Files
coffee_crisis_arcade_edition/source/enemy_formations.cpp
Sergio Valor c11a868289 Afegides recomanacions de cppcheck
Optimitzada la funció updateBalloonSpeed() i eliminades funcions sobrants o redundants
2024-10-13 11:03:50 +02:00

719 lines
25 KiB
C++

#include "enemy_formations.h"
#include "balloon.h" // for BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
#include "param.h" // for param
#include "utils.h" // for ParamGame, Param, Zone, BLOCK
// Constructor
EnemyFormations::EnemyFormations()
{
initEnemyFormations();
initEnemyPools();
initGameStages();
}
// Inicializa las formaciones enemigas
void EnemyFormations::initEnemyFormations()
{
constexpr int y4 = -BLOCK;
const int x4_0 = param.game.play_area.rect.x;
const int x4_100 = param.game.play_area.rect.w - BALLOON_WIDTH_4;
constexpr int y3 = -BLOCK;
const int x3_0 = param.game.play_area.rect.x;
const int x3_100 = param.game.play_area.rect.w - BALLOON_WIDTH_3;
constexpr int y2 = -BLOCK;
const int x2_0 = param.game.play_area.rect.x;
const int x2_100 = param.game.play_area.rect.w - BALLOON_WIDTH_2;
constexpr int y1 = -BLOCK;
const int x1_0 = param.game.play_area.rect.x;
const int x1_50 = param.game.play_area.center_x - (BALLOON_WIDTH_1 / 2);
const int x1_100 = param.game.play_area.rect.w - BALLOON_WIDTH_1;
// Inicializa a cero las variables
for (int i = 0; i < NUMBER_OF_ENEMY_FORMATIONS; i++)
{
enemy_formation_[i].number_of_enemies = 0;
for (int j = 0; j < MAX_NUMBER_OF_ENEMIES_IN_A_FORMATION; j++)
{
enemy_formation_[i].init[j].x = 0;
enemy_formation_[i].init[j].y = 0;
enemy_formation_[i].init[j].vel_x = 0;
enemy_formation_[i].init[j].kind = 0;
enemy_formation_[i].init[j].creation_counter = 0;
}
}
const int creation_time = 300;
int inc_x = 0;
int inc_time = 0;
int j = 0;
// #00 - Dos enemigos BALLOON4 uno a cada extremo
j = 0;
enemy_formation_[j].number_of_enemies = 2;
inc_x = x4_100;
inc_time = 0;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x4_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creation_time + (inc_time * i);
}
// #01 - Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro
j = 1;
enemy_formation_[j].number_of_enemies = 2;
inc_x = param.game.play_area.center_x;
inc_time = 0;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = param.game.play_area.first_quarter_x - (BALLOON_WIDTH_4 / 2) + (i * inc_x);
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creation_time + (inc_time * i);
}
// #02 - Cuatro enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro
j = 2;
enemy_formation_[j].number_of_enemies = 4;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x2_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_2;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #03 - Cuatro enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro
j = 3;
enemy_formation_[j].number_of_enemies = 4;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x2_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_2;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #04 - Tres enemigos BALLOON3. 0, 25, 50. Hacia la derecha
j = 4;
enemy_formation_[j].number_of_enemies = 3;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #05 - Tres enemigos BALLOON3. 50, 75, 100. Hacia la izquierda
j = 5;
enemy_formation_[j].number_of_enemies = 3;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #06 - Tres enemigos BALLOON3. 0, 0, 0. Hacia la derecha
j = 6;
enemy_formation_[j].number_of_enemies = 3;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #07 - Tres enemigos BALLOON3. 100, 100, 100. Hacia la izquierda
j = 7;
