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-rw-r--r--crawl-ref/docs/crawl_manual.txt10
-rw-r--r--crawl-ref/docs/options_guide.txt6
-rw-r--r--crawl-ref/settings/init.txt2
-rw-r--r--crawl-ref/source/abl-show.cc12
-rw-r--r--crawl-ref/source/acr.cc4
-rw-r--r--crawl-ref/source/debug.cc252
-rw-r--r--crawl-ref/source/debug.h2
-rw-r--r--crawl-ref/source/delay.cc6
-rw-r--r--crawl-ref/source/describe.cc176
-rw-r--r--crawl-ref/source/describe.h2
-rw-r--r--crawl-ref/source/effects.cc18
-rw-r--r--crawl-ref/source/enum.h68
-rw-r--r--crawl-ref/source/externs.h2
-rw-r--r--crawl-ref/source/fight.cc12
-rw-r--r--crawl-ref/source/fight.h2
-rw-r--r--crawl-ref/source/food.cc2
-rw-r--r--crawl-ref/source/initfile.cc4
-rw-r--r--crawl-ref/source/it_use2.cc38
-rw-r--r--crawl-ref/source/it_use2.h2
-rw-r--r--crawl-ref/source/item_use.cc130
-rw-r--r--crawl-ref/source/item_use.h4
-rw-r--r--crawl-ref/source/itemprop.cc18
-rw-r--r--crawl-ref/source/mon-util.cc30
-rw-r--r--crawl-ref/source/output.cc2
-rw-r--r--crawl-ref/source/player.cc58
-rw-r--r--crawl-ref/source/player.h4
-rw-r--r--crawl-ref/source/randart.cc505
-rw-r--r--crawl-ref/source/randart.h57
-rw-r--r--crawl-ref/source/religion.cc2
-rw-r--r--crawl-ref/source/shopping.cc84
-rw-r--r--crawl-ref/source/shopping.h2
-rw-r--r--crawl-ref/source/spells1.cc8
-rw-r--r--crawl-ref/source/spells3.cc4
-rw-r--r--crawl-ref/source/spl-book.cc4
-rw-r--r--crawl-ref/source/transfor.cc6
-rw-r--r--crawl-ref/source/xom.cc10
36 files changed, 778 insertions, 770 deletions
diff --git a/crawl-ref/docs/crawl_manual.txt b/crawl-ref/docs/crawl_manual.txt
index 4907c86cce..eb1446e62e 100644
--- a/crawl-ref/docs/crawl_manual.txt
+++ b/crawl-ref/docs/crawl_manual.txt
@@ -2761,12 +2761,12 @@ inscribed. See options_guide.txt for details. Some examples are
autoinscribe = royal jell:=g
autoinscribe = wand of healing:!v
-Randart autoinscriptions
+Artefacts autoinscriptions
------------------------
-Many players use inscriptions for properties of random artefacts. This
-makes browsing the inventory or stashes easier. Crawl provides a scheme
-for automatic inscription (you can switch this off using the option
-autoinscribe_randarts=false).
+Many players use inscriptions for properties of artefacts. This makes
+browsing the inventory or stashes easier. Crawl provides a scheme for
+automatic inscription (you can switch this off using the option
+autoinscribe_artefacts=false).
Here, one has to negotiate between two concurrent objectives: terseness
for better use of limited line lengths versus verboseness for easier
diff --git a/crawl-ref/docs/options_guide.txt b/crawl-ref/docs/options_guide.txt
index eb80df825d..f2f381dcb5 100644
--- a/crawl-ref/docs/options_guide.txt
+++ b/crawl-ref/docs/options_guide.txt
@@ -80,7 +80,7 @@ The contents of this text are:
monster_damage, rotten_meat, equipment, floor, multiturn,
examine, examine_filter, diagnostics, error, tutorial
4-m Inscriptions.
- autoinscribe, autoinscribe_randarts
+ autoinscribe, autoinscribe_artefacts
4-n Macro related Options.
flush.failure, flush.command, flush.message,
macro_meta_entry, additional_macro_file, bindkey
@@ -1526,8 +1526,8 @@ autoinscribe = <regex>:<inscription>
lose charges of important wands accidentally, as in
autoinscribe = wand of healing:!z
-autoinscribe_randarts = true
- Automatically inscribes identified randarts with their properties.
+autoinscribe_artefacts = true
+ Automatically inscribes identified artefacts with their properties.
4-n Macro related Options.
------------------------------
diff --git a/crawl-ref/settings/init.txt b/crawl-ref/settings/init.txt
index e130ff0925..6be1049e00 100644
--- a/crawl-ref/settings/init.txt
+++ b/crawl-ref/settings/init.txt
@@ -329,7 +329,7 @@ menu_colour = notes:white:Reached XP level
autoinscribe = distortion:!w
# autoinscribe = potion.*mutation:!q
# autoinscribe = royal jell:=g
-# autoinscribe_randarts = false
+# autoinscribe_artefacts = false
##### 4-n Macro related Options #################
#
diff --git a/crawl-ref/source/abl-show.cc b/crawl-ref/source/abl-show.cc
index 207523fd19..30d4e972b5 100644
--- a/crawl-ref/source/abl-show.cc
+++ b/crawl-ref/source/abl-show.cc
@@ -2227,18 +2227,18 @@ std::vector<talent> your_talents(bool check_confused)
_add_talent(talents, ABIL_DELAYED_FIREBALL, check_confused);
// Evocations from items.
- if (scan_randarts(RAP_BLINK))
+ if (scan_artefacts(ARTP_BLINK))
_add_talent(talents, ABIL_EVOKE_BLINK, check_confused);
- if (wearing_amulet(AMU_RAGE) || scan_randarts(RAP_BERSERK))
+ if (wearing_amulet(AMU_RAGE) || scan_artefacts(ARTP_BERSERK))
_add_talent(talents, ABIL_EVOKE_BERSERK, check_confused);
- if (scan_randarts( RAP_MAPPING ))
+ if (scan_artefacts( ARTP_MAPPING ))
_add_talent(talents, ABIL_EVOKE_MAPPING, check_confused);
if (player_equip( EQ_RINGS, RING_INVISIBILITY )
|| player_equip_ego_type( EQ_ALL_ARMOUR, SPARM_DARKNESS )
- || scan_randarts( RAP_INVISIBLE ))
+ || scan_artefacts( ARTP_INVISIBLE ))
{
// Now you can only turn invisibility off if you have an
// activatable item. Wands and potions will have to time
@@ -2252,7 +2252,7 @@ std::vector<talent> your_talents(bool check_confused)
// Note: This ability only applies to this counter.
if (player_equip( EQ_RINGS, RING_LEVITATION )
|| player_equip_ego_type( EQ_BOOTS, SPARM_LEVITATION )
- || scan_randarts( RAP_LEVITATE ))
+ || scan_artefacts( ARTP_LEVITATE ))
{
// Has no effect on permanently flying Kenku.
if (!you.permanent_flight())
@@ -2268,7 +2268,7 @@ std::vector<talent> your_talents(bool check_confused)
}
if (player_equip( EQ_RINGS, RING_TELEPORTATION )
- || scan_randarts( RAP_CAN_TELEPORT ))
+ || scan_artefacts( ARTP_CAN_TELEPORT ))
{
_add_talent(talents, ABIL_EVOKE_TELEPORTATION, check_confused);
}
diff --git a/crawl-ref/source/acr.cc b/crawl-ref/source/acr.cc
index f014e47b40..b0e05d51fd 100644
--- a/crawl-ref/source/acr.cc
+++ b/crawl-ref/source/acr.cc
@@ -457,7 +457,7 @@ static void _do_wizard_command(int wiz_command, bool silent_fail)
case 'S': wizard_set_skill_level(); break;
case 'A': wizard_set_all_skills(); break;
case 'a': acquirement(OBJ_RANDOM, AQ_WIZMODE); break;
- case 'v': wizard_value_randart(); break;
+ case 'v': wizard_value_artefact(); break;
case '+': wizard_make_object_randart(); break;
case '|': wizard_create_all_artefacts(); break;
case 'C': wizard_uncurse_item(); break;
@@ -1666,7 +1666,7 @@ void process_command( command_type cmd )
}
// Randart weapons.
