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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/randart.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/randart.cc')
-rw-r--r--crawl-ref/source/randart.cc505
1 files changed, 253 insertions, 252 deletions
diff --git a/crawl-ref/source/randart.cc b/crawl-ref/source/randart.cc
index fc5007140b..4f9906f05b 100644
--- a/crawl-ref/source/randart.cc
+++ b/crawl-ref/source/randart.cc
@@ -30,10 +30,10 @@ REVISION("$Rev$");
#include "spl-book.h"
#include "stuff.h"
-#define KNOWN_PROPS_KEY "randart_known_props"
-#define RANDART_PROPS_KEY "randart_props"
-#define RANDART_NAME_KEY "randart_name"
-#define RANDART_APPEAR_KEY "randart_appearance"
+#define KNOWN_PROPS_KEY "artefact_known_props"
+#define ARTEFACT_PROPS_KEY "artefact_props"
+#define ARTEFACT_NAME_KEY "artefact_name"
+#define ARTEFACT_APPEAR_KEY "artefact_appearance"
static const char* _get_fixedart_name(const item_def &item);
@@ -117,7 +117,7 @@ static bool _god_fits_artefact(const god_type which_god, const item_def &item,
else if (is_good_god(which_god)
&& (brand == SPWPN_DRAINING || brand == SPWPN_PAIN
|| brand == SPWPN_VAMPIRICISM
- || randart_wpn_property(item, RAP_CURSED) != 0))
+ || artefact_wpn_property(item, ARTP_CURSED) != 0))
{
return (false);
}
@@ -132,8 +132,8 @@ static bool _god_fits_artefact(const god_type which_god, const item_def &item,
case GOD_ELYVILON:
// Peaceful healer god: no berserking.
- if (randart_wpn_property(item, RAP_ANGRY)
- || randart_wpn_property(item, RAP_BERSERK))
+ if (artefact_wpn_property(item, ARTP_ANGRY)
+ || artefact_wpn_property(item, ARTP_BERSERK))
{
return (false);
}
@@ -141,7 +141,7 @@ static bool _god_fits_artefact(const god_type which_god, const item_def &item,
case GOD_ZIN:
// Lawful god: no mutagenics.
- if (randart_wpn_property(item, RAP_MUTAGENIC))
+ if (artefact_wpn_property(item, ARTP_MUTAGENIC))
return (false);
break;
@@ -150,8 +150,8 @@ static bool _god_fits_artefact(const god_type which_god, const item_def &item,
if (item.base_type == OBJ_WEAPONS && brand != SPWPN_HOLY_WRATH)
return (false);
- if (randart_wpn_property(item, RAP_INVISIBLE)
- || randart_wpn_property(item, RAP_STEALTH) > 0)
+ if (artefact_wpn_property(item, ARTP_INVISIBLE)
+ || artefact_wpn_property(item, ARTP_STEALTH) > 0)
{
return (false);
}
@@ -167,7 +167,7 @@ static bool _god_fits_artefact(const god_type which_god, const item_def &item,
case GOD_KIKUBAAQUDGHA:
case GOD_VEHUMET:
// The magic gods: no preventing spellcasting.
- if (randart_wpn_property(item, RAP_PREVENT_SPELLCASTING))
+ if (artefact_wpn_property(item, ARTP_PREVENT_SPELLCASTING))
return (false);
break;
@@ -176,7 +176,7 @@ static bool _god_fits_artefact(const god_type which_god, const item_def &item,
if (brand == SPWPN_PAIN) // Pain involves necromantic spell use.
return (false);
- if (randart_wpn_property(item, RAP_MAGICAL_POWER))
+ if (artefact_wpn_property(item, ARTP_MAGICAL_POWER))
return (false);
default:
@@ -400,16 +400,16 @@ static long _calc_seed( const item_def &item )
return (item.special & RANDART_SEED_MASK);
}
-void randart_desc_properties( const item_def &item,
- randart_properties_t &proprt,
- randart_known_props_t &known,
+void artefact_desc_properties( const item_def &item,
+ artefact_properties_t &proprt,
+ artefact_known_props_t &known,
bool force_fake_props)
{
// Randart books have no randart properties.
if (item.base_type == OBJ_BOOKS)
return;
- randart_wpn_properties( item, proprt, known);
+ artefact_wpn_properties( item, proprt, known);
if (!force_fake_props && item_ident( item, ISFLAG_KNOW_PROPERTIES ))
return;
@@ -418,7 +418,7 @@ void randart_desc_properties( const item_def &item,
if (item.base_type != OBJ_JEWELLERY)
return;
- randart_prop_type fake_rap = RAP_NUM_PROPERTIES;
+ artefact_prop_type fake_rap = ARTP_NUM_PROPERTIES;
int fake_plus = 1;
// The base jewellery type is one whose property is revealed by
@@ -429,28 +429,28 @@ void randart_desc_properties( const item_def &item,
switch (item.sub_type)
{
case RING_INVISIBILITY:
- fake_rap = RAP_INVISIBLE;
+ fake_rap = ARTP_INVISIBLE;
break;
case RING_TELEPORTATION:
- fake_rap = RAP_CAUSE_TELEPORTATION;
+ fake_rap = ARTP_CAUSE_TELEPORTATION;
break;
case RING_MAGICAL_POWER:
- fake_rap = RAP_MAGICAL_POWER;
+ fake_rap = ARTP_MAGICAL_POWER;
fake_plus = 9;
break;
case RING_LEVITATION:
- fake_rap = RAP_LEVITATE;
+ fake_rap = ARTP_LEVITATE;
break;
case AMU_RAGE:
- fake_rap = RAP_BERSERK;
+ fake_rap = ARTP_BERSERK;
break;
}
- if (fake_rap != RAP_NUM_PROPERTIES)
+ if (fake_rap != ARTP_NUM_PROPERTIES)
{
proprt[fake_rap] += fake_plus;
@@ -470,108 +470,108 @@ void randart_desc_properties( const item_def &item,
// much info about the base type as possible into the randarts
// property struct.
