void ProcAi(void) { if (wave > 0) TrySpawn(); MobAi(); if (wavedelay) { wavedelay--; if (wavedelay == 0) NewWave(); } else if (wave > 0) { Uint8 i, mobs = 0; for (i = 0; i < 128; i++) if (mob[i][0] > 0) mobs++; if (mobs + wavemobleft == 0) wavedelay = 100; } }
void EnemyController::NewGame(void) { NewWave(true); ResetTimer(); m_SpawnCounter = 0; m_Wave = 0; if (p_Pod->m_Active) p_Pod->Deactivate(); for (int pair = 0; pair < 3; pair++) { if (p_Pair[pair]->m_Active) p_Pair[pair]->Deactivate(); } for (int ship = 0; ship < 6; ship++) { if (p_Ship[ship]->m_Active) p_Ship[ship]->Deactivate(); } }