- if (scan_randarts(RAP_PREVENT_SPELLCASTING))
+ if (scan_artefacts(ARTP_PREVENT_SPELLCASTING))
{
mpr("Something interferes with your magic!");
flush_input_buffer( FLUSH_ON_FAILURE );
diff --git a/crawl-ref/source/debug.cc b/crawl-ref/source/debug.cc
index 6158cdf588..0712d901eb 100644
--- a/crawl-ref/source/debug.cc
+++ b/crawl-ref/source/debug.cc
@@ -1680,7 +1680,7 @@ bool get_item_by_name(item_def *item, char* specs,
}
#ifdef WIZARD
-const char* _prop_name[RAP_NUM_PROPERTIES] = {
+const char* _prop_name[ARTP_NUM_PROPERTIES] = {
"Brand",
"AC",
"EV",
@@ -1714,42 +1714,42 @@ const char* _prop_name[RAP_NUM_PROPERTIES] = {
"MP"
};
-#define RAP_VAL_BOOL 0
-#define RAP_VAL_POS 1
-#define RAP_VAL_ANY 2
-
-char _prop_type[RAP_NUM_PROPERTIES] = {
- RAP_VAL_POS, //BRAND
- RAP_VAL_ANY, //AC
- RAP_VAL_ANY, //EVASION
- RAP_VAL_ANY, //STRENGTH
- RAP_VAL_ANY, //INTELLIGENCE
- RAP_VAL_ANY, //DEXTERITY
- RAP_VAL_ANY, //FIRE
- RAP_VAL_ANY, //COLD
- RAP_VAL_BOOL, //ELECTRICITY
- RAP_VAL_BOOL, //POISON
- RAP_VAL_BOOL, //NEGATIVE_ENERGY
- RAP_VAL_POS, //MAGIC
- RAP_VAL_BOOL, //EYESIGHT
- RAP_VAL_BOOL, //INVISIBLE
- RAP_VAL_BOOL, //LEVITATE
- RAP_VAL_BOOL, //BLINK
- RAP_VAL_BOOL, //CAN_TELEPORT
- RAP_VAL_BOOL, //BERSERK
- RAP_VAL_BOOL, //MAPPING
- RAP_VAL_POS, //NOISES
- RAP_VAL_BOOL, //PREVENT_SPELLCASTING
- RAP_VAL_BOOL, //CAUSE_TELEPORTATION
- RAP_VAL_BOOL, //PREVENT_TELEPORTATION
- RAP_VAL_POS, //ANGRY
- RAP_VAL_POS, //METABOLISM
- RAP_VAL_POS, //MUTAGENIC
- RAP_VAL_ANY, //ACCURACY
- RAP_VAL_ANY, //DAMAGE
- RAP_VAL_POS, //CURSED
- RAP_VAL_ANY, //STEALTH
- RAP_VAL_ANY //MAGICAL_POWER
+#define ARTP_VAL_BOOL 0
+#define ARTP_VAL_POS 1
+#define ARTP_VAL_ANY 2
+
+char _prop_type[ARTP_NUM_PROPERTIES] = {
+ ARTP_VAL_POS, //BRAND
+ ARTP_VAL_ANY, //AC
+ ARTP_VAL_ANY, //EVASION
+ ARTP_VAL_ANY, //STRENGTH
+ ARTP_VAL_ANY, //INTELLIGENCE
+ ARTP_VAL_ANY, //DEXTERITY
+ ARTP_VAL_ANY, //FIRE
+ ARTP_VAL_ANY, //COLD
+ ARTP_VAL_BOOL, //ELECTRICITY
+ ARTP_VAL_BOOL, //POISON
+ ARTP_VAL_BOOL, //NEGATIVE_ENERGY
+ ARTP_VAL_POS, //MAGIC
+ ARTP_VAL_BOOL, //EYESIGHT
+ ARTP_VAL_BOOL, //INVISIBLE
+ ARTP_VAL_BOOL, //LEVITATE
+ ARTP_VAL_BOOL, //BLINK
+ ARTP_VAL_BOOL, //CAN_TELEPORT
+ ARTP_VAL_BOOL, //BERSERK
+ ARTP_VAL_BOOL, //MAPPING
+ ARTP_VAL_POS, //NOISES
+ ARTP_VAL_BOOL, //PREVENT_SPELLCASTING
+ ARTP_VAL_BOOL, //CAUSE_TELEPORTATION
+ ARTP_VAL_BOOL, //PREVENT_TELEPORTATION
+ ARTP_VAL_POS, //ANGRY
+ ARTP_VAL_POS, //METABOLISM
+ ARTP_VAL_POS, //MUTAGENIC
+ ARTP_VAL_ANY, //ACCURACY
+ ARTP_VAL_ANY, //DAMAGE
+ ARTP_VAL_POS, //CURSED
+ ARTP_VAL_ANY, //STEALTH
+ ARTP_VAL_ANY //MAGICAL_POWER
};
static void _tweak_randart(item_def &item)
@@ -1761,12 +1761,12 @@ static void _tweak_randart(item_def &item)
return;
}
- randart_properties_t props;
- randart_wpn_properties(item, props);
+ artefact_properties_t props;
+ artefact_wpn_properties(item, props);
std::string prompt = "";
- for (int i = 0; i < RAP_NUM_PROPERTIES; ++i)
+ for (int i = 0; i < ARTP_NUM_PROPERTIES; ++i)
{
if (i % 8 == 0 && i != 0)
prompt += "\n";
@@ -1803,14 +1803,14 @@ static void _tweak_randart(item_def &item)
int val;
switch (_prop_type[choice])
{
- case RAP_VAL_BOOL:
+ case ARTP_VAL_BOOL:
mprf(MSGCH_PROMPT, "Toggling %s to %s.", _prop_name[choice],
props[choice] ? "off" : "on");
- randart_set_property(item, static_cast<randart_prop_type>(choice),
- !props[choice]);
+ artefact_set_property(item, static_cast<artefact_prop_type>(choice),
+ !props[choice]);
break;
- case RAP_VAL_POS:
+ case ARTP_VAL_POS:
mprf(MSGCH_PROMPT, "%s was %d.", _prop_name[choice], props[choice]);
val = _debug_prompt_for_int("New value? ", true);
@@ -1820,14 +1820,14 @@ static void _tweak_randart(item_def &item)
_prop_name[choice]);
return;
}
- randart_set_property(item, static_cast<randart_prop_type>(choice),
- val);
+ artefact_set_property(item, static_cast<artefact_prop_type>(choice),
+ val);
break;
- case RAP_VAL_ANY:
+ case ARTP_VAL_ANY:
mprf(MSGCH_PROMPT, "%s was %d.", _prop_name[choice], props[choice]);
val = _debug_prompt_for_int("New value? ", false);
- randart_set_property(item, static_cast<randart_prop_type>(choice),
- val);
+ artefact_set_property(item, static_cast<artefact_prop_type>(choice),
+ val);
break;
}
}
@@ -1961,7 +1961,7 @@ static bool _make_book_randart(item_def &book)
return make_book_theme_randart(book);
}
-void wizard_value_randart()
+void wizard_value_artefact()
{
int i = prompt_invent_item( "Value of which randart?", MT_INVLIST, -1 );
@@ -1970,7 +1970,7 @@ void wizard_value_randart()
if (!is_random_artefact( you.inv[i] ))
mpr("That item is not an artefact!");
else
- mprf("randart val: %d", randart_value(you.inv[i]));
+ mprf("randart val: %d", artefact_value(you.inv[i]));
}
}
@@ -2061,7 +2061,7 @@ void wizard_make_object_randart()
}
if (item_is_equipped(item))
- unuse_randart(item);
+ unuse_artefact(item);
item.special = 0;
item.flags &= ~ISFLAG_RANDART;
@@ -2097,15 +2097,15 @@ void wizard_make_object_randart()
return;
}
- if (Options.autoinscribe_randarts)
+ if (Options.autoinscribe_artefacts)
{
add_autoinscription(item,
- randart_auto_inscription(you.inv[i]));
+ artefact_auto_inscription(you.inv[i]));
}
// If equipped, apply new randart benefits.
if (item_is_equipped(item))
- use_randart(item);
+ use_artefact(item);
mpr(item.name(DESC_INVENTORY_EQUIP).c_str());
}
@@ -3490,44 +3490,44 @@ static void _debug_rap_stats(FILE *ostat)
// -1 = always bad, 1 = always good, 0 = depends on value
const int good_or_bad[] = {
- 1, //RAP_BRAND
- 0, //RAP_AC
- 0, //RAP_EVASION
- 0, //RAP_STRENGTH
- 0, //RAP_INTELLIGENCE
- 0, //RAP_DEXTERITY
- 0, //RAP_FIRE
- 0, //RAP_COLD
- 1, //RAP_ELECTRICITY
- 1, //RAP_POISON
- 1, //RAP_NEGATIVE_ENERGY
- 1, //RAP_MAGIC
- 1, //RAP_EYESIGHT
- 1, //RAP_INVISIBLE
- 1, //RAP_LEVITATE
- 1, //RAP_BLINK
- 1, //RAP_CAN_TELEPORT
- 1, //RAP_BERSERK
- 1, //RAP_MAPPING
- -1, //RAP_NOISES
- -1, //RAP_PREVENT_SPELLCASTING
- -1, //RAP_CAUSE_TELEPORTATION
- -1, //RAP_PREVENT_TELEPORTATION
- -1, //RAP_ANGRY
- -1, //RAP_METABOLISM
- -1, //RAP_MUTAGENIC
- 0, //RAP_ACCURACY
- 0, //RAP_DAMAGE
- -1, //RAP_CURSED
- 0, //RAP_STEALTH
- 0 //RAP_MAGICAL_POWER
+ 1, //ARTP_BRAND
+ 0, //ARTP_AC
+ 0, //ARTP_EVASION
+ 0, //ARTP_STRENGTH
+ 0, //ARTP_INTELLIGENCE
+ 0, //ARTP_DEXTERITY
+ 0, //ARTP_FIRE
+ 0, //ARTP_COLD
+ 1, //ARTP_ELECTRICITY
+ 1, //ARTP_POISON
+ 1, //ARTP_NEGATIVE_ENERGY
+ 1, //ARTP_MAGIC
+ 1, //ARTP_EYESIGHT
+ 1, //ARTP_INVISIBLE
+ 1, //ARTP_LEVITATE
+ 1, //ARTP_BLINK
+ 1, //ARTP_CAN_TELEPORT
+ 1, //ARTP_BERSERK
+ 1, //ARTP_MAPPING
+ -1, //ARTP_NOISES
+ -1, //ARTP_PREVENT_SPELLCASTING
+ -1, //ARTP_CAUSE_TELEPORTATION
+ -1, //ARTP_PREVENT_TELEPORTATION
+ -1, //ARTP_ANGRY
+ -1, //ARTP_METABOLISM
+ -1, //ARTP_MUTAGENIC
+ 0, //ARTP_ACCURACY
+ 0, //ARTP_DAMAGE
+ -1, //ARTP_CURSED
+ 0, //ARTP_STEALTH
+ 0 //ARTP_MAGICAL_POWER
};
// No bounds checking to speed things up a bit.
- int all_props[RAP_NUM_PROPERTIES];
- int good_props[RAP_NUM_PROPERTIES];
- int bad_props[RAP_NUM_PROPERTIES];
- for (i = 0; i < RAP_NUM_PROPERTIES; ++i)
+ int all_props[ARTP_NUM_PROPERTIES];
+ int good_props[ARTP_NUM_PROPERTIES];
+ int bad_props[ARTP_NUM_PROPERTIES];
+ for (i = 0; i < ARTP_NUM_PROPERTIES; ++i)
{
all_props[i] = 0;
good_props[i] = 0;
@@ -3541,7 +3541,7 @@ static void _debug_rap_stats(FILE *ostat)
int num_randarts = 0, bad_randarts = 0;
- randart_properties_t proprt;
+ artefact_properties_t proprt;
for (i = 0; i < RANDART_SEED_MASK; ++i)
{
@@ -3556,7 +3556,7 @@ static void _debug_rap_stats(FILE *ostat)
// Generate proprt once and hand it off to randart_is_bad(),
// so that randart_is_bad() doesn't generate it a second time.
