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/*
* File: randart.h
* Summary: Random and unrandom artefact functions.
* Written by: Linley Henzell
*
* Modified for Crawl Reference by $Author$ on $Date$
*
* Change History (most recent first):
*
* <1> -/--/-- LRH Created
*/
#ifndef RANDART_H
#define RANDART_H
#include "externs.h"
// used in files.cc, newgame.cc, randart.cc {dlb}
#define NO_UNRANDARTS 58
#define RA_PROPERTIES RAP_NUM_PROPERTIES
// Reserving the upper bits for later expansion/versioning.
#define RANDART_SEED_MASK 0x00ffffff
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_fixed_artefact( const item_def &item );
unique_item_status_type get_unique_item_status( object_class_type base_type,
int type );
void set_unique_item_status( object_class_type base_type, int type,
unique_item_status_type status );
/* ***********************************************************************
* called from: itemname
* *********************************************************************** */
std::string get_randart_name( const item_def &item );
/* ***********************************************************************
* called from: effects
* *********************************************************************** */
std::string randart_name( const item_def &item, bool appearance = false );
/* ***********************************************************************
* called from: describe
* *********************************************************************** */
const char *unrandart_descrip( int which_descrip, const item_def &item );
bool does_unrandart_exist(int whun);
/* ***********************************************************************
* called from: dungeon
* *********************************************************************** */
int find_okay_unrandart(unsigned char aclass, unsigned char atype = OBJ_RANDOM);
typedef FixedVector< int, RA_PROPERTIES > randart_properties_t;
typedef FixedVector< bool, RA_PROPERTIES > randart_known_props_t;
/* ***********************************************************************
* called from: describe - fight - it_use2 - item_use - player
* *********************************************************************** */
void randart_desc_properties( const item_def &item,
randart_properties_t &proprt,
randart_known_props_t &known,
bool force_fake_props = false);
void randart_wpn_properties( const item_def &item,
randart_properties_t &proprt,
randart_known_props_t &known );
void randart_wpn_properties( const item_def &item,
randart_properties_t &proprt );
int randart_wpn_property( const item_def &item, randart_prop_type prop,
bool &known );
int randart_wpn_property( const item_def &item, randart_prop_type prop );
int randart_known_wpn_property( const item_def &item, randart_prop_type prop );
int randart_wpn_num_props( const item_def &item );
int randart_wpn_num_props( const randart_properties_t &proprt );
void randart_wpn_learn_prop( item_def &item, randart_prop_type prop );
bool randart_wpn_known_prop( const item_def &item, randart_prop_type prop );
/* ***********************************************************************
* called from: dungeon
* *********************************************************************** */
bool make_item_fixed_artefact( item_def &item, bool in_abyss, int which = 0 );
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, randart_properties_t &proprt );
/* ***********************************************************************
* called from: files - newgame
* *********************************************************************** */
void set_unrandart_exist(int whun, bool is_exist);
/* ***********************************************************************
* called from: items
* *********************************************************************** */
int find_unrandart_index(const item_def& artefact);
int find_unrandart_index(const item_def &item);
/* ***********************************************************************
* called from: debug
* *********************************************************************** */
void randart_set_properties( item_def &item,
randart_properties_t &proprt );
void randart_set_property( item_def &item,
randart_prop_type prop,
int val );
#endif
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