- randart_prop_type fake_rap2 = RAP_NUM_PROPERTIES;
+ artefact_prop_type fake_rap2 = ARTP_NUM_PROPERTIES;
int fake_plus2 = 1;
switch (item.sub_type)
{
case RING_PROTECTION:
- fake_rap = RAP_AC;
+ fake_rap = ARTP_AC;
fake_plus = item.plus;
break;
case RING_PROTECTION_FROM_FIRE:
- fake_rap = RAP_FIRE;
+ fake_rap = ARTP_FIRE;
break;
case RING_POISON_RESISTANCE:
- fake_rap = RAP_POISON;
+ fake_rap = ARTP_POISON;
break;
case RING_PROTECTION_FROM_COLD:
- fake_rap = RAP_COLD;
+ fake_rap = ARTP_COLD;
break;
case RING_SLAYING:
- fake_rap = RAP_ACCURACY;
+ fake_rap = ARTP_ACCURACY;
fake_plus = item.plus;
- fake_rap2 = RAP_DAMAGE;
+ fake_rap2 = ARTP_DAMAGE;
fake_plus2 = item.plus2;
break;
case RING_SEE_INVISIBLE:
- fake_rap = RAP_EYESIGHT;
+ fake_rap = ARTP_EYESIGHT;
break;
case RING_HUNGER:
- fake_rap = RAP_METABOLISM;
+ fake_rap = ARTP_METABOLISM;
break;
case RING_EVASION:
- fake_rap = RAP_EVASION;
+ fake_rap = ARTP_EVASION;
fake_plus = item.plus;
break;
case RING_STRENGTH:
- fake_rap = RAP_STRENGTH;
+ fake_rap = ARTP_STRENGTH;
fake_plus = item.plus;
break;
case RING_INTELLIGENCE:
- fake_rap = RAP_INTELLIGENCE;
+ fake_rap = ARTP_INTELLIGENCE;
fake_plus = item.plus;
break;
case RING_DEXTERITY:
- fake_rap = RAP_DEXTERITY;
+ fake_rap = ARTP_DEXTERITY;
fake_plus = item.plus;
break;
case RING_LIFE_PROTECTION:
- fake_rap = RAP_NEGATIVE_ENERGY;
+ fake_rap = ARTP_NEGATIVE_ENERGY;
break;
case RING_PROTECTION_FROM_MAGIC:
- fake_rap = RAP_MAGIC;
+ fake_rap = ARTP_MAGIC;
break;
case RING_FIRE:
- fake_rap = RAP_FIRE;
- fake_rap2 = RAP_COLD;
+ fake_rap = ARTP_FIRE;
+ fake_rap2 = ARTP_COLD;
fake_plus2 = -1;
break;
case RING_ICE:
- fake_rap = RAP_COLD;
- fake_rap2 = RAP_FIRE;
+ fake_rap = ARTP_COLD;
+ fake_rap2 = ARTP_FIRE;
fake_plus2 = -1;
break;
case AMU_INACCURACY:
- fake_rap = RAP_ACCURACY;
+ fake_rap = ARTP_ACCURACY;
fake_plus = -5;
break;
}
- if (fake_rap != RAP_NUM_PROPERTIES && fake_plus != 0)
+ if (fake_rap != ARTP_NUM_PROPERTIES && fake_plus != 0)
proprt[fake_rap] += fake_plus;
- if (fake_rap2 != RAP_NUM_PROPERTIES && fake_plus2 != 0)
+ if (fake_rap2 != ARTP_NUM_PROPERTIES && fake_plus2 != 0)
proprt[fake_rap2] += fake_plus2;
if (item_ident( item, ISFLAG_KNOW_PROPERTIES )
|| item_ident( item, ISFLAG_KNOW_TYPE ))
{
- if (fake_rap != RAP_NUM_PROPERTIES && proprt[fake_rap] != 0)
+ if (fake_rap != ARTP_NUM_PROPERTIES && proprt[fake_rap] != 0)
known[fake_rap] = true;
- if (fake_rap2 != RAP_NUM_PROPERTIES && proprt[fake_rap2] != 0)
+ if (fake_rap2 != ARTP_NUM_PROPERTIES && proprt[fake_rap2] != 0)
known[fake_rap2] = true;
}
}
-inline static void _randart_propset( randart_properties_t &p,
- randart_prop_type pt,
+inline static void _randart_propset( artefact_properties_t &p,
+ artefact_prop_type pt,
int value,
bool neg )
{
@@ -581,7 +581,7 @@ inline static void _randart_propset( randart_properties_t &p,
}
static int _randart_add_one_property( const item_def &item,
- randart_properties_t &proprt )
+ artefact_properties_t &proprt )
{
// This function assumes that no properties have been added to this
// randart yet.
@@ -623,27 +623,27 @@ static int _randart_add_one_property( const item_def &item,
{
default:
case 0:
- _randart_propset(proprt, RAP_AC,
+ _randart_propset(proprt, ARTP_AC,
1 + random2(3) + random2(3) + random2(3),
negench);
break;
case 1:
- _randart_propset(proprt, RAP_EVASION,
+ _randart_propset(proprt, ARTP_EVASION,
1 + random2(3) + random2(3) + random2(3),
negench);
break;
case 2:
- _randart_propset(proprt, RAP_STRENGTH,
+ _randart_propset(proprt, ARTP_STRENGTH,
1 + random2(3) + random2(3),
negench);
break;
case 3:
- _randart_propset(proprt, RAP_INTELLIGENCE,
+ _randart_propset(proprt, ARTP_INTELLIGENCE,
1 + random2(3) + random2(3),
negench);
break;
case 4:
- _randart_propset(proprt, RAP_DEXTERITY,
+ _randart_propset(proprt, ARTP_DEXTERITY,
1 + random2(3) + random2(3),
negench);
break;
@@ -652,8 +652,8 @@ static int _randart_add_one_property( const item_def &item,
return (negench ? -1 : 1);
}
-void static _get_randart_properties(const item_def &item,
- randart_properties_t &proprt)
+void static _get_randart_properties(const item_def &item,
+ artefact_properties_t &proprt)
{
const object_class_type aclass = item.base_type;
const int atype = item.sub_type;
@@ -677,66 +677,66 @@ void static _get_randart_properties(const item_def &item,
if (aclass == OBJ_WEAPONS) // only weapons get brands, of course
{
- proprt[RAP_BRAND] = SPWPN_FLAMING + random2(15); // brand
+ proprt[ARTP_BRAND] = SPWPN_FLAMING + random2(15); // brand
if (one_chance_in(6))
- proprt[RAP_BRAND] = SPWPN_FLAMING + random2(2);
+ proprt[ARTP_BRAND] = SPWPN_FLAMING + random2(2);
if (one_chance_in(6))
- proprt[RAP_BRAND] = SPWPN_ORC_SLAYING + random2(5);
+ proprt[ARTP_BRAND] = SPWPN_ORC_SLAYING + random2(5);
- if (proprt[RAP_BRAND] == SPWPN_DRAGON_SLAYING
+ if (proprt[ARTP_BRAND] == SPWPN_DRAGON_SLAYING
&& weapon_skill(item) != SK_POLEARMS)
{
- proprt[RAP_BRAND] = SPWPN_NORMAL;
+ proprt[ARTP_BRAND] = SPWPN_NORMAL;
}
- if (proprt[RAP_BRAND] == SPWPN_VENOM
+ if (proprt[ARTP_BRAND] == SPWPN_VENOM
&& get_vorpal_type(item) == DVORP_CRUSHING)
{
- proprt[RAP_BRAND] = SPWPN_NORMAL;
