Fix indentation

This commit is contained in:
2015-01-12 21:19:08 -05:00
parent 25ef2ed713
commit 114c625bf6
2 changed files with 402 additions and 402 deletions

View File

@@ -652,12 +652,12 @@ void pc_attack(short who_att,short target) {
switch(eStatus(univ.party[who_att].items[weap1].abil_data[1])) {
// TODO: Handle other status types
case eStatus::POISON:
add_string_to_buf(" Blade drips venom. ");
poison_monst(which_m,univ.party[who_att].items[weap1].abil_data[0] / 2);
add_string_to_buf(" Blade drips venom. ");
poison_monst(which_m,univ.party[who_att].items[weap1].abil_data[0] / 2);
break;
case eStatus::ACID:
add_string_to_buf(" Blade drips acid. ");
acid_monst(which_m,univ.party[who_att].items[weap1].abil_data[0] / 2);
add_string_to_buf(" Blade drips acid. ");
acid_monst(which_m,univ.party[who_att].items[weap1].abil_data[0] / 2);
break;
}
}
@@ -718,12 +718,12 @@ void pc_attack(short who_att,short target) {
if((univ.party[who_att].items[weap2].ability == eItemAbil::STATUS_WEAPON) && (get_ran(1,0,1) == 1)) {
switch(eStatus(univ.party[who_att].items[weap2].abil_data[1])) {
case eStatus::POISON:
add_string_to_buf(" Blade drips venom. ");
poison_monst(which_m,univ.party[who_att].items[weap2].abil_data[0] / 2);
add_string_to_buf(" Blade drips venom. ");
poison_monst(which_m,univ.party[who_att].items[weap2].abil_data[0] / 2);
break;
case eStatus::ACID:
add_string_to_buf(" Blade drips acid. ");
acid_monst(which_m,univ.party[who_att].items[weap2].abil_data[0] / 2);
add_string_to_buf(" Blade drips acid. ");
acid_monst(which_m,univ.party[who_att].items[weap2].abil_data[0] / 2);
break;
}
}
@@ -4308,128 +4308,128 @@ void combat_immed_mage_cast(short current_pc, eSpell spell_num, bool freebie) {
short bonus = freebie ? 1 : stat_adj(current_pc,eSkill::INTELLIGENCE);
cCreature* which_m;
start_missile_anim();
switch(spell_num) {
case eSpell::SHOCKWAVE:
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
add_string_to_buf(" The ground shakes!");
do_shockwave(univ.party[current_pc].combat_pos);
break;
case eSpell::HASTE_MINOR: case eSpell::HASTE: case eSpell::STRENGTH: case eSpell::ENVENOM: case eSpell::RESIST_MAGIC:
// target = select_pc(11,0);
target = store_spell_target;
if(target < 6) {
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
play_sound(4);
std::string c_line = " " + univ.party[target].name;
switch(spell_num) {
case eSpell::ENVENOM:
c_line += " receives venom.";
poison_weapon(target,3 + bonus,1);
store_m_type = 11;
break;
case eSpell::STRENGTH:
c_line += " stronger.";
curse_pc(target, -3);
store_m_type = 8;
break;
case eSpell::RESIST_MAGIC:
c_line += " resistant.";
univ.party[target].status[eStatus::MAGIC_RESISTANCE] += 5 + bonus;
store_m_type = 15;
break;
default:
i = (spell_num == eSpell::HASTE_MINOR) ? 2 : max(2,univ.party[current_pc].level / 2 + bonus);
slow_pc(target, -i);
c_line += " hasted.";
store_m_type = 8;
break;
}
add_string_to_buf(c_line);
add_missile(univ.party[target].combat_pos,store_m_type,0,0,0);
}
break;
case eSpell::HASTE_MAJOR: case eSpell::BLESS_MAJOR:
store_sound = 25;
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
slow_pc(i, -(spell_num == eSpell::HASTE_MAJOR ? 1 + univ.party[current_pc].level / 8 + bonus : 3 + bonus));
if(spell_num == eSpell::BLESS_MAJOR) {
poison_weapon(i,2,1);
curse_pc(i, -4);
add_missile(univ.party[i].combat_pos,14,0,0,0);
}
else add_missile(univ.party[i].combat_pos,8,0,0,0);
}
//play_sound(4);
if(spell_num == eSpell::HASTE_MAJOR)
