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1 | pmbaty | 1 | /* |
2 | * Portions of this file are copyright Rebirth contributors and licensed as |
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3 | * described in COPYING.txt. |
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4 | * Portions of this file are copyright Parallax Software and licensed |
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5 | * according to the Parallax license below. |
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6 | * See COPYING.txt for license details. |
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7 | |||
8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
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9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
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10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
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11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
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12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
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13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
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14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
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15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
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16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
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17 | COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
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18 | */ |
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19 | |||
20 | /* |
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21 | * |
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22 | * Code to render and manipulate hostages |
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23 | * |
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24 | */ |
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25 | |||
26 | #include <stdio.h> |
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27 | #include <stdlib.h> |
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28 | #include <string.h> |
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29 | #include "dxxerror.h" |
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30 | #include "inferno.h" |
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31 | #include "object.h" |
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32 | #include "hudmsg.h" |
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33 | #include "game.h" |
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34 | #include "player.h" |
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35 | #include "gauges.h" |
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36 | #include "hostage.h" |
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37 | #include "vclip.h" |
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38 | #include "newdemo.h" |
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39 | #include "text.h" |
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40 | |||
41 | |||
42 | //------------- Globaly used hostage variables -------------------------------- |
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43 | |||
44 | namespace dcx { |
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45 | unsigned N_hostage_types; // Number of hostage types |
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46 | std::array<int, MAX_HOSTAGE_TYPES> Hostage_vclip_num; // vclip num for each tpye of hostage |
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47 | } |
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48 | |||
49 | namespace dsx { |
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50 | |||
51 | //------------- Called once when a hostage is rescued ------------------------- |
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52 | void hostage_rescue() |
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53 | { |
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54 | auto &Objects = LevelUniqueObjectState.Objects; |
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55 | auto &vmobjptr = Objects.vmptr; |
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56 | PALETTE_FLASH_ADD(0, 0, 25); //small blue flash |
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57 | |||
58 | auto &player_info = get_local_plrobj().ctype.player_info; |
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59 | ++player_info.mission.hostages_on_board; |
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60 | |||
61 | // Do an audio effect |
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62 | if (Newdemo_state != ND_STATE_PLAYBACK) |
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63 | digi_play_sample(SOUND_HOSTAGE_RESCUED, F1_0); |
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64 | |||
65 | HUD_init_message_literal(HM_DEFAULT, TXT_HOSTAGE_RESCUED); |
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66 | } |
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67 | |||
68 | } |