dxx-rebirth/main/hostage.c
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

66 lines
2 KiB
C

/*
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.
*/
#ifdef RCS
static char rcsid[] = "$Id: hostage.c,v 1.1.1.1 2001-01-19 03:29:59 bradleyb Exp $";
#endif
#include <conf.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#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)
{
//mprintf( (0, "Rescued hostage %d", hostage_number ));
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(TXT_HOSTAGE_RESCUED);
}