char *s)
{
printf(s);
fflush(stdout);
}
void DrawInvisible(int x, int y)
{
SDL_Rect dest;
dest.x = x - scroll_x - 24;
dest.y = y - scroll_y - 24;
SDL_BlitSurface(invis_enemy, NULL, screen, &dest);
}
void DrawEntities()
{
struct enemy *t;
struct bullet *b;
struct diamond *g;
struct enemyloc *els;
if ((rooms[player_room].room_type != 3)&&(rooms[player_room].room_type != 2)) {
// Draw gems
g = room_gems[player_room];
while (g != NULL) {
if ((g->room == player_room)&&(g->delete_me == 0)&&(g->value != 31337)) {
DrawGem(g);
}
g = g->next_in_room;
}
g = room_gems[player_room];
while (g != NULL) {
if ((g->room == player_room)&&(g->delete_me == 0)&&(g->value == 31337)) {
DrawGem(g);
}
g = g->next_in_room;
}
}
t = active_stack;
while (t != NULL) {
if (!t->delete_me) {
if ((t->room == player_room) && (t->enemy_type != 9)) {
DrawEnemy(t, screen);
}
}
t = t->next_active;
}
// Draw invisible enemies (if possible)
if (artifacts[6]) {
// Draw the actives
t = active_stack;
while (t != NULL) {
if (!t->delete_me)
{
if (((!t->delete_me)&&((t->room != player_room)||(t->enemy_type == 9)))) {
DrawInvisible(t->x, t->y);
}
}
t = t->next_active;
}
// Draw the inactives
if (!artifacts[11]) {
els = GetEnemyLoc(scroll_x, scroll_y);
while (els != NULL) {
t = els->e;
if (((!t->delete_me)&&((t->room != player_room)||(t->enemy_type == 9)))&&(t->active == 0)) {
if ((t->x+24 >= scroll_x) && (t->y+24 >= scroll_y)) {
if (t->x-24 <= (scroll_x+639)) {
if (t->y-24 <= (scroll_y+479)) {
if ((rooms[t->room].room_type != 2) && (rooms[t->room].room_type != 3)) {
DrawInvisible(t->x, t->y);
}
}
}
}
}
els = els->n;
}
}
}
b = bullet_stack;
while (b != NULL) {
if (!b->delete_me) {
if (b->room == player_room) {
DrawBullet(b);
}
}
b = b->next;
}
}
void MoveEntities()
{
struct enemy *t;
struct bullet *b;
struct diamond *g;
struct bullet *b_del;
struct diamond *g_del;
if ((rooms[player_room].room_type != 3)&&(rooms[player_room].room_type != 2)) {
// gem stuff
g = room_gems[player_room];
while (g != NULL) {
if ((g->room == player_room)&&(g->delete_me == 0)) {
if (artifacts[7]) {
g->x += (player_x+4 - g->x)/10;
g->y += (player_y+12 - g->y)/10;
}
if (PlayerDist(g->x, g->y) < 20) {
g->delete_me = 1;
total_gems--;
if (g->value == 31337) {
if (player_hp < (3 + (player_shield == 30)*3)) {
SND_Pos("dat/a/crystal.wav", 64, 0);
player_hp++;
} else {
if (!training) {
SND_Pos("dat/a/tone.wav", 64, 0);
if (player_lives == 1) {
player_lives_part += 15;
} else {
if (player_lives < 10) {
player_lives_part += 4;
} else {
player_lives_part += 1;
}
}
if (player_lives_part >= 88) {
player_lives_part -= 88;
player_lives += 1;
SND_Pos("dat/a/crystal2.wav", 100, 0);
}
}
}
} else {
player_gems += g->value;
}
}
}
g = g->next_in_room;
}
}
t = active_stack;
while (t != NULL) {
if (!t->delete_me) {
if ((rooms[t->room].room_type != 3) || (t->room == player_room))
MoveEnemy(t);
}
t = t->next_active;
}
b = bullet_stack;
while (b != NULL) {
if (!b->delete_me) {
MoveBullet(b);
}
b = b->next;
}
// delete old bullets
b = bullet_stack;
if ((b != NULL)&&(b->delete_me)) {
b_del = b;
b = b->next;
free(b_del);
