undo/redo for edit/clear item type
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@@ -1407,3 +1407,41 @@ bool cItem::use_magic() const {
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bool cItem::can_use() const {
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return use_in_town() || use_in_combat() || use_outdoors();
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}
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bool cItem::operator==(const cItem& other) {
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CHECK_EQ(other, variety);
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CHECK_EQ(other, item_level);
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CHECK_EQ(other, awkward);
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CHECK_EQ(other, bonus);
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CHECK_EQ(other, protection);
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CHECK_EQ(other, charges);
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CHECK_EQ(other, max_charges);
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CHECK_EQ(other, weap_type);
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CHECK_EQ(other, magic_use_type);
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CHECK_EQ(other, graphic_num);
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CHECK_EQ(other, ability);
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CHECK_EQ(other, abil_strength);
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CHECK_EQ(other, abil_data.value);
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CHECK_EQ(other, type_flag);
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CHECK_EQ(other, is_special);
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CHECK_EQ(other, value);
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CHECK_EQ(other, weight);
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CHECK_EQ(other, special_class);
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CHECK_EQ(other, missile);
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CHECK_EQ(other, item_loc);
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CHECK_EQ(other, full_name);
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CHECK_EQ(other, name);
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CHECK_EQ(other, treas_class);
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CHECK_EQ(other, ident);
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CHECK_EQ(other, property);
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CHECK_EQ(other, magic);
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CHECK_EQ(other, contained);
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CHECK_EQ(other, held);
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CHECK_EQ(other, cursed);
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CHECK_EQ(other, concealed);
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CHECK_EQ(other, enchanted);
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CHECK_EQ(other, unsellable);
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CHECK_EQ(other, rechargeable);
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CHECK_EQ(other, desc);
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return true;
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}
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@@ -66,6 +66,11 @@ public:
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unsigned int treas_class;
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bool ident, property, magic, contained, held, cursed, concealed, enchanted, unsellable, rechargeable;
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std::string desc;
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// For detecting actual changes to types in the scenario editor
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bool operator==(const cItem& other);
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bool operator!=(const cItem& other) { return !(*this == other); }
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unsigned char rec_treas_class() const;
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short item_weight() const;
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std::string interesting_string() const;
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