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/**
* @file
* @brief Acquirement and Trog/Oka/Sif gifts.
**/
#pragma once
#include "item-prop-enum.h"
#define ACQUIRE_KEY "acquired" // acquirement source prop on acquired items
#define ACQUIRE_ITEMS_KEY "acquire_items" // acquirement items player prop
#define OKAWARU_WEAPONS_KEY "okawaru_weapons"
#define OKAWARU_WEAPON_GIFTED_KEY "okawaru_weapon_gifted"
#define OKAWARU_ARMOUR_KEY "okawaru_armour"
#define OKAWARU_ARMOUR_GIFTED_KEY "okawaru_armour_gifted"
#define INVENT_GIZMO_USED_KEY "invent_gizmo_used"
#define COGLIN_GIZMO_KEY "coglin_gizmos"
#define COGLIN_GIZMO_NAMES_KEY "coglin_gizmo_names"
const int COGLIN_GIZMO_NUM = 3;
const int COGLIN_GIZMO_XL = 14;
bool acquirement_menu();
bool okawaru_gift_weapon();
bool okawaru_gift_armour();
bool coglin_invent_gizmo();
void coglin_announce_gizmo_name();
void make_acquirement_items();
int acquirement_create_item(object_class_type class_wanted, int agent,
bool quiet, const coord_def &pos = coord_def(),
int force_ego = 0);
vector<object_class_type> shuffled_acquirement_classes(bool scroll);
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