Use enums for properties
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@@ -56,14 +56,16 @@ struct artifact {
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};
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/* invoked properties with special powers */
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#define TAMING (LAST_PROP + 1)
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#define HEALING (LAST_PROP + 2)
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#define ENERGY_BOOST (LAST_PROP + 3)
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#define UNTRAP (LAST_PROP + 4)
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#define CHARGE_OBJ (LAST_PROP + 5)
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#define LEV_TELE (LAST_PROP + 6)
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#define CREATE_PORTAL (LAST_PROP + 7)
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#define ENLIGHTENING (LAST_PROP + 8)
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#define CREATE_AMMO (LAST_PROP + 9)
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enum invoke_prop_types {
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TAMING = (LAST_PROP + 1),
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HEALING,
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ENERGY_BOOST,
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UNTRAP,
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CHARGE_OBJ,
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LEV_TELE,
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CREATE_PORTAL,
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ENLIGHTENING,
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CREATE_AMMO
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};
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#endif /* ARTIFACT_H */
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148
include/prop.h
148
include/prop.h
@@ -11,79 +11,81 @@
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* Property #0 is not used.
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*/
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/* Resistances to troubles */
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#define FIRE_RES 1
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#define COLD_RES 2
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#define SLEEP_RES 3
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#define DISINT_RES 4
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#define SHOCK_RES 5
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#define POISON_RES 6
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#define ACID_RES 7
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#define STONE_RES 8
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/* note: for the first eight properties, MR_xxx == (1 << (xxx_RES - 1)) */
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#define DRAIN_RES 9
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#define SICK_RES 10
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#define INVULNERABLE 11
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#define ANTIMAGIC 12
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/* Troubles */
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#define STUNNED 13
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#define CONFUSION 14
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#define BLINDED 15
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#define DEAF 16
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#define SICK 17
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#define STONED 18
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#define STRANGLED 19
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#define VOMITING 20
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#define GLIB 21
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#define SLIMED 22
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#define HALLUC 23
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#define HALLUC_RES 24
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#define FUMBLING 25
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#define WOUNDED_LEGS 26
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#define SLEEPY 27
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#define HUNGER 28
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/* Vision and senses */
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#define SEE_INVIS 29
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#define TELEPAT 30
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#define WARNING 31
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#define WARN_OF_MON 32
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#define WARN_UNDEAD 33
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#define SEARCHING 34
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#define CLAIRVOYANT 35
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#define INFRAVISION 36
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#define DETECT_MONSTERS 37
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/* Appearance and behavior */
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#define ADORNED 38
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#define INVIS 39
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#define DISPLACED 40
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#define STEALTH 41
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#define AGGRAVATE_MONSTER 42
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#define CONFLICT 43
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/* Transportation */
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#define JUMPING 44
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#define TELEPORT 45
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#define TELEPORT_CONTROL 46
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#define LEVITATION 47
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#define FLYING 48
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#define WWALKING 49
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#define SWIMMING 50
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#define MAGICAL_BREATHING 51
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#define PASSES_WALLS 52
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/* Physical attributes */
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#define SLOW_DIGESTION 53
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#define HALF_SPDAM 54
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#define HALF_PHDAM 55
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#define REGENERATION 56
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#define ENERGY_REGENERATION 57
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#define PROTECTION 58
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#define PROT_FROM_SHAPE_CHANGERS 59
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#define POLYMORPH 60
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#define POLYMORPH_CONTROL 61
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#define UNCHANGING 62
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#define FAST 63
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#define REFLECTING 64
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#define FREE_ACTION 65
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#define FIXED_ABIL 66
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#define LIFESAVED 67
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enum prop_types {
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FIRE_RES = 1,
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COLD_RES,
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SLEEP_RES,
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DISINT_RES,
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SHOCK_RES,
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POISON_RES,
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ACID_RES,
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STONE_RES,
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/* note: for the first eight properties, MR_xxx == (1 << (xxx_RES - 1)) */
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DRAIN_RES,
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SICK_RES,
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INVULNERABLE,
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ANTIMAGIC,
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/* Troubles */
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STUNNED,
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CONFUSION,
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BLINDED,
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DEAF,
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SICK,
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STONED,
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STRANGLED,
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VOMITING,
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GLIB,
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SLIMED,
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HALLUC,
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HALLUC_RES,
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FUMBLING,
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WOUNDED_LEGS,
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SLEEPY,
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HUNGER,
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/* Vision and senses */
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SEE_INVIS,
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TELEPAT,
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WARNING,
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WARN_OF_MON,
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WARN_UNDEAD,
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SEARCHING,
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CLAIRVOYANT,
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INFRAVISION,
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DETECT_MONSTERS,
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/* Appearance and behavior */
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ADORNED,
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INVIS,
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DISPLACED,
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STEALTH,
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AGGRAVATE_MONSTER,
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CONFLICT,
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/* Transportation */
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JUMPING,
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TELEPORT,
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TELEPORT_CONTROL,
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LEVITATION,
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FLYING,
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WWALKING,
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SWIMMING,
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MAGICAL_BREATHING,
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PASSES_WALLS,
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/* Physical attributes */
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SLOW_DIGESTION,
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HALF_SPDAM,
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HALF_PHDAM,
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REGENERATION,
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ENERGY_REGENERATION,
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PROTECTION,
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PROT_FROM_SHAPE_CHANGERS,
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POLYMORPH,
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POLYMORPH_CONTROL,
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UNCHANGING,
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FAST,
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REFLECTING,
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FREE_ACTION,
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FIXED_ABIL,
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LIFESAVED
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};
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#define LAST_PROP (LIFESAVED)
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/*** Where the properties come from ***/
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