// *********************************************************************************** // Program written by B. Swan - BURROWINGGERBIL@HOTMAIL.COM // *********************************************************************************** // *********************************************************************************** // Decide whether a new enemy needs to be created and if so, do so // *********************************************************************************** void CreateLevelTriggers() { short tTemp1, tTemp2; tTemp1 = 0; // Speed ups for (tTemp2 = 0; tTemp2<4; tTemp2++) { LevelTriggers[tTemp1 + tTemp2].position = (tTemp2 / 2) * 40; LevelTriggers[tTemp1 + tTemp2].type = 12; LevelTriggers[tTemp1 + tTemp2].misc1 = 2; LevelTriggers[tTemp1 + tTemp2].y = 50 + (tTemp2 % 2) * 100; } tTemp1 += 4; // 1st meteor shower for (tTemp2 = 0; tTemp2<10; tTemp2++) { LevelTriggers[tTemp1 + tTemp2].position = 300 + tTemp2 * 20; LevelTriggers[tTemp1 + tTemp2].type = 1; LevelTriggers[tTemp1 + tTemp2].x = 340; LevelTriggers[tTemp1 + tTemp2].y = rand() % 200 + 20; } tTemp1 += 10; // 1st snake LevelTriggers[tTemp1].position = 650; LevelTriggers[tTemp1].type = 9; LevelTriggers[tTemp1].x = 270; LevelTriggers[tTemp1].y = 160; LevelTriggers[tTemp1].misc1 = 150; LevelTriggers[tTemp1].misc2 = -5; tTemp1 += 1; // First few power ups LevelTriggers[tTemp1].position = 800; LevelTriggers[tTemp1].type = 12; LevelTriggers[tTemp1].y = 30; LevelTriggers[tTemp1].misc1 = 4; tTemp1 += 1; LevelTriggers[tTemp1].position = 800; LevelTriggers[tTemp1].type = 12; LevelTriggers[tTemp1].y = 170; LevelTriggers[tTemp1].misc1 = 1; tTemp1 += 1; // Volcano LevelTriggers[tTemp1].position = 900; LevelTriggers[tTemp1].type = 5; LevelTriggers[tTemp1].x = 384; LevelTriggers[tTemp1].y = 200; tTemp1 += 1; // Power ups LevelTriggers[tTemp1].position = 1100; LevelTriggers[tTemp1].type = 12; LevelTriggers[tTemp1].y = 30; LevelTriggers[tTemp1].misc1 = 2; tTemp1 += 1; LevelTriggers[tTemp1].position = 1100; LevelTriggers[tTemp1].type = 12; LevelTriggers[tTemp1].y = 170; LevelTriggers[tTemp1].misc1 = 2; tTemp1 += 1; // 2nd meteor shower for (tTemp2 = 0; tTemp2<40; tTemp2++) { LevelTriggers[tTemp1 + tTemp2].position = 1400 + tTemp2 * 10; LevelTriggers[tTemp1 + tTemp2].type = 1; LevelTriggers[tTemp1 + tTemp2].x = 340; LevelTriggers[tTemp1 + tTemp2].y = rand() % 200 + 20; } tTemp1 += 40; // Attack of snakes LevelTriggers[tTemp1].position = 2000; LevelTriggers[tTemp1].type = 9; LevelTriggers[tTemp1].x = 270; LevelTriggers[tTemp1].y = 190; LevelTriggers[tTemp1].misc1 = 200; LevelTriggers[tTemp1].misc2 = -5; tTemp1 += 1; LevelTriggers[tTemp1].position = 2000; LevelTriggers[tTemp1].type = 9; LevelTriggers[tTemp1].x = 270; LevelTriggers[tTemp1].y = 70; LevelTriggers[tTemp1].misc1 = 200; LevelTriggers[tTemp1].misc2 = 5; tTemp1 += 1; LevelTriggers[tTemp1].position = 