diff options
Diffstat (limited to 'crawl-ref/source/debug.cc')
-rw-r--r-- | crawl-ref/source/debug.cc | 252 |
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; |