- randart_wpn_properties( item, proprt );
+ artefact_wpn_properties( item, proprt );
if (randart_is_bad(item, proprt))
{
bad_randarts++;
@@ -3564,10 +3564,10 @@ static void _debug_rap_stats(FILE *ostat)
}
num_randarts++;
- proprt[RAP_CURSED] = 0;
+ proprt[ARTP_CURSED] = 0;
int num_props = 0, num_good_props = 0, num_bad_props = 0;
- for (int j = 0; j < RAP_NUM_PROPERTIES; ++j)
+ for (int j = 0; j < ARTP_NUM_PROPERTIES; ++j)
{
const int val = proprt[j];
if (val)
@@ -3633,43 +3633,43 @@ static void _debug_rap_stats(FILE *ostat)
(float) total_balance_props / (float) num_randarts);
const char* rap_names[] = {
- "RAP_BRAND",
- "RAP_AC",
- "RAP_EVASION",
- "RAP_STRENGTH",
- "RAP_INTELLIGENCE",
- "RAP_DEXTERITY",
- "RAP_FIRE",
- "RAP_COLD",
- "RAP_ELECTRICITY",
- "RAP_POISON",
- "RAP_NEGATIVE_ENERGY",
- "RAP_MAGIC",
- "RAP_EYESIGHT",
- "RAP_INVISIBLE",
- "RAP_LEVITATE",
- "RAP_BLINK",
- "RAP_CAN_TELEPORT",
- "RAP_BERSERK",
- "RAP_MAPPING",
- "RAP_NOISES",
- "RAP_PREVENT_SPELLCASTING",
- "RAP_CAUSE_TELEPORTATION",
- "RAP_PREVENT_TELEPORTATION",
- "RAP_ANGRY",
- "RAP_METABOLISM",
- "RAP_MUTAGENIC",
- "RAP_ACCURACY",
- "RAP_DAMAGE",
- "RAP_CURSED",
- "RAP_STEALTH",
- "RAP_MAGICAL_POWER"
+ "ARTP_BRAND",
+ "ARTP_AC",
+ "ARTP_EVASION",
+ "ARTP_STRENGTH",
+ "ARTP_INTELLIGENCE",
+ "ARTP_DEXTERITY",
+ "ARTP_FIRE",
+ "ARTP_COLD",
+ "ARTP_ELECTRICITY",
+ "ARTP_POISON",
+ "ARTP_NEGATIVE_ENERGY",
+ "ARTP_MAGIC",
+ "ARTP_EYESIGHT",
+ "ARTP_INVISIBLE",
+ "ARTP_LEVITATE",
+ "ARTP_BLINK",
+ "ARTP_CAN_TELEPORT",
+ "ARTP_BERSERK",
+ "ARTP_MAPPING",
+ "ARTP_NOISES",
+ "ARTP_PREVENT_SPELLCASTING",
+ "ARTP_CAUSE_TELEPORTATION",
+ "ARTP_PREVENT_TELEPORTATION",
+ "ARTP_ANGRY",
+ "ARTP_METABOLISM",
+ "ARTP_MUTAGENIC",
+ "ARTP_ACCURACY",
+ "ARTP_DAMAGE",
+ "ARTP_CURSED",
+ "ARTP_STEALTH",
+ "ARTP_MAGICAL_POWER"
};
fprintf(ostat, " All Good Bad\n");
fprintf(ostat, " --------------------\n");
- for (i = 0; i < RAP_NUM_PROPERTIES; ++i)
+ for (i = 0; i < ARTP_NUM_PROPERTIES; ++i)
{
if (all_props[i] == 0)
continue;
diff --git a/crawl-ref/source/debug.h b/crawl-ref/source/debug.h
index c285d17739..0d122c398e 100644
--- a/crawl-ref/source/debug.h
+++ b/crawl-ref/source/debug.h
@@ -69,7 +69,7 @@ void wizard_create_spec_monster_name(void);
void wizard_create_spec_object(void);
void wizard_tweak_object(void);
void wizard_make_object_randart(void);
-void wizard_value_randart();
+void wizard_value_artefact();
void wizard_uncurse_item();
void wizard_create_all_artefacts();
void wizard_heal(bool super_heal);
diff --git a/crawl-ref/source/delay.cc b/crawl-ref/source/delay.cc
index 0e9fc81352..71b46c9d4e 100644
--- a/crawl-ref/source/delay.cc
+++ b/crawl-ref/source/delay.cc
@@ -1434,8 +1434,8 @@ void armour_wear_effects(const int item_slot)
if (!was_known)
{
- if (Options.autoinscribe_randarts && is_random_artefact(arm))
- add_autoinscription( arm, randart_auto_inscription(arm));
+ if (Options.autoinscribe_artefacts && is_random_artefact(arm))
+ add_autoinscription( arm, artefact_auto_inscription(arm));
}
if (!melded)
mprf("You finish putting on %s.", arm.name(DESC_NOCAP_YOUR).c_str());
@@ -1565,7 +1565,7 @@ void armour_wear_effects(const int item_slot)
}
if (is_random_artefact(arm))
- use_randart(arm, melded);
+ use_artefact(arm, melded);
if (item_cursed(arm) && !melded)
{
diff --git a/crawl-ref/source/describe.cc b/crawl-ref/source/describe.cc
index 6cb1ef937e..69d39add20 100644
--- a/crawl-ref/source/describe.cc
+++ b/crawl-ref/source/describe.cc
@@ -160,15 +160,15 @@ const char* jewellery_base_ability_string(int subtype)
struct property_annotators
{
const char* name;
- randart_prop_type prop;
+ artefact_prop_type prop;
int spell_out; // 0: "+3", 1: "+++", 2: value doesn't matter
};
static std::vector<std::string> _randart_propnames( const item_def& item )
{
- randart_properties_t proprt;
- randart_known_props_t known;
- randart_desc_properties( item, proprt, known, true );
+ artefact_properties_t proprt;
+ artefact_known_props_t known;
+ artefact_desc_properties( item, proprt, known, true );
std::vector<std::string> propnames;
@@ -177,48 +177,48 @@ static std::vector<std::string> _randart_propnames( const item_def& item )
// (Generally) negative attributes
// These come first, so they don't get chopped off!
- { "-CAST", RAP_PREVENT_SPELLCASTING, 2 },
- { "-TELE", RAP_PREVENT_TELEPORTATION, 2 },
- { "MUT", RAP_MUTAGENIC, 2 }, // handled specially
- { "*Rage", RAP_ANGRY, 2 },
- { "*TELE", RAP_CAUSE_TELEPORTATION, 2 },
- { "Hunger", RAP_METABOLISM, 2 }, // handled specially
- { "Noisy", RAP_NOISES, 2 },
+ { "-CAST", ARTP_PREVENT_SPELLCASTING, 2 },
+ { "-TELE", ARTP_PREVENT_TELEPORTATION, 2 },
+ { "MUT", ARTP_MUTAGENIC, 2 }, // handled specially
+ { "*Rage", ARTP_ANGRY, 2 },
+ { "*TELE", ARTP_CAUSE_TELEPORTATION, 2 },
+ { "Hunger", ARTP_METABOLISM, 2 }, // handled specially
+ { "Noisy", ARTP_NOISES, 2 },
// Evokable abilities come second
- { "+Blink", RAP_BLINK, 2 },
- { "+Tele", RAP_CAN_TELEPORT, 2 },
- { "+Rage", RAP_BERSERK, 2 },
- { "+Inv", RAP_INVISIBLE, 2 },
- { "+Lev", RAP_LEVITATE, 2 },
- { "+Map", RAP_MAPPING, 2 },
+ { "+Blink", ARTP_BLINK, 2 },
+ { "+Tele", ARTP_CAN_TELEPORT, 2 },
+ { "+Rage", ARTP_BERSERK, 2 },
+ { "+Inv", ARTP_INVISIBLE, 2 },
+ { "+Lev", ARTP_LEVITATE, 2 },
+ { "+Map", ARTP_MAPPING, 2 },
// Resists, also really important
- { "rElec", RAP_ELECTRICITY, 2 },
- { "rPois", RAP_POISON, 2 },
- { "rF", RAP_FIRE, 1 },
- { "rC", RAP_COLD, 1 },
- { "rN", RAP_NEGATIVE_ENERGY, 1 },
- { "MR", RAP_MAGIC, 2 },
+ { "rElec", ARTP_ELECTRICITY, 2 },
+ { "rPois", ARTP_POISON, 2 },
+ { "rF", ARTP_FIRE, 1 },
+ { "rC", ARTP_COLD, 1 },
+ { "rN", ARTP_NEGATIVE_ENERGY, 1 },
+ { "MR", ARTP_MAGIC, 2 },
// Quantitative attributes
- { "AC", RAP_AC, 0 },
- { "EV", RAP_EVASION, 0 },
- { "Str", RAP_STRENGTH, 0 },
- { "Dex", RAP_DEXTERITY, 0 },
- { "Int", RAP_INTELLIGENCE, 0 },
- { "Acc", RAP_ACCURACY, 0 },
- { "Dam", RAP_DAMAGE, 0 },
+ { "AC", ARTP_AC, 0 },
+ { "EV", ARTP_EVASION, 0 },
+ { "Str", ARTP_STRENGTH, 0 },
+ { "Dex", ARTP_DEXTERITY, 0 },
+ { "Int", ARTP_INTELLIGENCE, 0 },
+ { "Acc", ARTP_ACCURACY, 0 },
+ { "Dam", ARTP_DAMAGE, 0 },
// Qualitative attributes
- { "MP", RAP_MAGICAL_POWER, 0 },
- { "SInv", RAP_EYESIGHT, 2 },
- { "Stlth", RAP_STEALTH, 2 }, // handled specially
- { "Curse", RAP_CURSED, 2 },
+ { "MP", ARTP_MAGICAL_POWER, 0 },
+ { "SInv", ARTP_EYESIGHT, 2 },
+ { "Stlth", ARTP_STEALTH, 2 }, // handled specially
+ { "Curse", ARTP_CURSED, 2 },
};
// For randart jewellery, note the base jewellery type if it's not
- // covered by randart_desc_properties()
+ // covered by artefact_desc_properties()
if (item.base_type == OBJ_JEWELLERY
&& item_ident(item, ISFLAG_KNOW_PROPERTIES))
{
@@ -238,7 +238,7 @@ static std::vector<std::string> _randart_propnames( const item_def& item )
// ... and another one for adding a comma if needed.
for (unsigned i = 0; i < ARRAYSZ(propanns); ++i)
if (known_proprt(propanns[i].prop)
- && propanns[i].prop != RAP_BRAND)
+ && propanns[i].prop != ARTP_BRAND)
{
ego += ",";
break;
@@ -258,14 +258,14 @@ static std::vector<std::string> _randart_propnames( const item_def& item )
if (item.base_type == OBJ_JEWELLERY)
{
if (item.sub_type == RING_FIRE
- && (propanns[i].prop == RAP_FIRE && val == 1
- || propanns[i].prop == RAP_COLD && val == -1))
+ && (propanns[i].prop == ARTP_FIRE && val == 1
+ || propanns[i].prop == ARTP_COLD && val == -1))
{
continue;
}
if (item.sub_type == RING_ICE
- && (propanns[i].prop == RAP_COLD && val == 1
- || propanns[i].prop == RAP_FIRE && val == -1))
+ && (propanns[i].prop == ARTP_COLD && val == 1
+ || propanns[i].prop == ARTP_FIRE && val == -1))
{
continue;
}
@@ -285,19 +285,19 @@ static std::vector<std::string> _randart_propnames( const item_def& item )
break;
}
case 2: // e.g. rPois or SInv
- if (propanns[i].prop == RAP_CURSED && val < 1)
+ if (propanns[i].prop == ARTP_CURSED && val < 1)
continue;
work << propanns[i].name;
// these need special handling, so we don't give anything away
- if (propanns[i].prop == RAP_METABOLISM && val > 2
- || propanns[i].prop == RAP_MUTAGENIC && val > 3
- || propanns[i].prop == RAP_STEALTH && val > 20)
+ if (propanns[i].prop == ARTP_METABOLISM && val > 2
+ || propanns[i].prop == ARTP_MUTAGENIC && val > 3
+ || propanns[i].prop == ARTP_STEALTH && val > 20)
{
work << "+";
}
- else if (propanns[i].prop == RAP_STEALTH && val < 0)
+ else if (propanns[i].prop == ARTP_STEALTH && val < 0)
{
if (val < -20)
work << "--";
@@ -314,7 +314,7 @@ static std::vector<std::string> _randart_propnames( const item_def& item )
}
// Remove randart auto-inscription. Do it once for each property
-// string, rather than the return value of randart_auto_inscription(),
+// string, rather than the return value of artefact_auto_inscription(),
// in case more information about the randart has been learned since
// the last auto-inscription.
static void _trim_randart_inscrip( item_def& item )
@@ -329,7 +329,7 @@ static void _trim_randart_inscrip( item_def& item )
trim_string(item.inscription);
}
-std::string randart_auto_inscription( const item_def& item )
+std::string artefact_auto_inscription( const item_def& item )
{
if (item.base_type == OBJ_BOOKS)
return ("");
@@ -358,7 +358,7 @@ void add_autoinscription( item_def &item, std::string ainscrip)
struct property_descriptor
{
- randart_prop_type property;
+ artefact_prop_type property;
const char* desc; // If it contains %d, will be replaced by value.