+ proprt[ARTP_BRAND] = SPWPN_NORMAL;
}
if (one_chance_in(6))
- proprt[RAP_BRAND] = SPWPN_VORPAL;
+ proprt[ARTP_BRAND] = SPWPN_VORPAL;
- if (proprt[RAP_BRAND] == SPWPN_FLAME
- || proprt[RAP_BRAND] == SPWPN_FROST)
+ if (proprt[ARTP_BRAND] == SPWPN_FLAME
+ || proprt[ARTP_BRAND] == SPWPN_FROST)
{
- proprt[RAP_BRAND] = SPWPN_NORMAL; // missile wpns
+ proprt[ARTP_BRAND] = SPWPN_NORMAL; // missile wpns
}
- if (proprt[RAP_BRAND] == SPWPN_PROTECTION)
- proprt[RAP_BRAND] = SPWPN_NORMAL; // no protection
+ if (proprt[ARTP_BRAND] == SPWPN_PROTECTION)
+ proprt[ARTP_BRAND] = SPWPN_NORMAL; // no protection
// if this happens, things might get broken - bwr
- if (proprt[RAP_BRAND] == SPWPN_SPEED && atype == WPN_QUICK_BLADE)
- proprt[RAP_BRAND] = SPWPN_NORMAL;
+ if (proprt[ARTP_BRAND] == SPWPN_SPEED && atype == WPN_QUICK_BLADE)
+ proprt[ARTP_BRAND] = SPWPN_NORMAL;
if (is_range_weapon(item))
{
- proprt[RAP_BRAND] = SPWPN_NORMAL;
+ proprt[ARTP_BRAND] = SPWPN_NORMAL;
if (one_chance_in(3))
{
int tmp = random2(20);
- proprt[RAP_BRAND] = (tmp >= 18) ? SPWPN_SPEED :
+ proprt[ARTP_BRAND] = (tmp >= 18) ? SPWPN_SPEED :
(tmp >= 14) ? SPWPN_PROTECTION :
(tmp >= 10) ? SPWPN_VENOM
: SPWPN_VORPAL + random2(3);
if (atype == WPN_BLOWGUN
- && proprt[RAP_BRAND] != SPWPN_SPEED
- && proprt[RAP_BRAND] != SPWPN_PROTECTION)
+ && proprt[ARTP_BRAND] != SPWPN_SPEED
+ && proprt[ARTP_BRAND] != SPWPN_PROTECTION)
{
- proprt[RAP_BRAND] = SPWPN_NORMAL;
+ proprt[ARTP_BRAND] = SPWPN_NORMAL;
}
if (atype == WPN_SLING
- && proprt[RAP_BRAND] == SPWPN_VENOM)
+ && proprt[ARTP_BRAND] == SPWPN_VENOM)
{
- proprt[RAP_BRAND] = SPWPN_NORMAL;
+ proprt[ARTP_BRAND] = SPWPN_NORMAL;
}
}
}
@@ -746,25 +746,25 @@ void static _get_randart_properties(const item_def &item,
switch (random2(9))
{
case 0:
- proprt[RAP_BRAND] = SPWPN_DRAINING;
+ proprt[ARTP_BRAND] = SPWPN_DRAINING;
break;
case 1:
- proprt[RAP_BRAND] = SPWPN_FLAMING;
+ proprt[ARTP_BRAND] = SPWPN_FLAMING;
break;
case 2:
- proprt[RAP_BRAND] = SPWPN_FREEZING;
+ proprt[ARTP_BRAND] = SPWPN_FREEZING;
break;
case 3:
- proprt[RAP_BRAND] = SPWPN_ELECTROCUTION;
+ proprt[ARTP_BRAND] = SPWPN_ELECTROCUTION;
break;
case 4:
- proprt[RAP_BRAND] = SPWPN_VAMPIRICISM;
+ proprt[ARTP_BRAND] = SPWPN_VAMPIRICISM;
break;
case 5:
- proprt[RAP_BRAND] = SPWPN_PAIN;
+ proprt[ARTP_BRAND] = SPWPN_PAIN;
break;
case 6:
- proprt[RAP_BRAND] = SPWPN_VENOM;
+ proprt[ARTP_BRAND] = SPWPN_VENOM;
break;
default:
power_level -= 2;
@@ -772,7 +772,7 @@ void static _get_randart_properties(const item_def &item,
power_level += 2;
}
else if (one_chance_in(3))
- proprt[RAP_BRAND] = SPWPN_NORMAL;
+ proprt[ARTP_BRAND] = SPWPN_NORMAL;
else
power_level++;
}
@@ -784,11 +784,11 @@ void static _get_randart_properties(const item_def &item,
&& aclass != OBJ_ARMOUR
&& (aclass != OBJ_JEWELLERY || atype != RING_PROTECTION))
{
- proprt[RAP_AC] = 1 + random2(3) + random2(3) + random2(3);
+ proprt[ARTP_AC] = 1 + random2(3) + random2(3) + random2(3);
power_level++;
if (one_chance_in(4))
{
- proprt[RAP_AC] -= 1 + random2(3) + random2(3) + random2(3);
+ proprt[ARTP_AC] -= 1 + random2(3) + random2(3) + random2(3);
power_level--;
}
}
@@ -797,11 +797,11 @@ void static _get_randart_properties(const item_def &item,
if (one_chance_in(4 + power_level)
&& (aclass != OBJ_JEWELLERY || atype != RING_EVASION))
{
- proprt[RAP_EVASION] = 1 + random2(3) + random2(3) + random2(3);
+ proprt[ARTP_EVASION] = 1 + random2(3) + random2(3) + random2(3);
power_level++;
if (one_chance_in(4))
{
- proprt[RAP_EVASION] -= 1 + random2(3) + random2(3)
+ proprt[ARTP_EVASION] -= 1 + random2(3) + random2(3)
+ random2(3);
power_level--;
}
@@ -811,11 +811,11 @@ void static _get_randart_properties(const item_def &item,
if (one_chance_in(4 + power_level)
&& (aclass != OBJ_JEWELLERY || atype != RING_STRENGTH))
{
- proprt[RAP_STRENGTH] = 1 + random2(3) + random2(2);
+ proprt[ARTP_STRENGTH] = 1 + random2(3) + random2(2);
power_level++;
if (one_chance_in(4))
{
- proprt[RAP_STRENGTH] -= 1 + random2(3) + random2(3)
+ proprt[ARTP_STRENGTH] -= 1 + random2(3) + random2(3)
+ random2(3);
power_level--;
}
@@ -825,11 +825,11 @@ void static _get_randart_properties(const item_def &item,
if (one_chance_in(4 + power_level)
&& (aclass != OBJ_JEWELLERY || atype != RING_INTELLIGENCE))
{
- proprt[RAP_INTELLIGENCE] = 1 + random2(3) + random2(2);
+ proprt[ARTP_INTELLIGENCE] = 1 + random2(3) + random2(2);
power_level++;
if (one_chance_in(4))
{
- proprt[RAP_INTELLIGENCE] -= 1 + random2(3) + random2(3)
+ proprt[ARTP_INTELLIGENCE] -= 1 + random2(3) + random2(3)
+ random2(3);
power_level--;
}
@@ -839,11 +839,11 @@ void static _get_randart_properties(const item_def &item,
if (one_chance_in(4 + power_level)
&& (aclass != OBJ_JEWELLERY || atype != RING_DEXTERITY))
{
- proprt[RAP_DEXTERITY] = 1 + random2(3) + random2(2);
+ proprt[ARTP_DEXTERITY] = 1 + random2(3) + random2(2);
power_level++;
if (one_chance_in(4))
{
- proprt[RAP_DEXTERITY] -= 1 + random2(3) + random2(3)
+ proprt[ARTP_DEXTERITY] -= 1 + random2(3) + random2(3)
+ random2(3);
power_level--;
}
@@ -856,11 +856,11 @@ void static _get_randart_properties(const item_def &item,
// Weapons and rings of slaying can't get these.
