mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-06 04:50:26 +00:00
369 lines
11 KiB
C++
369 lines
11 KiB
C++
/*
|
|
** bbannouncer.cpp
|
|
** The announcer from Blood (The Voice).
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1998-2006 Randy Heit
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
** It's been so long since I played a bloodbath, I don't know when all
|
|
** these sounds are used, so much of this usage is me guessing. Some of
|
|
** it has also obviously been reused for events that were never present
|
|
** in bloodbaths.
|
|
**
|
|
** I should really have a base Announcer class and derive the Bloodbath
|
|
** announcer off of that. That way, multiple announcer styles could be
|
|
** supported easily.
|
|
*/
|
|
|
|
// HEADER FILES ------------------------------------------------------------
|
|
|
|
#include "actor.h"
|
|
#include "gstrings.h"
|
|
#include "s_sound.h"
|
|
#include "m_random.h"
|
|
#include "d_player.h"
|
|
#include "g_level.h"
|
|
#include "doomstat.h"
|
|
|
|
// MACROS ------------------------------------------------------------------
|
|
|
|
// TYPES -------------------------------------------------------------------
|
|
|
|
struct SoundAndString
|
|
{
|
|
const char *Message;
|
|
const char *Sound;
|
|
};
|
|
|
|
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
|
|
|
|
void SexMessage (const char *from, char *to, int gender,
|
|
const char *victim, const char *killer);
|
|
|
|
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
|
|
|
|
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
|
|
|
|
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
|
|
|
|
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
|
|
|
CVAR (Bool, cl_bbannounce, false, CVAR_ARCHIVE)
|
|
|
|
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
|
|
|
static const char *BeginSounds[] =
|
|
{
|
|
"VO1.SFX", // Let the bloodbath begin
|
|
"VO2.SFX", // The festival of blood continues
|
|
};
|
|
|
|
static const SoundAndString WorldKillSounds[] =
|
|
{
|
|
{ "BBA_EXCREMENT", "VO7.SFX" }, // Excrement
|
|
{ "BBA_HAMBURGER", "VO8.SFX" }, // Hamburger
|
|
{ "BBA_SCROTUM", "VO9.SFX" }, // Scrotum separation
|
|
};
|
|
|
|
static const SoundAndString SuicideSounds[] =
|
|
{
|
|
{ "BBA_SUICIDE", "VO13.SFX" }, // Unassisted death
|
|
{ "BBA_SUICIDE", "VO5.SFX" }, // Kevorkian approves
|
|
{ "BBA_POPULATION", "VO12.SFX" }, // Population control
|
|
{ "BBA_DARWIN", "VO16.SFX" } // Darwin award
|
|
};
|
|
|
|
static const SoundAndString KillSounds[] =
|
|
{
|
|
{ "BBA_BONED", "BONED.SFX" }, // Boned
|
|
{ "BBA_CREAMED", "CREAMED.SFX" }, // Creamed
|
|
{ "BBA_DECIMAT", "DECIMAT.SFX" }, // Decimated
|
|
{ "BBA_DESTRO", "DESTRO.SFX" }, // Destroyed
|
|
{ "BBA_DICED", "DICED.SFX" }, // Diced
|
|
{ "BBA_DISEMBO", "DISEMBO.SFX" }, // Disembowled
|
|
{ "BBA_FLATTE", "FLATTE.SFX" }, // Flattened
|
|
{ "BBA_JUSTICE", "JUSTICE.SFX" }, // Justice
|
|
{ "BBA_MADNESS", "MADNESS.SFX" }, // Madness
|
|
{ "BBA_KILLED", "KILLED.SFX" }, // Killed
|
|
{ "BBA_MINCMEAT", "MINCMEAT.SFX" }, // Mincemeat
|
|
{ "BBA_MASSACR", "MASSACR.SFX" }, // Massacred
|
|
{ "BBA_MUTILA", "MUTILA.SFX" }, // Mutilated
|
|
{ "BBA_REAMED", "REAMED.SFX" }, // Reamed
