/* 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/hostage.c,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:44:57 $ * * Code to render and manipulate hostages * * $Log: hostage.c,v $ * Revision 1.1.1.1 2006/03/17 19:44:57 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:07:48 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:28:36 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.65 1995/02/22 13:45:54 allender * remove anonymous unions from object structure * * Revision 1.64 1995/02/13 20:34:57 john * Lintized * * Revision 1.63 1995/01/15 19:41:48 matt * Ripped out hostage faces for registered version * * Revision 1.62 1995/01/14 19:16:53 john * First version of new bitmap paging code. * * Revision 1.61 1994/12/19 16:35:09 john * Made hoastage playback end when ship dies. * * Revision 1.60 1994/12/06 16:30:41 yuan * Localization * * Revision 1.59 1994/11/30 17:32:46 matt * Put hostage_face_clip array back in so editor would work * * Revision 1.58 1994/11/30 17:22:13 matt * Ripped out hostage faces in shareware version * * Revision 1.57 1994/11/30 16:11:25 matt * Use correct constant for hostage voice * * Revision 1.56 1994/11/27 23:15:19 matt * Made changes for new mprintf calling convention * * Revision 1.55 1994/11/19 19:53:44 matt * Added code to full support different hostage head clip & message for * each hostage. * * Revision 1.54 1994/11/19 16:35:15 matt * Got rid of unused code, & made an array smaller * * Revision 1.53 1994/11/14 12:42:03 matt * Increased palette flash when hostage rescued * * Revision 1.52 1994/10/28 14:43:09 john * Added sound volumes to all sound calls. * * Revision 1.51 1994/10/23 02:10:57 matt * Got rid of obsolete hostage_info stuff * * Revision 1.50 1994/10/22 00:08:44 matt * Fixed up problems with bonus & game sequencing * Player doesn't get credit for hostages unless he gets them out alive * * Revision 1.49 1994/10/20 22:52:49 matt * Fixed compiler warnings * * Revision 1.48 1994/10/20 21:25:44 matt * Took out silly scale down/scale up code for hostage anim * * Revision 1.47 1994/10/20 12:47:28 matt * Replace old save files (MIN/SAV/HOT) with new LVL files * * Revision 1.46 1994/10/04 15:33:33 john * Took out the old PLAY_SOUND??? code and replaced it * with direct calls into digi_link_??? so that all sounds * can be made 3d. * * Revision 1.45 1994/09/28 23:10:46 matt * Made hostage rescue do palette flash * * Revision 1.44 1994/09/20 00:11:00 matt * Finished gauges for Status Bar, including hostage video display. * * Revision 1.43 1994/09/15 21:24:19 matt * Changed system to keep track of whether & what cockpit is up * Made hostage clip not queue when no cockpit * * * Revision 1.42 1994/08/25 13:45:19 matt * Made hostage vclips queue * * Revision 1.41 1994/08/14 23:15:06 matt * Added animating bitmap hostages, and cleaned up vclips a bit * * Revision 1.40 1994/08/12 22:41:11 john * Took away Player_stats; add Players array. * * Revision 1.39 1994/07/14 22:06:35 john * Fix radar/hostage vclip conflict. * * Revision 1.38 1994/07/12 18:40:21 yuan * Tweaked location of radar and hostage screen... * Still needs work. * * * Revision 1.37 1994/07/07 09:52:17 john * Moved hostage screen. * * Revision 1.36 1994/07/06 15:23:52 john * Revamped hostage sound. * * Revision 1.35 1994/07/06 15:14:54 john * Added hostage sound effect picking. * * Revision 1.34 1994/07/06 13:25:33 john * Added compress hostages functions. * * Revision 1.33 1994/07/06 12:52:59 john * Fixed compiler warnings. * * Revision 1.32 1994/07/06 12:43:50 john * Made generic messages for hostages. * * Revision 1.31 1994/07/06 10:55:07 john * New structures for hostages. * * Revision 1.30 1994/07/05 12:49:09 john * Put functionality of New Hostage spec into code. * * Revision 1.29 1994/07/02 13:08:47 matt * Increment stats when hostage rescued * * Revision 1.28 1994/07/01 18:07:46 john * y * * Revision 1.27 