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