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#include "objects.h"
void Horde::setup() {
for (int i=0; i < MAX_BILLS; i++)
list[i].state = list[i].OFF;
off_screen = on (game.level);
on_screen = 0;
}
/* Launches Bills whenever called */
void Horde::launch(int max){
int i, n;
if (!max || !off_screen) return;
n=game.RAND(1, game.MIN(max, off_screen));
for (i=0; n; n--) {
for (i++; i < MAX_BILLS; i++)
if (list[i].state == list[i].OFF) break;
if (i == MAX_BILLS) return;
list[i++].enter();
}
}
int Horde::on (unsigned int lev) {
return game.MIN(8+3*lev, MAX_BILLS);
}
int Horde::max_at_once (unsigned int lev) {
return game.MIN(2+lev/4, 12);
}
int Horde::between (unsigned int lev) {
return game.MAX(14-lev/3, 10);
}
void Horde::load_pix () {
int i;
for (i=0; i < WCELS-1; i++) {
lcels[i].load("billL", i);
rcels[i].load("billR", i);
}
lcels[WCELS-1] = lcels[1];
rcels[WCELS-1] = rcels[1];
for (i=0; i < DCELS; i++)
dcels[i].load("billD", i);
width=dcels[0].width;
height=dcels[0].height;
for (i=0; i < ACELS; i++)
acels[i].load("billA", i);
}
void Horde::update() {
int i;
if (!(game.iteration % between(game.level)))
launch(max_at_once(game.level));
for (i=0; i < MAX_BILLS; i++) list[i].update();
}
void Horde::draw() {
int i;
for (i=0; i < MAX_BILLS; i++) list[i].draw();
}
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