/*
-Copyright (C) 2010 - Lugaru authors
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
-Lugaru 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.
+Lugaru 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,
+Lugaru 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.
+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.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Awards.h"
float bonustime;
float bonusnum[100];
+const char *bonus_names[bonus_count] = {
+#define DECLARE_BONUS(id, name, ...) name,
+#include "Bonuses.def"
+#undef DECLARE_BONUS
+};
+
+const char *award_names[award_count] = {
+#define DECLARE_AWARD(id, name) name,
+#include "Awards.def"
+#undef DECLARE_AWARD
+};
+
static const int bonus_values[bonus_count] = {
#define DECLARE_BONUS(id, name, value, ...) value,
#include "Bonuses.def"
void
award_bonus(int playerid, int bonusid, int alt_value)
{
- if (playerid != 0)
- return;
- bonus = bonusid;
- bonustime = 0;
- bonusvalue = alt_value ? alt_value : bonus_values[bonusid];
+ if (playerid != 0)
+ return;
+ bonus = bonusid;
+ bonustime = 0;
+ bonusvalue = alt_value ? alt_value : bonus_values[bonusid];
}
// FIXME: make these per-player
int award_awards(int *awards)
{
- int numawards = 0, i;
- if(damagetaken==0&&player[0].bloodloss==0){
- awards[numawards]=awardflawless;
- numawards++;
- }
- bool alldead = true;
- for(i=1;i<numplayers;i++){
- if(player[i].dead!=2)alldead=0;
- }
- if(alldead){
- awards[numawards]=awardalldead;
- numawards++;
- }
- alldead=1;
- for(i=1;i<numplayers;i++){
- if(player[i].dead!=1)alldead=0;
- }
- if(alldead){
- awards[numawards]=awardnodead;
- numawards++;
- }
- if(numresponded==0&&!numthrowkill){
- awards[numawards]=awardstealth;
- numawards++;
- }
- if(numattacks==numstaffattack&&numattacks>0){
- awards[numawards]=awardbojutsu;
- numawards++;
- }
- if(numattacks==numswordattack&&numattacks>0){
- awards[numawards]=awardswordsman;
- numawards++;
- }
- if(numattacks==numknifeattack&&numattacks>0){
- awards[numawards]=awardknifefighter;
- numawards++;
- }
- if(numattacks==numunarmedattack&&numthrowkill==0&&weapons.numweapons>0){
- awards[numawards]=awardkungfu;
- numawards++;
- }
- if(numescaped>0){
- awards[numawards]=awardevasion;
- numawards++;
- }
- if(numflipfail==0&&numflipped+numwallflipped*2>20){
- awards[numawards]=awardacrobat;
- numawards++;
- }
- if(numthrowkill==numplayers-1){
- awards[numawards]=awardlongrange;
- numawards++;
- }
- alldead=1;
- for(i=1;i<numplayers;i++){
- if(player[i].dead!=2)alldead=0;
- }
- if(numafterkill>0&&alldead){
- awards[numawards]=awardbrutal;
- numawards++;
- }
- if(numreversals>((float)numattacks)*.8&&numreversals>3){
- awards[numawards]=awardaikido;
- numawards++;
- }
- if(maxalarmed==1&&numplayers>2){
- awards[numawards]=awardstrategy;
- numawards++;
- }
- if(numflipfail>3){
- awards[numawards]=awardklutz;
- numawards++;
- }
- return numawards;
+ int numawards = 0;
+ if (damagetaken == 0 && Person::players[0]->bloodloss == 0) {
+ awards[numawards] = awardflawless;
+ numawards++;
+ }
+ bool alldead = true;
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ if (Person::players[i]->dead != 2)
+ alldead = 0;
+ }
+ if (alldead) {
+ awards[numawards] = awardalldead;
+ numawards++;
+ }
+ alldead = 1;
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ if (Person::players[i]->dead != 1)
+ alldead = 0;
+ }
+ if (alldead) {
+ awards[numawards] = awardnodead;
+ numawards++;
+ }
+ if (numresponded == 0 && !numthrowkill) {
+ awards[numawards] = awardstealth;
+ numawards++;
+ }
+ if (numattacks == numstaffattack && numattacks > 0) {
+ awards[numawards] = awardbojutsu;
+ numawards++;
+ }
+ if (numattacks == numswordattack && numattacks > 0) {
+ awards[numawards] = awardswordsman;
+ numawards++;
+ }
+ if (numattacks == numknifeattack && numattacks > 0) {
+ awards[numawards] = awardknifefighter;
+ numawards++;
+ }
+ if (numattacks == numunarmedattack && numthrowkill == 0 && weapons.size() > 0) {
+ awards[numawards] = awardkungfu;
+ numawards++;
+ }
+ if (numescaped > 0) {
+ awards[numawards] = awardevasion;
+ numawards++;
+ }
+ if (numflipfail == 0 && numflipped + numwallflipped * 2 > 20) {
+ awards[numawards] = awardacrobat;
+ numawards++;
+ }
+ if (numthrowkill == (int(Person::players.size()) - 1)) {
+ awards[numawards] = awardlongrange;
+ numawards++;
+ }
+ alldead = 1;
+ for (unsigned i = 1; i < Person::players.size(); i++) {
+ if (Person::players[i]->dead != 2)
+ alldead = 0;
+ }
+ if (numafterkill > 0 && alldead) {
+ awards[numawards] = awardbrutal;
+ numawards++;
+ }
+ if (numreversals > ((float)numattacks)*.8 && numreversals > 3) {
+ awards[numawards] = awardaikido;
+ numawards++;
+ }
+ if (maxalarmed == 1 && Person::players.size() > 2) {
+ awards[numawards] = awardstrategy;
+ numawards++;
+ }
+ if (numflipfail > 3) {
+ awards[numawards] = awardklutz;
+ numawards++;
+ }
+ return numawards;
}