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/*
* File: artefact.h
* Summary: Random and unrandom artefact functions.
* Written by: Linley Henzell
*
* Modified for Crawl Reference by $Author$ on $Date$
*/
#ifndef RANDART_H
#define RANDART_H
#include "externs.h"
// NOTE: NO_UNRANDARTS is automatically set by util/art-data.pl
#define NO_UNRANDARTS 76
#define ART_PROPERTIES ARTP_NUM_PROPERTIES
// Reserving the upper bits for later expansion/versioning.
#define RANDART_SEED_MASK 0x00ffffff
#define SPWPN_SINGING_SWORD UNRAND_SINGING_SWORD
#define SPWPN_WRATH_OF_TROG UNRAND_TROG
#define SPWPN_SCYTHE_OF_CURSES UNRAND_CURSES
#define SPWPN_MACE_OF_VARIABILITY UNRAND_VARIABILITY
#define SPWPN_GLAIVE_OF_PRUNE UNRAND_PRUNE
#define SPWPN_SCEPTRE_OF_TORMENT UNRAND_TORMENT
#define SPWPN_SWORD_OF_ZONGULDROK UNRAND_ZONGULDROK
#define SPWPN_SWORD_OF_POWER UNRAND_POWER
#define SPWPN_STAFF_OF_OLGREB UNRAND_OLGREB
#define SPWPN_VAMPIRES_TOOTH UNRAND_VAMPIRES_TOOTH
#define SPWPN_STAFF_OF_WUCAD_MU UNRAND_WUCAD_MU
#define SPWPN_SWORD_OF_CEREBOV UNRAND_CEREBOV
#define SPWPN_STAFF_OF_DISPATER UNRAND_DISPATER
#define SPWPN_SCEPTRE_OF_ASMODEUS UNRAND_ASMODEUS
#define SPWPN_START_NOGEN_FIXEDARTS UNRAND_CEREBOV
#define SPWPN_END_FIXEDARTS UNRAND_ASMODEUS
enum unrand_special_type
{
UNRANDSPEC_EITHER,
UNRANDSPEC_NORMAL,
UNRANDPSEC_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_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_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_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_DUMMY2, // DUMMY UNRANDART 2
UNRAND_LAST = UNRAND_DUMMY2
};
// 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; // class of ura
int sub_type; // type of ura
int plus; // plus of ura
int plus2; // plus2 of ura
int colour; // colour of ura
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;
};
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 );
/* ***********************************************************************
* called from: itemname
* *********************************************************************** */
std::string get_artefact_name( const item_def &item );
/* ***********************************************************************
* called from: spl-book
* *********************************************************************** */
void set_artefact_name( item_def &item, const std::string &name );
void set_artefact_appearance( item_def &item, const std::string &appear );
/* ***********************************************************************
* called from: effects
* *********************************************************************** */
std::string artefact_name( const item_def &item, bool appearance = false );
/* ***********************************************************************
* called from: describe
* *********************************************************************** */
const char *unrandart_descrip( int which_descrip, const item_def &item );
/* ***********************************************************************
* called from: dungeon makeitem
* *********************************************************************** */
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;
/* ***********************************************************************
* called from: describe - fight - it_use2 - item_use - player
* *********************************************************************** */
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 );
int artefact_wpn_num_props( const item_def &item );
int artefact_wpn_num_props( const artefact_properties_t &proprt );
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 );
/* ***********************************************************************
* called from: dungeon
* *********************************************************************** */
bool make_item_blessed_blade( item_def &item );
bool make_item_randart( item_def &item );
bool make_item_unrandart( item_def &item, int unrand_index );
/* ***********************************************************************
* called from: randart - debug
* *********************************************************************** */
bool randart_is_bad( const item_def &item );
bool randart_is_bad( const item_def &item, artefact_properties_t &proprt );
/* ***********************************************************************
* called from: items
* *********************************************************************** */
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);
/* ***********************************************************************
* called from: debug
* *********************************************************************** */
void artefact_set_properties( item_def &item,
artefact_properties_t &proprt );
void artefact_set_property( item_def &item,
artefact_prop_type prop,
int val );
/* ***********************************************************************
* called from: mapdef
* *********************************************************************** */
int get_unrandart_num( const char *name );
#endif
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