nuclide/Source/Shared/Radio.c
2018-06-14 12:05:23 +02:00

327 lines
7.7 KiB
C
Executable file

/*
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