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/*
* File: artefact.h
* Summary: Random and unrandom artefact functions.
* Written by: Linley Henzell
*/
#ifndef RANDART_H
#define RANDART_H
#include "externs.h"
class bolt;
// NOTE: NO_UNRANDARTS is automatically set by util/art-data.pl
#define NO_UNRANDARTS 82
#define ART_PROPERTIES ARTP_NUM_PROPERTIES
// Reserving the upper bits for later expansion/versioning.
#define RANDART_SEED_MASK 0x00ffffff
#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"
enum unrand_special_type
{
UNRANDSPEC_EITHER,
UNRANDSPEC_NORMAL,
UNRANDSPEC_SPECIAL
};
// NOTE: This enumeration is automatically generated from art-data.txt
// via util/art-data.pl
enum unrand_type
{
UNRAND_START = 180,
UNRAND_DUMMY1 = UNRAND_START,
UNRAND_SINGING_SWORD, // Singing Sword
UNRAND_TROG, // Wrath of Trog
UNRAND_VARIABILITY, // Mace of Variability
UNRAND_PRUNE, // Glaive of Prune
UNRAND_POWER, // Sword of Power
UNRAND_OLGREB, // Staff of Olgreb
UNRAND_WUCAD_MU, // Staff of Wucad Mu
UNRAND_VAMPIRES_TOOTH, // Vampire's Tooth
UNRAND_CURSES, // Scythe of Curses
UNRAND_TORMENT, // Sceptre of Torment
UNRAND_ZONGULDROK, // Sword of Zonguldrok
UNRAND_CEREBOV, // Sword of Cerebov
UNRAND_DISPATER, // Staff of Dispater
UNRAND_ASMODEUS, // Sceptre of Asmodeus
UNRAND_BLOODBANE, // long sword "Bloodbane"
UNRAND_FLAMING_DEATH, // scimitar of Flaming Death
UNRAND_BRILLIANCE, // mace of Brilliance
UNRAND_LEECH, // demon blade "Leech"
UNRAND_CHILLY_DEATH, // dagger of Chilly Death
UNRAND_MORG, // dagger "Morg"
UNRAND_FINISHER, // scythe "Finisher"
UNRAND_PUNK, // sling "Punk"
UNRAND_KRISHNA, // bow of Krishna "Sharnga"
UNRAND_SKULLCRUSHER, // giant club "Skullcrusher"
UNRAND_GUARD, // glaive of the Guard
UNRAND_JIHAD, // sword of Jihad
UNRAND_HELLFIRE, // crossbow "Hellfire"
UNRAND_DOOM_KNIGHT, // sword of the Doom Knight
UNRAND_EOS, // "Eos"
UNRAND_BOTONO, // spear of the Botono
UNRAND_OCTOPUS_KING, // trident of the Octopus King
UNRAND_ARGA, // mithril axe "Arga"
UNRAND_ELEMENTAL_STAFF, // Elemental Staff
UNRAND_SNIPER, // hand crossbow "Sniper"
UNRAND_PIERCER, // longbow "Piercer"
UNRAND_BLOWGUN_ASSASSIN, // blowgun of the Assassin
UNRAND_WYRMBANE, // Wyrmbane
UNRAND_SPRIGGANS_KNIFE, // Spriggan's Knife
UNRAND_PLUTONIUM_SWORD, // plutonium sword
UNRAND_UNDEADHUNTER, // great mace "Undeadhunter"
UNRAND_SERPENT_SCOURGE, // whip "Serpent-Scourge"
UNRAND_ACCURACY, // knife of Accuracy
UNRAND_CRYSTAL_SPEAR, // Lehudib's crystal spear
UNRAND_CAPTAINS_CUTLASS, // captain's cutlass
UNRAND_STORM_BOW, // storm bow
UNRAND_IGNORANCE, // shield of Ignorance
UNRAND_AUGMENTATION, // robe of Augmentation
UNRAND_THIEF, // cloak of the Thief
UNRAND_BULLSEYE, // shield "Bullseye"
UNRAND_DYROVEPREVA, // crown of Dyrovepreva
UNRAND_BEAR_SPIRIT, // hat of the Bear Spirit
UNRAND_MISFORTUNE, // robe of Misfortune
UNRAND_FLASH, // cloak of Flash
UNRAND_BOOTS_ASSASSIN, // boots of the Assassin
UNRAND_LEAR, // Lear's chain mail
UNRAND_ZHOR, // skin of Zhor
UNRAND_SALAMANDER, // salamander hide armour
UNRAND_WAR, // gauntlets of War
UNRAND_RESISTANCE, // shield of Resistance
UNRAND_FOLLY, // robe of Folly
UNRAND_MAXWELL, // Maxwell's patent armour
UNRAND_DRAGONMASK, // mask of the Dragon
UNRAND_NIGHT, // robe of Night
UNRAND_DRAGON_KING, // armour of the Dragon King
UNRAND_ALCHEMIST, // hat of the Alchemist
UNRAND_FENCERS_GLOVES, // Fencer's gloves
UNRAND_STARLIGHT, // cloak of Starlight
UNRAND_RATSKIN_CLOAK, // ratskin cloak
UNRAND_GONG, // shield of the gong
UNRAND_AIR, // amulet of the Air
UNRAND_SHADOWS, // ring of Shadows
UNRAND_CEKUGOB, // amulet of Cekugob
UNRAND_FOUR_WINDS, // amulet of the Four Winds
UNRAND_BLOODLUST, // necklace of Bloodlust
UNRAND_SHAOLIN, // ring of Shaolin
UNRAND_ROBUSTNESS, // ring of Robustness
UNRAND_MAGE, // ring of the Mage
UNRAND_SHIELDING, // brooch of Shielding
UNRAND_RCLOUDS, // robe of Clouds
UNRAND_PONDERING, // hat of Pondering
UNRAND_DUMMY2, // DUMMY UNRANDART 2
UNRAND_LAST = UNRAND_DUMMY2
};
enum unrand_flag_type
{
UNRAND_FLAG_NONE = 0x00,
UNRAND_FLAG_SPECIAL = 0x01,
UNRAND_FLAG_HOLY = 0x02,
UNRAND_FLAG_UNHOLY = 0x04,
UNRAND_FLAG_EVIL = 0x08,
UNRAND_FLAG_UNCLEAN = 0x10,
UNRAND_FLAG_CHAOTIC = 0x20
};
enum setup_missile_type
{
SM_CONTINUE,
SM_FINISHED,
SM_CANCEL
};
// The following unrandart bits were taken from $pellbinder's mon-util
// code (see mon-util.h & mon-util.cc) and modified (LRH).