add_string_to_buf(" Party hasted.");
else
add_string_to_buf(" Party blessed!");
break;
case eSpell::SLOW_GROUP: case eSpell::FEAR_GROUP: case eSpell::PARALYSIS_MASS: // affect monsters in area spells
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
store_sound = 25;
if(spell_num == eSpell::FEAR_GROUP)
store_sound = 54;
switch(spell_num) {
case eSpell::SLOW_GROUP: add_string_to_buf(" Enemy slowed:"); break;
case eSpell::RAVAGE_ENEMIES: add_string_to_buf(" Enemy ravaged:"); break;
case eSpell::FEAR_GROUP: add_string_to_buf(" Enemy scared:"); break;
case eSpell::PARALYSIS_MASS: add_string_to_buf(" Enemy paralyzed:"); break;
}
for(i = 0; i < univ.town->max_monst(); i++) {
if((univ.town.monst[i].active != 0) && (univ.town.monst[i].attitude % 2 == 1)
&& (dist(univ.party[current_pc].combat_pos,univ.town.monst[i].cur_loc) <= (*spell_num).range)
&& (can_see_light(univ.party[current_pc].combat_pos,univ.town.monst[i].cur_loc,sight_obscurity) < 5)) {
which_m = &univ.town.monst[i];
switch(spell_num) {
case eSpell::FEAR_GROUP:
r1 = get_ran(univ.party[current_pc].level / 3,1,8);
scare_monst(which_m,r1);
store_m_type = 10;
break;
case eSpell::SLOW_GROUP: case eSpell::RAVAGE_ENEMIES:
slow_monst(which_m,5 + bonus);
if(spell_num == eSpell::RAVAGE_ENEMIES)
curse_monst(which_m,3 + bonus);
store_m_type = 8;
break;
case eSpell::PARALYSIS_MASS:
charm_monst(which_m,15,eStatus::PARALYZED,1000);
store_m_type = 15;
break;
}
num_opp++;
add_missile(univ.town.monst[i].cur_loc,store_m_type,0,
14 * (which_m->x_width - 1),18 * (which_m->y_width - 1));
}
switch(spell_num) {
case eSpell::SHOCKWAVE:
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
add_string_to_buf(" The ground shakes!");
do_shockwave(univ.party[current_pc].combat_pos);
break;
case eSpell::HASTE_MINOR: case eSpell::HASTE: case eSpell::STRENGTH: case eSpell::ENVENOM: case eSpell::RESIST_MAGIC:
// target = select_pc(11,0);
target = store_spell_target;
if(target < 6) {
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
play_sound(4);
std::string c_line = " " + univ.party[target].name;
switch(spell_num) {
case eSpell::ENVENOM:
c_line += " receives venom.";
poison_weapon(target,3 + bonus,1);
store_m_type = 11;
break;
}
break;
case eSpell::BLADE_AURA: // Pyhrrus effect
place_spell_pattern(radius2,univ.party[current_pc].combat_pos,WALL_BLADES,6);
break;
case eSpell::STRENGTH:
c_line += " stronger.";
curse_pc(target, -3);
store_m_type = 8;
break;
case eSpell::RESIST_MAGIC:
c_line += " resistant.";
univ.party[target].status[eStatus::MAGIC_RESISTANCE] += 5 + bonus;
store_m_type = 15;
break;
default:
i = (spell_num == eSpell::HASTE_MINOR) ? 2 : max(2,univ.party[current_pc].level / 2 + bonus);
slow_pc(target, -i);
c_line += " hasted.";
store_m_type = 8;
break;
}
add_string_to_buf(c_line);
add_missile(univ.party[target].combat_pos,store_m_type,0,0,0);
}
if(num_opp < 10)
do_missile_anim((num_opp < 5) ? 50 : 25,univ.party[current_pc].combat_pos,store_sound);
else play_sound(store_sound);
end_missile_anim();
break;
case eSpell::HASTE_MAJOR: case eSpell::BLESS_MAJOR:
store_sound = 25;
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
slow_pc(i, -(spell_num == eSpell::HASTE_MAJOR ? 1 + univ.party[current_pc].level / 8 + bonus : 3 + bonus));
if(spell_num == eSpell::BLESS_MAJOR) {
poison_weapon(i,2,1);
curse_pc(i, -4);
add_missile(univ.party[i].combat_pos,14,0,0,0);
}
else add_missile(univ.party[i].combat_pos,8,0,0,0);
}
//play_sound(4);
if(spell_num == eSpell::HASTE_MAJOR)
add_string_to_buf(" Party hasted.");