bool is_graded_resist;
};
@@ -367,47 +367,47 @@ static std::string _randart_descrip( const item_def &item )
{
std::string description;
- randart_properties_t proprt;
- randart_known_props_t known;
- randart_desc_properties( item, proprt, known );
+ artefact_properties_t proprt;
+ artefact_known_props_t known;
+ artefact_desc_properties( item, proprt, known );
const property_descriptor propdescs[] = {
- { RAP_AC, "It affects your AC (%d).", false },
- { RAP_EVASION, "It affects your evasion (%d).", false},
- { RAP_STRENGTH, "It affects your strength (%d).", false},
- { RAP_INTELLIGENCE, "It affects your intelligence (%d).", false},
- { RAP_DEXTERITY, "It affects your dexterity (%d).", false},
- { RAP_ACCURACY, "It affects your accuracy (%d).", false},
- { RAP_DAMAGE, "It affects your damage-dealing abilities (%d).", false},
- { RAP_FIRE, "fire", true},
- { RAP_COLD, "cold", true},
- { RAP_ELECTRICITY, "It insulates you from electricity.", false},
- { RAP_POISON, "It protects you from poison.", false},
- { RAP_NEGATIVE_ENERGY, "negative energy", true},
- { RAP_MAGIC, "It increases your resistance to enchantments.", false},
- { RAP_MAGICAL_POWER, "It affects your mana capacity (%d).", false},
- { RAP_EYESIGHT, "It enhances your eyesight.", false},
- { RAP_INVISIBLE, "It lets you turn invisible.", false},
- { RAP_LEVITATE, "It lets you levitate.", false},
- { RAP_BLINK, "It lets you blink.", false},
- { RAP_CAN_TELEPORT, "It lets you teleport.", false},
- { RAP_BERSERK, "It lets you go berserk.", false},
- { RAP_MAPPING, "It lets you sense your surroundings.", false},
- { RAP_NOISES, "It makes noises.", false},
- { RAP_PREVENT_SPELLCASTING, "It prevents spellcasting.", false},
- { RAP_CAUSE_TELEPORTATION, "It causes teleportation.", false},
- { RAP_PREVENT_TELEPORTATION, "It prevents most forms of teleportation.",
+ { ARTP_AC, "It affects your AC (%d).", false },
+ { ARTP_EVASION, "It affects your evasion (%d).", false},
+ { ARTP_STRENGTH, "It affects your strength (%d).", false},
+ { ARTP_INTELLIGENCE, "It affects your intelligence (%d).", false},
+ { ARTP_DEXTERITY, "It affects your dexterity (%d).", false},
+ { ARTP_ACCURACY, "It affects your accuracy (%d).", false},
+ { ARTP_DAMAGE, "It affects your damage-dealing abilities (%d).", false},
+ { ARTP_FIRE, "fire", true},
+ { ARTP_COLD, "cold", true},
+ { ARTP_ELECTRICITY, "It insulates you from electricity.", false},
+ { ARTP_POISON, "It protects you from poison.", false},
+ { ARTP_NEGATIVE_ENERGY, "negative energy", true},
+ { ARTP_MAGIC, "It increases your resistance to enchantments.", false},
+ { ARTP_MAGICAL_POWER, "It affects your mana capacity (%d).", false},
+ { ARTP_EYESIGHT, "It enhances your eyesight.", false},
+ { ARTP_INVISIBLE, "It lets you turn invisible.", false},
+ { ARTP_LEVITATE, "It lets you levitate.", false},
+ { ARTP_BLINK, "It lets you blink.", false},
+ { ARTP_CAN_TELEPORT, "It lets you teleport.", false},
+ { ARTP_BERSERK, "It lets you go berserk.", false},
+ { ARTP_MAPPING, "It lets you sense your surroundings.", false},
+ { ARTP_NOISES, "It makes noises.", false},
+ { ARTP_PREVENT_SPELLCASTING, "It prevents spellcasting.", false},
+ { ARTP_CAUSE_TELEPORTATION, "It causes teleportation.", false},
+ { ARTP_PREVENT_TELEPORTATION, "It prevents most forms of teleportation.",
false},
- { RAP_ANGRY, "It makes you angry.", false},
- { RAP_CURSED, "It may recurse itself.", false}
+ { ARTP_ANGRY, "It makes you angry.", false},
+ { ARTP_CURSED, "It may recurse itself.", false}
};
for (unsigned i = 0; i < ARRAYSZ(propdescs); ++i)
{
if (known_proprt(propdescs[i].property))
{
- // Only randarts with RAP_CURSED > 0 may recurse themselves.
- if (propdescs[i].property == RAP_CURSED
+ // Only randarts with ARTP_CURSED > 0 may recurse themselves.
+ if (propdescs[i].property == ARTP_CURSED
&& proprt[propdescs[i].property] < 1)
{
continue;
@@ -444,17 +444,17 @@ static std::string _randart_descrip( const item_def &item )
}
// Some special cases which don't fit into the above.
- if (known_proprt( RAP_METABOLISM ))
+ if (known_proprt( ARTP_METABOLISM ))
{
- if (proprt[ RAP_METABOLISM ] >= 3)
+ if (proprt[ ARTP_METABOLISM ] >= 3)
description += "$It greatly speeds your metabolism.";
- else if (proprt[ RAP_METABOLISM ])
+ else if (proprt[ ARTP_METABOLISM ])
description += "$It speeds your metabolism. ";
}
- if (known_proprt( RAP_STEALTH ))
+ if (known_proprt( ARTP_STEALTH ))
{
- const int stval = proprt[RAP_STEALTH];
+ const int stval = proprt[ARTP_STEALTH];
char buf[80];
snprintf(buf, sizeof buf, "$It makes you %s%s stealthy.",
(stval < -20 || stval > 20) ? "much " : "",
@@ -462,9 +462,9 @@ static std::string _randart_descrip( const item_def &item )
description += buf;
}
- if (known_proprt( RAP_MUTAGENIC ))
+ if (known_proprt( ARTP_MUTAGENIC ))
{
- if (proprt[ RAP_MUTAGENIC ] > 3)
+ if (proprt[ ARTP_MUTAGENIC ] > 3)
description += "$It glows with mutagenic radiation.";
else
description += "$It emits mutagenic radiation.";
@@ -2335,7 +2335,7 @@ void inscribe_item(item_def &item, bool proper_prompt)
bool need_autoinscribe = false;
if (is_random_artefact(item))
{
- ainscrip = randart_auto_inscription(item);
+ ainscrip = artefact_auto_inscription(item);
if (!ainscrip.empty()
&& (!is_inscribed
|| item.inscription.find(ainscrip) == std::string::npos))
diff --git a/crawl-ref/source/describe.h b/crawl-ref/source/describe.h
index d3a1b5b188..cbaa819907 100644
--- a/crawl-ref/source/describe.h
+++ b/crawl-ref/source/describe.h
@@ -113,7 +113,7 @@ void print_description(const describe_info &inf);
template<class T> void process_description(T &proc, const describe_info &inf);
-std::string randart_auto_inscription( const item_def& item );
+std::string artefact_auto_inscription( const item_def& item );
void add_autoinscription( item_def &item, std::string ainscrip);
const char *trap_name(trap_type trap);
diff --git a/crawl-ref/source/effects.cc b/crawl-ref/source/effects.cc
index 7fd6a699ba..015ed895fe 100644
--- a/crawl-ref/source/effects.cc
+++ b/crawl-ref/source/effects.cc
@@ -1661,14 +1661,14 @@ bool acquirement(object_class_type class_wanted, int agent,
if ((agent == GOD_TROG || agent == GOD_OKAWARU)
&& is_random_artefact(doodad))
{
- randart_properties_t proprt;
- randart_wpn_properties( doodad, proprt );
+ artefact_properties_t proprt;
+ artefact_wpn_properties( doodad, proprt );
// Check vs. stats. positive stats will automatically fall
// through. As will negative stats that won't kill you.
- if (-proprt[RAP_STRENGTH] >= you.strength
- || -proprt[RAP_INTELLIGENCE] >= you.intel
- || -proprt[RAP_DEXTERITY] >= you.dex)
+ if (-proprt[ARTP_STRENGTH] >= you.strength
+ || -proprt[ARTP_INTELLIGENCE] >= you.intel
+ || -proprt[ARTP_DEXTERITY] >= you.dex)
{
// Try again.
destroy_item(thing_created);
@@ -1856,7 +1856,7 @@ bool acquirement(object_class_type class_wanted, int agent,
{
// Give another name that takes god gift into account;
// artefact books already do that.
- thing.props["randart_name"].get_string() =
+ thing.props["artefact_name"].get_string() =
artefact_name(thing, false);
}
}
@@ -3282,15 +3282,15 @@ void handle_time(long time_delta)
}
bool mutagenic_randart = false;
- if (const int randart_glow = scan_randarts(RAP_MUTAGENIC))
+ if (const int artefact_glow = scan_artefacts(ARTP_MUTAGENIC))
{
// Reduced randart glow. Note that one randart will contribute
- // 2 - 5 units of glow to randart_glow. A randart with a mutagen
+ // 2 - 5 units of glow to artefact_glow. A randart with a mutagen
// index of 2 does about 0.58 points of contamination per turn.
// A randart with a mutagen index of 5 does about 0.7 points of
// contamination per turn.
- const int mean_glow = 500 + randart_glow * 40;
+ const int mean_glow = 500 + artefact_glow * 40;
const int actual_glow = mean_glow / 2 + random2(mean_glow);
added_contamination += div_rand_round(actual_glow, 1000);
mutagenic_randart = true;
diff --git a/crawl-ref/source/enum.h b/crawl-ref/source/enum.h
index da71bb4991..9d8bbf4671 100644
--- a/crawl-ref/source/enum.h
+++ b/crawl-ref/source/enum.h
@@ -2439,40 +2439,40 @@ enum pronoun_type
PRONOUN_OBJECTIVE // 5 (objective is always lowercase)
};
-enum randart_prop_type
-{
- RAP_BRAND, // 0
- RAP_AC,
- RAP_EVASION,
- RAP_STRENGTH,
- RAP_INTELLIGENCE,
- RAP_DEXTERITY, // 5
- RAP_FIRE,
- RAP_COLD,
- RAP_ELECTRICITY,
- RAP_POISON,
- RAP_NEGATIVE_ENERGY, // 10
- RAP_MAGIC,
- RAP_EYESIGHT,
- RAP_INVISIBLE,
- RAP_LEVITATE,
- RAP_BLINK, // 15
- RAP_CAN_TELEPORT,
- RAP_BERSERK,
- RAP_MAPPING,
- RAP_NOISES,
- RAP_PREVENT_SPELLCASTING, // 20
- RAP_CAUSE_TELEPORTATION,
- RAP_PREVENT_TELEPORTATION,
- RAP_ANGRY,
- RAP_METABOLISM,
- RAP_MUTAGENIC, // 25
- RAP_ACCURACY,
- RAP_DAMAGE,
- RAP_CURSED,
- RAP_STEALTH,
- RAP_MAGICAL_POWER, // 30
- RAP_NUM_PROPERTIES
+enum artefact_prop_type
+{
+ ARTP_BRAND, // 0
+ ARTP_AC,
+ ARTP_EVASION,
+ ARTP_STRENGTH,
+ ARTP_INTELLIGENCE,
+ ARTP_DEXTERITY, // 5
+ ARTP_FIRE,
+ ARTP_COLD,
+ ARTP_ELECTRICITY,
+ ARTP_POISON,
+ ARTP_NEGATIVE_ENERGY, // 10
+ ARTP_MAGIC,
+ ARTP_EYESIGHT,
+ ARTP_INVISIBLE,
+ ARTP_LEVITATE,
+ ARTP_BLINK, // 15
+ ARTP_CAN_TELEPORT,
+ ARTP_BERSERK,
+ ARTP_MAPPING,
+ ARTP_NOISES,
+ ARTP_PREVENT_SPELLCASTING, // 20
+ ARTP_CAUSE_TELEPORTATION,
+ ARTP_PREVENT_TELEPORTATION,
+ ARTP_ANGRY,
+ ARTP_METABOLISM,
+ ARTP_MUTAGENIC, // 25
+ ARTP_ACCURACY,
+ ARTP_DAMAGE,
+ ARTP_CURSED,
+ ARTP_STEALTH,
+ ARTP_MAGICAL_POWER, // 30
+ ARTP_NUM_PROPERTIES
};
enum score_format_type
diff --git a/crawl-ref/source/externs.h b/crawl-ref/source/externs.h
index e24e96cc73..b71a7ba3c2 100644
--- a/crawl-ref/source/externs.h
+++ b/crawl-ref/source/externs.h
@@ -2056,7 +2056,7 @@ public:
std::vector<text_pattern> note_items; // Objects to note
std::vector<int> note_skill_levels; // Skill levels to note
- bool autoinscribe_randarts; // Auto-inscribe identified randarts.
