Files
major_tom/src/game/levelgen.h
Thomas 1ef84cd3b4 Add Mars Base generator, mars03 boss arena, and Mars campaign polish
Dedicated Mars Base generator with 6 segment types (entry, shaft, corridor,
turret hall, hive, arena), depth-scaled difficulty, and exit to boss arena
after 2 generated levels. Mars themes integrated into all 7 generic segment
generators. Full level chain: moon03 → mars01 → mars02 → mars_base (×2) →
mars03 → station.

Also: jetpack fuel pickup preserves recharge progress, depth counters reset
on game loop, NULL checks on entity spawns, charger charge timeout, bg
decoration in Mars Base generator.
2026-03-02 20:27:29 +00:00

90 lines
3.9 KiB
C

#ifndef JNR_LEVELGEN_H
#define JNR_LEVELGEN_H
#include "engine/tilemap.h"
#include <stdint.h>
/* ═══════════════════════════════════════════════════
* Procedural Level Generator
*
* Generates a Tilemap directly in memory by stitching
* together segment templates. Supports:
* - Mixed layouts (horizontal, vertical, arena)
* - Enemy and hazard placement
* - Difficulty scaling via seed
* - Dumping to .lvl format for inspection
* ═══════════════════════════════════════════════════ */
/* Level theme — affects layout, hazards, gravity, atmosphere */
typedef enum LevelTheme {
THEME_PLANET_SURFACE, /* alien planet exterior: open terrain, pits,
flame vents, harsh conditions, high gravity */
THEME_PLANET_BASE, /* research outpost on a planet: corridors,
force fields, turrets, medium gravity */
THEME_SPACE_STATION, /* orbital station: shafts, platforms, low
gravity, moving platforms, turrets */
THEME_MARS_SURFACE, /* Mars exterior: red dusty terrain, wind,
wide-open with charger enemies */
THEME_MARS_BASE, /* Mars base interior: very vertical, narrow
corridors, turrets, laser turrets, spawners*/
THEME_COUNT
} LevelTheme;
#define MAX_THEME_SEQUENCE 10
/* Generator configuration */
typedef struct LevelGenConfig {
uint32_t seed; /* RNG seed (0 = random from time) */
int num_segments; /* how many segments to stitch (2-10) */
float difficulty; /* 0.0 = easy, 1.0 = hard */
float gravity; /* level gravity override (0 = auto) */
/* Theme sequence: one theme per segment.
* If theme_count == 0, all segments use themes[0].
* If theme_count > 0, segment i uses themes[min(i, theme_count-1)].
* Transition segments are auto-inserted at theme boundaries. */
LevelTheme themes[MAX_THEME_SEQUENCE];
int theme_count; /* number of entries in themes[] */
} LevelGenConfig;
/* Default config for quick generation */
LevelGenConfig levelgen_default_config(void);
/* Config preset for a space station level:
* very long horizontally, narrow playable area,
* near-zero gravity, all THEME_SPACE_STATION.
* depth (0-based) escalates difficulty and length
* with each subsequent station level. */
LevelGenConfig levelgen_station_config(uint32_t seed, int depth);
/* Generate a level directly into a Tilemap struct.
* The Tilemap will have layers allocated, tile defs set,
* entity spawns populated, and metadata configured.
* Caller must eventually call tilemap_free() on it.
* Returns true on success. */
bool levelgen_generate(Tilemap *map, const LevelGenConfig *config);
/* Generate a space-station level: very long, narrow,
* near-zero gravity. Uses its own segment pool tuned
* for horizontal layouts in tight corridors.
* Returns true on success. */
bool levelgen_generate_station(Tilemap *map, const LevelGenConfig *config);
/* Config preset for a Mars Base level:
* tall (46 tiles), vertical, claustrophobic.
* Heavy laser turret/spawner/charger presence.
* depth (0-based) escalates difficulty and length. */
LevelGenConfig levelgen_mars_base_config(uint32_t seed, int depth);
/* Generate a Mars Base level: tall multi-level underground
* facility with shafts, turret halls, spawner hives.
* Returns true on success. */
bool levelgen_generate_mars_base(Tilemap *map, const LevelGenConfig *config);
/* Dump a generated (or any) Tilemap to a .lvl file.
* Useful for inspecting/editing procedural output.
* Returns true on success. */
bool levelgen_dump_lvl(const Tilemap *map, const char *path);
#endif /* JNR_LEVELGEN_H */