else
add_string_to_buf(" Party blessed!");
break;
case eSpell::SLOW_GROUP: case eSpell::FEAR_GROUP: case eSpell::PARALYSIS_MASS: // affect monsters in area spells
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
store_sound = 25;
if(spell_num == eSpell::FEAR_GROUP)
store_sound = 54;
switch(spell_num) {
case eSpell::SLOW_GROUP: add_string_to_buf(" Enemy slowed:"); break;
case eSpell::RAVAGE_ENEMIES: add_string_to_buf(" Enemy ravaged:"); break;
case eSpell::FEAR_GROUP: add_string_to_buf(" Enemy scared:"); break;
case eSpell::PARALYSIS_MASS: add_string_to_buf(" Enemy paralyzed:"); break;
}
for(i = 0; i < univ.town->max_monst(); i++) {
if((univ.town.monst[i].active != 0) && (univ.town.monst[i].attitude % 2 == 1)
&& (dist(univ.party[current_pc].combat_pos,univ.town.monst[i].cur_loc) <= (*spell_num).range)
&& (can_see_light(univ.party[current_pc].combat_pos,univ.town.monst[i].cur_loc,sight_obscurity) < 5)) {
which_m = &univ.town.monst[i];
switch(spell_num) {
case eSpell::FEAR_GROUP:
r1 = get_ran(univ.party[current_pc].level / 3,1,8);
scare_monst(which_m,r1);
store_m_type = 10;
break;
case eSpell::SLOW_GROUP: case eSpell::RAVAGE_ENEMIES:
slow_monst(which_m,5 + bonus);
if(spell_num == eSpell::RAVAGE_ENEMIES)
curse_monst(which_m,3 + bonus);
store_m_type = 8;
break;
case eSpell::PARALYSIS_MASS:
charm_monst(which_m,15,eStatus::PARALYZED,1000);
store_m_type = 15;
break;
}
num_opp++;
add_missile(univ.town.monst[i].cur_loc,store_m_type,0,
14 * (which_m->x_width - 1),18 * (which_m->y_width - 1));
}
}
break;
case eSpell::BLADE_AURA: // Pyhrrus effect
place_spell_pattern(radius2,univ.party[current_pc].combat_pos,WALL_BLADES,6);
break;
}
if(num_opp < 10)
do_missile_anim((num_opp < 5) ? 50 : 25,univ.party[current_pc].combat_pos,store_sound);
else play_sound(store_sound);
end_missile_anim();
}
bool combat_cast_priest_spell() {
@@ -4507,94 +4507,94 @@ void combat_immed_priest_cast(short current_pc, eSpell spell_num, bool freebie)
{0,1,1,1,1,1,1,1,0}
}};
start_missile_anim();
switch(spell_num) {
case eSpell::BLESS_MINOR: case eSpell::BLESS:
// target = select_pc(11,0);
target = store_spell_target;
if(target < 6) {
store_sound = 4;
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
curse_pc(target,-(spell_num==eSpell::BLESS_MINOR ? 2 : max(2,(univ.party[current_pc].level * 3) / 4 + 1 + bonus)));
add_missile(univ.party[target].combat_pos,8,0,0,0);
}
break;
case eSpell::BLESS_PARTY:
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
curse_pc(i, -(univ.party[current_pc].level / 3));
add_missile(univ.party[i].combat_pos,8,0,0,0);
}
store_sound = 4;
break;
case eSpell::AVATAR:
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
add_string_to_buf(" " + univ.party[current_pc].name + " is an avatar!");
heal_pc(current_pc,200);
cure_pc(current_pc,8);
univ.party[current_pc].status[eStatus::BLESS_CURSE] = 8;
univ.party[current_pc].status[eStatus::HASTE_SLOW] = 8;
univ.party[current_pc].status[eStatus::INVULNERABLE] = 3;
univ.party[current_pc].status[eStatus::MAGIC_RESISTANCE] = 8;
univ.party[current_pc].status[eStatus::WEBS] = 0;
univ.party[current_pc].status[eStatus::DISEASE] = 0;
univ.party[current_pc].status[eStatus::DUMB] = 0;
univ.party[current_pc].status[eStatus::MARTYRS_SHIELD] = 8;
break;
case eSpell::CURSE_ALL: case eSpell::CHARM_MASS: case eSpell::PESTILENCE:
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
store_sound = 24;
for(i = 0; i < univ.town->max_monst(); i++) {
