ref: b3a1dbf1caacaffe09cac684b6696673c392784c
dir: /rott/rt_battl.c/
/* Copyright (C) 1994-1995 Apogee Software, Ltd. 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. */ /********************************************************************** module: RT_BATTL.C author: James R. Dose phone: (214)-271-1365 Ext #221 date: September 8, 1994 Battle mode support routines for Rise of the Triad. (c) Copyright 1994 Apogee Software. All Rights Reserved. **********************************************************************/ #include <string.h> #include "rt_def.h" #include "rottnet.h" #include "isr.h" #include "rt_battl.h" #include "rt_actor.h" #include "rt_rand.h" #include "rt_playr.h" #include "rt_game.h" #include "rt_sound.h" #include "rt_com.h" #include "rt_msg.h" #include "rt_view.h" #include "rt_util.h" #include "rt_main.h" //MED #include "memcheck.h" #define INFINITE -1 static battle_status BATTLE_StartRound( void ); static int Timer; static int TimeLimit; static int NumberOfPlayers; static int BattleRound; static int BattleMode; static boolean RoundOver; static boolean KillsEndGame; static boolean KeepTrackOfKills; boolean UpdateKills; static boolean SwapFlag; static battle_type BattleOptions; specials BattleSpecialsTimes = { 60, // god 60, // dog 20, // shrooms 20, // elasto 60, // asbestos vest 60, // bullet proof vest GASTICS / VBLCOUNTER, // gas mask 60, // mercury mode 300, // god respawn 60, // dog respawn 60, // shrooms respawn 60, // elasto respawn 60, // asbestos vest respawn 60, // bullet proof vest respawn 60, // gas mask respawn 60 // mercury mode respawn }; short WhoKilledWho[ MAXPLAYERS ][ MAXPLAYERS ]; short BATTLE_Points[ MAXPLAYERS ]; short BATTLE_PlayerOrder[ MAXPLAYERS ]; short BATTLE_Team[ MAXPLAYERS ]; short BATTLE_TeamLeader[ MAXPLAYERS ]; int BATTLE_NumberOfTeams; int BATTLE_NumCollectorItems; int PointGoal; int DisplayPoints; int BATTLE_It; boolean BATTLE_ShowKillCount; boolean BATTLEMODE = false; /*--------------------------------------------------------------------- Function Prototypes: ---------------------------------------------------------------------*/ static int BATTLE_CheckKills ( battle_event reason, int player ); /*--------------------------------------------------------------------- Function: BATTLE_Init Initializes the battle information. ---------------------------------------------------------------------*/ void BATTLE_Init ( int battlemode, int numplayers ) { int index; int index2; int team; int TeamNumber[ MAXPLAYERCOLORS ]; Timer = 0; RoundOver = false; BattleRound = -1; BATTLE_It = 0; BattleMode = battlemode; BATTLEMODE = false; UpdateKills = true; gamestate.BattleOptions.Gravity = NORMAL_GRAVITY; gamestate.BattleOptions.Speed = bo_normal_speed; gamestate.BattleOptions.Ammo = bo_normal_shots; gamestate.BattleOptions.HitPoints = bo_character_hitpoints; gamestate.BattleOptions.LightLevel = bo_light_normal; gamestate.BattleOptions.Kills = bo_kills_default; gamestate.BattleOptions.DangerDamage = bo_danger_normal; gamestate.BattleOptions.TimeLimit = bo_time_infinite; gamestate.BattleOptions.RespawnTime = bo_normal_respawn_time; gamestate.BattleOptions.RandomWeapons = false; gamestate.BattleOptions.FriendlyFire = true; gamestate.BattleOptions.WeaponPersistence = false; gamestate.BattleOptions.SpawnMines = false; if ( BattleMode != battle_StandAloneGame ) { BATTLEMODE = true; if ( gamestate.Product == ROTT_SHAREWARE ) { switch( battlemode ) { case battle_Normal : case battle_Collector : case battle_Hunter : break; default : Error( "Shareware version can only play Normal, Collector, " "or Hunter in Comm-bat game." ); } } gamestate.BattleOptions.Gravity = BattleOptions.Gravity; gamestate.BattleOptions.Speed = BattleOptions.Speed; gamestate.BattleOptions.Ammo = BattleOptions.Ammo; gamestate.BattleOptions.HitPoints = BattleOptions.HitPoints; gamestate.BattleOptions.LightLevel = BattleOptions.LightLevel; gamestate.BattleOptions.Kills = BattleOptions.Kills; gamestate.BattleOptions.DangerDamage = BattleOptions.DangerDamage; gamestate.BattleOptions.TimeLimit = BattleOptions.TimeLimit; gamestate.BattleOptions.RespawnTime = BattleOptions.RespawnTime; gamestate.BattleOptions.RandomWeapons = BattleOptions.RandomWeapons; gamestate.BattleOptions.FriendlyFire = BattleOptions.FriendlyFire; gamestate.BattleOptions.SpawnMines = BattleOptions.SpawnMines; gamestate.BattleOptions.WeaponPersistence = BattleOptions.WeaponPersistence; } gamestate.ShowScores = true; gamestate.BattleOptions.SpawnHealth = true; gamestate.BattleOptions.SpawnWeapons = true; gamestate.BattleOptions.SpawnDangers = true; gamestate.SpawnCollectItems = false; gamestate.SpawnEluder = false; gamestate.SpawnDeluder = false; gamestate.BattleOptions.RespawnItems = false; NumberOfPlayers = numplayers; BATTLE_NumberOfTeams = numplayers; for( index = 0; index < MAXPLAYERS; index++ ) { BATTLE_PlayerOrder[ index ] = index; BATTLE_Points[ index ] = 0; for( index2 = 0; index2 < MAXPLAYERS; index2++ ) { WhoKilledWho[ index ][ index2 ] = 0; } BATTLE_Team[ index ] = index; BATTLE_TeamLeader[ index ] = index; } if ( gamestate.teamplay ) { for( index = 0; index < MAXPLAYERCOLORS; index++ ) { TeamNumber[ index ] = -1; } BATTLE_NumberOfTeams = 0; for( index = 0; index < numplayers; index++ ) { team = PLAYERSTATE[ index ].uniformcolor; if ( TeamNumber[ team ] == -1 ) { TeamNumber[ team ] = BATTLE_NumberOfTeams; BATTLE_TeamLeader[ BATTLE_NumberOfTeams ] = index; BATTLE_NumberOfTeams++; } BATTLE_Team[ index ] = TeamNumber[ team ]; } } PointGoal = gamestate.BattleOptions.Kills; if ( ( gamestate.BattleOptions.Kills == bo_kills_random ) || ( gamestate.BattleOptions.Kills == bo_kills_blind ) ) { // Possibility of playing from 5 to 50 kills PointGoal = ( GameRandomNumber( "BATTLE_Init", 0 ) % 46 ) + 5; } DisplayPoints = PointGoal; for( index = 0; index < MAXPLAYERS; index++ ) { gamestate.PlayerHasGun[ index ] = true; } KillsEndGame = true; KeepTrackOfKills = true; switch( BattleMode ) { case battle_StandAloneGame : KillsEndGame = false; KeepTrackOfKills = false; break; case battle_Normal : break; case battle_ScoreMore : break; case battle_Collector : for( index = 0; index < MAXPLAYERS; index++ ) { gamestate.PlayerHasGun[ index ] = false; } KillsEndGame = false; KeepTrackOfKills = false; gamestate.BattleOptions.SpawnHealth = false; gamestate.BattleOptions.SpawnWeapons = false; gamestate.SpawnCollectItems = true; break; case battle_Scavenger : KillsEndGame = false; KeepTrackOfKills = false; gamestate.BattleOptions.SpawnWeapons = true; gamestate.BattleOptions.SpawnHealth = true; gamestate.SpawnCollectItems = true; break; case battle_Hunter : PointGoal *= BATTLE_NumberOfTeams; KillsEndGame = false; KeepTrackOfKills = true; BATTLE_It = 0; for( index = 0; index < NumberOfPlayers; index++ ) { if ( BATTLE_Team[ index ] == 0 ) { gamestate.PlayerHasGun[ index ] = false; } } break; case battle_Tag : for( index = 0; index < MAXPLAYERS; index++ ) { gamestate.PlayerHasGun[ index ] = false; } gamestate.BattleOptions.SpawnHealth = false; gamestate.BattleOptions.SpawnWeapons = false; gamestate.BattleOptions.SpawnDangers = true; KeepTrackOfKills = true; KillsEndGame = true; break; case battle_Eluder : KeepTrackOfKills = false; KillsEndGame = false; for( index = 0; index < MAXPLAYERS; index++ ) { gamestate.PlayerHasGun[ index ] = false; } gamestate.BattleOptions.SpawnWeapons = false; gamestate.SpawnEluder = true; break; case battle_Deluder : KeepTrackOfKills = false; KillsEndGame = false; gamestate.SpawnDeluder = true; break; case battle_CaptureTheTriad : KillsEndGame = false; KeepTrackOfKills = false; break; } if ( BattleMode != battle_StandAloneGame ) { if ( BattleOptions.RespawnItems ) { gamestate.BattleOptions.RespawnItems = true; } if ( !BattleOptions.SpawnDangers ) { gamestate.BattleOptions.SpawnDangers = false; } if ( !BattleOptions.SpawnHealth ) { gamestate.BattleOptions.SpawnHealth = false; } if ( !BattleOptions.SpawnWeapons ) { gamestate.BattleOptions.SpawnWeapons = false; } if ( gamestate.BattleOptions.Kills == bo_kills_blind ) { gamestate.ShowScores = false; } GRAVITY = gamestate.BattleOptions.Gravity; if ( gamestate.BattleOptions.Kills == bo_kills_infinite ) { KillsEndGame = false; } } BATTLE_StartRound(); } /*--------------------------------------------------------------------- Function: BATTLE_GetSpecials Set the battle special times. ---------------------------------------------------------------------*/ void BATTLE_GetSpecials ( void ) { int *src; int *dest; src = ( int * )&BattleSpecialsTimes; dest = ( int * )&gamestate.SpecialsTimes; while( src < ( int * )( &BattleSpecialsTimes + 1 ) ) { *dest = *src * VBLCOUNTER; dest++; src++; } } /*--------------------------------------------------------------------- Function: BATTLE_SetOptions Set the battle options. ---------------------------------------------------------------------*/ void BATTLE_SetOptions ( battle_type *options ) { memcpy( &BattleOptions, options, sizeof( battle_type ) ); } /*--------------------------------------------------------------------- Function: BATTLE_GetOptions Returns the battle options. ---------------------------------------------------------------------*/ void BATTLE_GetOptions ( battle_type *options ) { memcpy( options, &BattleOptions, sizeof( battle_type ) ); } /*--------------------------------------------------------------------- Function: BATTLE_Shutdown Shutsdown the battle information. ---------------------------------------------------------------------*/ void BATTLE_Shutdown ( void ) { int index; int index2; Timer = 0; RoundOver = false; BattleRound = 0; BattleMode = battle_StandAloneGame; BATTLEMODE = false; NumberOfPlayers = 1; BATTLE_NumberOfTeams = 1; PointGoal = 0; KillsEndGame = false; KeepTrackOfKills = false; for( index = 0; index < MAXPLAYERS; index++ ) { BATTLE_Points[ index ] = 0; for( index2 = 0; index2 < MAXPLAYERS; index2++ ) { WhoKilledWho[ index ][ index2 ] = 0; } gamestate.PlayerHasGun[ index ] = true; } gamestate.BattleOptions.SpawnHealth = true; gamestate.BattleOptions.SpawnWeapons = true; gamestate.BattleOptions.SpawnDangers = true; gamestate.BattleOptions.RandomWeapons = false; gamestate.BattleOptions.FriendlyFire = true; gamestate.BattleOptions.WeaponPersistence = false; gamestate.BattleOptions.SpawnMines = false; gamestate.ShowScores = true; gamestate.SpawnCollectItems = false; gamestate.SpawnEluder = false; gamestate.SpawnDeluder = false; } /*--------------------------------------------------------------------- Function: BATTLE_StartRound Begins a round of battle. ---------------------------------------------------------------------*/ static battle_status BATTLE_StartRound ( void ) { int index; Timer = 0; TimeLimit = INFINITE; RoundOver = false; if ( !BATTLEMODE ) { return( battle_no_event ); } BattleRound++; if ( gamestate.BattleOptions.TimeLimit == bo_time_infinite ) { if ( BattleMode == battle_Hunter ) { TimeLimit = MINUTES_TO_GAMECOUNT( 99 ); } else { TimeLimit = INFINITE; } } else { TimeLimit = MINUTES_TO_GAMECOUNT( gamestate.BattleOptions.TimeLimit ); } if ( BattleMode == battle_Hunter ) { for( index = 0; index < MAXPLAYERS; index++ ) { gamestate.PlayerHasGun[ index ] = true; } if ( ( gamestate.BattleOptions.Kills != bo_kills_infinite ) && ( BattleRound >= PointGoal ) ) { return( battle_end_game ); } BATTLE_It = BattleRound % BATTLE_NumberOfTeams; for( index = 0; index < NumberOfPlayers; index++ ) { if ( BATTLE_Team[ index ] == BATTLE_It ) { gamestate.PlayerHasGun[ index ] = false; } } } return( battle_no_event ); } /*--------------------------------------------------------------------- Function: BATTLE_CheckGameStatus Checks if certain battle mode conditions have been met and determines the appropriate response. ---------------------------------------------------------------------*/ battle_status BATTLE_CheckGameStatus ( battle_event reason, int player ) { battle_status status; int team; if ( ( player < 0 ) || ( player >= MAXPLAYERS ) ) { return( battle_no_event ); } if ( !BATTLEMODE ) { return( battle_no_event ); } team = BATTLE_Team[ player ]; status = battle_no_event; switch( reason ) { case battle_refresh : Timer++; if ( ( TimeLimit != INFINITE ) && ( Timer > TimeLimit ) ) { RoundOver = true; if ( BattleMode == battle_Hunter ) { status = BATTLE_StartRound(); if ( status == battle_no_event ) { status = battle_end_round; } } else { status = battle_out_of_time; } UpdateKills = true; } if ( UpdateKills ) { BATTLE_SortPlayerRanks(); if ( gamestate.ShowScores ) { DrawKills (false); } UpdateKills = false; } if ( RoundOver ) { return( battle_end_game ); } break; case battle_player_killed : switch( BattleMode ) { case battle_Normal : case battle_ScoreMore : case battle_Hunter : if ( BattleOptions.FriendlyFire ) { BATTLE_Points[ team ]--; UpdateKills = true; } break; case battle_Tag : // Same as being tagged if ( BattleOptions.FriendlyFire ) { BATTLE_Points[ team ]++; UpdateKills = true; } break; } WhoKilledWho[ player ][ player ]++; break; case battle_get_collector_item : if ( ( BattleMode != battle_Collector ) && ( BattleMode != battle_Scavenger ) ) { return( battle_no_event ); } BATTLE_Points[ team ]++; UpdateKills = true; BATTLE_NumCollectorItems--; if ( BATTLE_NumCollectorItems <= 0 ) { RoundOver = true; return( battle_end_game ); } break; case battle_caught_eluder : if ( BattleMode == battle_Deluder ) { return( battle_no_event ); } if ( BattleMode != battle_Eluder ) { return( battle_no_event ); } BATTLE_Points[ team ]++; UpdateKills = true; if ( ( gamestate.BattleOptions.Kills != bo_kills_infinite ) && ( BATTLE_Points[ team ] >= PointGoal ) ) { RoundOver = true; return( battle_end_game ); } RespawnEluder(); break; case battle_shot_deluder : if ( BattleMode == battle_Eluder ) { return( battle_no_event ); } if ( BattleMode != battle_Deluder ) { return( battle_no_event ); } BATTLE_Points[ team ]++; UpdateKills = true; if ( ( gamestate.BattleOptions.Kills != bo_kills_infinite ) && ( BATTLE_Points[ team ] >= PointGoal ) ) { RoundOver = true; return( battle_end_game ); } RespawnEluder(); break; case battle_captured_triad : if ( BattleMode != battle_CaptureTheTriad ) { return( battle_no_event ); } if ( consoleplayer == player ) { AddMessage( "You captured a triad! You rule!", MSG_GAME ); } BATTLE_Points[ team ]++; UpdateKills = true; if ( ( gamestate.BattleOptions.Kills != bo_kills_infinite ) && ( BATTLE_Points[ team ] >= PointGoal ) ) { RoundOver = true; return( battle_end_game ); } break; default : return( battle_no_event ); break; } return( status ); } /*--------------------------------------------------------------------- Function: BATTLE_SortPlayerRanks Sorts the players in order of score. ---------------------------------------------------------------------*/ void BATTLE_SortPlayerRanks ( void ) { int i; int j; int temp; SwapFlag = false; if ( BattleMode == battle_Tag ) { for( i = 0; i < BATTLE_NumberOfTeams - 1; i++ ) { for( j = i + 1; j < BATTLE_NumberOfTeams; j++ ) { if ( BATTLE_Points[ BATTLE_PlayerOrder[ i ] ] > BATTLE_Points[ BATTLE_PlayerOrder[ j ] ] ) { SwapFlag = true; temp = BATTLE_PlayerOrder[ i ]; BATTLE_PlayerOrder[ i ] = BATTLE_PlayerOrder[ j ]; BATTLE_PlayerOrder[ j ] = temp; } } } } else { for( i = 0; i < BATTLE_NumberOfTeams - 1; i++ ) { for( j = i + 1; j < BATTLE_NumberOfTeams; j++ ) { if ( BATTLE_Points[ BATTLE_PlayerOrder[ i ] ] < BATTLE_Points[ BATTLE_PlayerOrder[ j ] ] ) { SwapFlag = true; temp = BATTLE_PlayerOrder[ i ]; BATTLE_PlayerOrder[ i ] = BATTLE_PlayerOrder[ j ]; BATTLE_PlayerOrder[ j ] = temp; } } if ( BattleMode != battle_Hunter ) { BATTLE_It = BATTLE_PlayerOrder[ 0 ]; } } } if ( ( SwapFlag == true ) && ( gamestate.ShowScores ) && ( SHOW_TOP_STATUS_BAR() || SHOW_KILLS() ) ) { SD_Play ( SD_ENDBONUS1SND ); } } /*--------------------------------------------------------------------- Function: BATTLE_PlayerKilledPlayer Increases the number of kills a player has. ---------------------------------------------------------------------*/ battle_status BATTLE_PlayerKilledPlayer ( battle_event reason, int killer, int victim ) { int points; int status; int killerteam; int victimteam; if ( ( killer < 0 ) || ( killer >= MAXPLAYERS ) ) { return( battle_no_event ); } if ( ( victim < 0 ) || ( victim >= MAXPLAYERS ) ) { return( battle_no_event ); } if ( ( killer == victim ) && ( reason != battle_kill_with_missile ) && ( reason != battle_kill_with_missile_in_air ) ) { return( battle_no_event ); } killerteam = BATTLE_Team[ killer ]; victimteam = BATTLE_Team[ victim ]; if ( ( killerteam < 0 ) || ( killerteam >= BATTLE_NumberOfTeams ) || ( victimteam < 0 ) || ( victimteam >= BATTLE_NumberOfTeams ) ) { return( battle_no_event ); } if ( !BATTLEMODE ) { return( battle_no_event ); } if ( ( consoleplayer == victim ) && ( reason == battle_kill_by_crushing ) ) { AddMessage( "Oh yeah. You've been crushed.", MSG_GAME ); } status = battle_no_event; if ( BattleMode == battle_ScoreMore ) { points = 0; switch( reason ) { case battle_kill_with_missile : points = 1; break; case battle_kill_with_bullet : points = 2; break; case battle_kill_with_missile_in_air : points = 2; break; case battle_kill_with_bullet_in_air : points = 3; break; case battle_kill_by_crushing : points = 4; break; default : return( battle_no_event ); } if ( killerteam == victimteam ) { if ( BattleOptions.FriendlyFire ) { BATTLE_Points[ killerteam ]--; WhoKilledWho[ killer ][ victim ]++; } } else { BATTLE_Points[ killerteam ] += points; WhoKilledWho[ killer ][ victim ] += points; } UpdateKills = true; } else if ( BattleMode == battle_Tag ) { if ( reason == battle_player_tagged ) { WhoKilledWho[ killer ][ victim ]++; BATTLE_Points[ victimteam ]++; UpdateKills = true; BATTLE_It = victimteam; if ( ( gamestate.BattleOptions.Kills != bo_kills_infinite ) && ( BATTLE_Points[ victimteam ] >= PointGoal ) ) { RoundOver = true; status = battle_end_game; } } return( status ); } else if ( BattleMode == battle_Hunter ) { switch( reason ) { case battle_kill_with_missile : case battle_kill_with_bullet : case battle_kill_with_missile_in_air : case battle_kill_with_bullet_in_air : case battle_kill_by_crushing : if ( victimteam == BATTLE_It ) { WhoKilledWho[ killer ][ victim ]++; if ( killerteam == victimteam ) { if ( BattleOptions.FriendlyFire ) { BATTLE_Points[ killerteam ]--; UpdateKills = true; } } else { BATTLE_Points[ killerteam ]++; UpdateKills = true; } } break; default : ; } } else { switch( reason ) { case battle_kill_with_missile : case battle_kill_with_bullet : case battle_kill_with_missile_in_air : case battle_kill_with_bullet_in_air : case battle_kill_by_crushing : WhoKilledWho[ killer ][ victim ]++; if ( KeepTrackOfKills ) { if ( killerteam == victimteam ) { if ( BattleMode == battle_Normal ) { if ( BattleOptions.FriendlyFire ) { BATTLE_Points[ killerteam ]--; UpdateKills = true; } } } else { BATTLE_Points[ killerteam ]++; UpdateKills = true; } } break; default : return( battle_no_event ); } } if ( ( KillsEndGame ) && ( BATTLE_Points[ killerteam ] >= PointGoal ) ) { RoundOver = true; status = battle_end_game; } return( status ); }