forked from github/server
luxusgueter raus aus dem code, rein in die CML files
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eba19999f4
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db9589bed1
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@ -18,10 +18,10 @@
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#include <attrib.h>
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attrib_type at_aggressive = {
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"aggressive",
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NULL,
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NULL,
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NULL,
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"aggressive",
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NULL,
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NULL,
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NULL,
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a_writedefault,
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a_readdefault,
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ATF_UNIQUE
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@ -655,7 +655,6 @@ void use_birthdayamulet(region * r, unit * magician, int amount, struct order *
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enum {
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IS_RESOURCE,
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IS_PRODUCT,
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IS_LUXURY,
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IS_MAGIC,
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/* wird für ZEIGE gebraucht */
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IS_ITEM,
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@ -727,34 +726,6 @@ static t_item itemdata[MAXITEMS] = {
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{"Speer", "Speere", "Speer", "Speere"},
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IS_PRODUCT, SK_WEAPONSMITH, 2, {0, 1, 0, 0, 0, 0}, 100, 0, 0, NULL
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},
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{ /* I_BALM */
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{"Balsam", "Balsam", "Balsam", "Balsam"},
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IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 4, 0, NULL
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},
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{ /* I_SPICES */
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{"Gewürz", "Gewürz", "Gewürz", "Gewürz"},
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IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 5, 0, NULL
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},
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{ /* I_JEWELERY */
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{"Juwel", "Juwelen", "Juwel", "Juwelen"},
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IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 100, 7, 0, NULL
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},
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{ /* I_MYRRH */
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{"Myrrhe", "Myrrhe", "Myrrhe", "Myrrhe"},
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IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 5, 0, NULL
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},
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{ /* I_OIL */
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{"Öl", "Öl", "Öl", "Öl"},
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IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 300, 3, 0, NULL
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},
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{ /* I_SILK */
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{"Seide", "Seide", "Seide", "Seide"},
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IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 300, 6, 0, NULL
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},
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{ /* I_INCENSE */
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{"Weihrauch", "Weihrauch", "Weihrauch", "Weihrauch"},
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IS_LUXURY, 0, 0, {0, 0, 0, 0, 0, 0}, 200, 4, 0, NULL
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},
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{ /* I_AMULET_OF_HEALING */
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{"Amulett der Heilung", "Amulette der Heilung", "Amulett", "Amulette"},
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IS_MAGIC, 0, 0, {0, 0, 0, 0, 0, 0}, 0, 0, 0, NULL
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@ -1017,14 +988,12 @@ init_olditems(void)
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const char * appearance[2];
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int weight = itemdata[i].gewicht;
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int capacity = 0;
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int price;
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attrib * a;
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item_type * itype;
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if (itemdata[i].flags & FL_ITEM_CURSED) iflags |= ITF_CURSED;
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if (itemdata[i].flags & FL_ITEM_NOTLOST) iflags |= ITF_NOTLOST;
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if (itemdata[i].flags & FL_ITEM_NOTINBAG) iflags |= ITF_BIG;
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if (itemdata[i].typ == IS_LUXURY) iflags |= ITF_LUXURY;
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if (itemdata[i].flags & FL_ITEM_ANIMAL) iflags |= ITF_ANIMAL;
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name[0]=NULL;
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@ -1073,10 +1042,6 @@ init_olditems(void)
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/* itemdata::typ Analyse. IS_PRODUCT und IS_MAGIC sind so gut wie egal. */
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switch (itemdata[i].typ) {
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case IS_LUXURY:
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price = itemdata[i].preis;
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rtype->ltype = new_luxurytype(itype, price);
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break;
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case IS_RESOURCE:
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rtype->flags |= RTF_LIMITED;
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itype->flags |= ITF_NOBUILDBESIEGED;
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@ -1422,8 +1387,6 @@ static const char * names[] = {
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static int
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item_score(item_t i)
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{
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const luxury_type * ltype;
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switch (i) {
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case I_IRON:
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case I_WOOD:
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@ -1438,16 +1401,6 @@ item_score(item_t i)
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return 60;
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case I_LAENSWORD:
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return 400;
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case I_BALM:
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case I_SPICES:
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case I_JEWELERY:
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case I_MYRRH:
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case I_OIL:
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case I_SILK:
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case I_INCENSE:
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ltype = resource2luxury(olditemtype[i]->rtype);
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if (ltype) return ltype->price / 5;
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return 0;
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case I_AMULET_OF_HEALING:
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case I_AMULET_OF_TRUE_SEEING:
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case I_RING_OF_INVISIBILITY:
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@ -101,41 +101,41 @@ typedef struct resource_limit {
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#define EUNUSABLE -4;
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typedef struct itemtype_list {
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struct itemtype_list * next;
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const struct item_type * type;
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struct itemtype_list * next;
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const struct item_type * type;
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} itemtype_list;
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typedef struct item_type {
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resource_type * rtype;
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/* --- constants --- */
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unsigned int flags;
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int weight;
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int capacity;
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struct construction * construction;
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/* --- functions --- */
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int (*use)(struct unit * user, const struct item_type * itype, int amount, struct order * ord);
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int (*useonother)(struct unit * user, int targetno, const struct item_type * itype, int amount, struct order * ord);
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boolean (*give)(const struct unit * src, const struct unit * dest, const struct item_type * itm, int number, struct order * ord);
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resource_type * rtype;
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/* --- constants --- */
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unsigned int flags;
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int weight;
