tbftss/src/battle/fighters.c

1102 lines
21 KiB
C

/*
Copyright (C) 2015-2019 Parallel Realities
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 "fighters.h"
static void separate(void);
static void die(void);
static void immediateDie(void);
static void spinDie(void);
static void straightDie(void);
static void simpleDie(void);
static void randomizeDart(Entity *dart);
static void randomizeDartGuns(Entity *dart);
static void loadFighterDef(char *filename);
static void loadFighterDefList(char *filename);
static Entity *getFighterDef(char *name);
static void addFighterStat(char *name);
static void incFighterStat(char *key);
static Entity defHead, *defTail;
Entity *spawnFighter(char *name, int x, int y, int side)
{
Entity *e, *def;
e = spawnEntity();
def = getFighterDef(name);
memcpy(e, def, sizeof(Entity));
e->next = NULL;
e->x = x;
e->y = y;
e->side = side;
switch (side)
{
case SIDE_ALLIES:
e->aiAggression = 2 + rand() % 2;
if (!(e->aiFlags & AIF_FOLLOWS_PLAYER))
{
e->aiFlags |= AIF_MOVES_TO_PLAYER;
}
break;
case SIDE_PIRATE:
e->aiAggression = rand() % 3;
break;
case SIDE_PANDORAN:
e->aiAggression = 3 + rand() % 2;
break;
case SIDE_TZAC:
e->aiAggression = 1 + rand() % 3;
break;
}
if (strcmp(name, "ATAF") == 0)
{
e->aiAggression = 4;
}
if (strcmp(name, "Dart") == 0)
{
randomizeDart(e);
}
if (strcmp(name, "Civilian") == 0 && rand() % 2 == 0)
{
e->texture = getAtlasImage("gfx/craft/civilian02.png");
}
if (e->aiFlags & AIF_AGGRESSIVE)
{
e->aiAggression = 4;
}
e->action = doAI;
e->die = die;
if (game.currentMission->challengeData.isDeathMatch)
{
e->side = SDL_GetTicks();
}
return e;
}
static void randomizeDart(Entity *dart)
{
char texture[MAX_DESCRIPTION_LENGTH];
if (rand() % 5 == 0)
{
dart->health = dart->maxHealth = 5 + (rand() % 21);
}
if (rand() % 5 == 0)
{
dart->shield = dart->maxShield = 1 + (rand() % 16);
dart->shieldRechargeRate = 30 + (rand() % 90);
}
if (rand() % 5 == 0)
{
dart->speed = 2 + (rand() % 3);
}
if (rand() % 5 == 0)
{
dart->reloadTime = 24 + (rand() % 11);
}
randomizeDartGuns(dart);
dart->missiles = rand() % 3;
sprintf(texture, "gfx/fighters/dart0%d.png", 1 + rand() % 7);
dart->texture = getAtlasImage(texture);
}
static void randomizeDartGuns(Entity *dart)
{
int i;
switch (rand() % 4)
{
/* Single plasma gun */
case 0:
dart->guns[0].type = BT_PLASMA;
dart->guns[0].x = dart->guns[0].y = 0;
for (i = 1 ; i < MAX_FIGHTER_GUNS ; i++)
{
if (dart->guns[i].type)
{
dart->guns[i].type = BT_NONE;
}
}
break;
/* Dual plasma guns */
case 1:
dart->guns[0].type = BT_PLASMA;
dart->guns[1].type = BT_PLASMA;
break;
/* Triple particle guns */
case 2:
dart->guns[2].type = BT_PARTICLE;
dart->guns[2].y = -10;
break;
/* Plasma / Laser cannons */
case 3:
dart->guns[0].type = BT_PLASMA;
dart->guns[0].x = dart->guns[0].y = 0;
dart->guns[1].type = BT_LASER;
dart->guns[1].x = dart->guns[1].y = 0;
break;
/* Dual Laser cannons */
case 4:
dart->guns[0].type = BT_LASER;
dart->guns[1].type = BT_LASER;
break;
}
}
void resetFighter(Entity *fighter)
{
Entity *e;
e = spawnFighter(fighter->defName, fighter->x, fighter->y, fighter->side);
e->x += (rand() % 7500) - (rand() % 7500);
e->y += (rand() % 7500) - (rand() % 7500);
e->active = 0;
