starfighter/code/messages.cpp

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/*
Copyright (C) 2003 Parallel Realities
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Starfighter.h"
static const char *deathMessage[6] = {
"Oh my God... No!",
"NOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!",
"Please tell me that didn't just happen...",
"Chris, Answer Me!!",
"What the hell happened?!",
"Chriiiiiiiiiiiiiiiiiiiiiiiiiiis!!!!",
};
static const char *killMessage[10] = {
"Chalk another one up for me!",
"That'll teach you!",
"One more for me!",
"Target destroyed!",
"You aint so tough!",
"Kicked your ass!",
"That takes me up to %d",
"Hey %s, you asleep over there?!",
"I'm catching up with you, %s!",
"Number One, Baby!",
};
static const char *missFireMessage[5] = {
"I am NOT your enemy!",
"Hey! Watch it!",
"What are you doing?! Shoot THEM!",
"OW!!! I hope that was an accident!",
"Open your eyes!!",
};
static const char *playerHitMessage[3] = {
"Oops! Sorry!",
"Get out of the way!",
"Don't fly into my missiles!",
};
void getKillMessage(object *ally)
{
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char in[50], otherName[30];
int kills, difference;
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bool firstPlace = false;
int faceToUse = FACE_PHOEBE;
if (ally == &enemy[FR_PHOEBE])
{
strcpy(otherName, "Ursula");
kills = currentGame.wingMate1Kills;
difference = currentGame.wingMate1Kills - currentGame.wingMate2Kills;
if ((currentGame.wingMate1Kills > currentGame.wingMate2Kills) && (currentGame.wingMate1Kills > currentGame.totalKills))
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firstPlace = true;
faceToUse = FACE_PHOEBE;
}
else
{
strcpy(otherName, "Phoebe");
kills = currentGame.wingMate2Kills;
difference = currentGame.wingMate2Kills - currentGame.wingMate1Kills;
if ((currentGame.wingMate2Kills > currentGame.wingMate1Kills) && (currentGame.wingMate2Kills > currentGame.totalKills))
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firstPlace = true;
faceToUse = FACE_URSULA;
}
int r = rand() % 10;
if (currentGame.hasWingMate2 == 0)
r = rand() % 7;
switch(r)
{
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
strcpy(in, killMessage[rand() % 6]);
break;
case 6:
case 7:
sprintf(in, killMessage[6], kills);
break;
case 8:
if (difference > 0)
{
sprintf(in, killMessage[7], otherName);
}
else
{
sprintf(in, killMessage[8], otherName);
}
break;
case 9:
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if (firstPlace)
{
strcpy(in, killMessage[9]);
}
else
{
strcpy(in, killMessage[rand() % 6]);
}
break;
}
setRadioMessage(faceToUse, in, 0);
}
const char *getKlineInsult()
{
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static const char *insult[] = {
"Pathetic", "How very disappointing...", "Heroic. And stupid", "Fool", "And now you're nothing but a DEAD hero"
};
if (currentGame.area != 26)
return (insult[rand() % 3]);
else
return (insult[3 + (rand() % 2)]);
}
void getPlayerDeathMessage()
{
if (enemy[WC_KLINE].active)
{
setRadioMessage(FACE_KLINE, getKlineInsult(), 1);
return;
}
if ((enemy[WC_BOSS].active) && (enemy[WC_BOSS].classDef == CD_KRASS))
{
setRadioMessage(FACE_KRASS, "That was the easiest $90,000,000 I've ever earned! Bwwah!! Ha!! Ha!! Ha!!", 1);
return;
}
int faceToUse = FACE_PHOEBE;
if ((currentGame.area == 9) || (currentGame.area == 17) || (currentGame.area == 25)) {
faceToUse = FACE_SID;
}
else if (currentGame.hasWingMate2)
{
if ((rand() % 2) == 0)
faceToUse = FACE_URSULA;
}
setRadioMessage(faceToUse, deathMessage[rand() % 6], 1);
}
void getMissFireMessage(object *ally)
{
int faceToUse = FACE_PHOEBE;
if (ally == &enemy[FR_PHOEBE])
faceToUse = FACE_PHOEBE;
else
faceToUse = FACE_URSULA;
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setRadioMessage(faceToUse, missFireMessage[rand() % 5], 0);
}
void getPlayerHitMessage(object *ally)
{
int faceToUse = FACE_PHOEBE;
if (ally == &enemy[FR_PHOEBE])
faceToUse = FACE_PHOEBE;
else
faceToUse = FACE_URSULA;
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setRadioMessage(faceToUse, playerHitMessage[rand() % 3], 0);
}