A bug report from ten and half years ago...
If a carried egg hatches, the message is
|<foo> drops from your pack.
and if tame, is followed by
|Its cries sound like {mommy,daddy}.
The latter was issued even when <foo> has no speech capability.
Replace "its cries sound like" with "its <vocalize>ing sounds like"
for suitable value of <vocalize>.
This adds two new monster sounds, MS_BELLOW and MS_CHIRP, also two
new sound effect codes, se_chirp and se_croc_bellow.
We had MS_SILENT for crocodile. On wikipedia, crocodile is described
as the most vocal reptile. Adult males make a load bellowing noise
and hatchlings make a chirping noise.
This changes crocodile, titanothere, and baluchitherium from MS_SILENT
to MS_BELLOW and baby crocodile from MS_SILENT to MS_CHIRP. Chirp
might be appropriate for lizards and lizard-like amphibians but I've
left those as MS_SILENT.
[Noticed but not changed: lizards and lizard-like amphibians aren't
flagged as oviparous. Shouldn't they be?]
extern void whimper(struct monst *);
extern void beg(struct monst *);
extern const char *maybe_gasp(struct monst *);
+extern const char *cry_sound(struct monst *);
extern int dotalk(void);
extern int tiphat(void);
#ifdef USER_SOUNDS
MS_BARK = 1, /* if full moon, may howl */
MS_MEW = 2, /* mews or hisses */
MS_ROAR = 3, /* roars */
- MS_GROWL = 4, /* growls */
- MS_SQEEK = 5, /* squeaks, as a rodent */
- MS_SQAWK = 6, /* squawks, as a bird */
- MS_HISS = 7, /* hisses */
- MS_BUZZ = 8, /* buzzes (killer bee) */
- MS_GRUNT = 9, /* grunts (or speaks own language) */
- MS_NEIGH = 10, /* neighs, as an equine */
- MS_MOO = 11, /* minotaurs, rothes */
- MS_WAIL = 12, /* wails, as a tortured soul */
- MS_GURGLE = 13, /* gurgles, as liquid or through saliva */
- MS_BURBLE = 14, /* burbles (jabberwock) */
- MS_TRUMPET = 15, /* trumpets (elephant) */
- MS_ANIMAL = 15, /* up to here are animal noises */
- /* FIXME? the grunt "speaks own language" case
- shouldn't be classified as animal */
- MS_SHRIEK = 16, /* wakes up others */
- MS_BONES = 17, /* rattles bones (skeleton) */
- MS_LAUGH = 18, /* grins, smiles, giggles, and laughs */
- MS_MUMBLE = 19, /* says something or other */
- MS_IMITATE = 20, /* imitates others (leocrotta) */
- MS_WERE = 21, /* lycanthrope in human form */
- MS_ORC = 22, /* intelligent brutes */
- /* from here onward, speech can be comprehended */
- MS_HUMANOID = 23, /* generic traveling companion */
- MS_ARREST = 24, /* "Stop in the name of the law!" (Kops) */
- MS_SOLDIER = 25, /* army and watchmen expressions */
- MS_GUARD = 26, /* "Please drop that gold and follow me." */
- MS_DJINNI = 27, /* "Thank you for freeing me!" */
- MS_NURSE = 28, /* "Take off your shirt, please." */
- MS_SEDUCE = 29, /* "Hello, sailor." (Nymphs) */
- MS_VAMPIRE = 30, /* vampiric seduction, Vlad's exclamations */
- MS_BRIBE = 31, /* asks for money, or berates you */
- MS_CUSS = 32, /* berates (demons) or intimidates (Wiz) */
- MS_RIDER = 33, /* astral level special monsters */
- MS_LEADER = 34, /* your class leader */
- MS_NEMESIS = 35, /* your nemesis */
- MS_GUARDIAN = 36, /* your leader's guards */