if (rand() % 4)
{
e->aiFlags |= AIF_TARGET_FOCUS;
}
}
void doFighter(void)
{
if (self->alive == ALIVE_ALIVE)
{
if (self != player)
{
separate();
}
if (!(self->flags & EF_DISABLED))
{
attachRope();
}
if (self->thrust > 0.25)
{
addEngineEffect();
}
if (self->health <= 0)
{
self->health = 0;
self->alive = ALIVE_DYING;
self->die();
if (self == battle.missionTarget)
{
battle.missionTarget = NULL;
}
}
else if (self->systemPower <= 0 || (self->flags & EF_DISABLED))
{
self->dx *= 0.99;
self->dy *= 0.99;
self->thrust = 0;
self->shield = self->maxShield = 0;
self->action = NULL;
if ((self->flags & EF_DISABLED) == 0)
{
playBattleSound(SND_POWER_DOWN, self->x, self->y);
self->flags |= EF_DISABLED;
self->flags |= EF_SECONDARY_TARGET;
if (self->aiFlags & AIF_SURRENDERING)
{
self->aiFlags |= AIF_SURRENDERED;
self->aiFlags &= ~AIF_SURRENDERING;
}
battle.stats[STAT_ENEMIES_DISABLED]++;
updateObjective(self->name, TT_DISABLE);
updateObjective(self->groupName, TT_DISABLE);
if (self->side != player->side)
{
runScriptFunction("ENEMIES_DISABLED %d", battle.stats[STAT_ENEMIES_DISABLED]);
}
}
}
if (self->target != NULL && self->target->alive != ALIVE_ALIVE)
{
self->target = NULL;
if (self != player)
{
self->action = doAI;
}
}
if (self->aiFlags & AIF_SUSPICIOUS)
{
checkSuspicionLevel();
}
if (self->aiFlags & AIF_ZAK_SUSPICIOUS)
{
checkZackariaSuspicionLevel();
}
}
if (self->alive == ALIVE_ESCAPED)
{
if (self == player && !game.currentMission->challengeData.isChallenge)
{
updateObjective("Player", TT_ESCAPED);
completeMission();
}
if (self->side != player->side && (!(self->flags & EF_DISABLED)))
{
addHudMessage(colors.red, _("Mission target has escaped."));
battle.stats[STAT_ENEMIES_ESCAPED]++;
}
if (strcmp(self->defName, "Civilian") == 0)
{
battle.stats[STAT_CIVILIANS_RESCUED]++;
}
/* if you did not escape under your own volition, or with the aid of a friend, you've been stolen */
if (!self->owner || self->side == self->owner->side)
{
updateObjective(self->name, TT_ESCAPED);
updateCondition(self->name, TT_ESCAPED);
}
else
{
updateObjective(self->name, TT_STOLEN);
updateCondition(self->name, TT_STOLEN);
}
}
if (self->alive == ALIVE_DEAD)
{
if (player->alive == ALIVE_ALIVE && self != player)
{
if (self->side != player->side)
{
if (!(self->flags & EF_NO_KILL_INC))
{
battle.stats[STAT_ENEMIES_KILLED]++;
runScriptFunction("ENEMIES_KILLED %d", battle.stats[STAT_ENEMIES_KILLED]);
}
}
else
{
if (strcmp(self->name, "Civilian") == 0)
{
battle.stats[STAT_CIVILIANS_KILLED]++;
if (!battle.isEpic || game.currentMission->challengeData.isChallenge)
{
addHudMessage(colors.red, _("Civilian has been killed"));
}
runScriptFunction("CIVILIANS_KILLED %d", battle.stats[STAT_CIVILIANS_KILLED]);
}
else
{
battle.stats[STAT_ALLIES_KILLED]++;
if (!battle.isEpic && !game.currentMission->challengeData.isChallenge)
{
addHudMessage(colors.red, _("Ally has been killed"));
}
runScriptFunction("ALLIES_KILLED %d", battle.stats[STAT_ALLIES_KILLED]);
}
}
updateObjective(self->name, TT_DESTROY);
updateObjective(self->groupName, TT_DESTROY);
if (battle.isEpic && self->killedBy == player)
{
updateObjective("EPIC_PLAYER_KILLS", TT_DESTROY);
}
adjustObjectiveTargetValue(self->name, TT_ESCAPED, -1);
