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: @(#)trap.c 3.4 2004/09/10 */
/* SCCS Id: @(#)trap.c 3.4 2004/11/11 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -55,7 +55,8 @@ struct monst *victim;
item = (victim == &youmonst) ? uarmh : which_armor(victim, W_ARMH);
if (item) {
mat_idx = objects[item->otyp].oc_material;
Sprintf(buf,"%s helmet", materialnm[mat_idx] );
Sprintf(buf,"%s %s",
materialnm[mat_idx], helm_simple_name(item));
}
if (!burn_dmg(item, item ? buf : "helmet")) continue;
break;
@@ -850,7 +851,8 @@ unsigned trflags;
case 0:
pline("%s you on the %s!", A_gush_of_water_hits,
body_part(HEAD));
(void) rust_dmg(uarmh, "helmet", 1, TRUE, &youmonst);
(void) rust_dmg(uarmh, helm_simple_name(uarmh),
1, TRUE, &youmonst);
break;
case 1:
pline("%s your left %s!", A_gush_of_water_hits,
@@ -1903,7 +1905,8 @@ register struct monst *mtmp;
pline("%s %s on the %s!", A_gush_of_water_hits,
mon_nam(mtmp), mbodypart(mtmp, HEAD));
target = which_armor(mtmp, W_ARMH);
(void) rust_dmg(target, "helmet", 1, TRUE, mtmp);
(void) rust_dmg(target, helm_simple_name(target),
1, TRUE, mtmp);
break;
case 1:
if (in_sight)