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 "d_player.h"
#include "g_levellocals.h"
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// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
struct SoundAndString
{
const char *Message;
const char *Sound;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void PronounMessage (const char *from, char *to, int pronoun,
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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 <= primaryLevel->time-5)
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{
LastAnnounceTime = primaryLevel->time;
S_Sound (CHAN_VOICE, 0, sound, 1, ATTN_NONE);
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}
}
//==========================================================================
//
// 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();
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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();
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}
message = GStrings(choice->Message);
if (message != NULL)
{
char assembled[1024];
PronounMessage (message, assembled, killee->player->userinfo.GetGender(),
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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];
PronounMessage (message, assembled, killee->player->userinfo.GetGender(),
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killee->player->userinfo.GetName(), killer->player->userinfo.GetName());
Printf (PRINT_MEDIUM, "%s\n", assembled);
}
if (killee->CheckLocalView() ||
killer->CheckLocalView())
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{
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())
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{
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())
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{
DoVoiceAnnounce (GoodJobSounds[M_Random() % 3]);
}
}
return false;
}