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45dc9a7b47
currentUILevel is now primaryLevel. For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed. This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer. The remaining global variables are not relevant for the level state. The static 'level' has been mostly removed from the code except some places that still need work.
366 lines
10 KiB
C++
366 lines
10 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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{ "BBA_EXCREMENT", "VO7.SFX" }, // Excrement
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{ "BBA_HAMBURGER", "VO8.SFX" }, // Hamburger
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{ "BBA_SCROTUM", "VO9.SFX" }, // Scrotum separation
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};
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static const SoundAndString SuicideSounds[] =
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{
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{ "BBA_SUICIDE", "VO13.SFX" }, // Unassisted death
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{ "BBA_SUICIDE", "VO5.SFX" }, // Kevorkian approves
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{ "BBA_POPULATION", "VO12.SFX" }, // Population control
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{ "BBA_DARWIN", "VO16.SFX" } // Darwin award
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};
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static const SoundAndString KillSounds[] =
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{
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{ "BBA_BONED", "BONED.SFX" }, // Boned
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{ "BBA_CREAMED", "CREAMED.SFX" }, // Creamed
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{ "BBA_DECIMAT", "DECIMAT.SFX" }, // Decimated
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{ "BBA_DESTRO", "DESTRO.SFX" }, // Destroyed
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{ "BBA_DICED", "DICED.SFX" }, // Diced
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{ "BBA_DISEMBO", "DISEMBO.SFX" }, // Disembowled
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{ "BBA_FLATTE", "FLATTE.SFX" }, // Flattened
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{ "BBA_JUSTICE", "JUSTICE.SFX" }, // Justice
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{ "BBA_MADNESS", "MADNESS.SFX" }, // Madness
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{ "BBA_KILLED", "KILLED.SFX" }, // Killed
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{ "BBA_MINCMEAT", "MINCMEAT.SFX" }, // Mincemeat
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{ "BBA_MASSACR", "MASSACR.SFX" }, // Massacred
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{ "BBA_MUTILA", "MUTILA.SFX" }, // Mutilated
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{ "BBA_REAMED", "REAMED.SFX" }, // Reamed
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{ "BBA_RIPPED", "RIPPED.SFX" }, // Ripped
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{ "BBA_SLAUGHT", "SLAUGHT.SFX" }, // Slaughtered
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{ "BBA_SMASHED", "SMASHED.SFX" }, // Smashed
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{ "BBA_SODOMIZ", "SODOMIZ.SFX" }, // Sodomized
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{ "BBA_SPLATT", "SPLATT.SFX" }, // Splattered
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{ "BBA_SQUASH", "SQUASH.SFX" }, // Squashed
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{ "BBA_THROTTL", "THROTTL.SFX" }, // Throttled
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{ "BBA_WASTED", "WASTED.SFX" }, // Wasted
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{ "BBA_BODYBAG", "VO10.SFX" }, // Body bagged
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{ "BBA_HOSED", "VO25.SFX" }, // Hosed
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{ "BBA_TOAST", "VO27.SFX" }, // Toasted
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{ "BBA_HELL", "VO28.SFX" }, // Sent to hell
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{ "BBA_SPRAYED", "VO35.SFX" }, // Sprayed
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{ "BBA_DOGMEAT", "VO36.SFX" }, // Dog meat
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{ "BBA_BEATEN", "VO39.SFX" }, // Beaten like a cur
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{ "BBA_SNUFF", "VO41.SFX" }, // Snuffed
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{ "BBA_CASTRA", "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, 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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