From aec4a1aa8e97c4e7efe44690d98933180c4d1756 Mon Sep 17 00:00:00 2001 From: cohrs Date: Thu, 12 Dec 2002 02:41:05 +0000 Subject: [PATCH] no renaming of unique monsters with proper names Not all leaders and nemeses have M2_PNAME set, so they require an extra check to result in the expected behavior. --- doc/fixes34.1 | 1 + src/do_name.c | 4 +++- 2 files changed, 4 insertions(+), 1 deletion(-) diff --git a/doc/fixes34.1 b/doc/fixes34.1 index cee6318db..4fa5c743d 100644 --- a/doc/fixes34.1 +++ b/doc/fixes34.1 @@ -324,6 +324,7 @@ mimics that are detected but not seen should not display as their mimiced form when the detection ends not all cavemen are human, so avoid using human in quest messages tengu is singular and plural, some rumors were incorrect +don't let leader or nemesis be renamed Platform- and/or Interface-Specific Fixes diff --git a/src/do_name.c b/src/do_name.c index a3b51ed09..1c5578385 100644 --- a/src/do_name.c +++ b/src/do_name.c @@ -275,7 +275,9 @@ do_mname() /* strip leading and trailing spaces; unnames monster if all spaces */ (void)mungspaces(buf); - if (mtmp->iswiz || type_is_pname(mtmp->data)) + if (mtmp->iswiz || type_is_pname(mtmp->data) || + mtmp->data->msound == MS_LEADER || + mtmp->data->msound == MS_NEMESIS) pline("%s doesn't like being called names!", Monnam(mtmp)); else (void) christen_monst(mtmp, buf); return(0); -- 2.40.0