+ bool autoinscribe_artefacts; // Auto-inscribe identified artefacts.
bool pickup_thrown; // Pickup thrown missiles
bool pickup_dropped; // Pickup dropped objects
diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc
index d9346d1c60..838dbc1465 100644
--- a/crawl-ref/source/fight.cc
+++ b/crawl-ref/source/fight.cc
@@ -377,7 +377,7 @@ void melee_attack::init_attack()
if (weapon && weapon->base_type == OBJ_WEAPONS
&& is_random_artefact( *weapon ))
{
- randart_wpn_properties( *weapon, art_props );
+ artefact_wpn_properties( *weapon, art_props );
}
wpn_skill = weapon ? weapon_skill( *weapon ) : SK_UNARMED_COMBAT;
@@ -529,8 +529,8 @@ bool melee_attack::is_water_attack(const actor *attk,
void melee_attack::check_autoberserk()
{
if (weapon
- && art_props[RAP_ANGRY] >= 1
- && !one_chance_in(1 + art_props[RAP_ANGRY]))
+ && art_props[ARTP_ANGRY] >= 1
+ && !one_chance_in(1 + art_props[ARTP_ANGRY]))
{
attacker->go_berserk(false);
}
@@ -2252,7 +2252,7 @@ bool melee_attack::distortion_affects_defender()
// the player goes to Abyss, while the weapon object is
// still in memory.
if (is_random_artefact(*weapon))
- randart_wpn_learn_prop(*weapon, RAP_BRAND);
+ artefact_wpn_learn_prop(*weapon, ARTP_BRAND);
else
set_ident_flags(*weapon, ISFLAG_KNOW_TYPE);
}
@@ -3008,7 +3008,7 @@ bool melee_attack::apply_damage_brand()
if (weapon)
{
if (is_random_artefact(*weapon))
- brand_was_known = randart_known_wpn_property(*weapon, RAP_BRAND);
+ brand_was_known = artefact_known_wpn_property(*weapon, ARTP_BRAND);
else
brand_was_known = item_type_known(*weapon);
}
@@ -3289,7 +3289,7 @@ bool melee_attack::apply_damage_brand()
&& !is_unrandom_artefact(*weapon) && !is_fixed_artefact(*weapon))
{
if (is_random_artefact(*weapon))
- randart_wpn_learn_prop(*weapon, RAP_BRAND);
+ artefact_wpn_learn_prop(*weapon, ARTP_BRAND);
else
set_ident_flags(*weapon, ISFLAG_KNOW_TYPE);
}
diff --git a/crawl-ref/source/fight.h b/crawl-ref/source/fight.h
index 0a1326b504..856be31b18 100644
--- a/crawl-ref/source/fight.h
+++ b/crawl-ref/source/fight.h
@@ -109,7 +109,7 @@ public:
bool hand_half_bonus;
// If weapon is a randart, its properties.
- randart_properties_t art_props;
+ artefact_properties_t art_props;
// Attack messages
std::string attack_verb, verb_degree;
diff --git a/crawl-ref/source/food.cc b/crawl-ref/source/food.cc
index a9390b6d4f..543eabffc5 100644
--- a/crawl-ref/source/food.cc
+++ b/crawl-ref/source/food.cc
@@ -232,7 +232,7 @@ static bool _find_butchering_implement(int &butcher_tool)
// Don't even suggest autocursing items.
// Note that unknown autocursing is OK.
&& (!is_random_artefact(tool)
- || (randart_known_wpn_property(tool, RAP_CURSED) <= 0)))
+ || (artefact_known_wpn_property(tool, ARTP_CURSED) <= 0)))
{
if (Options.easy_butcher
&& item_known_uncursed(tool)
diff --git a/crawl-ref/source/initfile.cc b/crawl-ref/source/initfile.cc
index 30e77385b6..792e6034ca 100644
--- a/crawl-ref/source/initfile.cc
+++ b/crawl-ref/source/initfile.cc
@@ -974,7 +974,7 @@ void game_options::reset_options()
note_monsters.clear();
note_messages.clear();
autoinscriptions.clear();
- autoinscribe_randarts = true;
+ autoinscribe_artefacts = true;
note_items.clear();
note_skill_levels.clear();
travel_stop_message.clear();
@@ -2555,7 +2555,7 @@ void game_options::read_option_line(const std::string &str, bool runscript)
autoinscriptions.push_back(
std::pair<text_pattern,std::string>(thesplit[0], thesplit[1]));
}
- else BOOL_OPTION(autoinscribe_randarts);
+ else BOOL_OPTION(autoinscribe_artefacts);
else if (key == "map_file_name")
{
map_file_name = field;
diff --git a/crawl-ref/source/it_use2.cc b/crawl-ref/source/it_use2.cc
index 737e1f59cf..30c7db0c0e 100644
--- a/crawl-ref/source/it_use2.cc
+++ b/crawl-ref/source/it_use2.cc
@@ -451,7 +451,7 @@ bool unwield_item(bool showMsgs)
const int brand = get_weapon_brand( item );
if (is_random_artefact( item ))
- unuse_randart(item);
+ unuse_artefact(item);
if (brand != SPWPN_NORMAL)
{
@@ -620,55 +620,55 @@ void unwear_armour(int slot)
}
if (is_random_artefact(item))
- unuse_randart(item);
+ unuse_artefact(item);
}
-void unuse_randart(const item_def &item)
+void unuse_artefact(const item_def &item)
{
ASSERT( is_random_artefact( item ) );
- randart_properties_t proprt;
- randart_known_props_t known;
- randart_wpn_properties( item, proprt, known );
+ artefact_properties_t proprt;
+ artefact_known_props_t known;
+ artefact_wpn_properties( item, proprt, known );
- if (proprt[RAP_AC])
+ if (proprt[ARTP_AC])
{
you.redraw_armour_class = true;
- if (!known[RAP_AC])
+ if (!known[ARTP_AC])
{
mprf("You feel less %s.",
- proprt[RAP_AC] > 0? "well-protected" : "vulnerable");
+ proprt[ARTP_AC] > 0? "well-protected" : "vulnerable");
}
}
- if (proprt[RAP_EVASION])
+ if (proprt[ARTP_EVASION])
{
you.redraw_evasion = true;
- if (!known[RAP_EVASION])
+ if (!known[ARTP_EVASION])
{
mprf("You feel less %s.",
- proprt[RAP_EVASION] > 0? "nimble" : "awkward");
+ proprt[ARTP_EVASION] > 0? "nimble" : "awkward");
}
}
- if (proprt[RAP_MAGICAL_POWER])
+ if (proprt[ARTP_MAGICAL_POWER])
{
you.redraw_magic_points = true;
- if (!known[RAP_MAGICAL_POWER])
+ if (!known[ARTP_MAGICAL_POWER])
{
mprf("You feel your mana capacity %s.",
- proprt[RAP_MAGICAL_POWER] > 0 ? "decrease" : "increase");
+ proprt[ARTP_MAGICAL_POWER] > 0 ? "decrease" : "increase");
}
}
// Modify ability scores; always output messages.
- modify_stat( STAT_STRENGTH, -proprt[RAP_STRENGTH], false, item,
+ modify_stat( STAT_STRENGTH, -proprt[ARTP_STRENGTH], false, item,
true);
- modify_stat( STAT_INTELLIGENCE, -proprt[RAP_INTELLIGENCE], false, item,
+ modify_stat( STAT_INTELLIGENCE, -proprt[ARTP_INTELLIGENCE], false, item,
true);
- modify_stat( STAT_DEXTERITY, -proprt[RAP_DEXTERITY], false, item,
+ modify_stat( STAT_DEXTERITY, -proprt[ARTP_DEXTERITY], false, item,
true);
- if (proprt[RAP_NOISES] != 0)
+ if (proprt[ARTP_NOISES] != 0)
you.special_wield = SPWLD_NONE;
}
diff --git a/crawl-ref/source/it_use2.h b/crawl-ref/source/it_use2.h
index 80bc1bf5b3..f3f4161eca 100644
--- a/crawl-ref/source/it_use2.h
+++ b/crawl-ref/source/it_use2.h
@@ -17,7 +17,7 @@
bool potion_effect(potion_type pot_eff, int pow,
bool drank_it = false, bool was_known = true);
-void unuse_randart(const item_def &item);
+void unuse_artefact(const item_def &item);
void unwear_armour(int slot);
bool unwield_item(bool showMsgs = true);
diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc
index 0fdd3e0d8d..37ab147cc9 100644
--- a/crawl-ref/source/item_use.cc
+++ b/crawl-ref/source/item_use.cc
@@ -444,7 +444,7 @@ int item_special_wield_effect(const item_def &item)
int i_eff = SPWPN_NORMAL;
if (is_random_artefact( item ))
- i_eff = randart_wpn_property(item, RAP_BRAND);
+ i_eff = artefact_wpn_property(item, ARTP_BRAND);
else
i_eff = item.special;
@@ -552,14 +552,14 @@ void wield_effects(int item_wield_2, bool showMsgs)
if (artefact)
{
- special = randart_wpn_property(item, RAP_BRAND);
- use_randart(item_wield_2);
+ special = artefact_wpn_property(item, ARTP_BRAND);
+ use_artefact(item_wield_2);
if (!was_known)
{
item.flags |= ISFLAG_NOTED_ID;
- if (Options.autoinscribe_randarts)
- add_autoinscription(item, randart_auto_inscription(item));
+ if (Options.autoinscribe_artefacts)
+ add_autoinscription(item, artefact_auto_inscription(item));
// Make a note of it.
