- Moved some files around for better organization
- Fixed compile errors in the other targets. - Added three test save files: one with a party not in a scenario, one with a party who has just entered Valley of Dying things, and one with the same party just after leaving town. - Added the new menu file for the game that I'm working on (not yet used) git-svn-id: http://openexile.googlecode.com/svn/trunk@53 4ebdad44-0ea0-11de-aab3-ff745001d230
This commit is contained in:
423
osx/classes/item.cpp
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423
osx/classes/item.cpp
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/*
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* item.cpp
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* BoE
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*
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* Created by Celtic Minstrel on 20/04/09.
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*
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*/
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#include "classes.h"
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#include "boe.consts.h"
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#include "oldstructs.h"
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cItemRec k;
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unsigned char cItemRec::rec_treas_class() const {
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short tmp = value;
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if(charges > 0) tmp *= charges;
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if(tmp >= 15) return 1;
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if(tmp >= 100) return 2;
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if(tmp >= 900) return 3;
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if(tmp >= 2400) return 4;
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return 0;
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}
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bool cItemRec::is_ident() const {
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return item_properties & 1;
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}
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bool cItemRec::is_property() const {
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return item_properties & 2;
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}
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bool cItemRec::is_magic() const {
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return item_properties & 4;
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}
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bool cItemRec::is_contained() const {
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return item_properties & 8;
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}
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bool cItemRec::is_cursed() const {
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return item_properties & 16;
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}
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bool cItemRec::is_concealed() const {
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return item_properties & 32;
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}
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bool cItemRec::is_enchanted() const {
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return item_properties & 64;
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}
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// Set bit to 1: a |= b
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// Set bit to 0: a &= ~b
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// Toggle bit: a ^= b
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void cItemRec::set_ident(bool b) {
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if(b) item_properties |= 1;
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else item_properties &= ~1;
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}
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void cItemRec::set_property(bool b) {
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if(b) item_properties |= 2;
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else item_properties &= ~2;
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}
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void cItemRec::set_magic(bool b) {
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if(b) item_properties |= 4;
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else item_properties &= ~4;
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}
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void cItemRec::set_contained(bool b) {
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if(b) item_properties |= 8;
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else item_properties &= ~8;
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}
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void cItemRec::set_cursed(bool b) {
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if(b) item_properties |= 16;
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else item_properties &= ~16;
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}
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void cItemRec::set_concealed(bool b) {
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if(b) item_properties |= 32;
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else item_properties &= ~32;
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}
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void cItemRec::set_enchanted(bool b) {
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if(b) item_properties |= 64;
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else item_properties &= ~64;
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}
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short cItemRec::item_weight() const {
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short n = charges, w = weight;
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if (variety == 0)
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return 0;
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if(charges > 0){
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if((variety == 5) || (variety == 6) || (variety == 7) || (variety == 24))
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return n * w;
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}
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return w;
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}
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cItemRec::cItemRec(){
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variety = ITEM_TYPE_NO_ITEM;
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item_level = 0;
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awkward = 0;
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bonus = 0;
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protection = 0;
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charges = 0;
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type = ITEM_NOT_MELEE;
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magic_use_type = 0;
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graphic_num = 0;
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ability = ITEM_NO_ABILITY;
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ability_strength = 0;
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type_flag = 0;
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is_special = 0;
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value = 0;
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weight = 0;
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special_class = 0;
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item_loc.x = 0;
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item_loc.y = 0;
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strcpy(full_name,"");
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strcpy(name,"");
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treas_class = 0;
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item_properties = 0;
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reserved1 = 0;
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reserved2 = 0;
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}
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cItemRec::cItemRec(long preset){
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ability = ITEM_NO_ABILITY;
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ability_strength = 0;
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type_flag = 0;
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is_special = 0;
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special_class = 0;
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item_loc.x = 0;
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item_loc.y = 0;
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treas_class = 0;
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reserved1 = 0;
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reserved2 = 0;
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switch(preset){
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case 'nife':
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variety = ITEM_TYPE_ONE_HANDED;
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item_level = 4;
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awkward = 0;
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bonus = 1;
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protection = 0;
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charges = 0;
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type = ITEM_EDGED;
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magic_use_type = 0;
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graphic_num = 45;
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value = 2;
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weight = 7;
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strcpy(full_name,"Bronze Knife");
