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-rw-r--r--crawl-ref/source/debug.cc252
1 files changed, 126 insertions, 126 deletions
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;