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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/player.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/player.cc')
-rw-r--r--crawl-ref/source/player.cc58
1 files changed, 29 insertions, 29 deletions
diff --git a/crawl-ref/source/player.cc b/crawl-ref/source/player.cc
index c47b0de6d2..cd667ba334 100644
--- a/crawl-ref/source/player.cc
+++ b/crawl-ref/source/player.cc
@@ -1033,7 +1033,7 @@ int player_teleport(bool calc_unid)
&& you.weapon()->base_type == OBJ_WEAPONS
&& is_random_artefact(*you.weapon()))
{
- tp += scan_randarts(RAP_CAUSE_TELEPORTATION, calc_unid);
+ tp += scan_artefacts(ARTP_CAUSE_TELEPORTATION, calc_unid);
}
return tp;
@@ -1179,7 +1179,7 @@ int player_hunger_rate(void)
hunger += player_equip( EQ_BODY_ARMOUR, ARM_TROLL_LEATHER_ARMOUR );
// randarts
- hunger += scan_randarts(RAP_METABOLISM);
+ hunger += scan_artefacts(ARTP_METABOLISM);
// burden
hunger += you.burden_state;
@@ -1263,7 +1263,7 @@ int player_res_magic(void)
}
// randarts
- rm += scan_randarts(RAP_MAGIC);
+ rm += scan_artefacts(ARTP_MAGIC);
// armour
rm += 30 * player_equip_ego_type(EQ_ALL_ARMOUR, SPARM_MAGIC_RESISTANCE);
@@ -1331,7 +1331,7 @@ int player_res_fire(bool calc_unid, bool temp, bool items)
rf += player_equip_ego_type( EQ_ALL_ARMOUR, SPARM_RESISTANCE );
// randart weapons:
- rf += scan_randarts(RAP_FIRE, calc_unid);
+ rf += scan_artefacts(ARTP_FIRE, calc_unid);
}
// species:
@@ -1441,7 +1441,7 @@ int player_res_cold(bool calc_unid, bool temp, bool items)
rc += player_equip_ego_type( EQ_ALL_ARMOUR, SPARM_RESISTANCE );
// randart weapons:
- rc += scan_randarts(RAP_COLD, calc_unid);
+ rc += scan_artefacts(ARTP_COLD, calc_unid);
}
// mutations:
@@ -1525,7 +1525,7 @@ int player_res_electricity(bool calc_unid, bool temp, bool items)
re += player_equip( EQ_BODY_ARMOUR, ARM_STORM_DRAGON_ARMOUR );
// randart weapons:
- re += scan_randarts(RAP_ELECTRICITY, calc_unid);
+ re += scan_artefacts(ARTP_ELECTRICITY, calc_unid);
}
// species:
@@ -1601,7 +1601,7 @@ int player_res_poison(bool calc_unid, bool temp, bool items)
rp += player_equip( EQ_BODY_ARMOUR, ARM_SWAMP_DRAGON_ARMOUR );
// randart weapons:
- rp += scan_randarts(RAP_POISON, calc_unid);
+ rp += scan_artefacts(ARTP_POISON, calc_unid);
}
// mutations:
@@ -1865,7 +1865,7 @@ int player_prot_life(bool calc_unid, bool temp, bool items)
pl += player_equip_ego_type(EQ_ALL_ARMOUR, SPARM_POSITIVE_ENERGY);
// randart wpns
- pl += scan_randarts(RAP_NEGATIVE_ENERGY, calc_unid);
+ pl += scan_artefacts(ARTP_NEGATIVE_ENERGY, calc_unid);
}
// undead/demonic power
@@ -2063,7 +2063,7 @@ int player_AC(void)
if (player_equip_ego_type( EQ_SHIELD, SPARM_PROTECTION ))
AC += 300;
- AC += scan_randarts(RAP_AC) * 100;
+ AC += scan_artefacts(ARTP_AC) * 100;
if (you.duration[DUR_ICY_ARMOUR])
AC += 400 + 100 * you.skills[SK_ICE_MAGIC] / 3; // max 13
@@ -2364,7 +2364,7 @@ int player_evasion()
ev -= 2;
ev += player_equip( EQ_RINGS_PLUS, RING_EVASION );
- ev += scan_randarts( RAP_EVASION );
+ ev += scan_artefacts( ARTP_EVASION );
if (player_equip_ego_type( EQ_BODY_ARMOUR, SPARM_PONDEROUSNESS ))
ev -= 2;
@@ -2506,7 +2506,7 @@ int old_player_evasion(void)
break;
}
- ev += scan_randarts(RAP_EVASION);
+ ev += scan_artefacts(ARTP_EVASION);
return (ev);
}
@@ -2518,7 +2518,7 @@ int player_magical_power(void)
ret += 13 * player_equip(EQ_STAFF, STAFF_POWER);
ret += 9 * player_equip(EQ_RINGS, RING_MAGICAL_POWER);
- ret += scan_randarts(RAP_MAGICAL_POWER);
+ ret += scan_artefacts(ARTP_MAGICAL_POWER);
return (ret);
}
@@ -2597,7 +2597,7 @@ int player_see_invis(bool calc_unid)
si++;
// randart wpns
- int artefacts = scan_randarts(RAP_EYESIGHT, calc_unid);
+ int artefacts = scan_artefacts(ARTP_EYESIGHT, calc_unid);
if (artefacts > 0)
si += artefacts;
@@ -3641,7 +3641,7 @@ int check_stealth(void)
if ( you.duration[DUR_STEALTH] )
stealth += 80;
- stealth += scan_randarts( RAP_STEALTH );
+ stealth += scan_artefacts( ARTP_STEALTH );
if (player_is_airborne())
stealth += 10;
@@ -4503,12 +4503,12 @@ int slaying_bonus(char which_affected)
if (which_affected == PWPN_HIT)
{
ret += player_equip( EQ_RINGS_PLUS, RING_SLAYING );
- ret += scan_randarts(RAP_ACCURACY);
+ ret += scan_artefacts(ARTP_ACCURACY);
}
else if (which_affected == PWPN_DAMAGE)
{
ret += player_equip( EQ_RINGS_PLUS2, RING_SLAYING );
- ret += scan_randarts(RAP_DAMAGE);
+ ret += scan_artefacts(ARTP_DAMAGE);
}
ret += std::min(you.duration[DUR_SLAYING] / 13, 6);
@@ -4518,7 +4518,7 @@ int slaying_bonus(char which_affected)
// Checks each equip slot for an evokable item (jewellery or randart).
