67 lines
2.1 KiB
C++
67 lines
2.1 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Code to render and manipulate hostages
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "dxxerror.h"
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#include "inferno.h"
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#include "object.h"
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#include "game.h"
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#include "player.h"
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#include "gauges.h"
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#include "hostage.h"
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#include "vclip.h"
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#include "newdemo.h"
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#include "text.h"
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//------------- Globaly used hostage variables --------------------------------
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int N_hostage_types = 0; // Number of hostage types
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int Hostage_vclip_num[MAX_HOSTAGE_TYPES]; // vclip num for each tpye of hostage
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//-------------- Renders a hostage --------------------------------------------
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void draw_hostage(const vobjptridx_t obj)
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{
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draw_object_tmap_rod(obj, Vclip[obj->rtype.vclip_info.vclip_num].frames[obj->rtype.vclip_info.framenum], 1);
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}
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//------------- Called once when a hostage is rescued -------------------------
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void hostage_rescue()
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{
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PALETTE_FLASH_ADD(0, 0, 25); //small blue flash
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Players[Player_num].hostages_on_board++;
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// Do an audio effect
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if (Newdemo_state != ND_STATE_PLAYBACK)
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digi_play_sample(SOUND_HOSTAGE_RESCUED, F1_0);
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HUD_init_message_literal(HM_DEFAULT, TXT_HOSTAGE_RESCUED);
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}
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