enemy_formation_[j].number_of_enemies = 3;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #08 - Seis enemigos BALLOON1. 0, 0, 0, 0, 0, 0. Hacia la derecha
j = 8;
enemy_formation_[j].number_of_enemies = 6;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x1_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_1;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #09 - Seis enemigos BALLOON1. 100, 100, 100, 100, 100, 100. Hacia la izquierda
j = 9;
enemy_formation_[j].number_of_enemies = 6;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x1_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_1;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #10 - Tres enemigos BALLOON4 seguidos desde la izquierda
j = 10;
enemy_formation_[j].number_of_enemies = 3;
inc_x = BALLOON_WIDTH_4 + 1;
inc_time = 15;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x4_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #11 - Tres enemigos BALLOON4 seguidos desde la derecha
j = 11;
enemy_formation_[j].number_of_enemies = 3;
inc_x = BALLOON_WIDTH_4 + 1;
inc_time = 15;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x4_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #12 - Seis enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro
j = 12;
enemy_formation_[j].number_of_enemies = 6;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x2_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_2;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #13 - Seis enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro
j = 13;
enemy_formation_[j].number_of_enemies = 6;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x2_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_2;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #14 - Cinco enemigos BALLOON3. Hacia la derecha. Separados
j = 14;
enemy_formation_[j].number_of_enemies = 5;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #15 - Cinco enemigos BALLOON3. Hacia la izquierda. Separados
j = 15;
enemy_formation_[j].number_of_enemies = 5;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #16 - Cinco enemigos BALLOON3. Hacia la derecha. Juntos
j = 16;
enemy_formation_[j].number_of_enemies = 5;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #17 - Cinco enemigos BALLOON3. Hacia la izquierda. Juntos
j = 17;
enemy_formation_[j].number_of_enemies = 5;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x3_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_3;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #18 - Doce enemigos BALLOON1. Hacia la derecha. Juntos
j = 18;
enemy_formation_[j].number_of_enemies = 12;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x1_0 + (i * inc_x);
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].kind = BALLOON_1;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #19 - Doce enemigos BALLOON1. Hacia la izquierda. Juntos
j = 19;
enemy_formation_[j].number_of_enemies = 12;
inc_x = BALLOON_WIDTH_1 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
enemy_formation_[j].init[i].x = x1_100 - (i * inc_x);
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].kind = BALLOON_1;
enemy_formation_[j].init[i].creation_counter = creation_time - (inc_time * i);
}
// #20 - Dos enemigos BALLOON4 seguidos desde la izquierda/derecha. Simetricos
j = 20;
enemy_formation_[j].number_of_enemies = 4;
inc_x = BALLOON_WIDTH_4 + 1;
inc_time = 0;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x4_0 + (i * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
}
else
{
enemy_formation_[j].init[i].x = x4_100 - ((i - half) * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
}
enemy_formation_[j].init[i].y = y4;
enemy_formation_[j].init[i].kind = BALLOON_4;