updateCondition(self->name, TT_DESTROY);
updateCondition(self->groupName, TT_DESTROY);
/* don't fire if the opposing side is responsible */
if (self->aiFlags & AIF_SURRENDERED && self->killedBy->side == player->side)
{
updateCondition("SURRENDERED", TT_DESTROY);
}
}
}
}
static void separate(void)
{
int angle;
int distance;
float dx, dy, force;
int count;
Entity *e, **candidates;
int i;
dx = dy = 0;
count = 0;
force = 0;
candidates = getAllEntsInRadius(self->x, self->y, self->separationRadius, self);
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
{
if ((e->flags & EF_TAKES_DAMAGE) && (!(e->flags & EF_NON_SOLID)))
{
distance = getDistance(e->x, e->y, self->x, self->y);
if (distance > 0 && distance < self->separationRadius)
{
angle = getAngle(self->x, self->y, e->x, e->y);
dx += sin(TO_RAIDANS(angle));
dy += -cos(TO_RAIDANS(angle));
force += (self->separationRadius - distance) * 0.005;
count++;
}
}
}
if (count > 0)
{
dx /= count;
dy /= count;
dx *= force;
dy *= force;
self->dx -= dx;
self->dy -= dy;
}
}
void applyFighterThrust(void)
{
float v;
self->dx += sin(TO_RAIDANS(self->angle)) * 0.1;
self->dy += -cos(TO_RAIDANS(self->angle)) * 0.1;
self->thrust = sqrt((self->dx * self->dx) + (self->dy * self->dy));
if (self->thrust > self->speed * self->speed)
{
v = (self->speed / sqrt(self->thrust));
self->dx = v * self->dx;
self->dy = v * self->dy;
self->thrust = sqrt((self->dx * self->dx) + (self->dy * self->dy));
}
}
void applyFighterBrakes(void)
{
self->dx *= 0.95;
self->dy *= 0.95;
self->thrust = sqrt((self->dx * self->dx) + (self->dy * self->dy));
}
void damageFighter(Entity *e, int amount, long flags)
{
int prevShield = e->shield;
e->aiDamageTimer = FPS;
e->aiDamagePerSec += amount;
if (flags & BF_SYSTEM_DAMAGE)
{
if (e->shield > 0)
{
amount /= 2;
e->shield -= amount;
if (e->shield < 0)
{
amount = -e->shield;
}
}
if (amount >= 0)
{
e->systemPower = MAX(0, e->systemPower - amount);
e->systemHit = 255;
if (e->systemPower == 0)
{
e->shield = e->maxShield = 0;
e->action = NULL;
}
playBattleSound(SND_MAG_HIT, e->x, e->y);
}
}
else if (flags & BF_SHIELD_DAMAGE)
{
e->shield -= amount;
if (e->shield <= 0 && prevShield > 0)
{
playBattleSound(SND_SHIELD_BREAK, e->x, e->y);
addShieldSplinterEffect(e);
e->shield = -(FPS * 10);
}
e->shield = MAX(-(FPS * 10), e->shield);
}
else
{
if (e->shield > 0)
{
e->shield -= amount;
if (e->shield <= 0)
{
e->armourHit = 255;
e->health += e->shield;
e->shield = 0;
playBattleSound(SND_ARMOUR_HIT, e->x, e->y);
}
}
else
{
e->health -= amount;
e->armourHit = 255;
playBattleSound(SND_ARMOUR_HIT, e->x, e->y);
}
}
if (e->shield > 0)
{
e->shieldHit = 255;
playBattleSound(SND_SHIELD_HIT, e->x, e->y);
}
/* don't allow the shield to recharge immediately after taking a hit */
e->shieldRecharge = e->shieldRechargeRate;
/*
* Sometimes run away if you take too much damage in a short space of time
*/
if (e->type == ET_FIGHTER && e->alive == ALIVE_ALIVE && (!(e->aiFlags & AIF_EVADE)) && e != player && e->aiDamagePerSec >= (e->maxHealth + e->maxShield) * 0.1)
{
if ((rand() % 10) > 7)
{
e->action = doAI;
e->aiFlags |= AIF_EVADE;
e->aiActionTime = e->aiEvadeTimer = FPS * (1 + (rand() % 3));
}
else
