tbftss/src/battle/entities.c

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/*
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Copyright (C) 2015-2019 Parallel Realities
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This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "entities.h"
static void drawEntity(Entity *e);
static void doEntity(void);
static void alignComponents(void);
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static void activateEpicFighters(int side);
static void restrictToBattleArea(Entity *e);
static void drawTargetRects(Entity *e);
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static void drawHealthBar(Entity *e);
static int drawComparator(const void *a, const void *b);
static void notifyNewArrivals(void);
static int isComponent(Entity *e);
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static Entity deadHead;
static Entity *deadTail;
static int disabledGlow;
static int disabledGlowDir;
void initEntities(void)
{
memset(&deadHead, 0, sizeof(Entity));
deadTail = &deadHead;
disabledGlow = DISABLED_GLOW_MAX;
disabledGlowDir = -DISABLED_GLOW_SPEED;
}
Entity *spawnEntity(void)
{
Entity *e = malloc(sizeof(Entity));
memset(e, 0, sizeof(Entity));
e->active = 1;
battle.entityTail->next = e;
battle.entityTail = e;
return e;
}
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void doEntities(void)
{
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int numAllies, numEnemies;
int numActiveAllies, numActiveEnemies;
int numSpawnedEnemies;
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Entity *e, *prev;
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prev = &battle.entityHead;
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battle.hasThreats = numAllies = numEnemies = numActiveAllies = numActiveEnemies = numSpawnedEnemies = 0;
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if (dev.playerImmortal)
{
player->health = player->maxHealth;
player->shield = player->maxShield;
}
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
removeFromQuadtree(e, &battle.quadtree);
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if (dev.allImmortal)
{
e->health = e->maxHealth;
e->shield = e->maxShield;
}
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if (e->active)
{
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self = e;
e->reload = MAX(e->reload - 1, 0);
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if (e->shieldRechargeRate)
{
if (e->shield >= 0)
{
if (--e->shieldRecharge <= 0)
{
e->shield = MIN(e->shield + 1, e->maxShield);
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e->shieldRecharge = e->shieldRechargeRate;
}
}
else
{
e->shield++;
}
}
e->armourHit = MAX(e->armourHit - 25, 0);
e->shieldHit = MAX(e->shieldHit - 5, 0);
e->systemHit = MAX(e->systemHit - 25, 0);
e->aiDamageTimer = MAX(e->aiDamageTimer - 1, 0);
if (!e->aiDamageTimer)
{
e->aiDamagePerSec = 0;
e->aiFlags &= ~AIF_EVADE;
}
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switch (e->type)
{
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case ET_FIGHTER:
doFighter();
break;
case ET_CAPITAL_SHIP:
doCapitalShip();
break;
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default:
doEntity();
break;
}
if (e->alive == ALIVE_ALIVE || e->alive == ALIVE_DYING)
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{
if (e->action != NULL)
{
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if (dev.noEntityActions)
{
e->thinkTime = 2;
}
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if (--e->thinkTime <= 0)
{
e->thinkTime = 0;
e->action();
}
}
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doRope(e);
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restrictToBattleArea(e);
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if (!e->speed)
{
e->dx = e->dy = 0;
}
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e->x += e->dx;
e->y += e->dy;
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addToQuadtree(e, &battle.quadtree);
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}
else
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{
if (e == battle.entityTail)
{
battle.entityTail = prev;
}
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if (e == battle.missionTarget)
{
battle.missionTarget = NULL;
}
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if (e->killedBy == player && battle.hasSuspicionLevel)
{
if (e->aiFlags & (AIF_AVOIDS_COMBAT|AIF_DEFENSIVE))
{
battle.suspicionLevel -= (MAX_SUSPICION_LEVEL * 0.5);
}
else
{
battle.suspicionLevel -= (MAX_SUSPICION_LEVEL * 0.12);
}
}
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if (e == player)
{
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battle.playerSelect = battle.isEpic;