- MS_SELL = 37, /* demand payment, complain about shoplifters */
- MS_ORACLE = 38, /* do a consultation */
- MS_PRIEST = 39, /* ask for contribution; do cleansing */
- MS_SPELL = 40, /* spellcaster not matching any of the above */
- MS_BOAST = 41, /* giants */
- MS_GROAN = 42 /* zombies groan */
+ MS_BELLOW = 4, /* adult male crocodiles; hatchlings 'chirp' */
+ MS_GROWL = 5, /* growls */
+ MS_SQEEK = 6, /* squeaks, as a rodent */
+ MS_SQAWK = 7, /* squawks, as a bird */
+ MS_CHIRP = 8, /* baby crocodile */
+ MS_HISS = 9, /* hisses */
+ MS_BUZZ = 10, /* buzzes (killer bee) */
+ MS_GRUNT = 11, /* grunts (or speaks own language) */
+ MS_NEIGH = 12, /* neighs, as an equine */
+ MS_MOO = 13, /* minotaurs, rothes */
+ MS_WAIL = 14, /* wails, as a tortured soul */
+ MS_GURGLE = 15, /* gurgles, as liquid or through saliva */
+ MS_BURBLE = 16, /* burbles (jabberwock) */
+ MS_TRUMPET = 17, /* trumpets (elephant) */
+ MS_ANIMAL = 17, /* up to here are animal noises */
+ /* FIXME? the grunt "speaks own language" case above
+ shouldn't be classified as animal */
+ MS_SHRIEK = 18, /* wakes up others */
+ MS_BONES = 19, /* rattles bones (skeleton) */
+ MS_LAUGH = 20, /* grins, smiles, giggles, and laughs */
+ MS_MUMBLE = 21, /* says something or other */
+ MS_IMITATE = 22, /* imitates others (leocrotta) */
+ MS_WERE = 23, /* lycanthrope in human form */
+ MS_ORC = 24, /* intelligent brutes */
+ /* from here onward, speech can be comprehended */
+ MS_HUMANOID = 25, /* generic traveling companion */
+ MS_ARREST = 26, /* "Stop in the name of the law!" (Kops) */
+ MS_SOLDIER = 27, /* army and watchmen expressions */
+ MS_GUARD = 28, /* "Please drop that gold and follow me." */
+ MS_DJINNI = 29, /* "Thank you for freeing me!" */
+ MS_NURSE = 30, /* "Take off your shirt, please." */
+ MS_SEDUCE = 31, /* "Hello, sailor." (Nymphs) */
+ MS_VAMPIRE = 32, /* vampiric seduction, Vlad's exclamations */
+ MS_BRIBE = 33, /* asks for money, or berates you */
+ MS_CUSS = 34, /* berates (demons) or intimidates (Wiz) */
+ MS_RIDER = 35, /* astral level special monsters */
+ MS_LEADER = 36, /* your class leader */
+ MS_NEMESIS = 37, /* your nemesis */
+ MS_GUARDIAN = 38, /* your leader's guards */
+ MS_SELL = 39, /* demand payment, complain about shoplifters */
+ MS_ORACLE = 40, /* do a consultation */
+ MS_PRIEST = 41, /* ask for contribution; do cleansing */
+ MS_SPELL = 42, /* spellcaster not matching any of the above */
+ MS_BOAST = 43, /* giants */
+ MS_GROAN = 44, /* zombies groan */
};
#define MR_FIRE 0x01 /* resists fire */
MON("titanothere", S_QUADRUPED, LVL(12, 12, 6, 0, 0), (G_GENO | 2),
A(ATTK(AT_CLAW, AD_PHYS, 2, 8), NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK,
NO_ATTK),
- SIZ(2650, 650, MS_SILENT, MZ_LARGE), 0, 0,
+ SIZ(2650, 650, MS_BELLOW, MZ_LARGE), 0, 0,
M1_ANIMAL | M1_THICK_HIDE | M1_NOHANDS | M1_HERBIVORE,
M2_HOSTILE | M2_STRONG, M3_INFRAVISIBLE, 13, CLR_GRAY,
TITANOTHERE),
MON("baluchitherium", S_QUADRUPED, LVL(14, 12, 5, 0, 0), (G_GENO | 2),
A(ATTK(AT_CLAW, AD_PHYS, 5, 4), ATTK(AT_CLAW, AD_PHYS, 5, 4), NO_ATTK,
