menu-upon-request even when there is only one class of object present
engraving on headstone will appropriately dull your weapon
certain types of golems should not "catch fire" so adjust the messages
+no longer need to manually examine inventory after regaining sight in order
+ to give a type name to an object picked up while blind
Platform- and/or Interface-Specific Fixes
-/* SCCS Id: @(#)do_name.c 3.4 2002/09/19 */
+/* SCCS Id: @(#)do_name.c 3.4 2003/01/14 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
/* strip leading and trailing spaces; unnames monster if all spaces */
(void)mungspaces(buf);
- if (mtmp->iswiz || type_is_pname(mtmp->data) ||
- mtmp->data->msound == MS_LEADER ||
- mtmp->data->msound == MS_NEMESIS)
+ if (mtmp->data->geno & G_UNIQ)
pline("%s doesn't like being called names!", Monnam(mtmp));
- else (void) christen_monst(mtmp, buf);
+ else
+ (void) christen_monst(mtmp, buf);
return(0);
}
#endif
obj = getobj(callable, "call");
if (obj) {
+ /* behave as if examining it in inventory;
+ this might set dknown if it was picked up
+ while blind and the hero can now see */
+ (void) xname(obj);
+
if (!obj->dknown) {
You("would never recognize another one.");
return 0;
article = ARTICLE_THE;
else
article = ARTICLE_NONE;
- } else if ((mons[monsndx(mdat)].geno & G_UNIQ) &&
- article == ARTICLE_A) {
+ } else if ((mdat->geno & G_UNIQ) && article == ARTICLE_A) {
article = ARTICLE_THE;
}