/* 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. */ /* * * Code to render and manipulate hostages * */ #include #include #include #include "dxxerror.h" #include "3d.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" #include "playsave.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 //---------------- 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 ) { 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); HUD_init_message(HM_DEFAULT, TXT_HOSTAGE_RESCUED); } #define LINEBUF_SIZE 100 //------------------- Useful macros and variables --------------- 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