1994/07/01 18:07:03 john * *** empty log message *** * * Revision 1.26 1994/07/01 17:55:26 john * First version of not-working hostage system. * * Revision 1.25 1994/06/27 15:53:21 john * #define'd out the newdemo stuff * * * Revision 1.24 1994/06/20 16:08:52 john * Added volume control; made doors 3d sounds. * * Revision 1.23 1994/06/16 10:15:32 yuan * Fixed location of face. * * Revision 1.22 1994/06/15 15:05:33 john * *** empty log message *** * * Revision 1.21 1994/06/14 21:15:20 matt * Made rod objects draw lighted or not depending on a parameter, so the * materialization effect no longer darkens. * * Revision 1.20 1994/06/08 18:16:26 john * Bunch of new stuff that basically takes constants out of the code * and puts them into bitmaps.tbl. * * Revision 1.19 1994/06/02 19:30:08 matt * Moved texture-mapped rod drawing stuff (used for hostage & now for the * materialization center) to object.c * * */ #ifdef RCS #pragma off (unreferenced) static char rcsid[] = "$Id: hostage.c,v 1.1.1.1 2006/03/17 19:44:57 zicodxx Exp $"; #pragma on (unreferenced) #endif #include #include #include #include "error.h" #include "3d.h" #include "mono.h" #include "inferno.h" #include "object.h" #include "game.h" #include "player.h" #include "fireball.h" #include "gauges.h" #include "hostage.h" #include "lighting.h" #include "sounds.h" #include "vclip.h" #include "newdemo.h" #include "text.h" #include "piggy.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 hostage_data Hostages[MAX_HOSTAGES]; // Data for each hostage in mine //------------- Internally used hostage variables -------------------------------------------------- static fix Hostage_animation_time=-1; // How long the rescue sequence has been playing - units are frames, not seconds - -1 means not playing vclip Hostage_face_clip[MAX_HOSTAGES]; #ifdef HOSTAGE_FACES static fix HostagePlaybackSpeed=0; // Calculated internally. Frames/second of vclip. static int Hostage_monitor_x = 204; // X location of monitor where hostage face appears static int Hostage_monitor_y = 152; // Y static int Hostage_monitor_w = 55; // Width of monitor static int Hostage_monitor_h = 41; // Height of monitor char Hostage_global_message[HOSTAGE_MAX_GLOBALS][HOSTAGE_MESSAGE_LEN]; int Hostage_num_globals=0; #define MAX_HOSTAGE_CLIPS 5 static int Hostage_queue[MAX_HOSTAGE_CLIPS]; static vclip *Hostage_vclip=NULL; // Used for the vclip on monitor static int N_hostage_clips=0; #define RESCUED_VCLIP_NUM 8 #define RESCUED_SOUND_NUM 91 //starts next clip in queue void start_hostage_clip() { int i,vclip_num,hostage_number; Assert(Hostage_animation_time==-1); //none should be playing get_hostage_window_coords(&Hostage_monitor_x,&Hostage_monitor_y,&Hostage_monitor_w,&Hostage_monitor_h); hostage_number = Hostage_queue[0]; //get first in queue //drop the queue N_hostage_clips--; for (i=0;i -1 ) vclip_num = Hostages[hostage_number].vclip_num; else vclip_num = RESCUED_VCLIP_NUM; Hostage_vclip = &Hostage_face_clip[vclip_num]; // Set the time to be zero to start hostage vclip display sequence Hostage_animation_time = 0; // Calculate the frame/second of the playback HostagePlaybackSpeed = fixdiv(F1_0,Hostage_vclip->frame_time); // Start the sound for this hostage if ( Hostage_vclip->sound_num > -1 ) digi_play_sample( Hostage_vclip->sound_num, F1_0 ); } //add this hostage's clip to the queue void queue_hostage_clip(int hostage_num) { if ((Cockpit_mode!=CM_FULL_COCKPIT && Cockpit_mode!