"your" artifacts
This patch introduces a change to yname() and Yname2() that avoids the possessive "your" for the hero's normal, fully identified artifacts. Quest artifacts still get the possessive, as do all other objects and all objects not in the hero's possession. shk_your()/Shk_Your() are used in many places with a specific, generalized name for the object, so I didn't introduce the artifact behavior there, although I did change them to append a space, which simplified some other code. Through added use of yname(), there may be some places that used to just say "corpse" that will now be more descriptive via yname()'s use of cxname(). I'm sure <Someone> will point out any such places that are too onerous, although nothing obviously is. I took the opportunity to inspect many uses of "your" and even Your(). Two new functions are also introduced, yobjnam() and Yobjnam2(), which work like aobjnam() and yname() combined, because I found that many uses of aobjnam() were preceeded by "your" and I couldn't generally provide the desired behavior for artifacts (or future artifacts) without a combined function. In some cases, this change allowed better sharing of code. rust_dmg() still takes a string as input which is sometimes initialized from xname() and often prepends "your" to it. Currently, this isn't a problem since there currently are no normal, armor artifacts. If/when any are introduced, rust_dmg() will need to be addressed. The patch is for the trunk only. A lot of research was required and I didn't feel the upside was there for repeating it in the 3.4.3 branch.
This commit is contained in:
40
src/pray.c
40
src/pray.c
@@ -271,8 +271,8 @@ register int trouble;
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int i;
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struct obj *otmp = 0;
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const char *what = (const char *)0;
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static NEARDATA const char leftglow[] = "left ring softly glows",
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rightglow[] = "right ring softly glows";
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static NEARDATA const char leftglow[] = "Your left ring softly glows",
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rightglow[] = "Your right ring softly glows";
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switch (trouble) {
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case TROUBLE_STONED:
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@@ -400,9 +400,9 @@ decurse:
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}
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uncurse(otmp);
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if (!Blind) {
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Your("%s %s.", what ? what :
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(const char *)aobjnam(otmp, "softly glow"),
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hcolor(NH_AMBER));
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pline("%s %s.", what ? what :
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(const char *)Yobjnam2(otmp, "softly glow"),
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hcolor(NH_AMBER));
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otmp->bknown = TRUE;
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}
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update_inventory();
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@@ -450,9 +450,7 @@ decurse:
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otmp = which_armor(u.usteed, W_SADDLE);
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uncurse(otmp);
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if (!Blind) {
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pline("%s %s %s.",
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s_suffix(upstart(y_monnam(u.usteed))),
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aobjnam(otmp, "softly glow"),
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pline("%s %s.", Yobjnam2(otmp, "softly glow"),
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hcolor(NH_AMBER));
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otmp->bknown = TRUE;
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}
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@@ -870,20 +868,20 @@ pleased(g_align)
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uncurse(uwep);
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uwep->bknown = TRUE;
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if (!Blind)
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Your("%s %s%s.", aobjnam(uwep, "softly glow"),
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hcolor(NH_AMBER), repair_buf);
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else You_feel("the power of %s over your %s.",
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u_gname(), xname(uwep));
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pline("%s %s%s.", Yobjnam2(uwep, "softly glow"),
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hcolor(NH_AMBER), repair_buf);
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else You_feel("the power of %s over %s.",
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u_gname(), yname(uwep));
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*repair_buf = '\0';
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} else if (!uwep->blessed) {
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bless(uwep);
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uwep->bknown = TRUE;
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if (!Blind)
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Your("%s with %s aura%s.",
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aobjnam(uwep, "softly glow"),
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an(hcolor(NH_LIGHT_BLUE)), repair_buf);
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else You_feel("the blessing of %s over your %s.",
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u_gname(), xname(uwep));
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pline("%s with %s aura%s.",
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Yobjnam2(uwep, "softly glow"),
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an(hcolor(NH_LIGHT_BLUE)), repair_buf);
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else You_feel("the blessing of %s over %s.",
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u_gname(), yname(uwep));
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*repair_buf = '\0';
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}
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@@ -894,8 +892,8 @@ pleased(g_align)
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/* only give this message if we didn't just bless
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or uncurse (which has already given a message) */
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if (*repair_buf)
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Your("%s as good as new!",
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aobjnam(uwep, Blind ? "feel" : "look"));
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pline("%s as good as new!",
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Yobjnam2(uwep, Blind ? "feel" : "look"));
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}
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update_inventory();
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}
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@@ -951,8 +949,8 @@ pleased(g_align)
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if (otmp->cursed) {
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uncurse(otmp);
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if (!Blind) {
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Your("%s %s.", aobjnam(otmp, "softly glow"),
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hcolor(NH_AMBER));
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pline("%s %s.", Yobjnam2(otmp, "softly glow"),
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hcolor(NH_AMBER));
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otmp->bknown = TRUE;
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++any;
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}
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