bullet_stack = b;
}
while (b != NULL) {
if (b->next != NULL) {
if (b->next->delete_me) {
b_del = b->next;
b->next = b->next->next;
free(b_del);
}
}
b = b->next;
}
// delete old gems
g = gem_stack;
if ((g != NULL)&&(g->delete_me)) {
// Remove room reference
if (g == room_gems[g->room]) {
room_gems[g->room] = g->next_in_room;
if (room_gems[g->room] != NULL) {
room_gems[g->room]->prv_in_room = NULL;
}
} else {
if (g->prv_in_room != NULL) {
g->prv_in_room->next_in_room = g->next_in_room;
}
if (g->next_in_room != NULL) {
g->next_in_room->prv_in_room = g->prv_in_room;
}
}
g_del = g;
g = g->next;
free(g_del);
gem_stack = g;
}
while (g != NULL) {
if (g->next != NULL) {
if (g->next->delete_me) {
// Remove room reference
assert( (g->next->prv_in_room != NULL) || (room_gems[g->next->room] == g->next) );
if (g->next == room_gems[g->next->room]) {
room_gems[g->next->room] = g->next->next_in_room;
if (room_gems[g->next->room] != NULL) {
room_gems[g->next->room]->prv_in_room = NULL;
}
} else {
g->next->prv_in_room->next_in_room = g->next->next_in_room;
if (g->next->next_in_room != NULL) {
g->next->next_in_room->prv_in_room = g->next->prv_in_room;
}
}
g_del = g->next;
g->next = g->next->next;
free(g_del);
}
}
g = g->next;
}
// delete old monsters
t = active_stack;
if (t != NULL) {
while (t->delete_me) {
t = t->next_active;
active_stack = t;
if (t == NULL) break;
}
}
while (t != NULL) {
if (t == active_stack)
assert(t->delete_me == 0);
else
assert(!t->delete_me);
if (t->next_active != NULL) {
while (t->next_active->delete_me) {
t->next_active = t->next_active->next_active;
if (t->next_active == NULL) break;
}
}
t = t->next_active;
}
}
void HurtEnemies(int x, int y, int range, int power)
{
struct enemy *t;
int e_range;
t = active_stack;
while (t != NULL) {
e_range = sqrt(sqr(t->x - x) + sqr(t->y - y));
if (e_range < range) {
if (power >= t->str) {
if (t->room == GetRoom(x/32, y/32)) {
KillEnemy(t);
}
}
}
t = t->next_active;
}
}
void CircuitBullets(int x, int y, int r)
{
struct bullet *b;
b = bullet_stack;
while (b != NULL) {
if (!b->delete_me) {
if (b->dying == 0) {
if (b->invuln == 0) {
if (sqrt(sqr(b->x - x) + sqr(b->y - y)) < r) {
b->dying = 1;
}
}
}
}
b = b->next;
}
}
void CrystalSummon()
{
struct diamond *g;
int rg_x, rg_y;
int i;
g = gem_stack;
for (i = 0; i < 3000; i++) {
room_gems[i] = NULL;
}
while (g != NULL) {
if (!g->delete_me) {
if (rooms[g->room].room_type != 3) {
g->room = player_room;
rg_x = rooms[player_room].x * 32 + 32 + rand()%(rooms[player_room].w*32-64);
rg_y = rooms[player_room].y * 32 + 32 + rand()%(rooms[player_room].h*32-64);
if (player_room == 0) {
rg_x = (rooms[player_room].x+5) * 32 + 32 + rand()%(8*32);
rg_y = (rooms[player_room].y+5) * 32 + 32 + rand()%(5*32);
}
while (IsSolid(Get(rg_x/32, rg_y/32))) {
rg_x = rooms[player_room].x * 32 + 32 + rand()%(rooms[player_room].w*32-64);
rg_y = rooms[player_room].y * 32 + 32 + rand()%(rooms[player_room].h*32-64);
if (player_room == 0) {
rg_x = (rooms[player_room].x+5) * 32 + 32 + rand()%(8*32);
rg_y = (rooms[player_room].y+5) * 32 + 32 + rand()%(5*32);
}
}
g->x = rg_x;
