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levels.c
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281 lines (251 loc) · 7.13 KB
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/*******************************************************************************************
** Author: Chris Spravka
** Date: 15 OCT 2018
** Description: levels implementation file
NOTES
1. this is just the start to get the skeleton rolling
*******************************************************************************************/
#include <stdlib.h>
#include <unistd.h>
#include <ncurses.h>
#include <string.h>
#include <math.h>
//#include "gamePlay.h"
//#include "menu.h"
#include "sprites.h"
#include "effects.h"
#include "levels.h"
#include "planet.h"
void initLevelData(struct levelData * level) {
level->currLevel=10;
level->numEnemies=0;
level->maxNumEnemies=4;
level->spawnOK=1;
level->AIlevel=0;
// level->numDisps=0;
level->skyRate=-35;
level->skyLimit=20;
level->groundVel=15;
level->groundOK=0;
level->maxHeight=25;
level->pctAmmo=10;
}
void setMaxHeight(struct levelData * level, struct gameState * state) {
// the -7 is just to ensure that the player will always have some amount of space toascii
// fly through
level->maxHeight = state->maxY - state->titleSize - 7;
}
void procGen(struct gameState * state, struct library * lib, struct levelData * level) {
// level 1 open space
// level 2 asteroid field
// level 3 planet surface
// set level
// move this eventually
// and I think you want finer granularity
if (state->score > 15 && state->score < 30) {
level->currLevel = 15;
level->AIlevel = 1;
level->maxNumEnemies = 6;
}
if (state->score > 30 && state->score < 55) {
level->currLevel = 20;
level->AIlevel = 0;
level->maxNumEnemies = 3;
}
if (state->score > 55 && state->score < LEVEL_THREE_SCORE) {
level->currLevel = 25;
level->AIlevel = 1;
level->maxNumEnemies = 5;
}
if (state->score > LEVEL_THREE_SCORE && state->score < EXTENDED_SCORE) {
level->currLevel = 30;
level->AIlevel = 2;
level->maxNumEnemies = 2;
}
// extended scale
if (state->score > EXTENDED_SCORE) {
level->currLevel = 35;
level->maxNumEnemies += (int)((state->score - 75)/10);
//level->groundVel++;
}
// debugging ai
/*
level->AIlevel = 1;
level->maxNumEnemies =2;
if (level->numEnemies >= 1) {
level->AIlevel=2;
}
*/
// get new enemies (if needed) and set AI
spawnEnemies(state, lib, level);
// clean up irrelevant enemies & sprites & spawn new stuff for background
manageSprites(state, lib, level);
}
void spawnEnemies(struct gameState * state, struct library * lib, struct levelData * level) {
int enemyType, AIused;
if (level->numEnemies < level->maxNumEnemies && level->spawnOK > 0) {
// make a new enemy - vary by level and type stochasitcally
if (level->AIlevel == 2) {
enemyType = eny2;
AIused = 2;
}
else{
if (getRand(1,100) < 40 ) {
AIused = level->AIlevel;
}
else {
AIused = 0;
}
enemyType = eny1;
if (AIused == 1) {
enemyType = eny1a;
}
}
addEnemy(state, lib, enemyType, AIused);
state->allSprites->spriteArr[state->allSprites->numSprites-1]->isShooter =1;
if (level->AIlevel>0) {
// if you want to do this, you'll need a way of activating the effects
// at the appropriate time (i.e. the AI fires thrusters)
// addEffect(upThrust1, state->allSprites->numSprites-1,state, lib);
}
level->numEnemies++;
level->spawnOK = -9; // caution (fix me) this is dependent on REFRESH_RATE
}
else {
level->spawnOK += 1;
// goodies!
// careful this ends up being REFRESH_RATE dependent
if (getRand(1,1000) < level->pctAmmo) {
if (getRand(1,100) < 35 ) {
addEnemy(state, lib, ammoPC, 0);
}
else {
addEnemy(state, lib, ammoM, 0);
}
}
}
}
void manageSprites(struct gameState * state, struct library * lib, struct levelData * level) {
float positionTol = 1.1;
int i;
for (i=1; i < state->allSprites->numSprites; i++) {
struct sprite * temp = state->allSprites->spriteArr[i];
if (fabs(temp->xLoc - state->maxX)/state->maxX > positionTol ||
fabs(temp->yLoc - state->maxY)/state->maxY > positionTol) {
if (temp->type == 1) {
// just this for now -- do you want to differentiate between enemies and projectiles?