enemy_formation_[j].init[i].creation_counter = creation_time + (inc_time * i);
}
// #21 - Diez enemigos BALLOON2 uno detras del otro. Izquierda/derecha. Simetricos
j = 21;
enemy_formation_[j].number_of_enemies = 10;
inc_x = BALLOON_WIDTH_2 + 1;
inc_time = 3;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x2_0 + (i * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x2_100 - ((i - half) * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y2;
enemy_formation_[j].init[i].kind = BALLOON_2;
}
// #22 - Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simetricos
j = 22;
enemy_formation_[j].number_of_enemies = 10;
inc_x = BALLOON_WIDTH_3 * 2;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x3_100 - ((i - half) * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].kind = BALLOON_3;
}
// #23 - Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simetricos
j = 23;
enemy_formation_[j].number_of_enemies = 10;
inc_x = BALLOON_WIDTH_3 + 1;
inc_time = 10;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x3_0 + (i * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x3_100 - ((i - half) * inc_x);
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y3;
enemy_formation_[j].init[i].kind = BALLOON_3;
}
// #24 - Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simetricos
j = 24;
enemy_formation_[j].number_of_enemies = 30;
inc_x = 0;
inc_time = 5;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x1_50;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) + (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x1_50;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) + (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].kind = BALLOON_1;
}
// #25 - Treinta enemigos BALLOON1. Del centro hacia adentro. Juntos. Simetricos
j = 25;
enemy_formation_[j].number_of_enemies = 30;
inc_time = 5;
for (int i = 0; i < enemy_formation_[j].number_of_enemies; i++)
{
const int half = enemy_formation_[j].number_of_enemies / 2;
if (i < half)
{
enemy_formation_[j].init[i].x = x1_50 + 20;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * i);
}
else
{
enemy_formation_[j].init[i].x = x1_50 - 20;
enemy_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
enemy_formation_[j].init[i].creation_counter = (creation_time) - (inc_time * (i - half));
}
enemy_formation_[j].init[i].y = y1;
enemy_formation_[j].init[i].kind = BALLOON_1;
}
// Crea las mismas formaciones pero con hexagonos a partir de la posición 50 del vector
for (int k = 0; k < j + 1; k++)
{
enemy_formation_[k + 50].number_of_enemies = enemy_formation_[k].number_of_enemies;
for (int i = 0; i < enemy_formation_[k + 50].number_of_enemies; i++)
{
enemy_formation_[k + 50].init[i].x = enemy_formation_[k].init[i].x;
enemy_formation_[k + 50].init[i].y = enemy_formation_[k].init[i].y;
enemy_formation_[k + 50].init[i].vel_x = enemy_formation_[k].init[i].vel_x;
enemy_formation_[k + 50].init[i].creation_counter = enemy_formation_[k].init[i].creation_counter;
enemy_formation_[k + 50].init[i].kind = enemy_formation_[k].init[i].kind + 4;
}
}
// TEST
enemy_formation_[99].number_of_enemies = 4;
enemy_formation_[99].init[0].x = 10;
enemy_formation_[99].init[0].y = y1;
enemy_formation_[99].init[0].vel_x = 0;
enemy_formation_[99].init[0].kind = BALLOON_1;
enemy_formation_[99].init[0].creation_counter = 200;
enemy_formation_[99].init[1].x = 50;
enemy_formation_[99].init[1].y = y1;
enemy_formation_[99].init[1].vel_x = 0;
enemy_formation_[99].init[1].kind = BALLOON_2;
enemy_formation_[99].init[1].creation_counter = 200;
enemy_formation_[99].init[2].x = 90;
enemy_formation_[99].init[2].y = y1;
enemy_formation_[99].init[2].vel_x = 0;