NO_ATTK, NO_ATTK, NO_ATTK),
- SIZ(3800, 800, MS_SILENT, MZ_LARGE), 0, 0,
+ SIZ(3800, 800, MS_BELLOW, MZ_LARGE), 0, 0,
M1_ANIMAL | M1_THICK_HIDE | M1_NOHANDS | M1_HERBIVORE,
M2_HOSTILE | M2_STRONG, M3_INFRAVISIBLE, 15, CLR_GRAY,
BALUCHITHERIUM),
MON("baby crocodile", S_LIZARD, LVL(3, 6, 7, 0, 0), G_GENO,
A(ATTK(AT_BITE, AD_PHYS, 1, 4), NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK,
NO_ATTK),
- SIZ(200, 200, MS_SILENT, MZ_MEDIUM), 0, 0,
+ SIZ(200, 200, MS_CHIRP, MZ_MEDIUM), 0, 0,
M1_SWIM | M1_AMPHIBIOUS | M1_ANIMAL | M1_NOHANDS | M1_CARNIVORE,
M2_HOSTILE, 0, 4, CLR_BROWN, BABY_CROCODILE),
MON("lizard", S_LIZARD, LVL(5, 6, 6, 10, 0), (G_GENO | 5),
MON("crocodile", S_LIZARD, LVL(6, 9, 5, 0, 0), (G_GENO | 1),
A(ATTK(AT_BITE, AD_PHYS, 4, 2), ATTK(AT_CLAW, AD_PHYS, 1, 12),
NO_ATTK, NO_ATTK, NO_ATTK, NO_ATTK),
- SIZ(WT_HUMAN, 400, MS_SILENT, MZ_LARGE), 0, 0,
+ SIZ(WT_HUMAN, 400, MS_BELLOW, MZ_LARGE), 0, 0,
M1_SWIM | M1_AMPHIBIOUS | M1_ANIMAL | M1_THICK_HIDE | M1_NOHANDS
| M1_OVIPAROUS | M1_CARNIVORE,
M2_STRONG | M2_HOSTILE, 0, 7, CLR_BROWN, CROCODILE),
se_buzz = 166,
se_squeek = 167,
se_squawk = 168,
- se_squeal = 169,
- se_screech = 170,
- se_equine_neigh = 171,
- se_equine_whinny = 172,
- se_equine_whicker = 173,
- se_bovine_moo = 174,
- se_bovine_bellow = 175,
- se_wail = 176,
- se_groan = 177,
- se_grunt = 178,
- se_gurgle = 179,
- se_elephant_trumpet = 180,
- se_snake_rattle = 181,
- se_yelp = 182,
- se_jabberwock_burble = 183,
- se_shriek = 184,
- se_bone_rattle = 185,
- se_orc_grunt = 186,
- se_avian_screak = 187,
- se_paranoid_confirmation = 188,
- se_bars_whang = 189,
- se_bars_whap = 190,
- se_bars_flapp = 191,
- se_bars_clink = 192,
- se_bars_clonk = 193,
- se_boomerang_klonk = 194,
- se_bang_weapon_side = 195,
+ se_chirp = 169,
+ se_squeal = 170,
+ se_screech = 171,
+ se_equine_neigh = 172,
+ se_equine_whinny = 173,
+ se_equine_whicker = 174,
+ se_bovine_moo = 175,
+ se_bovine_bellow = 176,
+ se_croc_bellow = 177,
+ se_wail = 178,
+ se_groan = 179,
+ se_grunt = 180,
+ se_gurgle = 181,
+ se_elephant_trumpet = 182,
+ se_snake_rattle = 183,
+ se_yelp = 184,
+ se_jabberwock_burble = 185,
+ se_shriek = 186,
+ se_bone_rattle = 187,
+ se_orc_grunt = 188,
+ se_avian_screak = 189,
+ se_paranoid_confirmation = 190,
+ se_bars_whang = 191,
+ se_bars_whap = 192,
+ se_bars_flapp = 193,
+ se_bars_clink = 194,
+ se_bars_clonk = 195,
+ se_boomerang_klonk = 196,
+ se_bang_weapon_side = 197,
number_of_se_entries
};
"eep", "clatter", "hum", "sizzle", "twitter", "wheeze",
"rustle", "honk", "lisp", "yodel", "coo", "burp",
"moo", "boom", "murmur", "oink", "quack", "rumble",
- "twang", "bellow", "toot", "gargle", "hoot", "warble"
+ "twang", "toot", "gargle", "hoot", "warble"
};
const char *
case MS_ROAR:
ret = "roar";
break;
+ case MS_BELLOW:
+ ret = "bellow";
+ break;
case MS_BUZZ:
ret = "buzz";
break;
case MS_GRUNT: /* ogres, trolls, gargoyles, one or two others */
case MS_LAUGH: /* leprechaun, gremlin */
case MS_ROAR: /* dragon, xorn, owlbear */
+ case MS_BELLOW: /* crocodile */
/* capable of speech but only do so if hero is similar type */
case MS_DJINNI:
case MS_VAMPIRE: /* vampire in its own form */
return (const char *) 0;
}
+/* for egg hatching; caller will apply "ing" suffix
+ [the old message when a carried egg hatches was
+ "its cries sound like {mommy,daddy}"
+ regardless of what type of sound--if any--the creature made] */
+const char *
+cry_sound(struct monst *mtmp)
+{
+ const char *ret = 0;
+ struct permonst *ptr = mtmp->data;
+
+ /* a relatively small subset of MS_ sound values are used by oviparous
+ species so we don't try to supply something for every MS_ type */
+ switch (ptr->msound) {
+ default:
+ case MS_SILENT: /* insects, arthropods, worms, sea creatures */
+ /* "chitter": have silent critters make some noise
+ or the mommy/daddy gag when hatching doesn't work */
+ ret = (ptr->mlet == S_EEL) ? "gurgle" : "chitter";
+ break;
+ case MS_HISS: /* chickatrice, pyrolisk, snakes */
+ ret = "hiss";
+ break;
+ case MS_ROAR: /* baby dragons; have them growl instead of roar */
+ /*FALLTHRU*/
+ case MS_GROWL: /* (none) */
+ ret = "growl";
+ break;
+ case MS_CHIRP: /* adult crocodiles bellow, babies chirp */
+ ret = "chirp";
+ break;
+ case MS_BUZZ: /* killer bees */
+ ret = "buzz";
+ break;
+ case MS_SQAWK: /* ravens */
+ ret = "screech";
+ break;
+ case MS_GRUNT: /* gargoyles */
+ ret = "grunt";
+ break;
+ case MS_MUMBLE: /* naga hatchlingss */
+ ret = "mumble";
+ break;
+ }
+ return ret;
+}
+
/* return True if mon is a gecko or seems to look like one (hallucination) */
static boolean
-mon_is_gecko(struct monst* mon)
+mon_is_gecko(struct monst *mon)
{
int glyph;
/* presumably nearness and sleep checks have already been made */
if (Deaf)
return ECMD_OK;
- if (is_silent(ptr)
- /* shk_chat can handle nonverbal monsters */
- && !mtmp->isshk)
+ /* shk_chat can handle nonverbal monsters */
+ if (is_silent(ptr) && !mtmp->isshk)
return ECMD_OK;
/* leader might be poly'd; if he can still speak, give leader speech */
|| same_race(ptr, &mons[Race_switch])) /* unpoly'd form */
|| Hallucination))
msound = MS_HUMANOID;
+ else if (msound == MS_MOO && !mtmp->mtame)
+ msound = MS_BELLOW;
/* silliness; formerly had a slight chance to interfere with shopping */
else if (Hallucination && mon_is_gecko(mtmp))
msound = MS_SELL;
break;
case MS_VAMPIRE: {
/* vampire messages are varied by tameness, peacefulness, and time of
- * night */
+ night */
boolean isnight = night();
boolean kindred = (Upolyd && (u.umonnum == PM_VAMPIRE
|| u.umonnum == PM_VAMPIRE_LEADER));
- boolean nightchild =
- (Upolyd && (u.umonnum == PM_WOLF || u.umonnum == PM_WINTER_WOLF
- || u.umonnum == PM_WINTER_WOLF_CUB));
- const char *racenoun =
- (flags.female && gu.urace.individual.f)
- ? gu.urace.individual.f
- : (gu.urace.individual.m) ? gu.urace.individual.m : gu.urace.noun;
+ boolean nightchild = (Upolyd && (u.umonnum == PM_WOLF
+ || u.umonnum == PM_WINTER_WOLF
+ || u.umonnum == PM_WINTER_WOLF_CUB));
+ const char *racenoun = (flags.female && gu.urace.individual.f)
+ ? gu.urace.individual.f
+ : (gu.urace.individual.m)
+ ? gu.urace.individual.m
+ : gu.urace.noun;
if (mtmp->mtame) {
if (kindred) {
};
int vampindex;