if (one_chance_in(4 + power_level)) // to-hit
{
- proprt[RAP_ACCURACY] = 1 + random2(3) + random2(2);
+ proprt[ARTP_ACCURACY] = 1 + random2(3) + random2(2);
power_level++;
if (one_chance_in(4))
{
- proprt[RAP_ACCURACY] -= 1 + random2(3) + random2(3)
+ proprt[ARTP_ACCURACY] -= 1 + random2(3) + random2(3)
+ random2(3);
power_level--;
}
@@ -868,11 +868,11 @@ void static _get_randart_properties(const item_def &item,
if (one_chance_in(4 + power_level)) // to-dam
{
- proprt[RAP_DAMAGE] = 1 + random2(3) + random2(2);
+ proprt[ARTP_DAMAGE] = 1 + random2(3) + random2(2);
power_level++;
if (one_chance_in(4))
{
- proprt[RAP_DAMAGE] -= 1 + random2(3) + random2(3) + random2(3);
+ proprt[ARTP_DAMAGE] -= 1 + random2(3) + random2(3) + random2(3);
power_level--;
}
}
@@ -898,9 +898,9 @@ void static _get_randart_properties(const item_def &item,
&& atype != ARM_ICE_DRAGON_ARMOUR
&& atype != ARM_GOLD_DRAGON_ARMOUR)))
{
- proprt[RAP_FIRE] = 1;
+ proprt[ARTP_FIRE] = 1;
if (one_chance_in(5))
- proprt[RAP_FIRE]++;
+ proprt[ARTP_FIRE]++;
power_level++;
}
@@ -916,9 +916,9 @@ void static _get_randart_properties(const item_def &item,
&& atype != ARM_ICE_DRAGON_ARMOUR
&& atype != ARM_GOLD_DRAGON_ARMOUR))
{
- proprt[RAP_COLD] = 1;
+ proprt[ARTP_COLD] = 1;
if (one_chance_in(5))
- proprt[RAP_COLD]++;
+ proprt[ARTP_COLD]++;
power_level++;
}
@@ -930,7 +930,7 @@ void static _get_randart_properties(const item_def &item,
&& one_chance_in(4 + power_level)
&& (aclass != OBJ_ARMOUR || atype != ARM_STORM_DRAGON_ARMOUR))
{
- proprt[RAP_ELECTRICITY] = 1;
+ proprt[ARTP_ELECTRICITY] = 1;
power_level++;
}
@@ -943,7 +943,7 @@ void static _get_randart_properties(const item_def &item,
&& atype != ARM_SWAMP_DRAGON_ARMOUR
&& atype != ARM_NAGA_BARDING))
{
- proprt[RAP_POISON] = 1;
+ proprt[ARTP_POISON] = 1;
power_level++;
}
@@ -951,11 +951,11 @@ void static _get_randart_properties(const item_def &item,
if (!done_powers
&& one_chance_in(4 + power_level)
&& (aclass != OBJ_JEWELLERY || atype != RING_LIFE_PROTECTION)
- && proprt[RAP_BRAND] != SPWPN_DRAINING
- && proprt[RAP_BRAND] != SPWPN_VAMPIRICISM
- && proprt[RAP_BRAND] != SPWPN_PAIN)
+ && proprt[ARTP_BRAND] != SPWPN_DRAINING
+ && proprt[ARTP_BRAND] != SPWPN_VAMPIRICISM
+ && proprt[ARTP_BRAND] != SPWPN_PAIN)
{
- proprt[RAP_NEGATIVE_ENERGY] = 1;
+ proprt[ARTP_NEGATIVE_ENERGY] = 1;
power_level++;
}
@@ -964,7 +964,7 @@ void static _get_randart_properties(const item_def &item,
&& one_chance_in(4 + power_level)
&& (aclass != OBJ_JEWELLERY || atype != RING_PROTECTION_FROM_MAGIC))
{
- proprt[RAP_MAGIC] = 35 + random2(65);
+ proprt[ARTP_MAGIC] = 35 + random2(65);
power_level++;
}
@@ -974,7 +974,7 @@ void static _get_randart_properties(const item_def &item,
&& (aclass != OBJ_JEWELLERY || atype != RING_INVISIBILITY)
&& (aclass != OBJ_ARMOUR || atype != ARM_NAGA_BARDING))
{
- proprt[RAP_EYESIGHT] = 1;
+ proprt[ARTP_EYESIGHT] = 1;
power_level++;
}
@@ -986,7 +986,7 @@ void static _get_randart_properties(const item_def &item,
&& one_chance_in(10)
&& (aclass != OBJ_JEWELLERY || atype != RING_INVISIBILITY))
{
- proprt[RAP_INVISIBLE] = 1;
+ proprt[ARTP_INVISIBLE] = 1;
power_level++;
}
@@ -995,14 +995,14 @@ void static _get_randart_properties(const item_def &item,
&& one_chance_in(10)
&& (aclass != OBJ_JEWELLERY || atype != RING_LEVITATION))
{
- proprt[RAP_LEVITATE] = 1;
+ proprt[ARTP_LEVITATE] = 1;
power_level++;
}
// blink
if (!done_powers && one_chance_in(10))
{
- proprt[RAP_BLINK] = 1;
+ proprt[ARTP_BLINK] = 1;
power_level++;
}
@@ -1011,7 +1011,7 @@ void static _get_randart_properties(const item_def &item,
&& one_chance_in(10)
&& (aclass != OBJ_JEWELLERY || atype != RING_TELEPORTATION))
{
- proprt[RAP_CAN_TELEPORT] = 1;
+ proprt[ARTP_CAN_TELEPORT] = 1;
power_level++;
}
@@ -1021,14 +1021,14 @@ void static _get_randart_properties(const item_def &item,
&& (aclass != OBJ_WEAPONS || !is_range_weapon(item))
&& (aclass != OBJ_JEWELLERY || atype != AMU_RAGE))
{
- proprt[RAP_BERSERK] = 1;
+ proprt[ARTP_BERSERK] = 1;
power_level++;
}
// sense surroundings
if (!done_powers && one_chance_in(10))
{
- proprt[RAP_MAPPING] = 1;
+ proprt[ARTP_MAPPING] = 1;
power_level++;
}
@@ -1044,15 +1044,15 @@ void static _get_randart_properties(const item_def &item,
case 0: // makes noise
if (aclass != OBJ_WEAPONS)
break;
- proprt[RAP_NOISES] = 1 + random2(4);
+ proprt[ARTP_NOISES] = 1 + random2(4);
break;
case 1: // no magic
- proprt[RAP_PREVENT_SPELLCASTING] = 1;
+ proprt[ARTP_PREVENT_SPELLCASTING] = 1;
break;
case 2: // random teleport
if (aclass != OBJ_WEAPONS)
break;
- proprt[RAP_CAUSE_TELEPORTATION] = 5 + random2(15);
+ proprt[ARTP_CAUSE_TELEPORTATION] = 5 + random2(15);
break;
case 3: // no teleport - doesn't affect some instantaneous
// teleports
@@ -1060,14 +1060,14 @@ void static _get_randart_properties(const item_def &item,
break; // already is a ring of tport
if (aclass == OBJ_JEWELLERY && atype == RING_TELEPORT_CONTROL)
break; // already is a ring of tport ctrl
- proprt[RAP_BLINK] = 0;
- proprt[RAP_CAN_TELEPORT] = 0;
- proprt[RAP_PREVENT_TELEPORTATION] = 1;
+ proprt[ARTP_BLINK] = 0;
+ proprt[ARTP_CAN_TELEPORT] = 0;
+ proprt[ARTP_PREVENT_TELEPORTATION] = 1;
