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-rw-r--r--crawl-ref/source/player.cc58
1 files changed, 29 insertions, 29 deletions
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);
}