- if (kindred)
+ if (kindred) {
verbl_msg =
"This is my hunting ground that you dare to prowl!";
- else if (gy.youmonst.data == &mons[PM_SILVER_DRAGON]
- || gy.youmonst.data == &mons[PM_BABY_SILVER_DRAGON]) {
+ } else if (gy.youmonst.data == &mons[PM_SILVER_DRAGON]
+ || gy.youmonst.data == &mons[PM_BABY_SILVER_DRAGON]) {
/* Silver dragons are silver in color, not made of silver */
Sprintf(verbuf, "%s! Your silver sheen does not frighten me!",
- gy.youmonst.data == &mons[PM_SILVER_DRAGON]
+ (gy.youmonst.data == &mons[PM_SILVER_DRAGON])
? "Fool"
: "Young Fool");
verbl_msg = verbuf;
pline("%s throws back %s head and lets out a blood curdling %s!",
Monnam(mtmp), mhis(mtmp),
(ptr == &mons[PM_HUMAN_WERERAT]) ? "shriek" : "howl");
- Soundeffect(((ptr == &mons[PM_HUMAN_WERERAT]) ? se_scream : se_canine_howl), 80);
+ Soundeffect((ptr == &mons[PM_HUMAN_WERERAT]) ? se_scream
+ : se_canine_howl,
+ 80);
wake_nearto(mtmp->mx, mtmp->my, 11 * 11);
- } else
+ } else {
pline_msg =
"whispers inaudibly. All you can make out is \"moon\".";
+ }
break;
case MS_BARK:
if (flags.moonphase == FULL_MOON && night()) {
else if (mtmp->mtame && EDOG(mtmp)->hungrytime > gm.moves + 1000)
pline_msg = "yips.";
else {
- if (mtmp->data
- != &mons[PM_DINGO]) /* dingos do not actually bark */
+ if (ptr != &mons[PM_DINGO]) /* dingos do not actually bark */
pline_msg = "barks.";
}
} else {
}
break;
case MS_MOO:
- Soundeffect((mtmp->mpeaceful ? se_bovine_moo : se_bovine_bellow), 80);
- pline_msg = mtmp->mpeaceful ? "moos." : "bellows!";
+ Soundeffect(se_bovine_moo, 80);
+ pline_msg = "moos.";
+ break;
+ case MS_BELLOW:
+ Soundeffect((ptr->mlet == S_QUADRUPED) ? se_bovine_bellow
+ : se_croc_bellow,
+ 80);
+ pline_msg = "bellows!";
+ break;
+ case MS_CHIRP:
+ Soundeffect(se_chirp, 60);
+ pline_msg = "chirps.";
break;
case MS_WAIL:
Soundeffect(se_sad_wailing, 60);
and they never verbalize step 2 so we don't either */
verbl_msg = (gnomeplan == 1) ? "Phase one, collect underpants."
: "Phase three, profit!";
- }
- else {
+ } else {
verbl_msg =
"Many enter the dungeon, and few return to the sunlit lands.";
}
- }
- else
+ } else
switch (monsndx(ptr)) {
case PM_HOBBIT:
/* 3.7: the 'complains' message used to be given if the
if (SYSOPT_SEDUCE) {
if (ptr->mlet != S_NYMPH
- && could_seduce(mtmp, &gy.youmonst, (struct attack *) 0) == 1) {
+ && (could_seduce(mtmp, &gy.youmonst, (struct attack *) 0)
+ == 1)) {
(void) doseduce(mtmp);
break;
}
};
static const struct soundeffect_automapping
- se_mappings_init[number_of_se_entries] = {
+ se_mappings_init[number_of_se_entries] = {
{ se_zero_invalid, "" },
{ se_faint_splashing, "faint_splashing" },
{ se_crackling_of_hellfire, "crackling_of_hellfire" },
You_see("%s %s out of your pack!", monnambuf,
locomotion(mon->data, "drop"));
if (yours) {
- pline("%s cries sound like \"%s%s\"",
+ pline("%s %s %s like \"%s%s\"",
siblings ? "Their" : "Its",
+ ing_suffix(cry_sound(mon)),
+ (is_silent(mon->data) || Deaf) ? "seems" : "sounds",
flags.female ? "mommy" : "daddy", egg->spe ? "." : "?");
} else if (mon->data->mlet == S_DRAGON && !Deaf) {
SetVoice(mon, 0, 80, 0);