Files
nethack/src/mplayer.c
nhmall fbd9a7bae8 another update to the soundlib interface
sound_verbal(char *text, int32_t gender, int32_t tone, int32_t vol,
             int32_t moreinfo);
    -- NetHack will call this function when it wants to pass text of
       spoken language by a character or creature within the game.
    -- text is a transcript of what has been spoken.
    -- gender indicates MALE or FEMALE sounding voice.
    -- tone indicates the tone of the voice.
    -- vol is the volume (1% - 100%) for the sound.
    -- moreinfo is used to provide additional information to the soundlib.
    -- there may be some accessibility uses for this function.

It may be useful for accessibility purposes too.

A preliminary implementation has been attempted for macsound to test
the interface on macOS. No tinkering of the voices has been done.

Use of the test implementation requires the following at build time with make.
    WANT_SPEECH=1
That needs to be included on the make command line to enable the test code,
otherwise just the interface update is compiled in.

I don't know for certain when AVSpeechSynthesizer went into macOS, but older versions
likely don't support it, and would just leave off the WANT_SPEECH=1.

If built with WANT_SPEECH=1, the 'voices' NetHack option needs to be enabled.

It was a bit strange, when I first started up the test, to hear Asidonhopo,
the shopkeeper, talking to me as I entered his shop and interacted with him.
2023-02-07 00:44:36 -05:00