if((univ.town.monst[i].active != 0) &&(univ.town.monst[i].attitude % 2 == 1) &&
(dist(univ.party[current_pc].combat_pos,univ.town.monst[i].cur_loc) <= (*spell_num).range)) {
// TODO: Should this ^ also check that you can see each target? ie can_see_light(...) < 5
// --> can_see_light(univ.party[current_pc].combat_pos,univ.town.monst[i].cur_loc,sight_obscurity)
// (The item version of the spell used to check for this, but no longer does since it now defers to here.)
which_m = &univ.town.monst[i];
switch(spell_num) {
case eSpell::CURSE_ALL:
curse_monst(which_m,3 + bonus);
store_m_type = 8;
break;
case eSpell::CHARM_MASS:
// TODO: As an item spell, the penalty was 0, though perhaps it was intended to be 8
// (since 8 was passed as the final argument). Now the penalty has increased to 27.
// It should probably be put back somehow.
charm_monst(which_m,28 - bonus,eStatus::CHARM,0);
store_m_type = 14;
break;
case eSpell::PESTILENCE:
disease_monst(which_m,3 + bonus);
store_m_type = 0;
break;
}
num_opp++;
add_missile(univ.town.monst[i].cur_loc,store_m_type,0,
14 * (which_m->x_width - 1),18 * (which_m->y_width - 1));
}
}
break;
case eSpell::PROTECTIVE_CIRCLE:
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
play_sound(24);
add_string_to_buf(" Protective field created.");
place_spell_pattern(protect_pat,univ.party[current_pc].combat_pos,6);
break;
switch(spell_num) {
case eSpell::BLESS_MINOR: case eSpell::BLESS:
// target = select_pc(11,0);
target = store_spell_target;
if(target < 6) {
store_sound = 4;
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
curse_pc(target,-(spell_num==eSpell::BLESS_MINOR ? 2 : max(2,(univ.party[current_pc].level * 3) / 4 + 1 + bonus)));
add_missile(univ.party[target].combat_pos,8,0,0,0);
}
if(num_opp < 10)
do_missile_anim((num_opp < 5) ? 50 : 25,univ.party[current_pc].combat_pos,store_sound);
else play_sound(store_sound);
end_missile_anim();
break;
case eSpell::BLESS_PARTY:
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
for(i = 0; i < 6; i++)
if(univ.party[i].main_status == eMainStatus::ALIVE) {
curse_pc(i, -(univ.party[current_pc].level / 3));
add_missile(univ.party[i].combat_pos,8,0,0,0);
}
store_sound = 4;
break;
case eSpell::AVATAR:
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
add_string_to_buf(" " + univ.party[current_pc].name + " is an avatar!");
heal_pc(current_pc,200);
cure_pc(current_pc,8);
univ.party[current_pc].status[eStatus::BLESS_CURSE] = 8;
univ.party[current_pc].status[eStatus::HASTE_SLOW] = 8;
univ.party[current_pc].status[eStatus::INVULNERABLE] = 3;
univ.party[current_pc].status[eStatus::MAGIC_RESISTANCE] = 8;
univ.party[current_pc].status[eStatus::WEBS] = 0;
univ.party[current_pc].status[eStatus::DISEASE] = 0;
univ.party[current_pc].status[eStatus::DUMB] = 0;
univ.party[current_pc].status[eStatus::MARTYRS_SHIELD] = 8;
break;
case eSpell::CURSE_ALL: case eSpell::CHARM_MASS: case eSpell::PESTILENCE:
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
store_sound = 24;
for(i = 0; i < univ.town->max_monst(); i++) {
if((univ.town.monst[i].active != 0) &&(univ.town.monst[i].attitude % 2 == 1) &&
(dist(univ.party[current_pc].combat_pos,univ.town.monst[i].cur_loc) <= (*spell_num).range)) {
// TODO: Should this ^ also check that you can see each target? ie can_see_light(...) < 5
// --> can_see_light(univ.party[current_pc].combat_pos,univ.town.monst[i].cur_loc,sight_obscurity)
// (The item version of the spell used to check for this, but no longer does since it now defers to here.)
