diff options
Diffstat (limited to 'crawl-ref/source/randart.cc')
-rw-r--r-- | crawl-ref/source/randart.cc | 505 |
1 files changed, 253 insertions, 252 deletions
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); |