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}
cutRope(e);
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prev->next = e->next;
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e->next = NULL;
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deadTail->next = e;
deadTail = e;
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/* actually just creates another fighter in this one's place */
if (e->type == ET_FIGHTER && battle.isEpic && e->side != player->side && battle.unlimitedEnemies)
{
resetFighter(e);
}
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e = prev;
}
}
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if (e->type == ET_FIGHTER || e->type == ET_CAPITAL_SHIP)
{
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if (e->side == player->side)
{
numAllies++;
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if (e->health > 0 && e->active)
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{
numActiveAllies++;
}
}
else
{
numEnemies++;
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if (e->health > 0 && e->active)
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{
numActiveEnemies++;
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if (e->spawned)
{
numSpawnedEnemies++;
}
}
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if (!(e->flags & EF_DISABLED) || battle.isEpic)
{
battle.hasThreats = 1;
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}
}
}
prev = e;
}
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battle.numAllies = (battle.isEpic) ? numAllies : numActiveAllies;
battle.numEnemies = (battle.isEpic) ? numEnemies : numActiveEnemies;
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if (battle.status == MS_IN_PROGRESS && battle.stats[STAT_TIME] % (FPS * 30) == 0)
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{
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "numEnemies=%d, numActiveEnemies=%d, hasThreats=%d", numEnemies, numActiveEnemies, battle.hasThreats);
}
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if (battle.isEpic && battle.stats[STAT_TIME] % FPS == 0)
{
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if (numActiveAllies < battle.epicFighterLimit)
{
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activateEpicFighters(SIDE_ALLIES);
}
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numActiveEnemies -= numSpawnedEnemies;
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if (numActiveEnemies < battle.epicFighterLimit)
{
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activateEpicFighters(SIDE_NONE);
}
}
alignComponents();
disabledGlow = MAX(DISABLED_GLOW_MIN, MIN(disabledGlow + disabledGlowDir, DISABLED_GLOW_MAX));
if (disabledGlow <= DISABLED_GLOW_MIN)
{
disabledGlowDir = DISABLED_GLOW_SPEED;
}
else if (disabledGlow >= DISABLED_GLOW_MAX)
{
disabledGlowDir = -DISABLED_GLOW_SPEED;
}
}
static void restrictToBattleArea(Entity *e)
{
float force;
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if (e->x <= BATTLE_AREA_EDGE)
{
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force = BATTLE_AREA_EDGE - e->x;
e->dx += force * 0.001;
e->dx *= 0.95;
}
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if (e->y <= BATTLE_AREA_EDGE)
{
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force = BATTLE_AREA_EDGE - e->y;
e->dy += force * 0.001;
e->dy *= 0.95;
}
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if (e->x >= BATTLE_AREA_WIDTH - BATTLE_AREA_EDGE)
{
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force = e->x - (BATTLE_AREA_WIDTH - BATTLE_AREA_EDGE);
e->dx -= force * 0.001;
e->dx *= 0.95;
}
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if (e->y >= BATTLE_AREA_HEIGHT - BATTLE_AREA_EDGE)
{
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force = e->y - (BATTLE_AREA_HEIGHT - BATTLE_AREA_EDGE);
e->dy -= force * 0.001;
e->dy *= 0.95;
}
}
static void doEntity(void)
{
if (self->die)
{
if (self->health <= 0 && self->alive == ALIVE_ALIVE)
{
self->health = 0;
self->alive = ALIVE_DYING;
self->die();
if (self == battle.missionTarget)
{
battle.missionTarget = NULL;
}
}
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}
else
{
if (self->alive == ALIVE_DYING)
{
self->alive = ALIVE_DEAD;
}
else if (self->health <= 0)
{
self->alive = ALIVE_DYING;
}
}
}
static void alignComponents(void)
{
Entity *e;
float x, y;
float c, s;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (isComponent(e))
{
removeFromQuadtree(e, &battle.quadtree);
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s = sin(TO_RAIDANS(e->owner->angle));
c = cos(TO_RAIDANS(e->owner->angle));
x = (e->offsetX * c) - (e->offsetY * s);
y = (e->offsetX * s) + (e->offsetY * c);
x += e->owner->x;
y += e->owner->y;
e->x = x;
e->y = y;
if (e->flags & EF_STATIC)
{
