/********************************************************************/ /* */ /* L I QQ U U I DD W W A RR 555 */ /* L I Q Q U U I D D W W A A R R 5 */ /* L I Q Q U U I D D W W W AAA RR 55 */ /* L I Q Q U U I D D WW WW A A R R 5 */ /* LLL I Q Q U I DD W W A A R R 55 */ /* */ /* b */ /* bb y y */ /* b b yyy */ /* bb y */ /* yy */ /* */ /* U U FFF O O TTT */ /* U U F O O O O T */ /* U U TIRET FF O O O O T */ /* U U F O O O O T */ /* U F O O T */ /* */ /********************************************************************/ /*****************************************************************************/ /* Liquid War is a multiplayer wargame */ /* Copyright (C) 1998-2007 Christian Mauduit */ /* */ /* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /* */ /* Liquid War homepage : http://www.ufoot.org/liquidwar/v5 */ /* Contact author : ufoot@ufoot.org */ /*****************************************************************************/ /********************************************************************/ /* nom : decal.c */ /* contenu : gestion du decalage equipe jouantes/curseurs */ /* date de modif : 3 mai 98 */ /********************************************************************/ /*==================================================================*/ /* includes */ /*==================================================================*/ #include "cursor.h" #include "mesh.h" #include "army.h" #include "decal.h" #include "time.h" #include "log.h" /*==================================================================*/ /* variables globales */ /*==================================================================*/ int PLAYING_TEAMS = 0; int ACTIVE_FIGHTERS[NB_TEAMS]; int COLOR_FIRST_ENTRY[NB_TEAMS]; /*==================================================================*/ /* fonctions */ /*==================================================================*/ /*------------------------------------------------------------------*/ int get_cursor_from_team (int team) { int i, cursor = -1; for (i = 0; i < NB_TEAMS && cursor < 0; ++i) if (team == CURRENT_CURSOR[i].team) cursor = i; return i; } /*------------------------------------------------------------------*/ int eliminate_team (int team) { int i, j; if (PLAYING_TEAMS > 0) { PLAYING_TEAMS--; for (i = 0; i < NB_TEAMS; ++i) if (CURRENT_CURSOR[i].team == team && CURRENT_CURSOR[i].active) { CURRENT_CURSOR[i].active = 0; CURRENT_CURSOR[i].loose_time = TIME_ELAPSED; CURRENT_CURSOR[i].score_order = PLAYING_TEAMS + 1; } for (i = 0; i < NB_TEAMS; ++i) if (CURRENT_CURSOR[i].team > team) CURRENT_CURSOR[i].team--; for (i = 0; i < CURRENT_ARMY_SIZE; ++i) if (CURRENT_ARMY[i].team > team) CURRENT_ARMY[i].team--; for (j = team; j < PLAYING_TEAMS; ++j) { ACTIVE_FIGHTERS[j] = ACTIVE_FIGHTERS[j + 1]; COLOR_FIRST_ENTRY[j] = COLOR_FIRST_ENTRY[j + 1]; for (i = 0; i < CURRENT_MESH_SIZE; ++i) { CURRENT_MESH[i].info[j] = CURRENT_MESH[i].info[j + 1]; } } return 0; } else return 1; }