378 lines
12 KiB
C

/* NetHack 3.7 mplayer.c $NHDT-Date: 1596498188 2020/08/03 23:43:08 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.30 $ */
/* Copyright (c) Izchak Miller, 1992. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
static const char *dev_name(void);
static void get_mplname(struct monst *, char *);
static void mk_mplayer_armor(struct monst *, short);
/* These are the names of those who
* contributed to the development of NetHack 3.2/3.3/3.4/3.6.
*
* Keep in alphabetical order within teams.
* Same first name is entered once within each team.
*/
static const char *const developers[] = {
/* devteam */
"Alex", "Dave", "Dean", "Derek", "Eric", "Izchak",
"Janet", "Jessie", "Ken", "Kevin", "Michael", "Mike",
"Pasi", "Pat", "Patric", "Paul", "Sean", "Steve",
"Timo", "Warwick",
/* PC team */
"Bill", "Eric", "Keizo", "Ken", "Kevin", "Michael",
"Mike", "Paul", "Stephen", "Steve", "Timo", "Yitzhak",
/* Amiga team */
"Andy", "Gregg", "Janne", "Keni", "Mike", "Olaf",
"Richard",
/* Mac team */
"Andy", "Chris", "Dean", "Jon", "Jonathan", "Kevin",
"Wang",
/* Atari team */
"Eric", "Marvin", "Warwick",
/* NT team */
"Alex", "Dion", "Michael",
/* OS/2 team */
"Helge", "Ron", "Timo",
/* VMS team */
"Joshua", "Pat", ""
};
/* return a randomly chosen developer name */
static const char *
dev_name(void)
{
register int i, m = 0, n = SIZE(developers);
register struct monst *mtmp;
register boolean match;
do {
match = FALSE;
i = rn2(n);
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (!is_mplayer(mtmp->data))
continue;
if (!strncmp(developers[i],
(has_mgivenname(mtmp)) ? MGIVENNAME(mtmp) : "",
strlen(developers[i]))) {
match = TRUE;
break;
}
}
m++;
} while (match && m < 100); /* m for insurance */
if (match)
return (const char *) 0;
return (developers[i]);
}
static void
get_mplname(register struct monst* mtmp, char *nam)
{
boolean fmlkind = is_female(mtmp->data);
const char *devnam;
devnam = dev_name();
if (!devnam)
Strcpy(nam, fmlkind ? "Eve" : "Adam");
else if (fmlkind && !!strcmp(devnam, "Janet"))
Strcpy(nam, rn2(2) ? "Maud" : "Eve");
else
Strcpy(nam, devnam);
if (fmlkind || !strcmp(nam, "Janet"))
mtmp->female = 1;
else
mtmp->female = 0;
Strcat(nam, " the ");
Strcat(nam, rank_of((int) mtmp->m_lev, monsndx(mtmp->data),
(boolean) mtmp->female));
}
static void
mk_mplayer_armor(struct monst* mon, short typ)
{
struct obj *obj;
if (typ == STRANGE_OBJECT)
return;
obj = mksobj(typ, FALSE, FALSE);
obj->oeroded = obj->oeroded2 = 0;
if (!rn2(3))
obj->oerodeproof = 1;
if (!rn2(3))
curse(obj);
if (!rn2(3))
bless(obj);
/* Most players who get to the endgame who have cursed equipment
* have it because the wizard or other monsters cursed it, so its
* chances of having plusses is the same as usual....
*/
obj->spe = rn2(10) ? (rn2(3) ? rn2(5) : rn1(4, 4)) : -rnd(3);
(void) mpickobj(mon, obj);
}
struct monst *
mk_mplayer(struct permonst *ptr, coordxy x, coordxy y, boolean special)
{
struct monst *mtmp;
char nam[PL_NSIZ];
if (!is_mplayer(ptr))
return ((struct monst *) 0);
if (MON_AT(x, y))
(void) rloc(m_at(x, y), RLOC_ERR|RLOC_NOMSG); /* insurance */
if (!In_endgame(&u.uz))
special = FALSE;
if ((mtmp = makemon(ptr, x, y, special ? MM_NOMSG : NO_MM_FLAGS)) != 0) {
short weapon, armor, cloak, helm, shield;
int quan;
struct obj *otmp;
mtmp->m_lev = (special ? rn1(16, 15) : rnd(16));
mtmp->mhp = mtmp->mhpmax = d((int) mtmp->m_lev, 10)
+ (special ? (30 + rnd(30)) : 30);
if (special) {
get_mplname(mtmp, nam);
mtmp = christen_monst(mtmp, nam);
/* that's why they are "stuck" in the endgame :-) */
(void) mongets(mtmp, FAKE_AMULET_OF_YENDOR);
}
mtmp->mpeaceful = 0;
set_malign(mtmp); /* peaceful may have changed again */
/* default equipment; much of it will be overridden below */
weapon = !rn2(2) ? LONG_SWORD : rnd_class(SPEAR, BULLWHIP);
armor = rnd_class(GRAY_DRAGON_SCALE_MAIL, YELLOW_DRAGON_SCALE_MAIL);
cloak = !rn2(8) ? STRANGE_OBJECT
: rnd_class(OILSKIN_CLOAK, CLOAK_OF_DISPLACEMENT);
helm = !rn2(8) ? STRANGE_OBJECT
: rnd_class(ELVEN_LEATHER_HELM, HELM_OF_TELEPATHY);
shield = !rn2(8) ? STRANGE_OBJECT
: rnd_class(ELVEN_SHIELD, SHIELD_OF_REFLECTION);
switch (monsndx(ptr)) {
case PM_ARCHEOLOGIST:
if (rn2(2))
weapon = BULLWHIP;
break;
case PM_BARBARIAN:
if (rn2(2)) {
weapon = rn2(2) ? TWO_HANDED_SWORD : BATTLE_AXE;
shield = STRANGE_OBJECT;
}
if (rn2(2))
armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
if (helm == HELM_OF_BRILLIANCE)
helm = STRANGE_OBJECT;
break;
case PM_CAVE_DWELLER:
if (rn2(4))
weapon = MACE;
else if (rn2(2))
weapon = CLUB;
if (helm == HELM_OF_BRILLIANCE)