break;
case 4: // berserk on attack
if (aclass != OBJ_WEAPONS || is_range_weapon(item))
break;
- proprt[RAP_ANGRY] = 1 + random2(8);
+ proprt[ARTP_ANGRY] = 1 + random2(8);
break;
case 5: // susceptible to fire
if (aclass == OBJ_JEWELLERY
@@ -1082,7 +1082,7 @@ void static _get_randart_properties(const item_def &item,
{
break;
}
- proprt[RAP_FIRE] = -1;
+ proprt[ARTP_FIRE] = -1;
break;
case 6: // susceptible to cold
if (aclass == OBJ_JEWELLERY
@@ -1097,20 +1097,20 @@ void static _get_randart_properties(const item_def &item,
{
break;
}
- proprt[RAP_COLD] = -1;
+ proprt[ARTP_COLD] = -1;
break;
case 7: // speed metabolism
if (aclass == OBJ_JEWELLERY && atype == RING_HUNGER)
break; // already is a ring of hunger
if (aclass == OBJ_JEWELLERY && atype == RING_SUSTENANCE)
break; // already is a ring of sustenance
- proprt[RAP_METABOLISM] = 1 + random2(3);
+ proprt[ARTP_METABOLISM] = 1 + random2(3);
break;
case 8:
// emits mutagenic radiation - increases
// magic_contamination. property is chance (1 in ...) of
// increasing magic_contamination
- proprt[RAP_MUTAGENIC] = 2 + random2(4);
+ proprt[ARTP_MUTAGENIC] = 2 + random2(4);
break;
}
}
@@ -1125,24 +1125,24 @@ void static _get_randart_properties(const item_def &item,
&& get_armour_ego_type(item) != SPARM_STEALTH)
{
power_level++;
- proprt[RAP_STEALTH] = 10 + random2(70);
+ proprt[ARTP_STEALTH] = 10 + random2(70);
if (one_chance_in(4))
{
- proprt[RAP_STEALTH] = -proprt[RAP_STEALTH] - random2(20);
+ proprt[ARTP_STEALTH] = -proprt[ARTP_STEALTH] - random2(20);
power_level--;
}
}
- if (randart_wpn_num_props(proprt) == 0)
+ if (artefact_wpn_num_props(proprt) == 0)
power_level += _randart_add_one_property(item, proprt);
if ((power_level < 2 && one_chance_in(5)) || one_chance_in(30))
{
if (one_chance_in(4))
- proprt[RAP_CURSED] = 1 + random2(5);
+ proprt[ARTP_CURSED] = 1 + random2(5);
else
- proprt[RAP_CURSED] = -1;
+ proprt[ARTP_CURSED] = -1;
}
}
@@ -1212,10 +1212,10 @@ static bool _init_randart_properties(item_def &item)
{
ASSERT( is_random_artefact( item ) );
CrawlHashTable &props = item.props;
- if (!props.exists( RANDART_PROPS_KEY ))
- props[RANDART_PROPS_KEY].new_vector(SV_SHORT).resize(RA_PROPERTIES);
+ if (!props.exists( ARTEFACT_PROPS_KEY ))
+ props[ARTEFACT_PROPS_KEY].new_vector(SV_SHORT).resize(RA_PROPERTIES);
- CrawlVector &rap = props[RANDART_PROPS_KEY];
+ CrawlVector &rap = props[ARTEFACT_PROPS_KEY];
rap.set_max_size(RA_PROPERTIES);
for (vec_size i = 0; i < RA_PROPERTIES; i++)
@@ -1234,12 +1234,12 @@ static bool _init_randart_properties(item_def &item)
if (item.base_type == OBJ_BOOKS)
return _init_randart_book(item);
- randart_properties_t prop;
+ artefact_properties_t prop;
_get_randart_properties(item, prop);
for (int i = 0; i < RA_PROPERTIES; i++)
{
- if (i == RAP_CURSED && prop[i] < 0)
+ if (i == ARTP_CURSED && prop[i] < 0)
{
do_curse_item(item);
continue;
@@ -1250,9 +1250,9 @@ static bool _init_randart_properties(item_def &item)
return (true);
}
-void randart_wpn_properties( const item_def &item,
- randart_properties_t &proprt,
- randart_known_props_t &known)
+void artefact_wpn_properties( const item_def &item,
+ artefact_properties_t &proprt,
+ artefact_known_props_t &known)
{
ASSERT( is_random_artefact( item ) );
ASSERT( item.props.exists( KNOWN_PROPS_KEY ) );
@@ -1275,9 +1275,9 @@ void randart_wpn_properties( const item_def &item,
known[i] = known_vec[i];
}
- if (item.props.exists( RANDART_PROPS_KEY ))
+ if (item.props.exists( ARTEFACT_PROPS_KEY ))
{
- const CrawlVector &rap_vec = item.props[RANDART_PROPS_KEY].get_vector();
+ const CrawlVector &rap_vec = item.props[ARTEFACT_PROPS_KEY].get_vector();
ASSERT( rap_vec.get_type() == SV_SHORT );
ASSERT( rap_vec.size() == RA_PROPERTIES);
ASSERT( rap_vec.get_max_size() == RA_PROPERTIES);
@@ -1299,40 +1299,41 @@ void randart_wpn_properties( const item_def &item,
}
-void randart_wpn_properties( const item_def &item,
- randart_properties_t &proprt )
+void artefact_wpn_properties( const item_def &item,
+ artefact_properties_t &proprt )
{
- randart_known_props_t known;
+ artefact_known_props_t known;
- randart_wpn_properties(item, proprt, known);
+ artefact_wpn_properties(item, proprt, known);
}
-int randart_wpn_property( const item_def &item, randart_prop_type prop,
- bool &_known )
+int artefact_wpn_property( const item_def &item, artefact_prop_type prop,
+ bool &_known )
{
- randart_properties_t proprt;
- randart_known_props_t known;
+ artefact_properties_t proprt;
+ artefact_known_props_t known;
- randart_wpn_properties( item, proprt, known );
+ artefact_wpn_properties( item, proprt, known );
_known = known[prop];
return ( proprt[prop] );
}
-int randart_wpn_property( const item_def &item, randart_prop_type prop )
+int artefact_wpn_property( const item_def &item, artefact_prop_type prop )
{
bool known;
- return randart_wpn_property( item, prop, known );
+ return artefact_wpn_property( item, prop, known );
}
-int randart_known_wpn_property( const item_def &item, randart_prop_type prop )
+int artefact_known_wpn_property( const item_def &item,
+ artefact_prop_type prop )
{
- randart_properties_t proprt;
