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  1. /*
  2.  * Portions of this file are copyright Rebirth contributors and licensed as
  3.  * described in COPYING.txt.
  4.  * Portions of this file are copyright Parallax Software and licensed
  5.  * according to the Parallax license below.
  6.  * See COPYING.txt for license details.
  7.  
  8. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
  9. SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
  10. END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
  11. ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
  12. IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
  13. SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
  14. FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
  15. CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
  16. AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
  17. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
  18. */
  19.  
  20. /*
  21.  *
  22.  * Code to render and manipulate hostages
  23.  *
  24.  */
  25.  
  26. #include <stdio.h>
  27. #include <stdlib.h>
  28. #include <string.h>
  29. #include "dxxerror.h"
  30. #include "inferno.h"
  31. #include "object.h"
  32. #include "hudmsg.h"
  33. #include "game.h"
  34. #include "player.h"
  35. #include "gauges.h"
  36. #include "hostage.h"
  37. #include "vclip.h"
  38. #include "newdemo.h"
  39. #include "text.h"
  40.  
  41.  
  42. //------------- Globaly used hostage variables --------------------------------
  43.  
  44. namespace dcx {
  45. unsigned N_hostage_types;                                       // Number of hostage types
  46. std::array<int, MAX_HOSTAGE_TYPES> Hostage_vclip_num;   // vclip num for each tpye of hostage
  47. }
  48.  
  49. namespace dsx {
  50.  
  51. //------------- Called once when a hostage is rescued -------------------------
  52. void hostage_rescue()
  53. {
  54.         auto &Objects = LevelUniqueObjectState.Objects;
  55.         auto &vmobjptr = Objects.vmptr;
  56.         PALETTE_FLASH_ADD(0, 0, 25);            //small blue flash
  57.  
  58.         auto &player_info = get_local_plrobj().ctype.player_info;
  59.         ++player_info.mission.hostages_on_board;
  60.  
  61.         // Do an audio effect
  62.         if (Newdemo_state != ND_STATE_PLAYBACK)
  63.                 digi_play_sample(SOUND_HOSTAGE_RESCUED, F1_0);
  64.  
  65.         HUD_init_message_literal(HM_DEFAULT, TXT_HOSTAGE_RESCUED);
  66. }
  67.  
  68. }
  69.