struct unrandart_entry
{
const char *name; // true name of unrandart (max 31 chars)
const char *unid_name; // un-id'd name of unrandart (max 31 chars)
object_class_type base_type;
unsigned char sub_type;
short plus;
short plus2;
unsigned char colour; // colour of ura
short value;
unsigned char flags;
short prpty[ART_PROPERTIES];
// special description added to 'v' command output (max 31 chars)
const char *desc;
// special description added to 'v' command output (max 31 chars)
const char *desc_id;
// special description added to 'v' command output (max 31 chars)
const char *desc_end;
void (*equip_func)(item_def* item, bool* show_msgs, bool unmeld);
void (*unequip_func)(const item_def* item, bool* show_msgs);
void (*world_reacts_func)(item_def* item);
// An item can't be a melee weapon and launcher at the same time, so have
// the functions relevant to those item types share a union.
union
{
void (*melee_effects)(item_def* item, actor* attacker,
actor* defender, bool mondied);
setup_missile_type (*launch)(item_def* item, bolt* beam,
std::string* ammo_name, bool* returning);
} fight_func;
bool (*evoke_func)(item_def *item, int* pract, bool* did_work,
bool* unevokable);
};
bool is_known_artefact( const item_def &item );
bool is_artefact( const item_def &item );
bool is_random_artefact( const item_def &item );
bool is_unrandom_artefact( const item_def &item );
bool is_special_unrandom_artefact( const item_def &item );
unique_item_status_type get_unique_item_status(const item_def& item);
unique_item_status_type get_unique_item_status(int unrand_index);
void set_unique_item_status(const item_def& item,
unique_item_status_type status );
void set_unique_item_status(int unrand_index,
unique_item_status_type status );
std::string get_artefact_name( const item_def &item );
void set_artefact_name( item_def &item, const std::string &name );
void set_artefact_appearance( item_def &item, const std::string &appear );
std::string artefact_name( const item_def &item, bool appearance = false );
const char *unrandart_descrip( int which_descrip, const item_def &item );
int find_okay_unrandart(unsigned char aclass, unsigned char atype = OBJ_RANDOM,
unrand_special_type specialness = UNRANDSPEC_EITHER,
bool in_abyss = false);
typedef FixedVector< int, ART_PROPERTIES > artefact_properties_t;
typedef FixedVector< bool, ART_PROPERTIES > artefact_known_props_t;
void artefact_desc_properties( const item_def &item,
artefact_properties_t &proprt,
artefact_known_props_t &known,
bool force_fake_props = false);
void artefact_wpn_properties( const item_def &item,
artefact_properties_t &proprt,
artefact_known_props_t &known );
void artefact_wpn_properties( const item_def &item,
artefact_properties_t &proprt );
int artefact_wpn_property( const item_def &item, artefact_prop_type prop,
bool &known );
int artefact_wpn_property( const item_def &item, artefact_prop_type prop );
int artefact_known_wpn_property( const item_def &item,
artefact_prop_type prop );
void artefact_wpn_learn_prop( item_def &item, artefact_prop_type prop );
bool artefact_wpn_known_prop( const item_def &item, artefact_prop_type prop );
bool make_item_randart( item_def &item, bool force_mundane = false );
bool make_item_unrandart( item_def &item, int unrand_index );
bool randart_is_bad( const item_def &item );
bool randart_is_bad( const item_def &item, artefact_properties_t &proprt );
int find_unrandart_index(const item_def& artefact);
unrandart_entry* get_unrand_entry(int unrand_index);
unrand_special_type get_unrand_specialness(int unrand_index);
unrand_special_type get_unrand_specialness(const item_def &item);
void artefact_set_properties( item_def &item,
artefact_properties_t &proprt );
void artefact_set_property( item_def &item,
artefact_prop_type prop,
int val );
int get_unrandart_num( const char *name );
#endif
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