which_m = &univ.town.monst[i];
switch(spell_num) {
case eSpell::CURSE_ALL:
curse_monst(which_m,3 + bonus);
store_m_type = 8;
break;
case eSpell::CHARM_MASS:
// TODO: As an item spell, the penalty was 0, though perhaps it was intended to be 8
// (since 8 was passed as the final argument). Now the penalty has increased to 27.
// It should probably be put back somehow.
charm_monst(which_m,28 - bonus,eStatus::CHARM,0);
store_m_type = 14;
break;
case eSpell::PESTILENCE:
disease_monst(which_m,3 + bonus);
store_m_type = 0;
break;
}
num_opp++;
add_missile(univ.town.monst[i].cur_loc,store_m_type,0,
14 * (which_m->x_width - 1),18 * (which_m->y_width - 1));
}
}
break;
case eSpell::PROTECTIVE_CIRCLE:
if(!freebie)
univ.party[current_pc].cur_sp -= (*spell_num).cost;
play_sound(24);
add_string_to_buf(" Protective field created.");
place_spell_pattern(protect_pat,univ.party[current_pc].combat_pos,6);
break;
}
if(num_opp < 10)
do_missile_anim((num_opp < 5) ? 50 : 25,univ.party[current_pc].combat_pos,store_sound);
else play_sound(store_sound);
end_missile_anim();
}
void start_spell_targeting(eSpell num, bool freebie) {

View File

@@ -679,206 +679,206 @@ void use_item(short pc,short item) {
case eItemAbil::AFFECT_STATUS:
switch(status) {
case eStatus::BLESS_CURSE:
play_sound(4);
if(type % 2 == 1) {
ASB(" You feel awkward.");
str = str * -1;
}else ASB(" You feel blessed.");
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case eStatus::HASTE_SLOW:
// TODO: Is this the right sound?
play_sound(75);
if(type % 2 == 1) {
ASB(" You feel sluggish.");
str = str * -1;
}else ASB(" You feel speedy.");
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case eStatus::INVULNERABLE:
// TODO: Is this the right sound?
play_sound(68);
if(type % 2 == 1) {
ASB(" You feel odd.");
str = str * -1;
}else ASB(" You feel protected.");
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case eStatus::MAGIC_RESISTANCE:
// TODO: Is this the right sound?
play_sound(51);
if(type % 2 == 1) {
ASB(" You feel odd.");
str = str * -1;
}else ASB(" You feel protected.");
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case eStatus::WEBS:
if(type % 2 == 1)
ASB(" You feel sticky.");
else {
ASB(" Your skin tingles.");
str = str * -1;
}
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case eStatus::INVISIBLE:
// TODO: Is this the right sound?
play_sound(43);
if(type % 2 == 1) {
ASB(" You feel exposed.");
str = str * -1;
}else ASB(" You feel obscure.");
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case eStatus::MARTYRS_SHIELD:
// TODO: Is this the right sound?
