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, 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.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 == 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;
}