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int capacity;
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struct construction * construction;
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/* --- functions --- */
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int (*use)(struct unit * user, const struct item_type * itype, int amount, struct order * ord);
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int (*useonother)(struct unit * user, int targetno, const struct item_type * itype, int amount, struct order * ord);
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boolean (*give)(const struct unit * src, const struct unit * dest, const struct item_type * itm, int number, struct order * ord);
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#ifdef SCORE_MODULE
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int score;
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#endif
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struct item_type * next;
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struct item_type * next;
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} item_type;
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extern const item_type * finditemtype(const char * name, const struct locale * lang);
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extern void init_itemnames(void);
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typedef struct luxury_type {
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struct luxury_type * next;
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const item_type * itype;
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int price;
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struct luxury_type * next;
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const item_type * itype;
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int price;
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} luxury_type;
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extern luxury_type * luxurytypes;
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typedef struct potion_type {
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struct potion_type * next;
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const item_type * itype;
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int level;
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struct potion_type * next;
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const item_type * itype;
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int level;
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} potion_type;
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extern potion_type * potiontypes;
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@ -183,18 +183,18 @@ typedef struct armor_type {
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#define WTF_ARMORPIERCING 0x40 /* armor has only half value */
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typedef struct weapon_type {
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const item_type * itype;
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const char * damage[2];
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unsigned int flags;
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skill_t skill;
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int minskill;
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int offmod;
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int defmod;
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double magres;
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int reload; /* time to reload this weapon */
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weapon_mod * modifiers;
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/* --- functions --- */
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boolean (*attack)(const struct troop *, const struct weapon_type *, int *deaths, int row);
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const item_type * itype;
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const char * damage[2];
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unsigned int flags;
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skill_t skill;
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int minskill;
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int offmod;
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int defmod;
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double magres;
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int reload; /* time to reload this weapon */
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weapon_mod * modifiers;
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/* --- functions --- */
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boolean (*attack)(const struct troop *, const struct weapon_type *, int *deaths, int row);
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} weapon_type;
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extern void rt_register(resource_type * it);
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@ -264,13 +264,6 @@ enum {
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I_WAGON,
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I_CATAPULT,
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I_SPEAR,
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I_BALM,
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I_SPICES,
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I_JEWELERY,
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I_MYRRH,
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I_OIL,
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I_SILK,
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I_INCENSE,
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/* alte Artefakte */
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I_AMULET_OF_HEALING,
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I_AMULET_OF_TRUE_SEEING,
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@ -310,14 +303,6 @@ enum {
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R_WAGON,
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R_CATAPULT,
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R_SPEAR,
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/* luxury */
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R_BALM,
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R_SPICES,
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R_JEWELERY,
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R_MYRRH,
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R_OIL,
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R_SILK,
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R_INCENSE,
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/**/
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R_AMULET_OF_HEALING,
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R_AMULET_OF_TRUE_SEEING,
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@ -706,7 +706,7 @@ gm_addquest(const char * email, const char * name, short radius, unsigned int fl
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a_add((attrib**)&a->data.v, make_atgmcreate(resource2item(r_silver)));
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for (i=0;i<=I_INCENSE;++i) {
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for (i=0;i<=I_SPEAR;++i) {
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a_add((attrib**)&a->data.v, make_atgmcreate(olditemtype[i]));
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}
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for (i=I_LAENSWORD;i!=I_DRACHENBLUT;++i) {
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@ -771,7 +771,7 @@ gm_addfaction(const char * email, plane * p, region * r)
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a_add((attrib**)&a->data.v, make_atgmcreate(resource2item(r_silver)));
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for (i=0;i<=I_INCENSE;++i) {
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for (i=0;i<=I_SPEAR;++i) {
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a_add((attrib**)&a->data.v, make_atgmcreate(olditemtype[i]));
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}
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for (i=I_LAENSWORD;i!=I_DRACHENBLUT;++i) {
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@ -1,6 +1,29 @@
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<?xml version="1.0"?>
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<resources>
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<!-- luxury items -->
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<resource name="balm">
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<item weight="200"><luxury price="4"/></item>
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</resource>
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<resource name="spice">
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<item weight="200"><luxury price="5"/></item>
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</resource>
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<resource name="jewel">
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<item weight="100"><luxury price="7"/></item>
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</resource>
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<resource name="myrrh">
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<item weight="200"><luxury price="5"/></item>
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</resource>
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<resource name="oil">
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<item weight="300"><luxury price="3"/></item>
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</resource>
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<resource name="silk">
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<item weight="300"><luxury price="6"/></item>
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</resource>
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<resource name="incense">
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<item weight="200"><luxury price="4"/></item>
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</resource>
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<!-- XE items -->
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<resource name="skillpotion">
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<!-- gives user one free learning attempt -->
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