shithub: rott

ref: c6da73fdd9464580baa8461952480d17e580ae1a
dir: /src/rt_battl.c/

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/*
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 );
}