// Midboss and boss state // ---------------------- // Same indirection as used for the player position. Unfortunately not // contiguous in memory, or else we could have created a struct for both. extern screen_x_t boss_left_on_page[2]; extern screen_y_t boss_top_on_page[2]; extern screen_x_t near* boss_left_on_back_page; extern screen_y_t near* boss_top_on_back_page; // TH02 tracks boss and midboss health via the increasing amount of damage // dealt, instead of using a decreasing HP value. extern int boss_damage; // ----------------------