{
e->aiDamagePerSec = 0;
}
}
}
static void die(void)
{
int n = rand() % 3;
switch (self->deathType)
{
case DT_ANY:
n = rand() % 3;
break;
case DT_NO_SPIN:
n = 1 + rand() % 2;
break;
case DT_INSTANT:
n = 2;
break;
case DT_SIMPLE:
n = 3;
break;
}
if (self == player && battle.isEpic)
{
n = 1;
}
switch (n)
{
case 0:
self->action = spinDie;
break;
case 1:
self->action = straightDie;
break;
case 2:
self->action = immediateDie;
break;
case 3:
self->action = simpleDie;
break;
}
if (self->killedBy == player && (!(self->flags & EF_NO_KILL_INC)))
{
battle.stats[STAT_ENEMIES_KILLED_PLAYER]++;
if (self->flags & EF_COMMON_FIGHTER)
{
incFighterStat(self->defName);
}
if (battle.isEpic && player->flags & EF_COMMON_FIGHTER)
{
battle.stats[STAT_EPIC_KILL_STREAK]++;
}
}
if (self->flags & EF_DROPS_ITEMS)
{
addRandomItem(self->x, self->y);
}
}
static void immediateDie(void)
{
self->alive = ALIVE_DEAD;
addSmallExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
addDebris(self->x, self->y, 3 + rand() % 6);
}
static void spinDie(void)
{
self->health--;
self->thinkTime = 0;
self->armourHit = 0;
self->shieldHit = 0;
self->systemHit = 0;
self->angle += 8;
if (rand() % 2 == 0)
{
addSmallFighterExplosion();
}
if (self->health <= -(FPS * 1.5))
{
self->alive = ALIVE_DEAD;
addSmallExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
addDebris(self->x, self->y, 3 + rand() % 6);
}
}
static void straightDie(void)
{
self->health--;
self->thinkTime = 0;
self->armourHit = 0;
self->shieldHit = 0;
self->systemHit = 0;
if (rand() % 2 == 0)
{
addSmallFighterExplosion();
}
if (self->health <= -(FPS * 1.5))
{
self->alive = ALIVE_DEAD;
addSmallExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
addDebris(self->x, self->y, 3 + rand() % 6);
}
}
static void simpleDie(void)
{
self->alive = ALIVE_DEAD;
addSmallExplosion();
playBattleSound(SND_EXPLOSION_1 + rand() % 4, self->x, self->y);
}
void retreatEnemies(void)
{
Entity *e;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->type == ET_FIGHTER && e->side != player->side)
{
e->flags |= EF_RETREATING;
e->aiFlags |= AIF_AVOIDS_COMBAT;
e->aiFlags |= AIF_UNLIMITED_RANGE;
e->aiFlags &= ~AIF_MOVES_TO_LEADER;
e->aiFlags &= ~AIF_WANDERS;
e->aiActionTime = MIN(e->aiActionTime, FPS);
if (!game.currentMission->challengeData.isChallenge)
{
e->aiFlags |= AIF_GOAL_JUMPGATE;
}
}
}
}
void retreatAllies(void)
{
Entity *e;
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
{
if (e->type == ET_FIGHTER && e->side == player->side)
{
e->flags |= EF_RETREATING;
e->aiFlags |= AIF_AVOIDS_COMBAT;
e->aiFlags |= AIF_UNLIMITED_RANGE;
e->aiFlags &= ~AIF_FOLLOWS_PLAYER;
e->aiFlags &= ~AIF_MOVES_TO_PLAYER;
e->aiFlags &= ~AIF_MOVES_TO_LEADER;
e->aiFlags &= ~AIF_WANDERS;
e->aiActionTime = MIN(e->aiActionTime, FPS);
if (!game.currentMission->challengeData.isChallenge)
{
e->aiFlags |= AIF_GOAL_JUMPGATE;
}
}
}
}
static Entity *getFighterDef(char *name)
{
Entity *e;
for (e = defHead.next ; e != NULL ; e = e->next)
{
if (strcmp(e->name, name) == 0)
{
return e;
}
}
printf("Error: no such fighter '%s'\n", name);
exit(1);
}
Entity **getDBFighters(int *num)
{
Entity *e, **dbFighters;
int i;
i = *num = 0;
for (e = defHead.next ; e != NULL ; e = e->next)