e->angle = e->owner->angle;
}
addToQuadtree(e, &battle.quadtree);
}
}
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}
static int isComponent(Entity *e)
{
return (e->type == ET_COMPONENT || e->type == ET_COMPONENT_GUN || e->type == ET_COMPONENT_ENGINE);
}
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void drawEntities(void)
{
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int i;
Entity *e, **candidates;
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candidates = getAllEntsWithin(battle.camera.x, battle.camera.y, app.winWidth, app.winHeight, NULL);
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/* counting entities to draw */
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i]) {};
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qsort(candidates, i, sizeof(Entity*), drawComparator);
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
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{
self = e;
if (e->draw)
{
e->draw();
}
else
{
drawEntity(e);
}
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drawHealthBar(e);
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drawTargetRects(e);
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drawRope(e);
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}
}
static void drawEntity(Entity *e)
{
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setAtlasColor(255, 255, 255, 255);
if (e->armourHit > 0)
{
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setAtlasColor(255, 255 - e->armourHit, 255 - e->armourHit, 255);
}
if (e->systemHit > 0)
{
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setAtlasColor(255 - e->systemHit, 255, 255, 255);
}
if (e->flags & EF_DISABLED)
{
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setAtlasColor(disabledGlow, disabledGlow, 255, 255);
}
blitRotated(e->texture, e->x - battle.camera.x, e->y - battle.camera.y, e->angle);
if (e->shieldHit > 0)
{
drawShieldHitEffect(e);
}
}
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static void drawHealthBar(Entity *e)
{
SDL_Rect r;
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if (app.gameplay.healthBars && !(e->flags & EF_NO_HEALTH_BAR) && e->health > 0)
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{
r.x = e->x - (e->w / 2) - battle.camera.x;
r.y = e->y - e->h - battle.camera.y;
r.w = 32;
r.h = 1;
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if (e->side == player->side || e->flags & EF_FRIENDLY_HEALTH_BAR)
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{
SDL_SetRenderDrawColor(app.renderer, 0, 128, 0, 255);
}
else
{
SDL_SetRenderDrawColor(app.renderer, 128, 0, 0, 255);
}
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SDL_RenderFillRect(app.renderer, &r);
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r.w = 32 * (e->health * 1.0f / e->maxHealth);
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if (e->side == player->side || e->flags & EF_FRIENDLY_HEALTH_BAR)
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{
SDL_SetRenderDrawColor(app.renderer, 0, 255, 0, 255);
}
else
{
SDL_SetRenderDrawColor(app.renderer, 255, 0, 0, 255);
}
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SDL_RenderFillRect(app.renderer, &r);
}
}
static void drawTargetRects(Entity *e)
{
SDL_Rect r;
int size = MAX(e->w, e->h) + 16;
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if (player->alive == ALIVE_ALIVE && e == player->target)
{
r.x = e->x - (size / 2) - battle.camera.x;
r.y = e->y - (size / 2) - battle.camera.y;
r.w = size;
r.h = size;
SDL_SetRenderDrawColor(app.renderer, 255, 0, 0, 255);
SDL_RenderDrawRect(app.renderer, &r);
}
if ((e == battle.missionTarget || e->flags & EF_MISSION_TARGET) && (e->flags & EF_NO_MT_BOX) == 0)
{
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r.x = e->x - (size / 2) - battle.camera.x - 4;
r.y = e->y - (size / 2) - battle.camera.y - 4;
r.w = size + 8;
r.h = size + 8;
SDL_SetRenderDrawColor(app.renderer, 0, 255, 0, 255);
SDL_RenderDrawRect(app.renderer, &r);
}
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if (e == battle.messageSpeaker && e != player && battle.stats[STAT_TIME] % 40 < 20)
{
r.x = e->x - (size / 2) - battle.camera.x;
r.y = e->y - (size / 2) - battle.camera.y;
r.w = size;
r.h = size;
SDL_SetRenderDrawColor(app.renderer, 255, 255, 255, 255);
SDL_RenderDrawRect(app.renderer, &r);
}
}
void activateEntities(char *names)
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{
Entity *e;
char *name;
name = strtok(names, ";");
while (name)
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{
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
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{
if (strcmp(e->name, name) == 0)
{
e->active = 1;
if (e->type == ET_CAPITAL_SHIP)
{