enemy_formation_[99].init[2].kind = BALLOON_3;
enemy_formation_[99].init[2].creation_counter = 200;
enemy_formation_[99].init[3].x = 140;
enemy_formation_[99].init[3].y = y1;
enemy_formation_[99].init[3].vel_x = 0;
enemy_formation_[99].init[3].kind = BALLOON_4;
enemy_formation_[99].init[3].creation_counter = 200;
}
// Inicializa los conjuntos de formaciones
void EnemyFormations::initEnemyPools()
{
// EnemyPool #0
enemy_pool_[0].set[0] = &enemy_formation_[0];
enemy_pool_[0].set[1] = &enemy_formation_[1];
enemy_pool_[0].set[2] = &enemy_formation_[2];
enemy_pool_[0].set[3] = &enemy_formation_[3];
enemy_pool_[0].set[4] = &enemy_formation_[4];
enemy_pool_[0].set[5] = &enemy_formation_[5];
enemy_pool_[0].set[6] = &enemy_formation_[6];
enemy_pool_[0].set[7] = &enemy_formation_[7];
enemy_pool_[0].set[8] = &enemy_formation_[8];
enemy_pool_[0].set[9] = &enemy_formation_[9];
// EnemyPool #1
enemy_pool_[1].set[0] = &enemy_formation_[10];
enemy_pool_[1].set[1] = &enemy_formation_[11];
enemy_pool_[1].set[2] = &enemy_formation_[12];
enemy_pool_[1].set[3] = &enemy_formation_[13];
enemy_pool_[1].set[4] = &enemy_formation_[14];
enemy_pool_[1].set[5] = &enemy_formation_[15];
enemy_pool_[1].set[6] = &enemy_formation_[16];
enemy_pool_[1].set[7] = &enemy_formation_[17];
enemy_pool_[1].set[8] = &enemy_formation_[18];
enemy_pool_[1].set[9] = &enemy_formation_[19];
// EnemyPool #2
enemy_pool_[2].set[0] = &enemy_formation_[0];
enemy_pool_[2].set[1] = &enemy_formation_[1];
enemy_pool_[2].set[2] = &enemy_formation_[2];
enemy_pool_[2].set[3] = &enemy_formation_[3];
enemy_pool_[2].set[4] = &enemy_formation_[4];
enemy_pool_[2].set[5] = &enemy_formation_[55];
enemy_pool_[2].set[6] = &enemy_formation_[56];
enemy_pool_[2].set[7] = &enemy_formation_[57];
enemy_pool_[2].set[8] = &enemy_formation_[58];
enemy_pool_[2].set[9] = &enemy_formation_[59];
// EnemyPool #3
enemy_pool_[3].set[0] = &enemy_formation_[50];
enemy_pool_[3].set[1] = &enemy_formation_[51];
enemy_pool_[3].set[2] = &enemy_formation_[52];
enemy_pool_[3].set[3] = &enemy_formation_[53];
enemy_pool_[3].set[4] = &enemy_formation_[54];
enemy_pool_[3].set[5] = &enemy_formation_[5];
enemy_pool_[3].set[6] = &enemy_formation_[6];
enemy_pool_[3].set[7] = &enemy_formation_[7];
enemy_pool_[3].set[8] = &enemy_formation_[8];
enemy_pool_[3].set[9] = &enemy_formation_[9];
// EnemyPool #4
enemy_pool_[4].set[0] = &enemy_formation_[60];
enemy_pool_[4].set[1] = &enemy_formation_[61];
enemy_pool_[4].set[2] = &enemy_formation_[62];
enemy_pool_[4].set[3] = &enemy_formation_[63];
enemy_pool_[4].set[4] = &enemy_formation_[64];
enemy_pool_[4].set[5] = &enemy_formation_[65];
enemy_pool_[4].set[6] = &enemy_formation_[66];
enemy_pool_[4].set[7] = &enemy_formation_[67];
enemy_pool_[4].set[8] = &enemy_formation_[68];
enemy_pool_[4].set[9] = &enemy_formation_[69];
// EnemyPool #5
enemy_pool_[5].set[0] = &enemy_formation_[10];
enemy_pool_[5].set[1] = &enemy_formation_[61];
enemy_pool_[5].set[2] = &enemy_formation_[12];
enemy_pool_[5].set[3] = &enemy_formation_[63];
enemy_pool_[5].set[4] = &enemy_formation_[14];
enemy_pool_[5].set[5] = &enemy_formation_[65];
enemy_pool_[5].set[6] = &enemy_formation_[16];
enemy_pool_[5].set[7] = &enemy_formation_[67];
enemy_pool_[5].set[8] = &enemy_formation_[18];
enemy_pool_[5].set[9] = &enemy_formation_[69];
// EnemyPool #6
enemy_pool_[6].set[0] = &enemy_formation_[60];
enemy_pool_[6].set[1] = &enemy_formation_[11];
enemy_pool_[6].set[2] = &enemy_formation_[62];
enemy_pool_[6].set[3] = &enemy_formation_[13];
enemy_pool_[6].set[4] = &enemy_formation_[64];
enemy_pool_[6].set[5] = &enemy_formation_[15];