helm = STRANGE_OBJECT;
break;
case PM_HEALER:
if (rn2(4))
weapon = QUARTERSTAFF;
else if (rn2(2))
weapon = rn2(2) ? UNICORN_HORN : SCALPEL;
if (rn2(4))
helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
if (rn2(2))
shield = STRANGE_OBJECT;
break;
case PM_KNIGHT:
if (rn2(4))
weapon = LONG_SWORD;
if (rn2(2))
armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
break;
case PM_MONK:
weapon = !rn2(3) ? SHURIKEN : STRANGE_OBJECT;
armor = STRANGE_OBJECT;
cloak = ROBE;
if (rn2(2))
shield = STRANGE_OBJECT;
break;
case PM_CLERIC:
if (rn2(2))
weapon = MACE;
if (rn2(2))
armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
if (rn2(4))
cloak = ROBE;
if (rn2(4))
helm = rn2(2) ? HELM_OF_BRILLIANCE : HELM_OF_TELEPATHY;
if (rn2(2))
shield = STRANGE_OBJECT;
break;
case PM_RANGER:
if (rn2(2))
weapon = ELVEN_DAGGER;
break;
case PM_ROGUE:
if (rn2(2))
weapon = rn2(2) ? SHORT_SWORD : ORCISH_DAGGER;
break;
case PM_SAMURAI:
if (rn2(2))
weapon = KATANA;
break;
case PM_TOURIST:
/* Defaults are just fine */
break;
case PM_VALKYRIE:
if (rn2(2))
weapon = WAR_HAMMER;
if (rn2(2))
armor = rnd_class(PLATE_MAIL, CHAIN_MAIL);
break;
case PM_WIZARD:
if (rn2(4))
weapon = rn2(2) ? QUARTERSTAFF : ATHAME;
if (rn2(2)) {
armor = rn2(2) ? BLACK_DRAGON_SCALE_MAIL
: SILVER_DRAGON_SCALE_MAIL;
cloak = CLOAK_OF_MAGIC_RESISTANCE;
}
if (rn2(4))
helm = HELM_OF_BRILLIANCE;
shield = STRANGE_OBJECT;
break;
default:
impossible("bad mplayer monster");
weapon = 0;
break;
}
if (weapon != STRANGE_OBJECT) {
otmp = mksobj(weapon, TRUE, FALSE);
otmp->oeroded = otmp->oeroded2 = 0;
otmp->spe = (special ? rn1(5, 4) : rn2(4));
if (!rn2(3))
otmp->oerodeproof = 1;
else if (!rn2(2))
otmp->greased = 1;
if (special && rn2(2))
otmp = mk_artifact(otmp, A_NONE);
/* usually increase stack size if stackable weapon */
if (objects[otmp->otyp].oc_merge && !otmp->oartifact
&& monmightthrowwep(otmp))
otmp->quan += (long) rn2(is_spear(otmp) ? 4 : 8);
/* mplayers knew better than to overenchant Magicbane */
if (is_art(otmp, ART_MAGICBANE))
otmp->spe = rnd(4);
(void) mpickobj(mtmp, otmp);
}
if (special) {
if (!rn2(10))
(void) mongets(mtmp, rn2(3) ? LUCKSTONE : LOADSTONE);
mk_mplayer_armor(mtmp, armor);
mk_mplayer_armor(mtmp, cloak);
mk_mplayer_armor(mtmp, helm);
mk_mplayer_armor(mtmp, shield);
if (weapon == WAR_HAMMER) /* valkyrie: wimpy weapon or Mjollnir */
mk_mplayer_armor(mtmp, GAUNTLETS_OF_POWER);
else if (rn2(8))
mk_mplayer_armor(mtmp, rnd_class(LEATHER_GLOVES,
GAUNTLETS_OF_DEXTERITY));
if (rn2(8))
mk_mplayer_armor(mtmp, rnd_class(LOW_BOOTS,
LEVITATION_BOOTS));
m_dowear(mtmp, TRUE);
quan = rn2(3) ? rn2(3) : rn2(16);
while (quan--)
(void) mongets(mtmp, rnd_class(DILITHIUM_CRYSTAL, JADE));
/* To get the gold "right" would mean a player can double his
gold supply by killing one mplayer. Not good. */
mkmonmoney(mtmp, rn2(1000));
quan = rn2(10);
while (quan--)
(void) mpickobj(mtmp, mkobj(RANDOM_CLASS, FALSE));
}
quan = rnd(3);
while (quan--)
(void) mongets(mtmp, rnd_offensive_item(mtmp));
quan = rnd(3);
while (quan--)
(void) mongets(mtmp, rnd_defensive_item(mtmp));
quan = rnd(3);
while (quan--)
(void) mongets(mtmp, rnd_misc_item(mtmp));
}
return (mtmp);
}
/* create the indicated number (num) of monster-players,
* randomly chosen, and in randomly chosen (free) locations
* on the level. If "special", the size of num should not
* be bigger than the number of _non-repeated_ names in the
* developers array, otherwise a bunch of Adams and Eves will
* fill up the overflow.
*/
void
create_mplayers(register int num, boolean special)
{
int pm, x, y;
struct monst fakemon;
fakemon = cg.zeromonst;
while (num) {
int tryct = 0;
/* roll for character class */
pm = rn1(PM_WIZARD - PM_ARCHEOLOGIST + 1, PM_ARCHEOLOGIST);
set_mon_data(&fakemon, &mons[pm]);
/* roll for an available location */
do {
x = rn1(COLNO - 4, 2);
y = rnd(ROWNO - 2);
} while (!goodpos(x, y, &fakemon, 0) && tryct++ <= 50);
/* if pos not found in 50 tries, don't bother to continue */
if (tryct > 50)
return;
(void) mk_mplayer(&mons[pm], (coordxy) x, (coordxy) y, special);
num--;
}
}
void
mplayer_talk(register struct monst* mtmp)
{
static const char
*same_class_msg[3] = {
"I can't win, and neither will you!",
"You don't deserve to win!",
"Mine should be the honor, not yours!",
},
*other_class_msg[3] = {
"The low-life wants to talk, eh?",
"Fight, scum!",
"Here is what I have to say!",
};
if (mtmp->mpeaceful)
return; /* will drop to humanoid talk */
SetVoice(mtmp, 0, 80, 0);
verbalize("Talk? -- %s", mtmp->data == &mons[gu.urole.mnum]
? same_class_msg[rn2(3)]
: other_class_msg[rn2(3)]);
}
/*mplayer.c*/