- randart_known_props_t known;
+ artefact_properties_t proprt;
+ artefact_known_props_t known;
- randart_wpn_properties( item, proprt, known );
+ artefact_wpn_properties( item, proprt, known );
if (known[prop])
return ( proprt[prop] );
@@ -1340,26 +1341,26 @@ int randart_known_wpn_property( const item_def &item, randart_prop_type prop )
return (0);
}
-int randart_wpn_num_props( const item_def &item )
+int artefact_wpn_num_props( const item_def &item )
{
- randart_properties_t proprt;
- randart_wpn_properties( item, proprt );
+ artefact_properties_t proprt;
+ artefact_wpn_properties( item, proprt );
- return randart_wpn_num_props( proprt );
+ return artefact_wpn_num_props( proprt );
}
-int randart_wpn_num_props( const randart_properties_t &proprt )
+int artefact_wpn_num_props( const artefact_properties_t &proprt )
{
int num = 0;
- for (int i = 0; i < RAP_NUM_PROPERTIES; i++)
+ for (int i = 0; i < ARTP_NUM_PROPERTIES; i++)
if (proprt[i] != 0)
num++;
return num;
}
-void randart_wpn_learn_prop( item_def &item, randart_prop_type prop )
+void artefact_wpn_learn_prop( item_def &item, artefact_prop_type prop )
{
ASSERT( is_random_artefact( item ) );
ASSERT( item.props.exists( KNOWN_PROPS_KEY ) );
@@ -1374,14 +1375,14 @@ void randart_wpn_learn_prop( item_def &item, randart_prop_type prop )
return;
known_vec[prop] = (bool) true;
- if (Options.autoinscribe_randarts)
- add_autoinscription( item, randart_auto_inscription(item));
+ if (Options.autoinscribe_artefacts)
+ add_autoinscription( item, artefact_auto_inscription(item));
}
-bool randart_wpn_known_prop( const item_def &item, randart_prop_type prop )
+bool artefact_wpn_known_prop( const item_def &item, artefact_prop_type prop )
{
bool known;
- randart_wpn_property( item, prop, known );
+ artefact_wpn_property( item, prop, known );
return known;
}
@@ -1551,28 +1552,28 @@ std::string get_artefact_name( const item_def &item )
if (item_type_known(item))
{
// print artefact's real name
- if (item.props.exists(RANDART_NAME_KEY))
- return item.props[RANDART_NAME_KEY].get_string();
+ if (item.props.exists(ARTEFACT_NAME_KEY))
+ return item.props[ARTEFACT_NAME_KEY].get_string();
return artefact_name(item, false);
}
// print artefact appearance
- if (item.props.exists(RANDART_APPEAR_KEY))
- return item.props[RANDART_APPEAR_KEY].get_string();
+ if (item.props.exists(ARTEFACT_APPEAR_KEY))
+ return item.props[ARTEFACT_APPEAR_KEY].get_string();
return artefact_name(item, false);
}
-void set_randart_name( item_def &item, const std::string &name )
+void set_artefact_name( item_def &item, const std::string &name )
{
ASSERT( is_random_artefact( item ));
ASSERT( !name.empty() );
- item.props[RANDART_NAME_KEY].get_string() = name;
+ item.props[ARTEFACT_NAME_KEY].get_string() = name;
}
-void set_randart_appearance( item_def &item, const std::string &appear )
+void set_artefact_appearance( item_def &item, const std::string &appear )
{
ASSERT( is_random_artefact( item ));
ASSERT( !appear.empty() );
- item.props[RANDART_APPEAR_KEY].get_string() = appear;
+ item.props[ARTEFACT_APPEAR_KEY].get_string() = appear;
}
int find_unrandart_index(const item_def& artefact)
@@ -1892,12 +1893,12 @@ bool make_item_fixed_artefact( item_def &item, bool in_abyss, int which )
item.quantity = 1;
// get true artefact name
- ASSERT(!item.props.exists( RANDART_NAME_KEY ));
- item.props[RANDART_NAME_KEY].get_string() = fixedart->name;
+ ASSERT(!item.props.exists( ARTEFACT_NAME_KEY ));
+ item.props[ARTEFACT_NAME_KEY].get_string() = fixedart->name;
// get artefact appearance
- ASSERT(!item.props.exists( RANDART_APPEAR_KEY ));
- item.props[RANDART_APPEAR_KEY].get_string() = fixedart->appearance;
+ ASSERT(!item.props.exists( ARTEFACT_APPEAR_KEY ));
+ item.props[ARTEFACT_APPEAR_KEY].get_string() = fixedart->appearance;
if (fixedart->curse)
do_curse_item(item);
@@ -1910,104 +1911,104 @@ bool make_item_fixed_artefact( item_def &item, bool in_abyss, int which )
}
static bool _randart_is_redundant( const item_def &item,
- randart_properties_t &proprt )
+ artefact_properties_t &proprt )
{
if (item.base_type != OBJ_JEWELLERY)
return (false);
- randart_prop_type provides = RAP_NUM_PROPERTIES;
- randart_prop_type provides2 = RAP_NUM_PROPERTIES;
+ artefact_prop_type provides = ARTP_NUM_PROPERTIES;
+ artefact_prop_type provides2 = ARTP_NUM_PROPERTIES;
switch (item.sub_type)
{
case RING_PROTECTION:
- provides = RAP_AC;
+ provides = ARTP_AC;
break;
case RING_FIRE:
case RING_PROTECTION_FROM_FIRE:
- provides = RAP_FIRE;
+ provides = ARTP_FIRE;
break;
case RING_POISON_RESISTANCE:
- provides = RAP_POISON;
+ provides = ARTP_POISON;
break;
case RING_ICE:
case RING_PROTECTION_FROM_COLD:
- provides = RAP_COLD;
+ provides = ARTP_COLD;
break;
case RING_STRENGTH:
- provides = RAP_STRENGTH;
+ provides = ARTP_STRENGTH;
break;
case RING_SLAYING:
- provides = RAP_DAMAGE;
- provides2 = RAP_ACCURACY;
+ provides = ARTP_DAMAGE;
+ provides2 = ARTP_ACCURACY;
break;
case RING_SEE_INVISIBLE:
- provides = RAP_EYESIGHT;
+ provides = ARTP_EYESIGHT;
break;
case RING_INVISIBILITY:
- provides = RAP_INVISIBLE;
+ provides = ARTP_INVISIBLE;
break;
case RING_HUNGER:
