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work in progress for 10.0
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45
classes.cpp
45
classes.cpp
@@ -767,7 +767,7 @@ genderswitch_t genderswitch[NUM_GS] = {
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// --- items ---
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const int ittypes = 110;
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const int ittypes = 111;
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struct itemtype {
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char glyph;
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@@ -1152,6 +1152,7 @@ itemtype iinf[ittypes] = {
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"You get the powers of Shield, Horns, and Thorns after you move two moves in a straight line "
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"with this Orb." },
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{ '$', 0xC060C0, "Spinel", bulldashdesc },
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{ 'o', 0xC0C0FF, "Orb of the Mirror", NODESCYET },
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};
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enum eItem { itNone, itDiamond, itGold, itSpice, itRuby, itElixir, itShard, itBone, itHell, itStatue,
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@@ -1181,22 +1182,15 @@ enum eItem { itNone, itDiamond, itGold, itSpice, itRuby, itElixir, itShard, itBo
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itWindstone, itOrbEmpathy, itStrongWind, itBuggy, itBuggy2,
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itRose, itCoral, itOrbBeauty, itOrb37, itOrbEnergy,
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itBabyTortoise, itOrbShell, itApple, itDragon, itOrbDomination,
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itOrbSword,
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itKraken, itOrbSword2, itBarrow,
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itTrollEgg, itWarning,
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itOrbStone, itOrbNature, itTreat,
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itSlime, itAmethyst,
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itOrbRecall, itDodeca,
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itOrbDash,
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itGreenGrass,
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itOrbHorns,
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itOrbBull,
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itBull
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itOrbSword, itKraken, itOrbSword2, itBarrow,
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itTrollEgg, itWarning, itOrbStone, itOrbNature, itTreat,
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itSlime, itAmethyst, itOrbRecall, itDodeca, itOrbDash, itGreenGrass, itOrbHorns,
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itOrbBull, itBull, itOrbMirror
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};
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// --- wall types ---
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const int walltypes = 96;
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const int walltypes = 97;
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struct walltype {
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char glyph;
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@@ -1375,6 +1369,7 @@ walltype winf[walltypes] = {
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"Bushes block the movement of birds."},
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{ '.', 0xFFFF00, "Reptile floor", reptiledesc},
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{ '.', 0xFFFF00, "Reptile bridge", reptiledesc},
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{ '.', 0xFFFF00, "invisible floor", NODESCYET},
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};
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enum eWall { waNone, waIcewall, waBarrier, waFloorA, waFloorB, waCavewall, waCavefloor, waDeadTroll, waDune,
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@@ -1402,7 +1397,8 @@ enum eWall { waNone, waIcewall, waBarrier, waFloorA, waFloorB, waCavewall, waCav
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waBarrowWall, waBarrowDig,
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waPetrified, waTower,
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waBigBush, waSmallBush,
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waReptile, waReptileBridge
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waReptile, waReptileBridge,
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waInvisibleFloor
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};
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// --- land types ---
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@@ -1782,3 +1778,24 @@ eLand randlands[RANDLANDS] = {
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laOvergrown, laWildWest, laWarpCoast
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};
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// land completion for shared unlocking
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#define U5 (inv::on ? 10 : 5)
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// land completion for advanced unlocking
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#define U10 (inv::on ? 25 : 10)
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// land completion
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#define R10 (inv::on ? 50 : 10)
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// intermediate lands
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#define R30 (inv::on ? 100 : 30)
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// advanced lands
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#define R60 (inv::on ? 200 : 60)
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// advanced lands II
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#define R90 (inv::on ? 300 : 90)
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// Crossroads IV
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#define R200 (inv::on ? 800 : 200)
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// Crossroads V
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#define R300 (inv::on ? 1200 : 300)
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// kill types for Dragon Chasms
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#define R20 (inv::on ? 30 : 20)
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// kill count for Graveyard/Hive
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#define R100 (inv::on ? 500 : 100)
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