take_note(Note(NOTE_ID_ITEM, 0, 0, item.name(DESC_NOCAP_A).c_str(),
@@ -3132,7 +3132,7 @@ bool thrown_object_destroyed(item_def *item, const coord_def& where,
void jewellery_wear_effects(item_def &item)
{
item_type_id_state_type ident = ID_TRIED_TYPE;
- randart_prop_type fake_rap = RAP_NUM_PROPERTIES;
+ artefact_prop_type fake_rap = ARTP_NUM_PROPERTIES;
bool learn_pluses = false;
// Randart jewellery shouldn't auto-ID just because the base type
@@ -3183,7 +3183,7 @@ void jewellery_wear_effects(item_def &item)
{
mpr("You become transparent for a moment.");
if (artefact)
- fake_rap = RAP_INVISIBLE;
+ fake_rap = ARTP_INVISIBLE;
else
ident = ID_KNOWN_TYPE;
}
@@ -3207,7 +3207,7 @@ void jewellery_wear_effects(item_def &item)
modify_stat(STAT_STRENGTH, item.plus, false, item);
if (artefact)
- fake_rap = RAP_STRENGTH;
+ fake_rap = ARTP_STRENGTH;
else
ident = ID_KNOWN_TYPE;
@@ -3221,7 +3221,7 @@ void jewellery_wear_effects(item_def &item)
modify_stat(STAT_DEXTERITY, item.plus, false, item);
if (artefact)
- fake_rap = RAP_DEXTERITY;
+ fake_rap = ARTP_DEXTERITY;
else
ident = ID_KNOWN_TYPE;
@@ -3235,7 +3235,7 @@ void jewellery_wear_effects(item_def &item)
modify_stat(STAT_INTELLIGENCE, item.plus, false, item);
if (artefact)
- fake_rap = RAP_INTELLIGENCE;
+ fake_rap = ARTP_INTELLIGENCE;
else
ident = ID_KNOWN_TYPE;
@@ -3247,42 +3247,42 @@ void jewellery_wear_effects(item_def &item)
mpr("You feel your mana capacity increase.");
calc_mp();
if (artefact)
- fake_rap = RAP_MAGICAL_POWER;
+ fake_rap = ARTP_MAGICAL_POWER;
else
ident = ID_KNOWN_TYPE;
break;
case RING_LEVITATION:
- if (!scan_randarts(RAP_LEVITATE))
+ if (!scan_artefacts(ARTP_LEVITATE))
{
if (player_is_airborne())
mpr("You feel vaguely more buoyant than before.");
else
mpr("You feel buoyant.");
if (artefact)
- fake_rap = RAP_LEVITATE;
+ fake_rap = ARTP_LEVITATE;
else
ident = ID_KNOWN_TYPE;
}
break;
case RING_TELEPORTATION:
- if (!scan_randarts(RAP_CAN_TELEPORT))
+ if (!scan_artefacts(ARTP_CAN_TELEPORT))
{
mpr("You feel slightly jumpy.");
if (artefact)
- fake_rap = RAP_CAUSE_TELEPORTATION;
+ fake_rap = ARTP_CAUSE_TELEPORTATION;
else
ident = ID_KNOWN_TYPE;
}
break;
case AMU_RAGE:
- if (!scan_randarts(RAP_BERSERK))
+ if (!scan_artefacts(ARTP_BERSERK))
{
mpr("You feel a brief urge to hack something to bits.");
if (artefact)
- fake_rap = RAP_BERSERK;
+ fake_rap = ARTP_BERSERK;
else
ident = ID_KNOWN_TYPE;
}
@@ -3306,13 +3306,13 @@ void jewellery_wear_effects(item_def &item)
// so we don't allow them to make the base types known.
if (artefact)
{
- use_randart(item);
+ use_artefact(item);
if (learn_pluses && (item.plus != 0 || item.plus2 != 0))
set_ident_flags(item, ISFLAG_KNOW_PLUSES);
- if (fake_rap != RAP_NUM_PROPERTIES)
- randart_wpn_learn_prop(item, fake_rap);
+ if (fake_rap != ARTP_NUM_PROPERTIES)
+ artefact_wpn_learn_prop(item, fake_rap);
if (!item.props.exists("jewellery_tried")
|| !item.props["jewellery_tried"].get_bool())
@@ -3431,9 +3431,9 @@ bool safe_to_remove_or_wear(const item_def &item, bool remove,
if (is_random_artefact(item))
{
- prop_str += randart_known_wpn_property(item, RAP_STRENGTH);
- prop_int += randart_known_wpn_property(item, RAP_INTELLIGENCE);
- prop_dex += randart_known_wpn_property(item, RAP_DEXTERITY);
+ prop_str += artefact_known_wpn_property(item, ARTP_STRENGTH);
+ prop_int += artefact_known_wpn_property(item, ARTP_INTELLIGENCE);
+ prop_dex += artefact_known_wpn_property(item, ARTP_DEXTERITY);
}
if (remove)
@@ -3730,7 +3730,7 @@ void jewellery_remove_effects(item_def &item, bool mesg)
}
if (is_random_artefact(item))
- unuse_randart(item);
+ unuse_artefact(item);
// Must occur after ring is removed. -- bwr
calc_mp();
@@ -5251,12 +5251,12 @@ void examine_object(void)
mesclr(true);
} // end original_name()
-void use_randart(unsigned char item_wield_2)
+void use_artefact(unsigned char item_wield_2)
{
- use_randart( you.inv[ item_wield_2 ] );
+ use_artefact( you.inv[ item_wield_2 ] );
}
-void use_randart(item_def &item, bool unmeld)
+void use_artefact(item_def &item, bool unmeld)
{
#define unknown_proprt(prop) (proprt[(prop)] && !known[(prop)])
@@ -5265,102 +5265,102 @@ void use_randart(item_def &item, bool unmeld)
const bool alreadyknown = item_type_known(item);
const bool dangerous = player_in_a_dangerous_place();
- randart_properties_t proprt;
- randart_known_props_t known;
- randart_wpn_properties( item, proprt, known );
+ artefact_properties_t proprt;
+ artefact_known_props_t known;
+ artefact_wpn_properties( item, proprt, known );
// Only give property messages for previously unknown properties.
- if (proprt[RAP_AC])
+ if (proprt[ARTP_AC])
{
you.redraw_armour_class = true;
- if (!known[RAP_AC])
+ if (!known[ARTP_AC])
{
- mprf("You feel %s.", proprt[RAP_AC] > 0?
+ mprf("You feel %s.", proprt[ARTP_AC] > 0?
"well-protected" : "more vulnerable");
- randart_wpn_learn_prop(item, RAP_AC);
+ artefact_wpn_learn_prop(item, ARTP_AC);
}
}
- if (proprt[RAP_EVASION])
+ if (proprt[ARTP_EVASION])
{
you.redraw_evasion = true;
- if (!known[RAP_EVASION])
+ if (!known[ARTP_EVASION])
{
- mprf("You feel somewhat %s.", proprt[RAP_EVASION] > 0?
+ mprf("You feel somewhat %s.", proprt[ARTP_EVASION] > 0?
"nimbler" : "more awkward");
- randart_wpn_learn_prop(item, RAP_EVASION);
+ artefact_wpn_learn_prop(item, ARTP_EVASION);
}
}
- if (proprt[RAP_MAGICAL_POWER])
+ if (proprt[ARTP_MAGICAL_POWER])
{
you.redraw_magic_points = true;
- if (!known[RAP_MAGICAL_POWER])
+ if (!known[ARTP_MAGICAL_POWER])
{
mprf("You feel your mana capacity %s.",
- proprt[RAP_MAGICAL_POWER] > 0? "increase" : "decrease");
- randart_wpn_learn_prop(item, RAP_MAGICAL_POWER);
+ proprt[ARTP_MAGICAL_POWER] > 0? "increase" : "decrease");
+ artefact_wpn_learn_prop(item, ARTP_MAGICAL_POWER);
}
}
// Modify ability scores.
// Output result even when identified (because of potential fatality).
- modify_stat( STAT_STRENGTH, proprt[RAP_STRENGTH], false, item );
- modify_stat( STAT_INTELLIGENCE, proprt[RAP_INTELLIGENCE], false, item );
- modify_stat( STAT_DEXTERITY, proprt[RAP_DEXTERITY], false, item );
+ modify_stat( STAT_STRENGTH, proprt[ARTP_STRENGTH], false, item );
+ modify_stat( STAT_INTELLIGENCE, proprt[ARTP_INTELLIGENCE], false, item );
+ modify_stat( STAT_DEXTERITY, proprt[ARTP_DEXTERITY], false, item );
- const randart_prop_type stat_props[3] =
- {RAP_STRENGTH, RAP_INTELLIGENCE, RAP_DEXTERITY};
+ const artefact_prop_type stat_props[3] =
+ {ARTP_STRENGTH, ARTP_INTELLIGENCE, ARTP_DEXTERITY};
for (int i = 0; i < 3; i++)
if (unknown_proprt(stat_props[i]))
- randart_wpn_learn_prop(item, stat_props[i]);
+ artefact_wpn_learn_prop(item, stat_props[i]);
// For evokable stuff, check whether other equipped items yield
// the same ability. If not, and if the ability granted hasn't
// already been discovered, give a message.
- if (unknown_proprt(RAP_LEVITATE)
- && !items_give_ability(item.link, RAP_LEVITATE))
+ if (unknown_proprt(ARTP_LEVITATE)
+ && !items_give_ability(item.link, ARTP_LEVITATE))
{
if (player_is_airborne())
mpr("You feel vaguely more buoyant than before.");
else
mpr("You feel buoyant.");
- randart_wpn_learn_prop(item, RAP_LEVITATE);
+ artefact_wpn_learn_prop(item, ARTP_LEVITATE);
}
- if (unknown_proprt(RAP_INVISIBLE) && !you.duration[DUR_INVIS])
+ if (unknown_proprt(ARTP_INVISIBLE) && !you.duration[DUR_INVIS])
{
mpr("You become transparent for a moment.");
- randart_wpn_learn_prop(item, RAP_INVISIBLE);
+ artefact_wpn_learn_prop(item, ARTP_INVISIBLE);
}
- if (unknown_proprt(RAP_CAN_TELEPORT)
- && !items_give_ability(item.link, RAP_CAN_TELEPORT))
+ if (unknown_proprt(ARTP_CAN_TELEPORT)
+ && !items_give_ability(item.link, ARTP_CAN_TELEPORT))
{
mpr("You feel slightly jumpy.");
- randart_wpn_learn_prop(item, RAP_CAN_TELEPORT);
+ artefact_wpn_learn_prop(item, ARTP_CAN_TELEPORT);
}
- if (unknown_proprt(RAP_BERSERK)
- && !items_give_ability(item.link, RAP_BERSERK))
+ if (unknown_proprt(ARTP_BERSERK)
+ && !items_give_ability(item.link, ARTP_BERSERK))
{
mpr("You feel a brief urge to hack something to bits.");
- randart_wpn_learn_prop(item, RAP_BERSERK);
+ artefact_wpn_learn_prop(item, ARTP_BERSERK);
}
- if (!unmeld && !item_cursed(item) && proprt[RAP_CURSED] > 0
- && one_chance_in(proprt[RAP_CURSED]))
+ if (!unmeld && !item_cursed(item) && proprt[ARTP_CURSED] > 0
+ && one_chance_in(proprt[ARTP_CURSED]))
{
do_curse_item( item, false );
- randart_wpn_learn_prop(item, RAP_CURSED);
+ artefact_wpn_learn_prop(item, ARTP_CURSED);
}
- if (proprt[RAP_NOISES])
+ if (proprt[ARTP_NOISES])
you.special_wield = SPWLD_NOISE;
- if (!alreadyknown && Options.autoinscribe_randarts)
- add_autoinscription(item, randart_auto_inscription(item));
+ if (!alreadyknown && Options.autoinscribe_artefacts)
+ add_autoinscription(item, artefact_auto_inscription(item));
if (!alreadyknown && dangerous)
{
diff --git a/crawl-ref/source/item_use.h b/crawl-ref/source/item_use.h
index ac7a1c8d80..973286ed52 100644
--- a/crawl-ref/source/item_use.h
+++ b/crawl-ref/source/item_use.h
@@ -156,8 +156,8 @@ void wield_effects(int item_wield_2, bool showMsgs);
/* ***********************************************************************
* called from: delay.cc item_use.cc it_use2.cc
* *********************************************************************** */
-void use_randart( unsigned char item_wield_2 );
-void use_randart(item_def &item, bool unmeld = false);
+void use_artefact( unsigned char item_wield_2 );
+void use_artefact(item_def &item, bool unmeld = false);
bool puton_item(int slot);
diff --git a/crawl-ref/source/itemprop.cc b/crawl-ref/source/itemprop.cc
index 387fd72b18..7c54b7fd4c 100644
--- a/crawl-ref/source/itemprop.cc
+++ b/crawl-ref/source/itemprop.cc
@@ -918,7 +918,7 @@ int get_weapon_brand( const item_def &item )
}
else if (is_random_artefact( item ))
{
- return (randart_wpn_property( item, RAP_BRAND ));
+ return (artefact_wpn_property( item, ARTP_BRAND ));
}
return (item.special);
@@ -2467,9 +2467,12 @@ bool gives_ability(const item_def &item)
return (false);
// Check for evokable randart properties.