- provides = RAP_METABOLISM;
+ provides = ARTP_METABOLISM;
break;
case RING_TELEPORTATION:
- provides = RAP_CAN_TELEPORT;
- provides2 = RAP_CAUSE_TELEPORTATION;
+ provides = ARTP_CAN_TELEPORT;
+ provides2 = ARTP_CAUSE_TELEPORTATION;
break;
case RING_EVASION:
- provides = RAP_EVASION;
+ provides = ARTP_EVASION;
break;
case RING_DEXTERITY:
- provides = RAP_DEXTERITY;
+ provides = ARTP_DEXTERITY;
break;
case RING_INTELLIGENCE:
- provides = RAP_INTELLIGENCE;
+ provides = ARTP_INTELLIGENCE;
break;
case RING_MAGICAL_POWER:
- provides = RAP_MAGICAL_POWER;
+ provides = ARTP_MAGICAL_POWER;
break;
case RING_LEVITATION:
- provides = RAP_LEVITATE;
+ provides = ARTP_LEVITATE;
break;
case RING_LIFE_PROTECTION:
- provides = RAP_AC;
+ provides = ARTP_AC;
break;
case RING_PROTECTION_FROM_MAGIC:
- provides = RAP_MAGIC;
+ provides = ARTP_MAGIC;
break;
case AMU_RAGE:
- provides = RAP_BERSERK;
+ provides = ARTP_BERSERK;
break;
case AMU_INACCURACY:
- provides = RAP_ACCURACY;
+ provides = ARTP_ACCURACY;
break;
}
- if (provides == RAP_NUM_PROPERTIES)
+ if (provides == ARTP_NUM_PROPERTIES)
return (false);
if (proprt[provides] != 0)
return (true);
- if (provides2 == RAP_NUM_PROPERTIES)
+ if (provides2 == ARTP_NUM_PROPERTIES)
return (false);
if (proprt[provides2] != 0)
@@ -2017,41 +2018,41 @@ static bool _randart_is_redundant( const item_def &item,
}
static bool _randart_is_conflicting( const item_def &item,
- randart_properties_t &proprt )
+ artefact_properties_t &proprt )
{
if (item.base_type != OBJ_JEWELLERY)
return (false);
- randart_prop_type conflicts = RAP_NUM_PROPERTIES;
+ artefact_prop_type conflicts = ARTP_NUM_PROPERTIES;
switch (item.sub_type)
{
case RING_SUSTENANCE:
- conflicts = RAP_METABOLISM;
+ conflicts = ARTP_METABOLISM;
break;
case RING_FIRE:
case RING_ICE:
case RING_WIZARDRY:
case RING_MAGICAL_POWER:
- conflicts = RAP_PREVENT_SPELLCASTING;
+ conflicts = ARTP_PREVENT_SPELLCASTING;
break;
case RING_TELEPORTATION:
case RING_TELEPORT_CONTROL:
- conflicts = RAP_PREVENT_TELEPORTATION;
+ conflicts = ARTP_PREVENT_TELEPORTATION;
break;
case AMU_RESIST_MUTATION:
- conflicts = RAP_MUTAGENIC;
+ conflicts = ARTP_MUTAGENIC;
break;
case AMU_RAGE:
- conflicts = RAP_STEALTH;
+ conflicts = ARTP_STEALTH;
break;
}
- if (conflicts == RAP_NUM_PROPERTIES)
+ if (conflicts == ARTP_NUM_PROPERTIES)
return (false);
if (proprt[conflicts] != 0)
@@ -2060,12 +2061,12 @@ static bool _randart_is_conflicting( const item_def &item,
return (false);
}
-bool randart_is_bad( const item_def &item, randart_properties_t &proprt )
+bool randart_is_bad( const item_def &item, artefact_properties_t &proprt )
{
if (item.base_type == OBJ_BOOKS)
return (false);
- if (randart_wpn_num_props( proprt ) == 0)
+ if (artefact_wpn_num_props( proprt ) == 0)
return (true);
return (_randart_is_redundant( item, proprt )
@@ -2074,8 +2075,8 @@ bool randart_is_bad( const item_def &item, randart_properties_t &proprt )
bool randart_is_bad( const item_def &item )
{
- randart_properties_t proprt;
- randart_wpn_properties( item, proprt );
+ artefact_properties_t proprt;
+ artefact_wpn_properties( item, proprt );
return randart_is_bad( item, proprt);
}
@@ -2099,23 +2100,23 @@ bool make_item_blessed_blade( item_def &item )
for (vec_size i = 0; i < RA_PROPERTIES; i++)
known[i] = (bool) false;
- ASSERT(!item.props.exists( RANDART_PROPS_KEY ));
- item.props[RANDART_PROPS_KEY].new_vector(SV_SHORT).resize(RA_PROPERTIES);
- CrawlVector &rap = item.props[RANDART_PROPS_KEY];
+ ASSERT(!item.props.exists( ARTEFACT_PROPS_KEY ));
+ item.props[ARTEFACT_PROPS_KEY].new_vector(SV_SHORT).resize(RA_PROPERTIES);
+ CrawlVector &rap = item.props[ARTEFACT_PROPS_KEY];
rap.set_max_size(RA_PROPERTIES);
for (vec_size i = 0; i < RA_PROPERTIES; i++)
rap[i] = (short) 0;
// blessed blade of the Shining One
- rap[RAP_BRAND] = (short) SPWPN_HOLY_WRATH;
+ rap[ARTP_BRAND] = (short) SPWPN_HOLY_WRATH;
// set artefact name
- ASSERT(!item.props.exists( RANDART_NAME_KEY ));
- item.props[RANDART_NAME_KEY].get_string() = "Blessed Blade";
+ ASSERT(!item.props.exists( ARTEFACT_NAME_KEY ));
+ item.props[ARTEFACT_NAME_KEY].get_string() = "Blessed Blade";
// set artefact appearance
- ASSERT(!item.props.exists( RANDART_APPEAR_KEY ));
- item.props[RANDART_APPEAR_KEY].get_string() = "brightly glowing blade";
+ ASSERT(!item.props.exists( ARTEFACT_APPEAR_KEY ));
+ item.props[ARTEFACT_APPEAR_KEY].get_string() = "brightly glowing blade";
// in case this is ever needed anywhere
item.special = (random_int() & RANDART_SEED_MASK);
@@ -2154,8 +2155,8 @@ bool make_item_randart( item_def &item )
return (false);
ASSERT(!item.props.exists( KNOWN_PROPS_KEY ));
- ASSERT(!item.props.exists( RANDART_NAME_KEY ));
- ASSERT(!item.props.exists( RANDART_APPEAR_KEY ));
+ ASSERT(!item.props.exists( ARTEFACT_NAME_KEY ));
+ ASSERT(!item.props.exists( ARTEFACT_APPEAR_KEY ));
item.props[KNOWN_PROPS_KEY].new_vector(SV_BOOL).resize(RA_PROPERTIES);
CrawlVector &known = item.props[KNOWN_PROPS_KEY];
known.set_max_size(RA_PROPERTIES);
@@ -2176,7 +2177,7 @@ bool make_item_randart( item_def &item )
// Something went wrong that no amount of changing
// item.special will fix.