g->y = rg_y;
}
}
g->next_in_room = room_gems[g->room];
g->prv_in_room = NULL;
if (room_gems[g->room] != NULL) {
room_gems[g->room]->prv_in_room = g;
}
room_gems[g->room] = g;
g = g->next;
}
}
void ActivateRand()
{
struct enemy *e;
struct enemy *en[20000];
int ent = 0;
e = enemy_stack;
while (e != NULL) {
if (e->delete_me == 0) {
if (e->active == 0) {
en[ent++] = e;
}
}
e = e->next;
}
if (ent > 0) {
e = en[rand()%ent];
XActivateSingleEnemy(e);
}
}
void ClearBossBullets()
{
struct bullet *b = bullet_stack;
while (b != NULL) {
if (!b->delete_me) {
if (b->firer == NULL) {
b->delete_me = 1;
}
}
b = b->next;
}
}
void SpawnBullet(int x, int y, int bullet_type, float dir, float spd, int invuln)
{
struct bullet *b;
if ( (current_boss == 3) && (player_shield == 30) && (boss_fight_mode == 2) ) {
spd *= 1.2;
}
b = CreateBullet(x, y, NULL, bullet_type, dir, spd);
if (invuln) {
b->invuln = 1;
}
}
void SpawnLaser(int x, int y, float dir, int fire_time, int duration, float turn, int dmg)
{
FireLaser(x, y, NULL, dir, fire_time, duration, turn, dmg);
}
void CullEnemies(int nth)
{
struct enemy *e;
int i = 0;
e = enemy_stack;
while (e != NULL) {
if (e->delete_me == 0) {
if (rooms[e->room].room_type == 0) {
if ( (i % nth) == (nth - 1)) {
e->delete_me = 1;
killed_enemies++;
e->dying = 0;
rooms[e->room].enemies--;
}
i++;
}
}
e = e->next;
}
}
void SoupUpEnemies()
{
struct enemy *e;
int str_limit;
float str_multiplier;
float fr_divider;
e = enemy_stack;
str_limit = 1500;
if (circuit_size > 1500) {
str_limit = 1500;
}
str_multiplier = 1.0 + (1.0/3.0)*(float)current_boss;
fr_divider = 1.0 + (2.0/3.0)*(float)current_boss;
while (e != NULL) {
if (e->delete_me == 0) {
if (e->enemy_type != 10) {
if (e->str < str_limit) {
if ((e->str * 2) < str_limit) {
e->str = e->str * str_multiplier;
} else {
e->str = str_limit;
}
}
e->fire_rate = (int)((float)e->fire_rate / fr_divider) + 1;
e->speed = (int)((float)e->speed / fr_divider) + 1;
e->min_gems *= str_multiplier;
e->max_gems *= str_multiplier;
}
}
e = e->next;
}
}
void CurseSingleEnemy(struct enemy *e)
{
static int ActiveRooms[3000];
static int NActiveRooms = 0;
int i;
int rm;
if (NActiveRooms == 0) {
for (i = 0; i < 3000; i++) {
if ((rooms[i].room_type == 0) || (rooms[i].room_type == 4)) {
ActiveRooms[NActiveRooms++] = i;
}
}
}
rm = ActiveRooms[rand()%NActiveRooms];
while ((rooms[rm].enemies > 3) || (rooms[rm].visited == 0)) {
rm = ActiveRooms[rand()%NActiveRooms];
}
e->x = rooms[rm].w * 16 + rooms[rm].x * 32;
e->y = rooms[rm].h * 16 + rooms[rm].y * 32;
rooms[e->room].enemies--;
e->room = rm;
rooms[e->room].enemies++;
e->image = enemy_sprites[9];
e->lives = 8;
e->str = 500;
e->speed = 1;
e->fire_rate = (rand()%4)+1;
e->min_gems = 5000;
e->max_gems = 6000;
e->followdepth = 12;
e->creationcost = 6;
e->enemy_type = 10;
ActivateSingleEnemy(e);
}
void CurseEnemies()
{
struct enemy *e;
int i = 0;
e = enemy_stack;
while (e != NULL) {
if (e->delete_me == 0) {
if ( (i % 5) == (4)) {
CurseSingleEnemy(e);
} else {
e->delete_me = 1;
killed_enemies++;
e->dying = 0;
rooms[e->room].enemies--;
}
i++;
}
e = e->next;
}
}