#include "system/vga.h" #include "const.h" int difficultyBands[MAX_DIFFICULTY]; int hitPointRanges[MAX_DIFFICULTY][4] = { { 1, 1, 1, 1 }, { 1, 1, 1, 1 }, { 1, 1, 1, 2 }, { 1, 1, 1, 2 }, { 1, 1, 2, 2 }, { 1, 2, 2, 2 }, { 1, 2, 2, 2 }, { 1, 2, 2, 3 }, { 1, 2, 2, 3 }, { 1, 2, 3, 3 }, { 1, 2, 3, 3 }, { 1, 2, 3, 3 }, { 1, 2, 3, 3 }, { 1, 2, 3, 3 }, { 1, 2, 3, 3 }, { 1, 2, 3, 3 }, { 1, 2, 3, 3 }, { 1, 2, 3, 3 }, { 1, 2, 3, 3 }, { 1, 2, 3, 3 } }; struct SpriteBounds bounds; // TODO: centralize these outside of game.c struct CompiledSpriteRender rabbit, mouse, bullet, enemy, enemyBullet, shotgun, shieldKiller; void buildDifficultyBands() { int i; float current = BASE_KILLS; for (i = 0; i < MAX_DIFFICULTY; ++i) { difficultyBands[i] = (int)current; current *= KILLS_NEEDED_FOR_NEXT_LEVEL_MULTIPLIER; } } void buildHitPointRages() { int currentRange[4] = { 1, 1, 1, 1 }; int i, j, countOfCurrent = 0, tmp; for (i = 0; i < MAX_DIFFICULTY; ++i) { for (j = 0; j < 4; ++j) { hitPointRanges[i][j] = currentRange[j]; } countOfCurrent++; if (countOfCurrent == 2) { countOfCurrent = 0; currentRange[3]++; for (j = 3; j > 0; --j) { if (currentRange[j] > currentRange[j - 1]) { tmp = currentRange[j - 1]; currentRange[j - 1] = currentRange[j]; currentRange[j] = tmp; } } } } };