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#include "level5.h"
#include "game.h"
#include "world.h"
#include "entityGrouping.h"
void initLevel5(Game * game, Levels * levels) {
levels->data = KF_MALLOC(sizeof(Level5));
if (levels->data == NULL) {
ALLOCATION_ERROR;
return;
}
Level5 * data = (Level5*)levels->data;
data->stage = 0;
WorldEntry entries[] = {
(WorldEntry){ENTITY_ANTIFA, (Vector3){0.0, 0.0, 0.0}, QuaternionIdentity()},
(WorldEntry){ENTITY_SERGENTE, (Vector3){0.0, 0.0, 300.0}, QuaternionIdentity()}
};
addEntriesToWorld(
&game->world,
game,
entries,
sizeof(entries) / sizeof(WorldEntry)
);
}
void closelevel5(Levels * levels) {
if (levels->data != NULL)
KF_FREE(levels->data);
}
bool updateLevel5(Game * game, Levels * levels) {
Level5 * data = (Level5*)levels->data;
bool levelDone = false;
Entity * player = getEntityFromWorld(game->world, 0);
Vector3 playerPosition = player->position;
switch (data->stage) {
case 0:
if (game->world.entitiesCount == 1) {
WorldEntry entries[] = {
(WorldEntry){ENTITY_SERGENTE, Vector3Add((Vector3){0.0, 0.0, 800.0}, playerPosition), QuaternionIdentity()},
(WorldEntry){ENTITY_SERGENTE, Vector3Add((Vector3){0.0, 0.0, -800.0}, playerPosition), QuaternionIdentity()},
(WorldEntry){ENTITY_SERGENTE, Vector3Add((Vector3){0.0, 800.0, 0.0}, playerPosition), QuaternionIdentity()},
(WorldEntry){ENTITY_SERGENTE, Vector3Add((Vector3){0.0, -800.0, 0.0}, playerPosition), QuaternionIdentity()}
};
addEntriesToWorld(
&game->world,
game,
entries,
sizeof(entries) / sizeof(WorldEntry)
);
data->stage = 1;
}
break;
case 1:
if (game->world.entitiesCount == 1) {
float distanceFromPlayer = 1500.0;
addEntityGroupToWorld(
game,
ENTITY_SOLDATO,
10,
Vector3Add(
Vector3Scale(Vector3RotateByQuaternion((Vector3){0.5, 0.0, 1.0}, player->rotation), distanceFromPlayer),
playerPosition
),
(Vector3){0.0, 10.0, 10.0}
);
data->stage = 2;
}
break;
case 2:
if (game->world.entitiesCount == 1)
levelDone = true;
break;
default:
levelDone = true;
break;
}
return levelDone;
}
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