=CM_STATUS_BAR) || N_hostage_clips>=MAX_HOSTAGE_CLIPS) return; //no cockpit, or queue is full Hostage_queue[N_hostage_clips] = hostage_num; N_hostage_clips++; if (Hostage_animation_time<=0) //none playing? start_hostage_clip(); //..start this one! } //current clip is done, stop it void stop_hostage_clip() { get_hostage_window_coords(&Hostage_monitor_x,&Hostage_monitor_y,&Hostage_monitor_w,&Hostage_monitor_h); nosound(); // Turn off sound Hostage_animation_time = -1; // Consider this vclip done if (N_hostage_clips) //more in queue? start_hostage_clip(); return; } void stop_all_hostage_clips() { N_hostage_clips = 0; Hostage_animation_time=-1; } int hostage_is_vclip_playing() { if (Hostage_animation_time>=0) return 1; else return 0; } #endif //---------------- Initializes the hostage system ---------------------------------------------------- void hostage_init() { Hostage_animation_time=-1; } //-------------- Renders a hostage ---------------------------------------------------------------- void draw_hostage(object *obj) { Assert( obj->id < MAX_HOSTAGES ); 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 hostage_number ) { //mprintf( (0, "Rescued hostage %d", hostage_number )); if ( (hostage_number<0) || (hostage_number>=MAX_HOSTAGES) ) { Int3(); // Get John! return; } 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 ); #ifndef HOSTAGE_FACES hud_message(MSGC_GAME_ACTION, TXT_HOSTAGE_RESCUED); #else // Show the text message if ( strlen(Hostages[hostage_number].text) ) gauge_message("%s", Hostages[hostage_number].text ); else { if ( Hostage_num_globals > 0 ) { int mn; mn = (d_rand()*Hostage_num_globals)/D_RAND_MAX; if ( mn>=0 && mn < Hostage_num_globals ) gauge_message("%s", &Hostage_global_message[mn][0] ); } } if ( Newdemo_state == ND_STATE_RECORDING ) newdemo_record_hostage_rescued( hostage_number ); queue_hostage_clip(hostage_number); #endif } #ifdef HOSTAGE_FACES //------------- Called once per frame to do the hostage effects -------------------------------- //returns true if something drew int do_hostage_effects() { int bitmapnum; // Don't do the effect if the time is <= 0 if ( Hostage_animation_time < 0 ) return 0; // Find next bitmap in the vclip bitmapnum = f2i(Hostage_animation_time); //mprintf( (0, " Time: %x Bitmap: %d\n", Hostage_animation_time, bitmapnum )); // Check if vclip is done playing. if (bitmapnum >= Hostage_vclip->num_frames) { stop_hostage_clip(); if (Hostage_animation_time >= 0) //new clip bitmapnum = f2i(Hostage_animation_time); else return 0; //no new one } get_hostage_window_coords(&Hostage_monitor_x,&Hostage_monitor_y,&Hostage_monitor_w,&Hostage_monitor_h); PIGGY_PAGE_IN(Hostage_vclip->frames[bitmapnum]); gr_bitmap(Hostage_monitor_x,Hostage_monitor_y,Hostage_vclip->frames[bitmapnum]); // Increment the hostage rescue time scaled to playback speed. // This means that the integer part of the fix is the frame number // of the animation. Hostage_animation_time += fixmul(FrameTime,HostagePlaybackSpeed); return 1; } #endif #define LINEBUF_SIZE 100 //------------------- Useful macros and variables --------------- #define REMOVE_EOL(s) hostage_remove_char((s),'\n') #define REMOVE_COMMENTS(s) hostage_remove_char((s),';') void hostage_remove_char( char * s, char c ) { char *p; p = strchr(s,c); if (p) *p = '\0'; } int hostage_is_valid( int hostage_num ) { if ( hostage_num < 0 ) return 0; if ( hostage_num >= MAX_HOSTAGES ) return 0; if ( Hostages[hostage_num].objnum < 0 ) return 0; if ( Hostages[hostage_num].objnum > Highest_object_index ) return 0; if ( Objects[Hostages[hostage_num].objnum].type != OBJ_HOSTAGE ) return 0; if ( Objects[Hostages[hostage_num].objnum].signature != Hostages[hostage_num].objsig ) return 0; if ( Objects[Hostages[hostage_num].objnum].id != hostage_num) return 0; return 1; } int hostage_object_is_valid( int objnum ) { if ( objnum < 0 ) return 0; if ( objnum > Highest_object_index ) return 0; if ( Objects[objnum].type != OBJ_HOSTAGE ) return 0; return hostage_is_valid(Objects[objnum].id); } int hostage_get_next_slot() { int i; for (i=0; i -1 ); Hostages[i].objnum = objnum; Hostages[i].objsig = Objects[objnum].signature; //Hostages[i].type = 0; Hostages[i].vclip_num = -1; //Hostages[i].sound_num = -1; strcpy( Hostages[i].text, "\0" ); Objects[objnum].id = i; } void hostage_init_all() { int i; // Initialize all their values... for (i=0; i