item.special = 0;
- item.props.erase(RANDART_PROPS_KEY);
+ item.props.erase(ARTEFACT_PROPS_KEY);
item.props.erase(KNOWN_PROPS_KEY);
item.flags &= ~ISFLAG_RANDART;
return (false);
@@ -2186,16 +2187,16 @@ bool make_item_randart( item_def &item )
|| god_gift != GOD_NO_GOD && !_god_fits_artefact(god_gift, item));
// get true artefact name
- if (item.props.exists( RANDART_NAME_KEY ))
- ASSERT(item.props[RANDART_NAME_KEY].get_type() == SV_STR);
+ if (item.props.exists( ARTEFACT_NAME_KEY ))
+ ASSERT(item.props[ARTEFACT_NAME_KEY].get_type() == SV_STR);
else
- item.props[RANDART_NAME_KEY].get_string() = artefact_name(item, false);
+ item.props[ARTEFACT_NAME_KEY].get_string() = artefact_name(item, false);
// get artefact appearance
- if (item.props.exists( RANDART_APPEAR_KEY ))
- ASSERT(item.props[RANDART_APPEAR_KEY].get_type() == SV_STR);
+ if (item.props.exists( ARTEFACT_APPEAR_KEY ))
+ ASSERT(item.props[ARTEFACT_APPEAR_KEY].get_type() == SV_STR);
else
- item.props[RANDART_APPEAR_KEY].get_string() = artefact_name(item, true);
+ item.props[ARTEFACT_APPEAR_KEY].get_string() = artefact_name(item, true);
return (true);
}
@@ -2221,7 +2222,7 @@ bool make_item_unrandart( item_def &item, int unrand_index )
item.flags |= ISFLAG_UNRANDART;
_init_randart_properties(item);
- item.special = unrand->prpty[RAP_BRAND];
+ item.special = unrand->prpty[ARTP_BRAND];
if (item.special != 0)
{
do_curse_item( item );
@@ -2232,12 +2233,12 @@ bool make_item_unrandart( item_def &item, int unrand_index )
}
// get true artefact name
- ASSERT(!item.props.exists( RANDART_NAME_KEY ));
- item.props[RANDART_NAME_KEY].get_string() = unrand->name;
+ ASSERT(!item.props.exists( ARTEFACT_NAME_KEY ));
+ item.props[ARTEFACT_NAME_KEY].get_string() = unrand->name;
// get artefact appearance
- ASSERT(!item.props.exists( RANDART_APPEAR_KEY ));
- item.props[RANDART_APPEAR_KEY].get_string() = unrand->unid_name;
+ ASSERT(!item.props.exists( ARTEFACT_APPEAR_KEY ));
+ item.props[ARTEFACT_APPEAR_KEY].get_string() = unrand->unid_name;
set_unrandart_exist( unrand_index, true );
@@ -2256,14 +2257,14 @@ const char *unrandart_descrip( int which_descrip, const item_def &item )
: "Unknown.");
}
-void randart_set_properties( item_def &item,
- randart_properties_t &proprt )
+void artefact_set_properties( item_def &item,
+ artefact_properties_t &proprt )
{
ASSERT( is_random_artefact( item ) );
ASSERT( !is_unrandom_artefact ( item ) );
- ASSERT( item.props.exists( RANDART_PROPS_KEY ) );
+ ASSERT( item.props.exists( ARTEFACT_PROPS_KEY ) );
- CrawlVector &rap_vec = item.props[RANDART_PROPS_KEY].get_vector();
+ CrawlVector &rap_vec = item.props[ARTEFACT_PROPS_KEY].get_vector();
ASSERT( rap_vec.get_type() == SV_SHORT );
ASSERT( rap_vec.size() == RA_PROPERTIES);
ASSERT( rap_vec.get_max_size() == RA_PROPERTIES);
@@ -2272,15 +2273,15 @@ void randart_set_properties( item_def &item,
rap_vec[i].get_short() = proprt[i];
}
-void randart_set_property( item_def &item,
- randart_prop_type prop,
- int val )
+void artefact_set_property( item_def &item,
+ artefact_prop_type prop,
+ int val )
{
ASSERT( is_random_artefact( item ) );
ASSERT( !is_unrandom_artefact ( item ) );
- ASSERT( item.props.exists( RANDART_PROPS_KEY ) );
+ ASSERT( item.props.exists( ARTEFACT_PROPS_KEY ) );
- CrawlVector &rap_vec = item.props[RANDART_PROPS_KEY].get_vector();
+ CrawlVector &rap_vec = item.props[ARTEFACT_PROPS_KEY].get_vector();
ASSERT( rap_vec.get_type() == SV_SHORT );
ASSERT( rap_vec.size() == RA_PROPERTIES);
ASSERT( rap_vec.get_max_size() == RA_PROPERTIES);