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authorzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2009-06-08 04:56:38 +0000
committerzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2009-06-08 04:56:38 +0000
commitd5f262eb187ed2a96b0216103210c8ba8057d59c (patch)
tree09a1c4a988f7f515d2c35a1092ba427784b20cc6 /crawl-ref/source/mon-util.cc
parenteff7b910f0081718d468b2158cbc18f4ede83ddb (diff)
downloadcrawl-ref-d5f262eb187ed2a96b0216103210c8ba8057d59c.tar.gz
crawl-ref-d5f262eb187ed2a96b0216103210c8ba8057d59c.zip
Since fixed artefacts are going to be folded into unrandarts, and unrandarts
have already become almost identical to randarts, change "randart" to "artefact" everywhere except for things that deal exclusively with randarts. Artefact related files will be renamed later. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9921 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/mon-util.cc')
-rw-r--r--crawl-ref/source/mon-util.cc30
1 files changed, 15 insertions, 15 deletions
diff --git a/crawl-ref/source/mon-util.cc b/crawl-ref/source/mon-util.cc
index 5bc02bd5f3..a1ef5927d8 100644
--- a/crawl-ref/source/mon-util.cc
+++ b/crawl-ref/source/mon-util.cc
@@ -342,7 +342,7 @@ bool mons_class_flag(int mc, int bf)
}
static int _scan_mon_inv_randarts(const monsters *mon,
- randart_prop_type ra_prop)
+ artefact_prop_type ra_prop)
{
int ret = 0;
@@ -356,25 +356,25 @@ static int _scan_mon_inv_randarts(const monsters *mon,
if (weapon != NON_ITEM && mitm[weapon].base_type == OBJ_WEAPONS
&& is_random_artefact(mitm[weapon]))
{
- ret += randart_wpn_property(mitm[weapon], ra_prop);
+ ret += artefact_wpn_property(mitm[weapon], ra_prop);
}
if (second != NON_ITEM && mitm[second].base_type == OBJ_WEAPONS
&& is_random_artefact(mitm[second]))
{
- ret += randart_wpn_property(mitm[second], ra_prop);
+ ret += artefact_wpn_property(mitm[second], ra_prop);
}
if (armour != NON_ITEM && mitm[armour].base_type == OBJ_ARMOUR
&& is_random_artefact(mitm[armour]))
{
- ret += randart_wpn_property(mitm[armour], ra_prop);
+ ret += artefact_wpn_property(mitm[armour], ra_prop);
}
if (shield != NON_ITEM && mitm[shield].base_type == OBJ_ARMOUR
&& is_random_artefact(mitm[shield]))
{
- ret += randart_wpn_property(mitm[shield], ra_prop);
+ ret += artefact_wpn_property(mitm[shield], ra_prop);
}
}
@@ -844,7 +844,7 @@ bool mons_see_invis(const monsters *mon)
return (mon->ghost->see_invis);
else if (mons_class_flag(mon->type, M_SEE_INVIS))
return (true);
- else if (_scan_mon_inv_randarts(mon, RAP_EYESIGHT) > 0)
+ else if (_scan_mon_inv_randarts(mon, ARTP_EYESIGHT) > 0)
return (true);
return (false);
@@ -1142,7 +1142,7 @@ int mons_resist_magic( const monsters *mon )
u = mon->hit_dice * -u * 4 / 3;
// Randarts have a multiplicative effect.
- u *= (_scan_mon_inv_randarts( mon, RAP_MAGIC ) + 100);
+ u *= (_scan_mon_inv_randarts( mon, ARTP_MAGIC ) + 100);
u /= 100;
// ego armour resistance
@@ -1222,7 +1222,7 @@ int mons_res_elec(const monsters *mon)
// Don't bother checking equipment if the monster can't use it.
if (mons_itemuse(mon) >= MONUSE_STARTING_EQUIPMENT)
{
- u += _scan_mon_inv_randarts(mon, RAP_ELECTRICITY);
+ u += _scan_mon_inv_randarts(mon, ARTP_ELECTRICITY);
// No ego armour, but storm dragon.
const int armour = mon->inv[MSLOT_ARMOUR];
@@ -1258,7 +1258,7 @@ int mons_res_poison(const monsters *mon)
if (mons_itemuse(mon) >= MONUSE_STARTING_EQUIPMENT)
{
- u += _scan_mon_inv_randarts( mon, RAP_POISON );
+ u += _scan_mon_inv_randarts( mon, ARTP_POISON );
const int armour = mon->inv[MSLOT_ARMOUR];
const int shield = mon->inv[MSLOT_SHIELD];
@@ -1315,7 +1315,7 @@ int mons_res_fire(const monsters *mon)
if (mons_itemuse(mon) >= MONUSE_STARTING_EQUIPMENT)
{
- u += _scan_mon_inv_randarts(mon, RAP_FIRE);
+ u += _scan_mon_inv_randarts(mon, ARTP_FIRE);
const int armour = mon->inv[MSLOT_ARMOUR];
const int shield = mon->inv[MSLOT_SHIELD];
@@ -1360,7 +1360,7 @@ int mons_res_cold(const monsters *mon)
if (mons_itemuse(mon) >= MONUSE_STARTING_EQUIPMENT)
{
- u += _scan_mon_inv_randarts(mon, RAP_COLD);
+ u += _scan_mon_inv_randarts(mon, ARTP_COLD);
const int armour = mon->inv[MSLOT_ARMOUR];
const int shield = mon->inv[MSLOT_SHIELD];
@@ -1423,7 +1423,7 @@ int mons_res_negative_energy(const monsters *mon)
if (mons_itemuse(mon) >= MONUSE_STARTING_EQUIPMENT)
{
- u += _scan_mon_inv_randarts(mon, RAP_NEGATIVE_ENERGY);
+ u += _scan_mon_inv_randarts(mon, ARTP_NEGATIVE_ENERGY);
const int armour = mon->inv[MSLOT_ARMOUR];
const int shield = mon->inv[MSLOT_SHIELD];
@@ -1513,7 +1513,7 @@ flight_type mons_flies(const monsters *mon, bool randarts)
ret = mons_class_flies(mon->type);
if (randarts && ret == FL_NONE
- && _scan_mon_inv_randarts(mon, RAP_LEVITATE) > 0)
+ && _scan_mon_inv_randarts(mon, ARTP_LEVITATE) > 0)
{
ret = FL_LEVITATE;
}
@@ -4179,7 +4179,7 @@ void monsters::equip_weapon(item_def &item, int near, bool msg)
if (message_given)
{
if (is_random_artefact(item))
- randart_wpn_learn_prop(item, RAP_BRAND);
+ artefact_wpn_learn_prop(item, ARTP_BRAND);
else
set_ident_flags(item, ISFLAG_KNOW_TYPE);
}
@@ -4278,7 +4278,7 @@ void monsters::unequip_weapon(item_def &item, int near, bool msg)
if (message_given)
{
if (is_random_artefact(item))
- randart_wpn_learn_prop(item, RAP_BRAND);
+ artefact_wpn_learn_prop(item, ARTP_BRAND);
else
set_ident_flags(item, ISFLAG_KNOW_TYPE);
}