// or make projectiles effects (no physics?) - noodle this
level->numEnemies--;
delSprite(state, i);
}
else if (temp->type == 3 || temp->type == 4) {
// need to vary this call by level
delSprite(state,i);
if (level->currLevel < 20) {
genOpenSpaceBG(state, lib);
}
else if (level->currLevel <30) {
genAsteroidBG(state, lib, level);
}
else {
// do nothing at level 3!
// because there's so much going on do this separately
}
}
}
else if (temp->markedForDeath < 0) {
if (temp->type == 1) {
level->numEnemies--;
}
else if (temp->type == 4) {
genAsteroidBG(state, lib, level);
}
// fix me do this!
// delEffect(state, i);
if (temp->type !=0) {
delSprite(state, i);
}
level->spawnOK = -9; // caution this is dependent on REFRESH_RATE
}
}
if (level->currLevel > 25 && !level->groundOK) {
planetLevel(state, lib, level);
}
else if (level->groundOK) {
genPlanetBG(state, lib, level);
}
}
void addEnemy(struct gameState * state, struct library * lib, int ID, int AIlevel) {
addSprite(ID, state, lib);
int xAcc = getRand(20,45);
// xAcc = 0; // for debugging
modSprite(-1, state->maxX, getRand(1, state->gndHeight), -xAcc*(1e6)/REFRESH_RATE, 0, AIlevel, state);
}
void genOpenSpaceBG(struct gameState * state, struct library * lib) {
// space backrounds!
addSprite(getRand(openSpace1, openSpace4), state, lib);
modSprite(-1, state->maxX, getRand(1,state->maxY), -getRand(1,5)*(1e6)/REFRESH_RATE, 0, 0, state);
}
void initOpenSpaceBG(struct gameState * state, struct library * lib) {
// space backrounds are openSpace1-4 (non-interacting background)
int i, j;
for (i=1; i< state->maxX; i++) {
for (j=1; j< state->maxY; j++) {
if (getRand(0,100)<1) {
addSprite(getRand(openSpace1, openSpace4), state, lib);
modSprite(-1, i, j, -getRand(1,5)*(1e6)/REFRESH_RATE, 0, 0, state);
}
}
}
}
void genAsteroidBG(struct gameState * state, struct library * lib, struct levelData * level) {
// asteroids are asteroid1 & 2
float yVal, yAcc, xVal, xAcc;
// just off screen
if (getRand(1,100) < 50) {
yVal = state->maxY+5;
yAcc = -1;
}
else {
yVal = -5;
yAcc = 1;
}
if (getRand(1,100) <25) {
xAcc=1;
xVal = getRand(0, state->maxX/3)-5;
}
else {
xAcc=-1;
xVal = getRand(state->maxX/3, state->maxX)+5;
}
if (level->spawnOK > 0) {
addSprite(getRand(asteroid1, asteroid3), state, lib);
modSprite(-1, xVal, yVal, xAcc*getRand(5,20)*(1e6)/REFRESH_RATE, yAcc*getRand(2,10)*(1e6)/REFRESH_RATE, 0, state);
level->spawnOK = -2;
}
else {
level->spawnOK +=2;
}
}
// ended up not needing this based on my implementation of the levels
/*
void freeLevelDisps(struct levelData * level) {
int j;
for (j=0; j<level->numDisps; j++) {
free(level->dispArr[j]);
}
}
*/
// should i live here? this is the main place i use pct, and i
// don't have any other reason for an interfaces.c yet
int getRand(int low, int hi) {
return (rand() % (hi-low+1)) + low;
}
void limiter(float * valIn, float low, float high) {
if (*valIn > high) {
*valIn = high;
}
else if (*valIn < low) {
*valIn = low;
}
}