/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ enum { RADIO_BLOW, RADIO_BOMBDEF, RADIO_BOMBPL, RADIO_CIRCLEBACK, RADIO_CLEAR, RADIO_COM_FOLLOWCOM, RADIO_COM_GETINPOS, RADIO_COM_GO, RADIO_COM_REPORTIN, RADIO_CT_AFFIRM, RADIO_CT_BACKUP, RADIO_CT_COVERME, RADIO_CT_ENEMYS, RADIO_CT_FIREINHOLE, RADIO_CT_IMHIT, RADIO_CT_INPOS, RADIO_CT_POINT, RADIO_CT_REPORTINGIN, RADIO_CTWIN, RADIO_ENEMYDOWN, RADIO_FALLBACK, RADIO_FIREASSIS, RADIO_FOLLOWME, RADIO_GETOUT, RADIO_GO, RADIO_HITASSIST, RADIO_HOSDOWN, RADIO_LETSGO, RADIO_LOCKNLOAD, RADIO_MATEDOWN, RADIO_MEETME, RADIO_MOVEOUT, RADIO_NEGATIVE, RADIO_POSITION, RADIO_REGROUP, RADIO_RESCUED, RADIO_ROGER, RADIO_ROUNDDRAW, RADIO_STICKTOG, RADIO_STORMFRONT, RADIO_TAKEPOINT, RADIO_TERWIN, RADIO_VIP, }; #ifdef CSQC string sRadioSamples[43] = { "radio/blow.wav", "radio/bombdef.wav", "radio/bombpl.wav", "radio/circleback.wav", "radio/clear.wav", "radio/com_followcom.wav", "radio/com_getinpos.wav", "radio/com_go.wav", "radio/com_reportin.wav", "radio/ct_affirm.wav", "radio/ct_backup.wav", "radio/ct_coverme.wav", "radio/ct_enemys.wav", "radio/ct_fireinhole.wav", "radio/ct_imhit.wav", "radio/ct_inpos.wav", "radio/ct_point.wav", "radio/ct_reportingin.wav", "radio/ctwin.wav", "radio/enemydown.wav", "radio/fallback.wav", "radio/fireassis.wav", "radio/followme.wav", "radio/getout.wav", "radio/go.wav", "radio/hitassist.wav", "radio/hosdown.wav", "radio/letsgo.wav", "radio/locknload.wav", "radio/matedown.wav", "radio/meetme.wav", "radio/moveout.wav", "radio/negative.wav", "radio/position.wav", "radio/regroup.wav", "radio/rescued.wav", "radio/roger.wav", "radio/rounddraw.wav", "radio/sticktog.wav", "radio/stormfront.wav", "radio/takepoint.wav", "radio/terwin.wav", "radio/vip.wav" }; string sRadioChat[43] = { _("RADIO_BLOW"), _("RADIO_BOMBDEF"), _("RADIO_BOMBPL"), _("RADIO_CIRCLEBACK"), _("RADIO_CLEAR"), _("RADIO_COM_FOLLOWCOM"), _("RADIO_COM_GETINPOS"), _("RADIO_COM_GO"), _("RADIO_COM_REPORTIN"), _("RADIO_CT_AFFIRM"), _("RADIO_CT_BACKUP"), _("RADIO_CT_COVERME"), _("RADIO_CT_ENEMYS"), _("RADIO_CT_FIREINHOLE"), _("RADIO_CT_IMHIT"), _("RADIO_CT_INPOS"), _("RADIO_CT_POINT"), _("RADIO_CT_REPORTINGIN"), _("RADIO_CTWIN"), _("RADIO_ENEMYDOWN"), _("RADIO_FALLBACK"), _("RADIO_FIREASSIS"), _("RADIO_FOLLOWME"), _("RADIO_GETOUT"), _("RADIO_GO"), _("RADIO_HITASSIST"), _("RADIO_HOSDOWN"), _("RADIO_LETSGO"), _("RADIO_LOCKNLOAD"), _("RADIO_MATEDOWN"), _("RADIO_MEETME"), _("RADIO_MOVEOUT"), _("RADIO_NEGATIVE"), _("RADIO_POSITION"), _("RADIO_REGROUP"), _("RADIO_RESCUED"), _("RADIO_ROGER"), _("RADIO_ROUNDDRAW"), _("RADIO_STICKTOG"), _("RADIO_STORMFRONT"), _("RADIO_TAKEPOINT"), _("RADIO_TERWIN"), _("RADIO_VIP"), }; /* ================= Radio_InitSounds Who doesn't love precaching sounds ================= */ void Radio_InitSounds( void ) { for ( int i = 0; i < 43; i++ ) { precache_sound( sRadioSamples[ i ] ); } } /* ================= Radio_PlayMessage Play a radio message that doesn't come from a player ================= */ void Radio_PlayMessage( float fMessage ) { sound( world, CHAN_VOICE, sRadioSamples[ fMessage ], 1, ATTN_NONE, 0, SOUNDFLAG_NOSPACIALISE ); CSQC_Parse_Print( sprintf( "^2[RADIO]^xF80: %s\n", sRadioChat[ fMessage ] ), PRINT_CHAT ); } /* ================= Radio_PlayPlayerMessage This radio message does come from