qzdoom/src/bbannouncer.cpp

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/*
** 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"
// 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.gender == 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.netname;
}
else
{ // Another player did the killing
if (killee->player->userinfo.gender == GENDER_MALE)
{ // Only males can be castrated
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
choice = &KillSounds[rannum % countof(KillSounds)];
}
else
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
choice = &KillSounds[rannum % (countof(KillSounds) - 1)];
}
killerName = killer->player->userinfo.netname;
// 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.gender,
killee->player->userinfo.netname, 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.gender,
killee->player->userinfo.netname, killer->player->userinfo.netname);
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;
}