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strcpy(name,"Knife");
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set_ident(true);
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break;
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case 'buck':
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variety = ITEM_TYPE_SHIELD;
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item_level = 1;
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awkward = 1;
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bonus = 0;
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protection = 0;
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charges = 0;
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type = ITEM_NOT_MELEE;
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magic_use_type = 0;
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graphic_num = 65;
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value = 2;
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weight = 20;
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strcpy(full_name,"Crude Buckler");
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strcpy(name,"Buckler");
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set_ident(true);
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break;
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case 'bow ':
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variety = ITEM_TYPE_BOW;
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item_level = 0;
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awkward = 0;
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bonus = 0;
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protection = 0;
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charges = 0;
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type = ITEM_NOT_MELEE;
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magic_use_type = 0;
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graphic_num = 10;
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value = 15;
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weight = 20;
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strcpy(full_name,"Cavewood Bow");
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strcpy(name,"Bow");
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set_ident(true);
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break;
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case 'arrw':
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variety = ITEM_TYPE_ARROW;
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item_level = 12;
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awkward = 0;
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bonus = 0;
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protection = 0;
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charges = 12;
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type = ITEM_NOT_MELEE;
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magic_use_type = 0;
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graphic_num = 47;
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value = 1;
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weight = 1;
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strcpy(full_name,"Arrows");
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strcpy(name,"Arrows");
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set_ident(true);
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break;
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case 'pole':
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variety = ITEM_TYPE_TWO_HANDED;
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item_level = 9;
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awkward = 0;
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bonus = 0;
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protection = 0;
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charges = 0;
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type = ITEM_POLE;
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magic_use_type = 0;
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graphic_num = 4;
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value = 10;
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weight = 20;
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strcpy(full_name,"Stone Spear");
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strcpy(name,"Spear");
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set_ident(true);
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break;
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case 'helm':
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variety = ITEM_TYPE_HELM;
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item_level = 1;
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awkward = 0;
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bonus = 0;
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protection = 0;
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charges = 0;
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type = ITEM_NOT_MELEE;
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magic_use_type = 0;
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graphic_num = 66;
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value = 6;
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weight = 15;
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strcpy(full_name,"Leather Helm");
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strcpy(name,"Helm");
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set_ident(true);
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break;
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case 'food':
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variety = ITEM_TYPE_FOOD;
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item_level = 0;
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awkward = 0;
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bonus = 0;
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protection = 0;
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charges = 0;
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type = ITEM_NOT_MELEE;
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magic_use_type = 0;
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graphic_num = 62;
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value = 0;
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weight = 0;
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strcpy(full_name,"Food");
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strcpy(name,"Food");
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set_ident(false);
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break;
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case 'spel':
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variety = ITEM_TYPE_NON_USE_OBJECT;
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item_level = 0;
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awkward = 0;
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bonus = 0;
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protection = 0;
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charges = 0;
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type = ITEM_NOT_MELEE;
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magic_use_type = 0;
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graphic_num = 53;
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value = 0;
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weight = 0;
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strcpy(full_name,"");
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strcpy(name,"");
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set_ident(false);
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break;
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case 'alch':
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variety = ITEM_TYPE_POTION;
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item_level = 0;
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awkward = 0;
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bonus = 0;
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protection = 0;
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charges = 1;
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type = ITEM_NOT_MELEE;
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magic_use_type = 0;
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graphic_num = 50;
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value = 0;
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weight = 8;
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strcpy(full_name,"Potion");
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strcpy(name,"Potion");
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set_ident(false);
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set_magic(true);
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break;
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}
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}
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__attribute__((deprecated))
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cItemRec& cItemRec::operator = (legacy::item_record_type& old){
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variety = (eItemType) old.variety;
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item_level = old.item_level;
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awkward = old.awkward;
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bonus = old.bonus;
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protection = old.protection;
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charges = old.charges;
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type = (eWeapType) old.type;
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magic_use_type = old.magic_use_type;
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graphic_num = old.graphic_num;