enemy_pool_[6].set[6] = &enemy_formation_[66];
enemy_pool_[6].set[7] = &enemy_formation_[17];
enemy_pool_[6].set[8] = &enemy_formation_[68];
enemy_pool_[6].set[9] = &enemy_formation_[19];
// EnemyPool #7
enemy_pool_[7].set[0] = &enemy_formation_[20];
enemy_pool_[7].set[1] = &enemy_formation_[21];
enemy_pool_[7].set[2] = &enemy_formation_[22];
enemy_pool_[7].set[3] = &enemy_formation_[23];
enemy_pool_[7].set[4] = &enemy_formation_[24];
enemy_pool_[7].set[5] = &enemy_formation_[65];
enemy_pool_[7].set[6] = &enemy_formation_[66];
enemy_pool_[7].set[7] = &enemy_formation_[67];
enemy_pool_[7].set[8] = &enemy_formation_[68];
enemy_pool_[7].set[9] = &enemy_formation_[69];
// EnemyPool #8
enemy_pool_[8].set[0] = &enemy_formation_[70];
enemy_pool_[8].set[1] = &enemy_formation_[71];
enemy_pool_[8].set[2] = &enemy_formation_[72];
enemy_pool_[8].set[3] = &enemy_formation_[73];
enemy_pool_[8].set[4] = &enemy_formation_[74];
enemy_pool_[8].set[5] = &enemy_formation_[15];
enemy_pool_[8].set[6] = &enemy_formation_[16];
enemy_pool_[8].set[7] = &enemy_formation_[17];
enemy_pool_[8].set[8] = &enemy_formation_[18];
enemy_pool_[8].set[9] = &enemy_formation_[19];
// EnemyPool #9
enemy_pool_[9].set[0] = &enemy_formation_[20];
enemy_pool_[9].set[1] = &enemy_formation_[21];
enemy_pool_[9].set[2] = &enemy_formation_[22];
enemy_pool_[9].set[3] = &enemy_formation_[23];
enemy_pool_[9].set[4] = &enemy_formation_[24];
enemy_pool_[9].set[5] = &enemy_formation_[70];
enemy_pool_[9].set[6] = &enemy_formation_[71];
enemy_pool_[9].set[7] = &enemy_formation_[72];
enemy_pool_[9].set[8] = &enemy_formation_[73];
enemy_pool_[9].set[9] = &enemy_formation_[74];
}
// Inicializa las fases del juego
void EnemyFormations::initGameStages()
{
// STAGE 1
stage_[0].number = 1;
stage_[0].power_to_complete = 200;
stage_[0].min_menace = 7 + (4 * 1);
stage_[0].max_menace = 7 + (4 * 3);
stage_[0].enemy_pool = &enemy_pool_[0];
// STAGE 2
stage_[1].number = 2;
stage_[1].power_to_complete = 300;
stage_[1].min_menace = 7 + (4 * 2);
stage_[1].max_menace = 7 + (4 * 4);
stage_[1].enemy_pool = &enemy_pool_[1];
// STAGE 3
stage_[2].number = 3;
stage_[2].power_to_complete = 600;
stage_[2].min_menace = 7 + (4 * 3);
stage_[2].max_menace = 7 + (4 * 5);
stage_[2].enemy_pool = &enemy_pool_[2];
// STAGE 4
stage_[3].number = 4;
stage_[3].power_to_complete = 600;
stage_[3].min_menace = 7 + (4 * 3);
stage_[3].max_menace = 7 + (4 * 5);
stage_[3].enemy_pool = &enemy_pool_[3];
// STAGE 5
stage_[4].number = 5;
stage_[4].power_to_complete = 600;
stage_[4].min_menace = 7 + (4 * 4);
stage_[4].max_menace = 7 + (4 * 6);
stage_[4].enemy_pool = &enemy_pool_[4];
// STAGE 6
stage_[5].number = 6;
stage_[5].power_to_complete = 600;
stage_[5].min_menace = 7 + (4 * 4);
stage_[5].max_menace = 7 + (4 * 6);
stage_[5].enemy_pool = &enemy_pool_[5];
// STAGE 7
stage_[6].number = 7;
stage_[6].power_to_complete = 650;
stage_[6].min_menace = 7 + (4 * 5);
stage_[6].max_menace = 7 + (4 * 7);
stage_[6].enemy_pool = &enemy_pool_[6];
// STAGE 8
stage_[7].number = 8;
stage_[7].power_to_complete = 750;
stage_[7].min_menace = 7 + (4 * 5);
stage_[7].max_menace = 7 + (4 * 7);
stage_[7].enemy_pool = &enemy_pool_[7];
// STAGE 9
stage_[8].number = 9;
stage_[8].power_to_complete = 850;
stage_[8].min_menace = 7 + (4 * 6);
stage_[8].max_menace = 7 + (4 * 8);
stage_[8].enemy_pool = &enemy_pool_[8];
// STAGE 10
stage_[9].number = 10;
stage_[9].power_to_complete = 950;
stage_[9].min_menace = 7 + (4 * 7);
stage_[9].max_menace = 7 + (4 * 10);
stage_[9].enemy_pool = &enemy_pool_[9];
}
// Devuelve una fase
Stage EnemyFormations::getStage(int index) const
{
return stage_[index];
}