|
|
{ "BBA_RIPPED", "RIPPED.SFX" }, // Ripped
|
|
{ "BBA_SLAUGHT", "SLAUGHT.SFX" }, // Slaughtered
|
|
{ "BBA_SMASHED", "SMASHED.SFX" }, // Smashed
|
|
{ "BBA_SODOMIZ", "SODOMIZ.SFX" }, // Sodomized
|
|
{ "BBA_SPLATT", "SPLATT.SFX" }, // Splattered
|
|
{ "BBA_SQUASH", "SQUASH.SFX" }, // Squashed
|
|
{ "BBA_THROTTL", "THROTTL.SFX" }, // Throttled
|
|
{ "BBA_WASTED", "WASTED.SFX" }, // Wasted
|
|
{ "BBA_BODYBAG", "VO10.SFX" }, // Body bagged
|
|
{ "BBA_HOSED", "VO25.SFX" }, // Hosed
|
|
{ "BBA_TOAST", "VO27.SFX" }, // Toasted
|
|
{ "BBA_HELL", "VO28.SFX" }, // Sent to hell
|
|
{ "BBA_SPRAYED", "VO35.SFX" }, // Sprayed
|
|
{ "BBA_DOGMEAT", "VO36.SFX" }, // Dog meat
|
|
{ "BBA_BEATEN", "VO39.SFX" }, // Beaten like a cur
|
|
{ "BBA_SNUFF", "VO41.SFX" }, // Snuffed
|
|
{ "BBA_CASTRA", "CASTRA.SFX" }, // Castrated
|
|
};
|
|
|
|
static const char *GoodJobSounds[] =
|
|
{
|
|
"VO22.SFX", // Fine work
|
|
"VO23.SFX", // Well done
|
|
"VO44.SFX", // Excellent
|
|
};
|
|
|
|
static const char *TooBadSounds[] =
|
|
{
|
|
"VO17.SFX", // Go play Mario
|
|
"VO18.SFX", // Need a tricycle?
|
|
"VO37.SFX", // Bye bye now
|
|
};
|
|
|
|
static const char *TelefragSounds[] =
|
|
{
|
|
"VO29.SFX", // Pass the jelly
|
|
"VO34.SFX", // Spillage
|
|
"VO40.SFX", // Whipped and creamed
|
|
"VO42.SFX", // Spleen vented
|
|
"VO43.SFX", // Vaporized
|
|
"VO38.SFX", // Ripped him loose
|
|
"VO14.SFX", // Shat upon
|
|
};
|
|
|
|
#if 0 // Sounds I don't know what to do with
|
|
"VO6.SFX", // Asshole
|
|
"VO15.SFX", // Finish him
|
|
"VO19.SFX", // Talented
|
|
"VO20.SFX", // Good one
|
|
"VO21.SFX", // Lunch meat
|
|
"VO26.SFX", // Humiliated
|
|
"VO30.SFX", // Punishment delivered
|
|
"VO31.SFX", // Bobbit-ized
|
|
"VO32.SFX", // Stiffed
|
|
"VO33.SFX", // He shoots... He scores
|
|
#endif
|
|
|
|
static int LastAnnounceTime;
|
|
static FRandom pr_bbannounce ("BBAnnounce");
|
|
|
|
// CODE --------------------------------------------------------------------
|
|
|
|
//==========================================================================
|
|
//
|
|
// DoVoiceAnnounce
|
|
//
|
|
//==========================================================================
|
|
|
|
void DoVoiceAnnounce (const char *sound)
|
|
{
|
|
// Don't play announcements too close together
|
|
if (LastAnnounceTime == 0 || LastAnnounceTime <= level.time-5)
|
|
{
|
|
LastAnnounceTime = level.time;
|
|
S_Sound (CHAN_VOICE, sound, 1, ATTN_NONE);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AnnounceGameStart
|
|
//
|
|
// Called when a new map is entered.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AnnounceGameStart ()
|
|
{
|
|
LastAnnounceTime = 0;
|
|
if (cl_bbannounce && deathmatch)
|
|
{
|
|
DoVoiceAnnounce (BeginSounds[pr_bbannounce() & 1]);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AnnounceKill
|
|
//
|
|
// Called when somebody dies.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AnnounceKill (AActor *killer, AActor *killee)
|
|
{
|
|
const char *killerName;
|
|
const SoundAndString *choice;
|
|
const char *message;
|
|
int rannum = pr_bbannounce();
|
|
|
|
if (cl_bbannounce && deathmatch)
|
|
{
|
|
bool playSound = killee->CheckLocalView (consoleplayer);