// Returns true if any of these has the same ability as the one handed in.
-bool items_give_ability(const int slot, randart_prop_type abil)
+bool items_give_ability(const int slot, artefact_prop_type abil)
{
for (int i = EQ_WEAPON; i < NUM_EQUIP; i++)
{
@@ -4537,16 +4537,16 @@ bool items_give_ability(const int slot, randart_prop_type abil)
if (eq == EQ_LEFT_RING || eq == EQ_RIGHT_RING)
{
- if (abil == RAP_LEVITATE && you.inv[eq].sub_type == RING_LEVITATION)
+ if (abil == ARTP_LEVITATE && you.inv[eq].sub_type == RING_LEVITATION)
return (true);
- if (abil == RAP_CAN_TELEPORT && you.inv[eq].sub_type == RING_TELEPORTATION)
+ if (abil == ARTP_CAN_TELEPORT && you.inv[eq].sub_type == RING_TELEPORTATION)
return (true);
- if (abil == RAP_INVISIBLE && you.inv[eq].sub_type == RING_INVISIBILITY)
+ if (abil == ARTP_INVISIBLE && you.inv[eq].sub_type == RING_INVISIBILITY)
return (true);
}
else if (eq == EQ_AMULET)
{
- if (abil == RAP_BERSERK && you.inv[eq].sub_type == AMU_RAGE)
+ if (abil == ARTP_BERSERK && you.inv[eq].sub_type == AMU_RAGE)
return (true);
}
@@ -4554,7 +4554,7 @@ bool items_give_ability(const int slot, randart_prop_type abil)
if (!is_random_artefact( you.inv[ eq ] ))
continue;
- if (randart_wpn_property(you.inv[ eq ], abil))
+ if (artefact_wpn_property(you.inv[ eq ], abil))
return (true);
}
@@ -4565,7 +4565,7 @@ bool items_give_ability(const int slot, randart_prop_type abil)
// Checks each equip slot for a randart, and adds up all of those with
// a given property. Slow if any randarts are worn, so avoid where
// possible.
-int scan_randarts(randart_prop_type which_property, bool calc_unid)
+int scan_artefacts(artefact_prop_type which_property, bool calc_unid)
{
int retval = 0;
@@ -4590,7 +4590,7 @@ int scan_randarts(randart_prop_type which_property, bool calc_unid)
continue;
}
- retval += randart_wpn_property( you.inv[ eq ], which_property );
+ retval += artefact_wpn_property( you.inv[ eq ], which_property );
}
return (retval);
@@ -5598,7 +5598,7 @@ static int _strength_modifier()
result += player_equip(EQ_RINGS_PLUS, RING_STRENGTH);
// randarts of strength
- result += scan_randarts(RAP_STRENGTH);
+ result += scan_artefacts(ARTP_STRENGTH);
// mutations
result += player_mutation_level(MUT_STRONG)
@@ -5633,7 +5633,7 @@ static int _int_modifier()
result += player_equip(EQ_RINGS_PLUS, RING_INTELLIGENCE);
// randarts of intelligence
- result += scan_randarts(RAP_INTELLIGENCE);
+ result += scan_artefacts(ARTP_INTELLIGENCE);
// mutations
result += player_mutation_level(MUT_CLEVER)
@@ -5656,7 +5656,7 @@ static int _dex_modifier()
result += player_equip(EQ_RINGS_PLUS, RING_DEXTERITY);
// randarts of dexterity
- result += scan_randarts(RAP_DEXTERITY);
+ result += scan_artefacts(ARTP_DEXTERITY);
// mutations
result += player_mutation_level(MUT_AGILE)
@@ -6488,7 +6488,7 @@ bool player::cannot_fight() const
return (false);
}
-// If you have a randart equipped that has the RAP_ANGRY property,
+// If you have a randart equipped that has the ARTP_ANGRY property,
// there's a 1/20 chance of it becoming activated whenever you
// attack a monster. (Same as the berserk mutation at level 1.)
// The probabilities for actually going berserk are cumulative!
@@ -6503,7 +6503,7 @@ static bool _equipment_make_berserk()
if (!is_random_artefact(*item))
continue;
- if (randart_wpn_property(*item, RAP_ANGRY) && one_chance_in(20))
+ if (artefact_wpn_property(*item, ARTP_ANGRY) && one_chance_in(20))
return (true);
}