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#include "spawner.h"
#include "standard.h"
#include "wave.h"
#include "world.h"

static const Wave waves[] = {
	{
		{
			{
				20,
				2,
				{
					{ 3, 5 },
					{ 15, 15 }
				}
			}
		},
		1,
		2
	},
	{
		{
			{
				20,
				2,
				{
					{ 3, 5 },
					{ 15, 15 }
				}
			},
			{
				200,
				4,
				{
					{ 30, 30 },
					{ 15, 20 },
					{ 23, 5 },
					{ 6, 4 }
				}
			},
		},
		2,
		6
	},
	{
		{
			{
				30,
				2,
				{
					{ 6, 16 },
					{ 18, 8 }
				}
			},
			{
				100,
				2,
				{
					{ 12, 4 },
					{ 27, 7 }
				}
			},
			{
				100,
				2,
				{
					{ 11, 7 },
					{ 21, 26 }
				}
			},
			{
				100,
				2,
				{
					{ 2, 24 },
					{ 14, 22 }
				}
			},
		},
		4,
		8
	}
};

void init_waver(Waver* waver) {
	waver->idx   = 0;
	waver->sidx  = 0;
	waver->timer = 0;
}

void start_wave(struct World* world) {
	world->wave_started = 1;
	world->enemies_killed = 0;
}

int wave_enemy_count(const Waver* waver) {
	return waves[waver->idx].kill_requirement;
}

void next_wave(Waver* waver) {
	waver->idx++;
	waver->sidx = 0;
}

void update_waver(Waver* waver, World* world) {
	const Wave* wave;
	const Subwave* subwave;
	const Wave_Spawn* spawn;
	int i;

	wave = &waves[waver->idx];
	subwave = &wave->subwaves[waver->sidx];

	if (waver->sidx >= wave->subwave_count) { return; }

	waver->timer++;

	if (waver->timer >= subwave->frame) {
		for (i = 0; i < subwave->count; i++) {
			spawn = &subwave->spawns[i];
			new_spawner(
				world,
				(spawn->x * map_tile_size) << fbits,
				(spawn->y * map_tile_size) << fbits
			);
		}
		waver->timer = 0;
		waver->sidx++;
	}
}

int get_wave_count() {
	return sizeof waves / sizeof *waves;
}