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-rw-r--r--crawl-ref/source/randart.cc505
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);