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366 lines
11 KiB
C++
366 lines
11 KiB
C++
/*
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** bbannouncer.cpp
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** The announcer from Blood (The Voice).
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** It's been so long since I played a bloodbath, I don't know when all
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** these sounds are used, so much of this usage is me guessing. Some of
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** it has also obviously been reused for events that were never present
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** in bloodbaths.
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**
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** I should really have a base Announcer class and derive the Bloodbath
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** announcer off of that. That way, multiple announcer styles could be
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** supported easily.
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*/
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// HEADER FILES ------------------------------------------------------------
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#include "actor.h"
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#include "gstrings.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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struct SoundAndString
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{
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const char *Message;
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const char *Sound;
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void PronounMessage (const char *from, char *to, int pronoun,
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const char *victim, const char *killer);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CVAR (Bool, cl_bbannounce, false, CVAR_ARCHIVE)
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static const char *BeginSounds[] =
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{
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"VO1.SFX", // Let the bloodbath begin
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"VO2.SFX", // The festival of blood continues
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};
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static const SoundAndString WorldKillSounds[] =
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{
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{ "TXT_SELFOBIT1", "VO7.SFX" }, // Excrement
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{ "TXT_SELFOBIT2", "VO8.SFX" }, // Hamburger
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{ "TXT_SELFOBIT3", "VO9.SFX" }, // Scrotum separation
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};
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static const SoundAndString SuicideSounds[] =
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{
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{ "TXT_SELFOBIT5", "VO13.SFX" }, // Unassisted death
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{ "TXT_SELFOBIT5", "VO5.SFX" }, // Kevorkian approves
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{ "TXT_SELFOBIT4", "VO12.SFX" }, // Population control
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{ "TXT_SELFOBIT6", "VO16.SFX" } // Darwin award
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};
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static const SoundAndString KillSounds[] =
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{
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{ "TXT_OBITUARY1", "BONED.SFX" }, // Boned
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{ "TXT_OBITUARY3", "CREAMED.SFX" }, // Creamed
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{ "TXT_OBITUARY4", "DECIMAT.SFX" }, // Decimated
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{ "TXT_OBITUARY5", "DESTRO.SFX" }, // Destroyed
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{ "TXT_OBITUARY6", "DICED.SFX" }, // Diced
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{ "TXT_OBITUARY7", "DISEMBO.SFX" }, // Disembowled
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{ "TXT_OBITUARY8", "FLATTE.SFX" }, // Flattened
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{ "TXT_OBITUARY9", "JUSTICE.SFX" }, // Justice
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{ "TXT_OBITUARY10", "MADNESS.SFX" }, // Madness
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{ "TXT_OBITUARY11", "KILLED.SFX" }, // Killed
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{ "TXT_OBITUARY12", "MINCMEAT.SFX" }, // Mincemeat
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{ "TXT_OBITUARY13", "MASSACR.SFX" }, // Massacred
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{ "TXT_OBITUARY14", "MUTILA.SFX" }, // Mutilated
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{ "TXT_OBITUARY15", "REAMED.SFX" }, // Reamed
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{ "TXT_OBITUARY16", "RIPPED.SFX" }, // Ripped
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{ "TXT_OBITUARY17", "SLAUGHT.SFX" }, // Slaughtered
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{ "TXT_OBITUARY18", "SMASHED.SFX" }, // Smashed
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{ "TXT_OBITUARY19", "SODOMIZ.SFX" }, // Sodomized
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{ "TXT_OBITUARY20", "SPLATT.SFX" }, // Splattered
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{ "TXT_OBITUARY21", "SQUASH.SFX" }, // Squashed
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{ "TXT_OBITUARY22", "THROTTL.SFX" }, // Throttled
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{ "TXT_OBITUARY23", "WASTED.SFX" }, // Wasted
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{ "TXT_OBITUARY24", "VO10.SFX" }, // Body bagged
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{ "TXT_OBITUARY28", "VO25.SFX" }, // Hosed
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{ "TXT_OBITUARY26", "VO27.SFX" }, // Toasted
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{ "TXT_OBITUARY25", "VO28.SFX" }, // Sent to hell
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{ "TXT_OBITUARY29", "VO35.SFX" }, // Sprayed
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{ "TXT_OBITUARY30", "VO36.SFX" }, // Dog meat
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{ "TXT_OBITUARY31", "VO39.SFX" }, // Beaten like a cur
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{ "TXT_OBITUARY27", "VO41.SFX" }, // Snuffed
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{ "TXT_OBITUARY2", "CASTRA.SFX" }, // Castrated
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};
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static const char *GoodJobSounds[] =
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{
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"VO22.SFX", // Fine work
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"VO23.SFX", // Well done
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"VO44.SFX", // Excellent
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};
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static const char *TooBadSounds[] =
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{
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"VO17.SFX", // Go play Mario
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"VO18.SFX", // Need a tricycle?