play_sound(43);
if(type % 2 == 1) {
ASB(" You feel dull.");
str = str * -1;
}else ASB(" You start to glow slightly.");
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case eStatus::POISON:
switch(type) {
case 0:
ASB(" You feel better.");
cure_pc(pc,str);
play_sound(4);
if(type % 2 == 1) {
ASB(" You feel awkward.");
str = str * -1;
}else ASB(" You feel blessed.");
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case 1:
ASB(" You feel ill.");
poison_pc(pc,str);
case eStatus::HASTE_SLOW:
// TODO: Is this the right sound?
play_sound(75);
if(type % 2 == 1) {
ASB(" You feel sluggish.");
str = str * -1;
}else ASB(" You feel speedy.");
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case 2:
ASB(" You all feel better.");
cure_party(str);
case eStatus::INVULNERABLE:
// TODO: Is this the right sound?
play_sound(68);
if(type % 2 == 1) {
ASB(" You feel odd.");
str = str * -1;
}else ASB(" You feel protected.");
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case 3:
ASB(" You all feel ill.");
poison_party(str);
case eStatus::MAGIC_RESISTANCE:
// TODO: Is this the right sound?
play_sound(51);
if(type % 2 == 1) {
ASB(" You feel odd.");
str = str * -1;
}else ASB(" You feel protected.");
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
}
break;
case eStatus::DISEASE:
switch(type) {
case 0:
ASB(" You feel healthy.");
affect_pc(pc,eStatus::DISEASE,-1 * str);
case eStatus::WEBS:
if(type % 2 == 1)
ASB(" You feel sticky.");
else {
ASB(" Your skin tingles.");
str = str * -1;
}
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case 1:
ASB(" You feel sick.");
disease_pc(pc,str);
case eStatus::INVISIBLE:
// TODO: Is this the right sound?
play_sound(43);
if(type % 2 == 1) {
ASB(" You feel exposed.");
str = str * -1;
}else ASB(" You feel obscure.");
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case 2:
ASB(" You all feel healthy.");
affect_party(eStatus::DISEASE,-1 * str);
case eStatus::MARTYRS_SHIELD:
// TODO: Is this the right sound?
play_sound(43);
if(type % 2 == 1) {
ASB(" You feel dull.");
str = str * -1;
}else ASB(" You start to glow slightly.");
if(type > 1)
affect_party(status,str);
else affect_pc(pc,status,str);
break;
case 3:
ASB(" You all feel sick.");
for(i = 0; i < 6; i++)
disease_pc(i,str);
case eStatus::POISON:
switch(type) {
case 0:
ASB(" You feel better.");
cure_pc(pc,str);
break;
case 1:
ASB(" You feel ill.");
poison_pc(pc,str);
break;
case 2:
ASB(" You all feel better.");
cure_party(str);
break;
case 3:
ASB(" You all feel ill.");
poison_party(str);
break;
}
break;
}
break;
case eStatus::DUMB:
switch(type) {
case 0:
ASB(" You feel clear headed.");
affect_pc(pc,eStatus::DUMB,-1 * str);
case eStatus::DISEASE:
switch(type) {
case 0:
ASB(" You feel healthy.");
affect_pc(pc,eStatus::DISEASE,-1 * str);
break;
case 1:
ASB(" You feel sick.");
disease_pc(pc,str);
break;
case 2:
ASB(" You all feel healthy.");
affect_party(eStatus::DISEASE,-1 * str);
break;
case 3:
ASB(" You all feel sick.");
for(i = 0; i < 6; i++)
disease_pc(i,str);
break;
}
break;
case 1:
ASB(" You feel confused.");
dumbfound_pc(pc,str);