- for (int rap = RAP_INVISIBLE; rap <= RAP_MAPPING; rap++)
- if (randart_wpn_property( item, static_cast<randart_prop_type>(rap) ))
+ for (int rap = ARTP_INVISIBLE; rap <= ARTP_MAPPING; rap++)
+ if (artefact_wpn_property( item,
+ static_cast<artefact_prop_type>(rap) ))
+ {
return (true);
+ }
return (false);
}
@@ -2531,13 +2534,16 @@ bool gives_resistance(const item_def &item)
return (false);
// Check for randart resistances.
- for (int rap = RAP_FIRE; rap <= RAP_CAN_TELEPORT; rap++)
+ for (int rap = ARTP_FIRE; rap <= ARTP_CAN_TELEPORT; rap++)
{
- if (rap == RAP_MAGIC || rap >= RAP_INVISIBLE && rap != RAP_CAN_TELEPORT)
+ if (rap == ARTP_MAGIC || rap >= ARTP_INVISIBLE && rap != ARTP_CAN_TELEPORT)
continue;
- if (randart_wpn_property( item, static_cast<randart_prop_type>(rap) ))
+ if (artefact_wpn_property( item,
+ static_cast<artefact_prop_type>(rap) ))
+ {
return (true);
+ }
}
return (false);
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);
}
diff --git a/crawl-ref/source/output.cc b/crawl-ref/source/output.cc
index ddff3fdc7c..43176d8c9b 100644
--- a/crawl-ref/source/output.cc
+++ b/crawl-ref/source/output.cc
@@ -2137,7 +2137,7 @@ static std::vector<formatted_string> _get_overview_resistances(
_determine_colour_string(rclar, 1), itosym1(rclar));
cols.add_formatted(1, buf, false);
- if (scan_randarts(RAP_PREVENT_TELEPORTATION, calc_unid))
+ if (scan_artefacts(ARTP_PREVENT_TELEPORTATION, calc_unid))
{
snprintf(buf, sizeof buf, "\n%sPrev.Telep.: %s",
_determine_colour_string(-1, 1), itosym1(1));
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);
}
diff --git a/crawl-ref/source/player.h b/crawl-ref/source/player.h
index 1cdf5ecd14..6d83dfe8be 100644
--- a/crawl-ref/source/player.h
+++ b/crawl-ref/source/player.h
@@ -263,8 +263,8 @@ int player_teleport(bool calc_unid = true);
/* ***********************************************************************
* called from: ability - acr - items - misc - spells1 - spells3
* *********************************************************************** */
-bool items_give_ability(const int slot, randart_prop_type abil);
-int scan_randarts(randart_prop_type which_property, bool calc_unid = true);
+bool items_give_ability(const int slot, artefact_prop_type abil);
+int scan_artefacts(artefact_prop_type which_property, bool calc_unid = true);
/* ***********************************************************************
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);
diff --git a/crawl-ref/source/randart.h b/crawl-ref/source/randart.h
index cdc65e57c6..d939607de0 100644
--- a/crawl-ref/source/randart.h
+++ b/crawl-ref/source/randart.h
@@ -14,7 +14,7 @@
// used in files.cc, newgame.cc, randart.cc {dlb}
#define NO_UNRANDARTS 59
-#define RA_PROPERTIES RAP_NUM_PROPERTIES
+#define RA_PROPERTIES ARTP_NUM_PROPERTIES
// Reserving the upper bits for later expansion/versioning.
#define RANDART_SEED_MASK 0x00ffffff
@@ -39,8 +39,8 @@ std::string get_artefact_name( const item_def &item );
/* ***********************************************************************
* called from: spl-book
* *********************************************************************** */
-void set_randart_name( item_def &item, const std::string &name );
-void set_randart_appearance( item_def &item, const std::string &appear );
+void set_artefact_name( item_def &item, const std::string &name );
+void set_artefact_appearance( item_def &item, const std::string &appear );
/* ***********************************************************************
* called from: effects
@@ -59,36 +59,37 @@ bool does_unrandart_exist(int whun);
* *********************************************************************** */
int find_okay_unrandart(unsigned char aclass, unsigned char atype = OBJ_RANDOM);
-typedef FixedVector< int, RA_PROPERTIES > randart_properties_t;
-typedef FixedVector< bool, RA_PROPERTIES > randart_known_props_t;
+typedef FixedVector< int, RA_PROPERTIES > artefact_properties_t;
+typedef FixedVector< bool, RA_PROPERTIES > artefact_known_props_t;
/* ***********************************************************************
* called from: describe - fight - it_use2 - item_use - player
* *********************************************************************** */
-void randart_desc_properties( const item_def &item,
- randart_properties_t &proprt,
- randart_known_props_t &known,
- bool force_fake_props = false);
+void artefact_desc_properties( const item_def &item,
+ artefact_properties_t &proprt,
+ artefact_known_props_t &known,
+ bool force_fake_props = false);
-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 );
-void randart_wpn_properties( const item_def &item,
- randart_properties_t &proprt );
+void artefact_wpn_properties( const item_def &item,
+ artefact_properties_t &proprt );
-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 );
-int randart_wpn_property( const item_def &item, randart_prop_type prop );
+int artefact_wpn_property( const item_def &item, artefact_prop_type prop );
-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 );
-int randart_wpn_num_props( const item_def &item );
-int randart_wpn_num_props( const randart_properties_t &proprt );
+int artefact_wpn_num_props( const item_def &item );
+int artefact_wpn_num_props( const artefact_properties_t &proprt );
-void randart_wpn_learn_prop( item_def &item, randart_prop_type prop );
-bool randart_wpn_known_prop( const item_def &item, randart_prop_type prop );
+void artefact_wpn_learn_prop( item_def &item, artefact_prop_type prop );
+bool artefact_wpn_known_prop( const item_def &item, artefact_prop_type prop );
/* ***********************************************************************
* called from: dungeon
@@ -103,7 +104,7 @@ bool make_item_unrandart( item_def &item, int unrand_index );
* called from: randart - debug
* *********************************************************************** */
bool randart_is_bad( const item_def &item );
-bool randart_is_bad( const item_def &item, randart_properties_t &proprt );
+bool randart_is_bad( const item_def &item, artefact_properties_t &proprt );
/* ***********************************************************************
* called from: files - newgame
@@ -119,11 +120,11 @@ int find_unrandart_index(const item_def &item);
/* ***********************************************************************
* called from: debug
* *********************************************************************** */
-void randart_set_properties( item_def &item,
- randart_properties_t &proprt );
-void randart_set_property( item_def &item,
- randart_prop_type prop,
- int val );
+void artefact_set_properties( item_def &item,
+ artefact_properties_t &proprt );
+void artefact_set_property( item_def &item,
+ artefact_prop_type prop,
+ int val );
/* ***********************************************************************
* called from: mapdef
diff --git a/crawl-ref/source/religion.cc b/crawl-ref/source/religion.cc
index 2c344b8a2b..62fc391103 100644
--- a/crawl-ref/source/religion.cc
+++ b/crawl-ref/source/religion.cc
@@ -3537,7 +3537,7 @@ bool is_chaotic_item(const item_def& item)
break;
}
- if (is_random_artefact(item) && randart_wpn_property(item, RAP_MUTAGENIC))
+ if (is_random_artefact(item) && artefact_wpn_property(item, ARTP_MUTAGENIC))
retval = true;
return (retval);
diff --git a/crawl-ref/source/shopping.cc b/crawl-ref/source/shopping.cc
index 307873610c..09ecd06ad0 100644
--- a/crawl-ref/source/shopping.cc
+++ b/crawl-ref/source/shopping.cc
@@ -264,8 +264,8 @@ static bool _in_a_shop( int shopidx )
for (unsigned int i = 0; i < stock.size(); i++)
{
item_def& item = mitm[stock[i]];
- if (Options.autoinscribe_randarts && is_random_artefact(item))
- item.inscription = randart_auto_inscription(item);
+ if (Options.autoinscribe_artefacts && is_random_artefact(item))
+ item.inscription = artefact_auto_inscription(item);
}
// Deselect all.
@@ -515,97 +515,97 @@ static bool _purchase( int shop, int item_got, int cost, bool id )
// be returning just over 30 right now. Note that this isn't used
// as a multiple, its used in the old ring way: 7 * ret is added to
// the price of the artefact. -- bwr
-int randart_value( const item_def &item )
+int artefact_value( const item_def &item )
{
ASSERT( is_random_artefact( item ) );
int ret = 10;
- randart_properties_t prop;
- randart_wpn_properties( item, prop );
+ artefact_properties_t prop;
+ artefact_wpn_properties( item, prop );
// Brands are already accounted for via existing ego checks
// This should probably be more complex... but this isn't so bad:
- ret += 3 * prop[ RAP_AC ] + 3 * prop[ RAP_EVASION ]
- + 3 * prop[ RAP_ACCURACY ] + 3 * prop[ RAP_DAMAGE ]
- + 6 * prop[ RAP_STRENGTH ] + 6 * prop[ RAP_INTELLIGENCE ]
- + 6 * prop[ RAP_DEXTERITY ];
+ ret += 3 * prop[ ARTP_AC ] + 3 * prop[ ARTP_EVASION ]
+ + 3 * prop[ ARTP_ACCURACY ] + 3 * prop[ ARTP_DAMAGE ]
+ + 6 * prop[ ARTP_STRENGTH ] + 6 * prop[ ARTP_INTELLIGENCE ]
+ + 6 * prop[ ARTP_DEXTERITY ];
// These resistances have meaningful levels
- if (prop[ RAP_FIRE ] > 0)
- ret += 5 + 5 * (prop[ RAP_FIRE ] * prop[ RAP_FIRE ]);
- else if (prop[ RAP_FIRE ] < 0)
+ if (prop[ ARTP_FIRE ] > 0)
+ ret += 5 + 5 * (prop[ ARTP_FIRE ] * prop[ ARTP_FIRE ]);
+ else if (prop[ ARTP_FIRE ] < 0)
ret -= 10;
- if (prop[ RAP_COLD ] > 0)
- ret += 5 + 5 * (prop[ RAP_COLD ] * prop[ RAP_COLD ]);
- else if (prop[ RAP_COLD ] < 0)
+ if (prop[ ARTP_COLD ] > 0)
+ ret += 5 + 5 * (prop[ ARTP_COLD ] * prop[ ARTP_COLD ]);
+ else if (prop[ ARTP_COLD ] < 0)
ret -= 10;
// These normally come alone or in resist/susceptible pairs...