a player ================= */ void Radio_PlayPlayerMessage( float fPlayerNum, float fMessage ) { sound( world, CHAN_VOICE, sRadioSamples[ fMessage ], 1, ATTN_NONE, 0, SOUNDFLAG_NOSPACIALISE ); CSQC_Parse_Print( sprintf( "^2[RADIO] %s%s^xF80: %s\n", HUD_GetChatColorHEX( stof( getplayerkeyvalue( fPlayerNum, "*team" ) ) ), getplayerkeyvalue( fPlayerNum, "name" ), sRadioChat[ fMessage ] ), PRINT_CHAT ); } #endif #ifdef SSQC /* ================= Radio_BroadcastMessage A global radio message for all players ================= */ void Radio_BroadcastMessage( float fMessage ) { WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET ); WriteByte( MSG_MULTICAST, EV_RADIOMSG ); WriteByte( MSG_MULTICAST, fMessage ); msg_entity = self; multicast( '0 0 0', MSG_BROADCAST ); } /* ================= Radio_TeamMessage A radio message targetted at members of a specific team ================= */ void Radio_TeamMessage( float fMessage, float fTeam ) { static void Radio_TeamMessage_Send( float fMessage, entity eEnt ) { WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET ); WriteByte( MSG_MULTICAST, EV_RADIOMSG ); WriteByte( MSG_MULTICAST, fMessage ); msg_entity = eEnt; multicast( '0 0 0', MULTICAST_ONE ); } for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) { if ( eFind.team == fTeam ) { Radio_TeamMessage_Send( fMessage, eFind ); } else if ( eFind.team == TEAM_VIP && fTeam == TEAM_CT ) { Radio_TeamMessage_Send( fMessage, eFind ); } } } /* ================= Radio_DefaultStart Pick a generic, random radio string for global start messages ================= */ float Radio_DefaultStart( void ) { float fRand = floor( random( 1, 4 ) ); if ( fRand == 1 ) { return RADIO_MOVEOUT; } else if ( fRand == 2 ) { return RADIO_LOCKNLOAD; } else { return RADIO_LETSGO; } } /* ================= Radio_StartMessage Decide which startmessage to play at the beginning of each round ================= */ void Radio_StartMessage( void ) { if ( iVIPZones > 0 ) { Radio_TeamMessage( RADIO_VIP, TEAM_CT ); Radio_TeamMessage( Radio_DefaultStart(), TEAM_T ); } else if ( iEscapeZones > 0 ) { Radio_TeamMessage( RADIO_GETOUT, TEAM_T ); Radio_TeamMessage( Radio_DefaultStart(), TEAM_CT ); } else { Radio_BroadcastMessage( Radio_DefaultStart() ); } } /* ================= CSEv_RadioMessage_f Triggered by clients, plays a message to members of the same team ================= */ void CSEv_RadioMessage_f( float fMessage ) { static void CSEv_RadioMessage_Send( float fMessage, entity eEnt ) { WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET ); WriteByte( MSG_MULTICAST, EV_RADIOMSG2 ); WriteByte( MSG_MULTICAST, num_for_edict( eEnt ) - 1 ); WriteByte( MSG_MULTICAST, fMessage ); msg_entity = eEnt; multicast( '0 0 0', MULTICAST_ONE ); } // Don't allow spamming if ( self.fRadioFinished > time ) { return; } // When dead, don't talk if ( self.health <= 0 ) { return; } // Make sure that VIPs and CTs get eachother float fTargetTeam = self.team; if ( fTargetTeam == TEAM_VIP ) { fTargetTeam = TEAM_CT; } for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) { if ( eFind.team == fTargetTeam ) { CSEv_RadioMessage_Send( fMessage, eFind ); } else if ( eFind.team == TEAM_VIP && fTargetTeam == TEAM_CT ) { CSEv_RadioMessage_Send( fMessage, eFind ); } } self.fRadioFinished = time + 3.0f; } #endif