hats vs helms

Something from <Someone>'s list:  some messages have hardcoded references
to "helmet" which sound strange when the character is wearing a hat or cap.
helm_simple_name() is comparable to the existing cloak_simple_name().  It
returns "helm" or "hat" depending upon whether the helmet provides the
same protection that yields the assorted repetitions of "fortunately,
you are wearing a hard helmet".  This choice ends up categorizing elven
leather helm as a hat (which I think is ok given that its undiscovered
description is "leather hat"), contrary to <Someone>'s suggestion that the
distinction be made based on whether the helmet was made of cloth.

     I started on this a year and a half ago but didn't commit it.
Unfortunately I don't remember why and haven't done any significant
additional work now--just recovered from some intervening bit rot and
confirmed that the patch as is seems to be working ok (in the trunk; the
branch side has not been tested).  I suspect that I meant to look for
additional helmet messages which could benefit from conditional headgear
description.  (Those "hard helmet" ones don't need it, although they
should perhaps be moved into a common routine instead of being replicated.)
This commit is contained in:
nethack.rankin
2004-11-13 04:00:52 +00:00
parent 88dad9386b
commit 7672a2c60b
10 changed files with 67 additions and 27 deletions

View File

@@ -1,4 +1,4 @@
/* SCCS Id: @(#)polyself.c 3.4 2003/01/08 */
/* SCCS Id: @(#)polyself.c 3.4 2004/11/11 */
/* Copyright (C) 1987, 1988, 1989 by Ken Arromdee */
/* NetHack may be freely redistributed. See license for details. */
@@ -651,7 +651,8 @@ break_armor()
hornbuf, vtense(hornbuf, "pierce"), yname(otmp));
} else {
if (donning(otmp)) cancel_don();
Your("helmet falls to the %s!", surface(u.ux, u.uy));
Your("%s falls to the %s!",
helm_simple_name(otmp), surface(u.ux, u.uy));
(void) Helmet_off();
dropx(otmp);
}
@@ -673,7 +674,8 @@ break_armor()
}
if ((otmp = uarmh) != 0) {
if (donning(otmp)) cancel_don();
Your("helmet falls to the %s!", surface(u.ux, u.uy));
Your("%s falls to the %s!",
helm_simple_name(otmp), surface(u.ux, u.uy));
(void) Helmet_off();
dropx(otmp);
}