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updateCapitalShipComponentProperties(e, 0);
}
}
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}
name = strtok(NULL, ";");
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}
notifyNewArrivals();
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}
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void activateEntityGroups(char *groupNames)
{
Entity *e;
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char *groupName;
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groupName = strtok(groupNames, ";");
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while (groupName)
{
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
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if (strcmp(e->groupName, groupName) == 0)
{
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "Activated %s (%s)", e->name, groupName);
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e->active = 1;
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if (e->type == ET_CAPITAL_SHIP)
{
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updateCapitalShipComponentProperties(e, 0);
}
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}
}
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groupName = strtok(NULL, ";");
}
notifyNewArrivals();
}
/*
* Some craft, such as capital ships, might be performing a long action and won't notice new craft arrive for well over 30 seconds.
* We'll knock the times down to a max of 1 second, so they can react faster.
*/
static void notifyNewArrivals(void)
{
Entity *e;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->active && (e->type == ET_FIGHTER || e->type == ET_CAPITAL_SHIP))
{
e->aiActionTime = MIN(e->aiActionTime, FPS);
}
}
}
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static void activateEpicFighters(int side)
{
Entity *e;
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
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if (!e->active && e->type == ET_FIGHTER && !(e->flags & EF_NO_EPIC) && ((side == SIDE_ALLIES && e->side == SIDE_ALLIES) || (side != SIDE_ALLIES && e->side != SIDE_ALLIES)))
{
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e->active = 1;
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/* don't spring into existence in front of the player */
if (isOnBattleScreen(e->x, e->y, e->w, e->h))
{
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e->x = player->x;
e->y = player->y;
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e->x += (rand() % 2) ? -app.winWidth : app.winWidth;
e->y += (rand() % 2) ? -app.winHeight : app.winHeight;
}
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return;
}
}
}
void countNumEnemies(void)
{
Entity *e;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
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if (e->side != SIDE_ALLIES && (e->type == ET_FIGHTER || e->type == ET_CAPITAL_SHIP) && (!(e->flags & EF_NO_THREAT)))
{
battle.numInitialEnemies++;
}
}
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG, "battle.numInitialEnemies=%d", battle.numInitialEnemies);
}
void addAllToQuadtree(void)
{
Entity *e;
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->active)
{
addToQuadtree(e, &battle.quadtree);
}
}
}
static int drawComparator(const void *a, const void *b)
{
Entity *e1 = *((Entity**)a);
Entity *e2 = *((Entity**)b);
return e2->type - e1->type;
}
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void killEntity(char *name)
{
Entity *e;
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (strcmp(e->name, name) == 0)
{
e->health = 0;
e->deathType = DT_INSTANT;
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/* prevent objectives and conditions from firing */
strcpy(e->name, "");
strcpy(e->groupName, "");
}
}
}
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void updateEntitySide(char *sideStr, char *name)
{
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Entity *e;
int side;
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side = lookup(sideStr);
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for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (strcmp(e->name, name) == 0)
{
e->side = side;
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if (e->side != player->side)
{
e->flags |= EF_MISSION_TARGET;
}
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}
}
}
void awardPandoranCraftTrophy(void)
{
Entity *e;
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for (e = deadHead.next ; e != NULL ; e = e->next)
{
if (e->killedBy == player && e->side == SIDE_PANDORAN)
{
awardTrophy("PANDORAN");
}
}
}
void destroyEntities(void)
{
Entity *e;
while (deadHead.next)
{
e = deadHead.next;
deadHead.next = e->next;
free(e);
}
deadTail = &deadHead;
}