/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Code to render and manipulate hostages * */ #include #include #include #include "error.h" #include "inferno.h" #include "object.h" #include "game.h" #include "player.h" #include "gauges.h" #include "hostage.h" #include "vclip.h" #include "newdemo.h" #include "text.h" //------------- Globaly used hostage variables -------------------------------- int N_hostage_types = 0; // Number of hostage types int Hostage_vclip_num[MAX_HOSTAGE_TYPES]; // vclip num for each tpye of hostage //-------------- Renders a hostage -------------------------------------------- void draw_hostage(object *obj) { draw_object_tmap_rod(obj, Vclip[obj->rtype.vclip_info.vclip_num].frames[obj->rtype.vclip_info.framenum], 1); } //------------- Called once when a hostage is rescued ------------------------- void hostage_rescue(int blah) { PALETTE_FLASH_ADD(0, 0, 25); //small blue flash Players[Player_num].hostages_on_board++; // Do an audio effect if (Newdemo_state != ND_STATE_PLAYBACK) digi_play_sample(SOUND_HOSTAGE_RESCUED, F1_0); HUD_init_message(HM_DEFAULT, TXT_HOSTAGE_RESCUED); }