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if(graphic_num >= 150) // custom item graphic
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graphic_num += 850;
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else if(graphic_num == 59) // duplicate mushroom graphic
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graphic_num = 64;
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ability = (eItemAbil) old.ability;
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ability_strength = old.ability_strength;
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type_flag = old.type_flag;
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is_special = old.is_special;
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value = old.value;
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weight = old.weight;
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special_class = old.special_class;
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item_loc.x = old.item_loc.x;
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item_loc.y = old.item_loc.y;
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strcpy(full_name,old.full_name);
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strcpy(name,old.name);
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treas_class = old.treas_class;
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item_properties = old.item_properties;
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reserved1 = old.reserved1;
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reserved2 = old.reserved2;
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return *this;
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}
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void cItemRec::writeTo(ostream& file, string prefix){
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file << prefix << "VARIETY " << variety << endl;
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file << prefix << "LEVEL " << item_level << endl;
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file << prefix << "AWKWARD " << awkward << endl;
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file << prefix << "BONUS " << bonus << endl;
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file << prefix << "PROT " << protection << endl;
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file << prefix << "CHARGES " << charges << endl;
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file << prefix << "WEAPON " << type << endl;
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file << prefix << "USE " << magic_use_type << endl;
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file << prefix << "ICON " << graphic_num << endl;
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file << prefix << "ABILITY " << ability << endl;
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file << prefix << "ABILSTR " << ability_strength << endl;
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file << prefix << "TYPE " << type_flag << endl;
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file << prefix << "ISSPEC " << is_special << endl;
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file << prefix << "VALUE " << value << endl;
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file << prefix << "WEIGHT " << weight << endl;
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file << prefix << "SPEC " << special_class << endl;
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file << prefix << "AT " << item_loc.x << ' ' << item_loc.y << endl;
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file << prefix << "FULLNAME " << full_name << endl;
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file << prefix << "NAME " << name << endl;
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file << prefix << "TREASURE " << treas_class << endl;
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if(is_ident()) file << prefix << "IDENTIFIED" << endl;
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if(is_property()) file << prefix << "PROPERTY" << endl;
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if(is_magic()) file << prefix << "MAGIC" << endl;
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if(is_contained()) file << prefix << "CONTAINED" << endl;
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if(is_cursed()) file << prefix << "CURSED" << endl;
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if(is_concealed()) file << prefix << "CONCEALED" << endl;
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if(is_enchanted()) file << prefix << "ENCHANTED" << endl;
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}
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void cItemRec::readAttrFrom(string cur, istream& sin){
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if(cur == "VARIETY") sin >> variety;
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else if(cur == "LEVEL") sin >> item_level;
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else if(cur == "AWKWARD") sin >> awkward;
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else if(cur == "BONUS") sin >> bonus;
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else if(cur == "PROT") sin >> protection;
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else if(cur == "CHARGES") sin >> charges;
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else if(cur == "WEAPON") sin >> type;
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else if(cur == "USE") sin >> magic_use_type;
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else if(cur == "ICON") sin >> graphic_num;
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else if(cur == "ABILITY") sin >> ability;
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else if(cur == "ABILSTR") sin >> ability_strength;
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else if(cur == "TYPE") sin >> type_flag;
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else if(cur == "ISSPEC") sin >> is_special;
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else if(cur == "VALUE") sin >> value;
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else if(cur == "WEIGHT") sin >> weight;
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else if(cur == "SPEC") sin >> special_class;
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else if(cur == "AT") sin >> item_loc.x >> item_loc.y;
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else if(cur == "FULLNAME"){
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getline(sin,cur);
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strcpy(full_name,cur.c_str());
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}else if(cur == "NAME"){
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getline(sin,cur);
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strcpy(name,cur.c_str());
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}
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else if(cur == "TREASURE") sin >> treas_class;
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else if(cur == "IDENTIFIED") set_ident(true);
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else if(cur == "PROPERTY") set_property(true);
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else if(cur == "MAGIC") set_magic(true);
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else if(cur == "CONTAINED") set_contained(true);
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else if(cur == "CURSED") set_cursed(true);
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else if(cur == "CONCEALED") set_concealed(true);
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else if(cur == "ENCHANTED") set_enchanted(true);
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}
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ostream& operator << (ostream& out, eWeapType& e){
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out << (int) e;
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}
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ostream& operator << (ostream& out, eItemType& e){
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out << (int) e;
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}
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ostream& operator << (ostream& out, eItemAbil& e){
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out << (int) e;
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}
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istream& operator >> (istream& in, eWeapType& e){
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int i;
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in >> i;
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if(i > 0 && i < 4)
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e = (eWeapType) i;
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else e = ITEM_NOT_MELEE;
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}
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istream& operator >> (istream& in, eItemType& e){
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int i;
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in >> i;
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if(i > 0 && i < 28)
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e = (eItemType) i;
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else e = ITEM_TYPE_NO_ITEM;
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}
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istream& operator >> (istream& in, eItemAbil& e){
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int i;
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in >> i;
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if((i > 0 && i < 15) || (i > 29 && i < 63) ||
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(i > 69 && i < 95) || (i > 109 && i < 136) ||
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(i > 149 && i < 162) || (i > 169 && i < 177))
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e = (eItemAbil) i;
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else e = ITEM_NO_ABILITY;
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}
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Reference in New Issue
Block a user