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"VO37.SFX", // Bye bye now
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};
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static const char *TelefragSounds[] =
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{
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"VO29.SFX", // Pass the jelly
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"VO34.SFX", // Spillage
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"VO40.SFX", // Whipped and creamed
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"VO42.SFX", // Spleen vented
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"VO43.SFX", // Vaporized
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"VO38.SFX", // Ripped him loose
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"VO14.SFX", // Shat upon
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};
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#if 0 // Sounds I don't know what to do with
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"VO6.SFX", // Asshole
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"VO15.SFX", // Finish him
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"VO19.SFX", // Talented
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"VO20.SFX", // Good one
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"VO21.SFX", // Lunch meat
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"VO26.SFX", // Humiliated
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"VO30.SFX", // Punishment delivered
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"VO31.SFX", // Bobbit-ized
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"VO32.SFX", // Stiffed
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"VO33.SFX", // He shoots... He scores
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#endif
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static int LastAnnounceTime;
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static FRandom pr_bbannounce ("BBAnnounce");
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// DoVoiceAnnounce
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//
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//==========================================================================
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void DoVoiceAnnounce (const char *sound)
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{
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// Don't play announcements too close together
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if (LastAnnounceTime == 0 || LastAnnounceTime <= primaryLevel->time-5)
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{
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LastAnnounceTime = primaryLevel->time;
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S_Sound (CHAN_VOICE, 0, sound, 1, ATTN_NONE);
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}
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}
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//==========================================================================
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//
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// AnnounceGameStart
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//
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// Called when a new map is entered.
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//
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//==========================================================================
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bool AnnounceGameStart ()
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{
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LastAnnounceTime = 0;
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if (cl_bbannounce && deathmatch)
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{
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DoVoiceAnnounce (BeginSounds[pr_bbannounce() & 1]);
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}
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return false;
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}
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//==========================================================================
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//
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// AnnounceKill
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//
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// Called when somebody dies.
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//
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//==========================================================================
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bool AnnounceKill (AActor *killer, AActor *killee)
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{
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const char *killerName;
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const SoundAndString *choice;
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const char *message;
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int rannum = pr_bbannounce();
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if (cl_bbannounce && deathmatch)
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{
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bool playSound = killee->CheckLocalView();
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if (killer == NULL)
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{ // The world killed the player
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if (killee->player->userinfo.GetGender() == GENDER_MALE)
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{ // Only males have scrotums to separate
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choice = &WorldKillSounds[rannum % 3];
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}
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else
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{
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choice = &WorldKillSounds[rannum & 1];
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}
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killerName = NULL;
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}
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else if (killer == killee)
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{ // The player killed self
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choice = &SuicideSounds[rannum & 3];
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killerName = killer->player->userinfo.GetName();
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}
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else
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{ // Another player did the killing
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if (killee->player->userinfo.GetGender() == GENDER_MALE)
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{ // Only males can be castrated
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choice = &KillSounds[rannum % countof(KillSounds)];
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}
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else
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{
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choice = &KillSounds[rannum % (countof(KillSounds) - 1)];
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}
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killerName = killer->player->userinfo.GetName();
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// Blood only plays the announcement sound on the killer's
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// computer. I think it sounds neater to also hear it on
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// the killee's machine.
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playSound |= killer->CheckLocalView();
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}
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message = GStrings(choice->Message);
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if (message != NULL)
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{
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char assembled[1024];
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PronounMessage (message, assembled, killee->player->userinfo.GetGender(),
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killee->player->userinfo.GetName(), killerName);
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Printf (PRINT_MEDIUM, "%s\n", assembled);
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}
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if (playSound)
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{
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DoVoiceAnnounce (choice->Sound);
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}
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return message != NULL;
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}
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return false;
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}
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//==========================================================================
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//
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// AnnounceTelefrag
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//
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// Called when somebody dies by telefragging.
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//
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//==========================================================================
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bool AnnounceTelefrag (AActor *killer, AActor *killee)
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{
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int rannum = pr_bbannounce();
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if (cl_bbannounce && multiplayer)
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{
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const char *message = GStrings("OB_MPTELEFRAG");
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if (message != NULL)
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{
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char assembled[1024];
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PronounMessage (message, assembled, killee->player->userinfo.GetGender(),
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killee->player->userinfo.GetName(), killer->player->userinfo.GetName());
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Printf (PRINT_MEDIUM, "%s\n", assembled);
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}
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if (killee->CheckLocalView() ||
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killer->CheckLocalView())
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{
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DoVoiceAnnounce (TelefragSounds[rannum % 7]);
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}
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return message != NULL;
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}
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return false;
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}
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//==========================================================================
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//
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// AnnounceSpree
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//
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// Called when somebody is on a spree.
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//
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//==========================================================================
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bool AnnounceSpree (AActor *who)
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{
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return false;
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}
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//==========================================================================
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//
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// AnnounceSpreeLoss
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//
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// Called when somebody on a spree gets killed.
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//
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//==========================================================================
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bool AnnounceSpreeLoss (AActor *who)
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{
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if (cl_bbannounce)
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{
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if (who->CheckLocalView())
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{
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DoVoiceAnnounce (TooBadSounds[M_Random() % 3]);
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}
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}
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return false;
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}
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//==========================================================================
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//
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// AnnounceMultikill
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//
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// Called when somebody is quickly raking in kills.
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//
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//==========================================================================
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bool AnnounceMultikill (AActor *who)
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{
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if (cl_bbannounce)
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{
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if (who->CheckLocalView())
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{
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DoVoiceAnnounce (GoodJobSounds[M_Random() % 3]);
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}
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}
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return false;
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}
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