// we're making items a bit more expensive if they have both positive.
- if (prop[ RAP_FIRE ] > 0 && prop[ RAP_COLD ] > 0)
+ if (prop[ ARTP_FIRE ] > 0 && prop[ ARTP_COLD ] > 0)
ret += 20;
- if (prop[ RAP_NEGATIVE_ENERGY ] > 0)
- ret += 5 + 5 * (prop[RAP_NEGATIVE_ENERGY] * prop[RAP_NEGATIVE_ENERGY]);
+ if (prop[ ARTP_NEGATIVE_ENERGY ] > 0)
+ ret += 5 + 5 * (prop[ARTP_NEGATIVE_ENERGY] * prop[ARTP_NEGATIVE_ENERGY]);
// only one meaningful level:
- if (prop[ RAP_POISON ])
+ if (prop[ ARTP_POISON ])
ret += 15;
// only one meaningful level (hard to get):
- if (prop[ RAP_ELECTRICITY ])
+ if (prop[ ARTP_ELECTRICITY ])
ret += 30;
// magic resistance is from 35-100
- if (prop[ RAP_MAGIC ])
- ret += 5 + prop[ RAP_MAGIC ] / 15;
+ if (prop[ ARTP_MAGIC ])
+ ret += 5 + prop[ ARTP_MAGIC ] / 15;
- if (prop[ RAP_EYESIGHT ])
+ if (prop[ ARTP_EYESIGHT ])
ret += 10;
// abilities:
- if (prop[ RAP_LEVITATE ])
+ if (prop[ ARTP_LEVITATE ])
ret += 3;
- if (prop[ RAP_BLINK ])
+ if (prop[ ARTP_BLINK ])
ret += 3;
- if (prop[ RAP_CAN_TELEPORT ])
+ if (prop[ ARTP_CAN_TELEPORT ])
ret += 5;
- if (prop[ RAP_BERSERK ])
+ if (prop[ ARTP_BERSERK ])
ret += 5;
- if (prop[ RAP_MAPPING ])
+ if (prop[ ARTP_MAPPING ])
ret += 15;
- if (prop[ RAP_INVISIBLE ])
+ if (prop[ ARTP_INVISIBLE ])
ret += 20;
- if (prop[ RAP_ANGRY ])
+ if (prop[ ARTP_ANGRY ])
ret -= 3;
- if (prop[ RAP_CAUSE_TELEPORTATION ])
+ if (prop[ ARTP_CAUSE_TELEPORTATION ])
ret -= 3;
- if (prop[ RAP_NOISES ])
+ if (prop[ ARTP_NOISES ])
ret -= 5;
- if (prop[ RAP_PREVENT_TELEPORTATION ])
+ if (prop[ ARTP_PREVENT_TELEPORTATION ])
ret -= 8;
- if (prop[ RAP_PREVENT_SPELLCASTING ])
+ if (prop[ ARTP_PREVENT_SPELLCASTING ])
ret -= 10;
// ranges from 2-5
- if (prop[ RAP_MUTAGENIC ])
- ret -= (5 + 3 * prop[ RAP_MUTAGENIC ]);
+ if (prop[ ARTP_MUTAGENIC ])
+ ret -= (5 + 3 * prop[ ARTP_MUTAGENIC ]);
// ranges from 1-3
- if (prop[ RAP_METABOLISM ])
- ret -= (2 * prop[ RAP_METABOLISM ]);
+ if (prop[ ARTP_METABOLISM ])
+ ret -= (2 * prop[ ARTP_METABOLISM ]);
return ((ret > 0) ? ret : 0);
}
@@ -915,7 +915,7 @@ unsigned int item_value( item_def item, bool ident )
if (is_random_artefact(item))
{
if (item_type_known(item))
- valued += (7 * randart_value(item));
+ valued += (7 * artefact_value(item));
else
valued += 50;
}
@@ -1228,7 +1228,7 @@ unsigned int item_value( item_def item, bool ident )
if (is_random_artefact( item ))
{
if (item_type_known(item))
- valued += (7 * randart_value( item ));
+ valued += (7 * artefact_value( item ));
else
valued += 50;
}
@@ -1597,9 +1597,9 @@ unsigned int item_value( item_def item, bool ident )
// in this branch we're guaranteed to know
// the item type!
if (valued < 0)
- valued = randart_value( item ) - 5;
+ valued = artefact_value( item ) - 5;
else
- valued += randart_value( item );
+ valued += artefact_value( item );
}
valued *= 7;
diff --git a/crawl-ref/source/shopping.h b/crawl-ref/source/shopping.h
index fb9fc2e88c..52b298855d 100644
--- a/crawl-ref/source/shopping.h
+++ b/crawl-ref/source/shopping.h
@@ -13,7 +13,7 @@
#include "externs.h"
#include "itemname.h"
-int randart_value( const item_def &item );
+int artefact_value( const item_def &item );
// ident == true overrides the item ident level and gives the price
// as if the item was fully id'd
diff --git a/crawl-ref/source/spells1.cc b/crawl-ref/source/spells1.cc
index 6dceab91c7..57a69b3377 100644
--- a/crawl-ref/source/spells1.cc
+++ b/crawl-ref/source/spells1.cc
@@ -77,7 +77,7 @@ int blink(int pow, bool high_level_controlled_blink, bool wizard_blink)
}
// yes, there is a logic to this ordering {dlb}:
- if (scan_randarts(RAP_PREVENT_TELEPORTATION) && !wizard_blink)
+ if (scan_artefacts(ARTP_PREVENT_TELEPORTATION) && !wizard_blink)
mpr("You feel a weird sense of stasis.");
else if (you.level_type == LEVEL_ABYSS
&& _abyss_blocks_teleport(high_level_controlled_blink)
@@ -199,7 +199,7 @@ void random_blink(bool allow_partial_control, bool override_abyss)
bool success = false;
coord_def target;
- if (scan_randarts(RAP_PREVENT_TELEPORTATION))
+ if (scan_artefacts(ARTP_PREVENT_TELEPORTATION))
mpr("You feel a weird sense of stasis.");
else if (you.level_type == LEVEL_ABYSS
&& !override_abyss && !one_chance_in(3))
@@ -454,8 +454,8 @@ void identify(int power, int item_slot)
set_ident_type(item, ID_KNOWN_TYPE);
set_ident_flags(item, ISFLAG_IDENT_MASK);
- if (Options.autoinscribe_randarts && is_random_artefact(item))
- add_autoinscription( item, randart_auto_inscription(item));
+ if (Options.autoinscribe_artefacts && is_random_artefact(item))
+ add_autoinscription( item, artefact_auto_inscription(item));
// For scrolls, now id the scroll, unless already known.
if (power == -1
diff --git a/crawl-ref/source/spells3.cc b/crawl-ref/source/spells3.cc
index b4a4ed0dd4..99bed5eb38 100644
--- a/crawl-ref/source/spells3.cc
+++ b/crawl-ref/source/spells3.cc
@@ -1244,7 +1244,7 @@ bool allow_control_teleport(bool quiet)
void you_teleport(void)
{
- if (scan_randarts(RAP_PREVENT_TELEPORTATION))
+ if (scan_artefacts(ARTP_PREVENT_TELEPORTATION))
mpr("You feel a weird sense of stasis.");
else if (you.duration[DUR_TELEPORT])
{
@@ -1271,7 +1271,7 @@ static bool _teleport_player( bool allow_control, bool new_abyss_area )
&& player_control_teleport()
&& allow_control_teleport());
- if (scan_randarts(RAP_PREVENT_TELEPORTATION))
+ if (scan_artefacts(ARTP_PREVENT_TELEPORTATION))
{
mpr("You feel a strange sense of stasis.");
return (false);
diff --git a/crawl-ref/source/spl-book.cc b/crawl-ref/source/spl-book.cc
index 484ac98528..c400cbf099 100644
--- a/crawl-ref/source/spl-book.cc
+++ b/crawl-ref/source/spl-book.cc
@@ -2300,7 +2300,7 @@ bool make_book_level_randart(item_def &book, int level, int num_spells,
name += bookname;
- set_randart_name(book, name);
+ set_artefact_name(book, name);
return (true);
}
@@ -2899,7 +2899,7 @@ bool make_book_theme_randart(item_def &book, int disc1, int disc2,
}
}
- set_randart_name(book, name);
+ set_artefact_name(book, name);
book.plus = disc1;
book.plus2 = disc2;
diff --git a/crawl-ref/source/transfor.cc b/crawl-ref/source/transfor.cc
index ca8cfd5cc4..4570eeb7aa 100644
--- a/crawl-ref/source/transfor.cc
+++ b/crawl-ref/source/transfor.cc
@@ -403,9 +403,9 @@ bool check_transformation_stat_loss(const std::set<equipment_type> &remove,
if (is_random_artefact(item))
{
- prop_str += randart_known_wpn_property(item, RAP_STRENGTH);
- prop_int += randart_known_wpn_property(item, RAP_INTELLIGENCE);
- prop_dex += randart_known_wpn_property(item, RAP_DEXTERITY);
+ prop_str += artefact_known_wpn_property(item, ARTP_STRENGTH);
+ prop_int += artefact_known_wpn_property(item, ARTP_INTELLIGENCE);
+ prop_dex += artefact_known_wpn_property(item, ARTP_DEXTERITY);
}
// Since there might be multiple items whose effects cancel each other
diff --git a/crawl-ref/source/xom.cc b/crawl-ref/source/xom.cc
index 33832cca83..e05e0e0309 100644
--- a/crawl-ref/source/xom.cc
+++ b/crawl-ref/source/xom.cc
@@ -562,7 +562,7 @@ static void _try_brand_switch(const int item_index)
}
if (is_random_artefact(item))
- randart_set_property(item, RAP_BRAND, brand);
+ artefact_set_property(item, ARTP_BRAND, brand);
else
item.special = brand;
}
@@ -940,10 +940,10 @@ static void _do_chaos_upgrade(item_def &item, const monsters* mon)
if (is_random_artefact(item))
{
- randart_set_property(item, RAP_BRAND, brand);
+ artefact_set_property(item, ARTP_BRAND, brand);
if (seen)
- randart_wpn_learn_prop(item, RAP_BRAND);
+ artefact_wpn_learn_prop(item, ARTP_BRAND);
}
else
{
@@ -1667,7 +1667,7 @@ static bool _xom_is_good(int sever, int tension)
else if (x_chance_in_y(11, sever) && you.level_type != LEVEL_ABYSS)
{
// Try something else if teleportation is impossible.
- if (scan_randarts(RAP_PREVENT_TELEPORTATION))
+ if (scan_artefacts(ARTP_PREVENT_TELEPORTATION))
return (false);
// This is not very interesting if the level is already fully
@@ -2674,7 +2674,7 @@ static bool _xom_is_bad(int sever, int tension)
else if (x_chance_in_y(7, sever) && you.level_type != LEVEL_ABYSS)
{
// Try something else if teleportation is impossible.
- if (scan_randarts(RAP_PREVENT_TELEPORTATION))
+ if (scan_artefacts(ARTP_PREVENT_TELEPORTATION))
return (false);
// This is not particularly exciting if the level is already