dxx-rebirth/similar/main/hostage.cpp
2021-02-06 21:38:50 +01:00

67 lines
2 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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 <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "inferno.h"
#include "object.h"
#include "hudmsg.h"
#include "game.h"
#include "player.h"
#include "hostage.h"
#include "newdemo.h"
#include "text.h"
#include "d_levelstate.h"
#include "digi.h"
//------------- Globaly used hostage variables --------------------------------
namespace dcx {
unsigned N_hostage_types; // Number of hostage types
std::array<int, MAX_HOSTAGE_TYPES> Hostage_vclip_num; // vclip num for each tpye of hostage
}
namespace dsx {
//------------- Called once when a hostage is rescued -------------------------
void hostage_rescue()
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
PALETTE_FLASH_ADD(0, 0, 25); //small blue flash
auto &player_info = get_local_plrobj().ctype.player_info;
++player_info.mission.hostages_on_board;
// Do an audio effect
if (Newdemo_state != ND_STATE_PLAYBACK)
digi_play_sample(SOUND_HOSTAGE_RESCUED, F1_0);
HUD_init_message_literal(HM_DEFAULT, TXT_HOSTAGE_RESCUED);
}
}