|
|
|
|
if (killer == NULL)
|
|
{ // The world killed the player
|
|
if (killee->player->userinfo.GetGender() == GENDER_MALE)
|
|
{ // Only males have scrotums to separate
|
|
choice = &WorldKillSounds[rannum % 3];
|
|
}
|
|
else
|
|
{
|
|
choice = &WorldKillSounds[rannum & 1];
|
|
}
|
|
killerName = NULL;
|
|
}
|
|
else if (killer == killee)
|
|
{ // The player killed self
|
|
choice = &SuicideSounds[rannum & 3];
|
|
killerName = killer->player->userinfo.GetName();
|
|
}
|
|
else
|
|
{ // Another player did the killing
|
|
if (killee->player->userinfo.GetGender() == GENDER_MALE)
|
|
{ // Only males can be castrated
|
|
choice = &KillSounds[rannum % countof(KillSounds)];
|
|
}
|
|
else
|
|
{
|
|
choice = &KillSounds[rannum % (countof(KillSounds) - 1)];
|
|
}
|
|
killerName = killer->player->userinfo.GetName();
|
|
|
|
// Blood only plays the announcement sound on the killer's
|
|
// computer. I think it sounds neater to also hear it on
|
|
// the killee's machine.
|
|
playSound |= killer->CheckLocalView (consoleplayer);
|
|
}
|
|
|
|
message = GStrings(choice->Message);
|
|
if (message != NULL)
|
|
{
|
|
char assembled[1024];
|
|
|
|
SexMessage (message, assembled, killee->player->userinfo.GetGender(),
|
|
killee->player->userinfo.GetName(), killerName);
|
|
Printf (PRINT_MEDIUM, "%s\n", assembled);
|
|
}
|
|
if (playSound)
|
|
{
|
|
DoVoiceAnnounce (choice->Sound);
|
|
}
|
|
return message != NULL;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AnnounceTelefrag
|
|
//
|
|
// Called when somebody dies by telefragging.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AnnounceTelefrag (AActor *killer, AActor *killee)
|
|
{
|
|
int rannum = pr_bbannounce();
|
|
|
|
if (cl_bbannounce && multiplayer)
|
|
{
|
|
const char *message = GStrings("OB_MPTELEFRAG");
|
|
if (message != NULL)
|
|
{
|
|
char assembled[1024];
|
|
|
|
SexMessage (message, assembled, killee->player->userinfo.GetGender(),
|
|
killee->player->userinfo.GetName(), killer->player->userinfo.GetName());
|
|
Printf (PRINT_MEDIUM, "%s\n", assembled);
|
|
}
|
|
if (killee->CheckLocalView (consoleplayer) ||
|
|
killer->CheckLocalView (consoleplayer))
|
|
{
|
|
DoVoiceAnnounce (TelefragSounds[rannum % 7]);
|
|
}
|
|
return message != NULL;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AnnounceSpree
|
|
//
|
|
// Called when somebody is on a spree.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AnnounceSpree (AActor *who)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AnnounceSpreeLoss
|
|
//
|
|
// Called when somebody on a spree gets killed.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AnnounceSpreeLoss (AActor *who)
|
|
{
|
|
if (cl_bbannounce)
|
|
{
|
|
if (who->CheckLocalView (consoleplayer))
|
|
{
|
|
DoVoiceAnnounce (TooBadSounds[M_Random() % 3]);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AnnounceMultikill
|
|
//
|
|
// Called when somebody is quickly raking in kills.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AnnounceMultikill (AActor *who)
|
|
{
|
|
if (cl_bbannounce)
|
|
{
|
|
if (who->CheckLocalView (consoleplayer))
|
|
{
|
|
DoVoiceAnnounce (GoodJobSounds[M_Random() % 3]);
|
|
}
|
|
}
|
|
return false;
|
|
}
|