void clearGameTarget(GameTarget* target) { target->name = "?"; target->gain = 0; target->status = TARGET_HANDLED; if (&(target->actionList) != NULL) { clearTargetActionList(&(target->actionList)); } }
void initTargetActions2012() { clearTargetActionList(&(bullion1Target.actionList)); clearTargetActionList(&(bottle1Target.actionList)); clearTargetActionList(&(bottle2Target.actionList)); clearTargetActionList(&(cd4Target.actionList)); clearTargetActionList(&(bullionRight1Target.actionList)); clearTargetActionList(&(bullionLeft1Target.actionList)); //clearTargetActionList(&(opponentCDTarget.actionList)); addTargetAction(&(bullion1Target.actionList), &bullion1TargetAction, bullion1Location, bullion1Location, 2, NULL, NULL); addTargetAction(&(bottle1Target.actionList), &bottle1TargetAction, bottle1Location, bottle1Location, 2, NULL, NULL); addTargetAction(&(bottle2Target.actionList), &bottle2TargetAction, bottle2Location, bottle2Location, 3, NULL, NULL); addTargetAction(&(cd4Target.actionList), &cdTakeTargetAction, bottle2Location, dropZone1Location, 4, NULL /** TODO*/,&cdTakeTargetActionItemList); // BULLION RIGHT 1 addTargetAction(&(bullionRight1Target.actionList), &bullionRight1FromDropZone1TargetAction, dropZone1Location, dropZone1Location, 5, NULL /** TODO*/, &bullionRight1FromDropZone1ActionItemList); addTargetAction(&(bullionRight1Target.actionList), &bullionRight1FromR3TargetAction, obstacleR3Location, dropZone1Location, 7, NULL /** TODO*/, &bullionRight1FromR3ActionItemList); // BULLION LEFT 1 addTargetAction(&(bullionLeft1Target.actionList), &bullionLeft1FromDropZone1TargetAction, dropZone1Location, dropZone1Location, 5, NULL /** TODO*/, &bullionLeft1FromDropZone1ActionItemList); addTargetAction(&(bullionLeft1Target.actionList), &bullionLeft1FromL3TargetAction, obstacleL3Location, dropZone1Location, 7, NULL /** TODO*/, &bullionLeft1FromL3ActionItemList); // OPPONENT CD //addTargetAction(&(opponentCDTarget.actionList), &opponentCDTargetAction, &dropZone1Location, &dropZone1Location, 5, NULL); }