2000; LevelTriggers[tTemp1].type = 9; LevelTriggers[tTemp1].x = 90; LevelTriggers[tTemp1].y = 50; LevelTriggers[tTemp1].misc1 = 200; LevelTriggers[tTemp1].misc2 = -5; tTemp1 += 1; LevelTriggers[tTemp1].position = 2000; LevelTriggers[tTemp1].type = 9; LevelTriggers[tTemp1].x = 90; LevelTriggers[tTemp1].y = 170; LevelTriggers[tTemp1].misc1 = 200; LevelTriggers[tTemp1].misc2 = 5; tTemp1 += 1; // 2nd meteor shower for (tTemp2 = 0; tTemp2<50; tTemp2++) { LevelTriggers[tTemp1 + tTemp2].position = 2300 + tTemp2 * 10; LevelTriggers[tTemp1 + tTemp2].type = 4; } tTemp1 += 50; // First few power ups LevelTriggers[tTemp1].position = 3000; LevelTriggers[tTemp1].type = 12; LevelTriggers[tTemp1].y = 30; LevelTriggers[tTemp1].misc1 = 1; tTemp1 += 1; LevelTriggers[tTemp1].position = 3000; LevelTriggers[tTemp1].type = 12; LevelTriggers[tTemp1].y = 170; LevelTriggers[tTemp1].misc1 = 4; tTemp1 += 1; // Constant snakes for (tTemp2 = 0; tTemp2<5; tTemp2++) { LevelTriggers[tTemp1 + tTemp2].position = 3000 + tTemp2 * 200; LevelTriggers[tTemp1 + tTemp2].type = 9; LevelTriggers[tTemp1 + tTemp2].x = ((rand() % 89) + 1) + ((rand() % 4) * 90); LevelTriggers[tTemp1 + tTemp2].y = 190; LevelTriggers[tTemp1 + tTemp2].misc1 = 0; LevelTriggers[tTemp1 + tTemp2].misc2 = -5; tTemp1 += 1; } tTemp1 += 5; // Volcano LevelTriggers[tTemp1].position = 4000; LevelTriggers[tTemp1].type = 5; LevelTriggers[tTemp1].x = 390; LevelTriggers[tTemp1].y = 150; tTemp1 += 1; // Lava bombs for (tTemp2 = 0; tTemp2<50; tTemp2++) { LevelTriggers[tTemp1 + tTemp2].position = 4050 + tTemp2 * 5; LevelTriggers[tTemp1 + tTemp2].type = 6; LevelTriggers[tTemp1 + tTemp2].x = (rand() % 260 + 30) * 4; LevelTriggers[tTemp1 + tTemp2].y = 220 * 4; tTemp1 += 1; } tTemp1 += 50; // Volcano LevelTriggers[tTemp1].position = 4600; LevelTriggers[tTemp1].type = 5; LevelTriggers[tTemp1].x = 150; LevelTriggers[tTemp1].y = 200; tTemp1 += 1; // Lava bombs 2 for (tTemp2 = 0; tTemp2<32; tTemp2++) { LevelTriggers[tTemp1 + tTemp2].position = 4600 + tTemp2 * 5; LevelTriggers[tTemp1 + tTemp2].type = 6; LevelTriggers[tTemp1 + tTemp2].x = (rand() % 260 + 30) * 4; LevelTriggers[tTemp1 + tTemp2].y = 220 * 4; tTemp1 += 1; } tTemp1 += 64; // Power up city! for (tTemp2 = 0; tTemp2<4; tTemp2++) { LevelTriggers[tTemp1 + tTemp2].position = 4800; LevelTriggers[tTemp1 + tTemp2].type = 12; LevelTriggers[tTemp1 + tTemp2].misc1 = 2; LevelTriggers[tTemp1 + tTemp2].y = 30 + tTemp2 * 50; } tTemp1 += 4; for (tTemp2 = 0; tTemp2<4; tTemp2++) { LevelTriggers[tTemp1 + tTemp2].position = 4860; LevelTriggers[tTemp1 + tTemp2].type = 12; LevelTriggers[tTemp1 + tTemp2].misc1 = 1; LevelTriggers[tTemp1 + tTemp2].y = 30 + tTemp2 * 50; } tTemp1 += 4; // Meteor madness! // 2nd meteor shower for (tTemp2 = 0; tTemp2<200; tTemp2++) { LevelTriggers[tTemp1 + tTemp2].position = 5000 + tTemp2 * 10; LevelTriggers[tTemp1 + tTemp2].type = 4; } tTemp1 += 200; }