case eStatus::DUMB:
switch(type) {
case 0:
ASB(" You feel clear headed.");
affect_pc(pc,eStatus::DUMB,-1 * str);
break;
case 1:
ASB(" You feel confused.");
dumbfound_pc(pc,str);
break;
case 2:
ASB(" You all feel clear headed.");
affect_party(eStatus::DUMB,-1 * str);
break;
case 3:
ASB(" You all feel confused.");
for(i = 0; i < 6; i++)
dumbfound_pc(i,str);
break;
}
break;
case 2:
ASB(" You all feel clear headed.");
affect_party(eStatus::DUMB,-1 * str);
case eStatus::ASLEEP:
switch(type) {
case 0:
ASB(" You feel alert.");
affect_pc(pc,eStatus::ASLEEP,-1 * str);
break;
case 1:
ASB(" You feel very tired.");
sleep_pc(pc,str + 1,eStatus::ASLEEP,200);
break;
case 2:
ASB(" You all feel alert.");
affect_party(eStatus::ASLEEP,-1 * str);
break;
case 3:
ASB(" You all feel very tired.");
for(i = 0; i < 6; i++)
sleep_pc(i,str + 1,eStatus::ASLEEP,200);
break;
}
break;
case 3:
ASB(" You all feel confused.");
for(i = 0; i < 6; i++)
dumbfound_pc(i,str);
case eStatus::PARALYZED:
switch(type) {
case 0:
ASB(" You find it easier to move.");
affect_pc(pc,eStatus::PARALYZED,-1 * str * 100);
break;
case 1:
ASB(" You feel very stiff.");
sleep_pc(pc,str * 20 + 10,eStatus::PARALYZED,200);
break;
case 2:
ASB(" You all find it easier to move.");
affect_party(eStatus::PARALYZED,-1 * str * 100);
break;
case 3:
ASB(" You all feel very stiff.");
for(i = 0; i < 6; i++)
sleep_pc(i,str * 20 + 10,eStatus::PARALYZED,200);
break;
}
break;
}
break;
case eStatus::ASLEEP:
switch(type) {
case 0:
ASB(" You feel alert.");
affect_pc(pc,eStatus::ASLEEP,-1 * str);
case eStatus::ACID:
switch(type) {
case 0:
ASB(" Your skin tingles pleasantly.");
affect_pc(pc,eStatus::ACID,-1 * str);
break;
case 1:
ASB(" Your skin burns!");
acid_pc(pc,str);
break;
case 2:
ASB(" You all tingle pleasantly.");
affect_party(eStatus::ACID,-1 * str);
break;
case 3:
ASB(" Everyone's skin burns!");
for(i = 0; i < 6; i++)
acid_pc(i,str);
break;
}
break;
case 1:
ASB(" You feel very tired.");
sleep_pc(pc,str + 1,eStatus::ASLEEP,200);
break;
case 2:
ASB(" You all feel alert.");
affect_party(eStatus::ASLEEP,-1 * str);
break;
case 3:
ASB(" You all feel very tired.");
for(i = 0; i < 6; i++)
sleep_pc(i,str + 1,eStatus::ASLEEP,200);
break;
}
break;
case eStatus::PARALYZED:
switch(type) {
case 0:
ASB(" You find it easier to move.");
affect_pc(pc,eStatus::PARALYZED,-1 * str * 100);
break;
case 1:
ASB(" You feel very stiff.");
sleep_pc(pc,str * 20 + 10,eStatus::PARALYZED,200);
break;
case 2:
ASB(" You all find it easier to move.");
affect_party(eStatus::PARALYZED,-1 * str * 100);
break;
case 3:
ASB(" You all feel very stiff.");
for(i = 0; i < 6; i++)
sleep_pc(i,str * 20 + 10,eStatus::PARALYZED,200);
break;
}
break;
case eStatus::ACID:
switch(type) {
case 0:
ASB(" Your skin tingles pleasantly.");
affect_pc(pc,eStatus::ACID,-1 * str);
break;
case 1:
ASB(" Your skin burns!");
acid_pc(pc,str);
break;
case 2:
ASB(" You all tingle pleasantly.");
affect_party(eStatus::ACID,-1 * str);
break;
case 3:
ASB(" Everyone's skin burns!");
for(i = 0; i < 6; i++)
acid_pc(i,str);
break;
}
break;
}
case eItemAbil::BLISS:
switch(type) {