/* 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" hostage_data Hostages[MAX_HOSTAGES]; // Data for each hostage in mine //------------------- Useful macros and variables --------------- 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 ( get_hostage_id(&Objects[Hostages[hostage_num].objnum]) != 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(get_hostage_id(&Objects[objnum])); } static 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].sound_num = -1; set_hostage_id(&Objects[objnum], i); } void hostage_init_all() { int i; // Initialize all their values... for (i=0; i