{
if (e->description != NULL)
{
*num = *num + 1;
}
}
dbFighters = malloc(sizeof(Entity*) * *num);
for (e = defHead.next ; e != NULL ; e = e->next)
{
if (e->description != NULL)
{
dbFighters[i] = e;
i++;
}
}
return dbFighters;
}
void loadFighterDefs(void)
{
memset(&defHead, 0, sizeof(Entity));
defTail = &defHead;
loadFighterDefList("data/fighters");
loadFighterDefList("data/craft");
loadFighterDefList("data/turrets");
}
static void loadFighterDefList(char *dir)
{
char **filenames;
char path[MAX_FILENAME_LENGTH];
int count, i;
filenames = getFileList(dir, &count);
for (i = 0 ; i < count ; i++)
{
sprintf(path, "%s/%s", dir, filenames[i]);
loadFighterDef(path);
free(filenames[i]);
}
free(filenames);
}
static void loadFighterDef(char *filename)
{
cJSON *root, *node;
char *text;
Entity *e;
int i, len;
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Loading %s", filename);
text = readFile(filename);
root = cJSON_Parse(text);
if (root)
{
e = malloc(sizeof(Entity));
memset(e, 0, sizeof(Entity));
defTail->next = e;
defTail = e;
e->type = ET_FIGHTER;
e->active = 1;
STRNCPY(e->name, cJSON_GetObjectItem(root, "name")->valuestring, MAX_NAME_LENGTH);
STRNCPY(e->defName, e->name, MAX_NAME_LENGTH);
STRNCPY(e->affiliation, cJSON_GetObjectItem(root, "affiliation")->valuestring, MAX_NAME_LENGTH);
e->health = e->maxHealth = cJSON_GetObjectItem(root, "health")->valueint;
e->shield = e->maxShield = getJSONValue(root, "shield", 0);
e->speed = cJSON_GetObjectItem(root, "speed")->valuedouble;
e->reloadTime = getJSONValue(root, "reloadTime", 0);
e->shieldRechargeRate = getJSONValue(root, "shieldRechargeRate", 0);
e->texture = getAtlasImage(cJSON_GetObjectItem(root, "texture")->valuestring);
if (strlen(cJSON_GetObjectItem(root, "description")->valuestring) > 0)
{
len = strlen(_(cJSON_GetObjectItem(root, "description")->valuestring)) + 1;
e->description = malloc(len);
strcpy(e->description, _(cJSON_GetObjectItem(root, "description")->valuestring));
}
e->w = e->texture->rect.w;
e->h = e->texture->rect.h;
if (cJSON_GetObjectItem(root, "guns"))
{
i = 0;
for (node = cJSON_GetObjectItem(root, "guns")->child ; node != NULL ; node = node->next)
{
e->guns[i].type = lookup(cJSON_GetObjectItem(node, "type")->valuestring);
e->guns[i].x = cJSON_GetObjectItem(node, "x")->valueint;
e->guns[i].y = cJSON_GetObjectItem(node, "y")->valueint;
i++;
if (i >= MAX_FIGHTER_GUNS)
{
printf("ERROR: cannot assign more than %d guns to a fighter\n", MAX_FIGHTER_GUNS);
exit(1);
}
}
e->combinedGuns = getJSONValue(root, "combinedGuns", 0);
}
e->selectedGunType = e->guns[0].type;
e->missiles = getJSONValue(root, "missiles", 0);
if (cJSON_GetObjectItem(root, "flags"))
{
e->flags = flagsToLong(cJSON_GetObjectItem(root, "flags")->valuestring, NULL);
}
if (cJSON_GetObjectItem(root, "aiFlags"))
{
e->aiFlags = flagsToLong(cJSON_GetObjectItem(root, "aiFlags")->valuestring, NULL);
}
if (cJSON_GetObjectItem(root, "deathType"))
{
e->deathType = lookup(cJSON_GetObjectItem(root, "deathType")->valuestring);
}
if (e->flags & EF_COMMON_FIGHTER)
{
addFighterStat(e->name);
}
e->separationRadius = MAX(e->w, e->h) * 3;
e->systemPower = MAX_SYSTEM_POWER;
cJSON_Delete(root);
}
else
{
