diff options
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 |