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "Failed to load '%s'", filename);
}
free(text);
}
static void addFighterStat(char *key)
{
Tuple *t, *tail;
tail = &game.fighterStatHead;
for (t = game.fighterStatHead.next ; t != NULL ; t = t->next)
{
if (strcmp(t->key, key) == 0)
{
return;
}
tail = t;
}
t = malloc(sizeof(Tuple));
memset(t, 0, sizeof(Tuple));
tail->next = t;
STRNCPY(t->key, key, MAX_NAME_LENGTH);
t->value = 0;
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Added '%s' to fighter stats", key);
}
static void incFighterStat(char *key)
{
Tuple *t;
for (t = game.fighterStatHead.next ; t != NULL ; t = t->next)
{
if (strcmp(t->key, key) == 0)
{
t->value++;
return;
}
}
}
void loadFighters(cJSON *node)
{
Entity *e;
char **types, *name, *groupName, *type, *strpos;
int side, scatter, number, active;
int i, numTypes, addFlags, addAIFlags, id;
long flags, aiFlags;
float x, y;
if (node)
{
id = 0;
node = node->child;
while (node)
{
name = NULL;
groupName = NULL;
flags = -1;
aiFlags = -1;
types = toTypeArray(cJSON_GetObjectItem(node, "types")->valuestring, &numTypes);
side = lookup(cJSON_GetObjectItem(node, "side")->valuestring);
x = (cJSON_GetObjectItem(node, "x")->valuedouble / BATTLE_AREA_CELLS) * BATTLE_AREA_WIDTH;
y = (cJSON_GetObjectItem(node, "y")->valuedouble / BATTLE_AREA_CELLS) * BATTLE_AREA_HEIGHT;
name = getJSONValueStr(node, "name", NULL);
groupName = getJSONValueStr(node, "groupName", NULL);
number = getJSONValue(node, "number", 1);
scatter = getJSONValue(node, "scatter", 1);
active = getJSONValue(node, "active", 1);
if (cJSON_GetObjectItem(node, "flags"))
{
flags = flagsToLong(cJSON_GetObjectItem(node, "flags")->valuestring, &addFlags);
}
if (cJSON_GetObjectItem(node, "aiFlags"))
{
aiFlags = flagsToLong(cJSON_GetObjectItem(node, "aiFlags")->valuestring, &addAIFlags);
}
for (i = 0 ; i < number ; i++)
{
type = types[rand() % numTypes];
e = spawnFighter(type, x, y, side);
if (scatter > 1)
{
e->x += (rand() % scatter) - (rand() % scatter);
e->y += (rand() % scatter) - (rand() % scatter);
}
e->active = active;
if (flags != -1)
{
if (addFlags)
{
e->flags |= flags;
}
else
{
e->flags = flags;
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "Flags for '%s' (%s) replaced", e->name, e->defName);
}
if (e->flags & EF_DISABLED)
{
e->speed = 0;
}
}
if (aiFlags != -1)
{
if (addAIFlags)
{
e->aiFlags |= aiFlags;
}
else
{
e->aiFlags = aiFlags;
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN, "AI Flags for '%s' (%s) replaced", e->name, e->defName);
}
}
if (name)
{
STRNCPY(e->name, name, MAX_NAME_LENGTH);
/* update 'name #?' to 'name #1', etc. */
strpos = strstr(e->name, "#?");
if (strpos)
{
*(++strpos) = ('0' + ++id);
}
}
if (groupName)
{
STRNCPY(e->groupName, groupName, MAX_NAME_LENGTH);
}
}
node = node->next;
for (i = 0 ; i < numTypes ; i++)
{
free(types[i]);
}
free(types);
}
}
}
void destroyFighterDefs(void)
{
Entity *e;
while (defHead.next)
{
e = defHead.next;
defHead.next = e->next;
if (e->description)
{
free(e->description);
}
free(e);
}
}
void destroyFighterStats(void)
{
Tuple *t;
while (game.fighterStatHead.next)
{
t = game.fighterStatHead.next;
game.fighterStatHead.next = t->next;
free(t);
}
}