- I extract pixel data from the resource without using QuickDraw - Both resource-fork and data-fork .meg files work Related changes: - The custom graphics textures are now wrapped in a custom class - bmp images are loaded if a meg is not found Incidental changes: - Various TODO notes - Fix cScenario::spec_strs skipping several strings and potentially fetching out-of-bound entries - oopsError now uses string streams instead of sprintf
488 lines
12 KiB
C++
488 lines
12 KiB
C++
/*
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* monster.cpp
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* BoE
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*
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* Created by Celtic Minstrel on 20/04/09.
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*
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*/
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#include <string>
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#include <vector>
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#include <map>
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#include <sstream>
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#include "classes.h"
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#include "oldstructs.h"
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cMonster& cMonster::operator = (legacy::monster_record_type& old){
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int i;
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m_num = old.m_num;
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level = old.level;
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//m_name = old.m_name;
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health = old.health;
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m_health = old.m_health;
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mp = old.mp;
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max_mp = old.max_mp;
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armor = old.armor;
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skill = old.skill;
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for(i = 0; i < 3; i++) a[i] = old.a[i];
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// TODO: These two bits of data belong in a[]
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a1_type = old.a1_type;
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a23_type = old.a23_type;
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m_type = (eMonsterType) old.m_type;
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speed = old.speed;
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ap = old.ap;
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mu = old.mu;
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cl = old.cl;
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breath = old.breath;
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breath_type = old.breath_type;
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treasure = old.treasure;
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spec_skill = old.spec_skill;
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poison = old.poison;
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morale = old.morale;
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m_morale = old.m_morale;
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corpse_item = old.corpse_item;
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corpse_item_chance = old.corpse_item_chance;
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for(i = 0; i < 15; i++) status[i] = old.status[i];
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direction = old.direction;
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immunities = old.immunities;
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x_width = old.x_width;
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y_width = old.y_width;
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radiate_1 = old.radiate_1;
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radiate_2 = old.radiate_2;
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default_attitude = old.default_attitude;
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summon_type = old.summon_type;
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default_facial_pic = old.default_facial_pic;
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picture_num = old.picture_num;
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if(picture_num == 122) picture_num = 119;
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see_spec = -1;
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return *this;
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}
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cMonster::cMonster(){
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// TODO: Fill in
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see_spec = -1;
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}
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cCreature::cCreature(){
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// short personality;
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// short special_on_kill,facial_pic;
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//{-1,-1,-1}
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id = number = active = attitude = start_attitude = 0;
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start_loc.x = start_loc.y = cur_loc.x = cur_loc.y = targ_loc.x = targ_loc.y = 80;
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mobility = 1;
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time_flag = summoned = extra1 = extra2 = 0;
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spec1 = spec2 = spec_enc_code = time_code = monster_time = 0;
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personality = special_on_kill = facial_pic = -1;
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target = 6;
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}
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cCreature& cCreature::operator = (legacy::creature_start_type old){
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number = old.number;
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start_attitude = old.start_attitude;
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start_loc.x = old.start_loc.x;
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start_loc.y = old.start_loc.y;
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mobility = old.mobile;
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time_flag = old.time_flag;
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extra1 = old.extra1;
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extra2 = old.extra2;
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spec1 = old.spec1;
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spec2 = old.spec2;
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spec_enc_code = old.spec_enc_code;
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time_code = old.time_code;
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monster_time = old.monster_time;
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personality = old.personality;
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special_on_kill = old.special_on_kill;
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facial_pic = old.facial_pic;
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return *this;
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}
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cCreature& cCreature::operator = (legacy::creature_data_type old){
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active = old.active;
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attitude = old.attitude;
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number = old.number;
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cur_loc.x = old.m_loc.x;
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cur_loc.y = old.m_loc.y;
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*this = old.m_d;
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mobility = old.mobile;
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summoned = old.summoned;
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number = old.monst_start.number;
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start_attitude = old.monst_start.start_attitude;
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start_loc.x = old.monst_start.start_loc.x;
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start_loc.y = old.monst_start.start_loc.y;
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mobility = old.monst_start.mobile;
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time_flag = old.monst_start.time_flag;
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extra1 = old.monst_start.extra1;
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extra2 = old.monst_start.extra2;
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spec1 = old.monst_start.spec1;
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spec2 = old.monst_start.spec2;
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spec_enc_code = old.monst_start.spec_enc_code;
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time_code = old.monst_start.time_code;
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monster_time = old.monst_start.monster_time;
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personality = old.monst_start.personality;
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special_on_kill = old.monst_start.special_on_kill;
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facial_pic = old.monst_start.facial_pic;
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return *this;
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}
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cMonster::cAttack::operator int(){
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return dice * 100 + sides;
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}
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cMonster::cAttack& cMonster::cAttack::operator=(int n){
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dice = n / 100;
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sides = n % 100;
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return *this;
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}
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std::ostream& operator << (std::ostream& out, eStatus& e){
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return out << (int) e;
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}
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std::istream& operator >> (std::istream& in, eStatus& e){
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int i;
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in >> i;
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if(i > 0 && i < 14)
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e = (eStatus) i;
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else e = STATUS_POISONED_WEAPON;
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return in;
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}
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std::ostream& operator << (std::ostream& out, eRace& e){
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return out << (int) e;
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}
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std::istream& operator >> (std::istream& in, eRace& e){
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int i;
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in >> i;
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if(i > 0 && i < 20)
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e = (eRace) i;
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else e = RACE_HUMAN;
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return in;
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}
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extern cUniverse univ;
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extern cScenario scenario;
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cCreature& cCreature::operator = (const cCreature& other){ // replaces return_monster_template() from boe.monsters.cpp
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id = other.id;
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number = other.number;
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start_attitude = other.start_attitude;
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start_loc = other.start_loc;
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mobility = other.mobility;
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time_flag = other.time_flag;
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extra1 = other.extra1;
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extra2 = other.extra2;
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spec1 = other.spec1;
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spec2 = other.spec2;
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spec_enc_code = other.spec_enc_code;
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time_code = other.time_code;
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monster_time = other.monster_time;
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personality = other.personality;
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special_on_kill = other.special_on_kill;
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facial_pic = other.facial_pic;
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*this = scenario.scen_monsters[number];
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active = 1; // TODO: Is this right?
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if(spec_skill == 11) picture_num = 0;
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m_health /= (univ.party.stuff_done[306][7]) ? 2 : 1;
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m_health *= univ.difficulty_adjust();
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health = m_health;
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ap = 0;
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if((mu > 0 || cl > 0))
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max_mp = mp = 12 * level;
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else max_mp = mp = 0;
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m_morale = 10 * level;
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if(level >= 20) m_morale += 10 * (level - 20);
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morale = m_morale;
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direction = 0;
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for(int i = 0; i < 15; i++) status[i] = 0;
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attitude = start_attitude; // TODO: Is this right?
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cur_loc = start_loc;
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target = 6; // No target
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return *this;
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}
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cMonster::cAbility::operator std::string(){
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std::ostringstream sout;
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short i = 0;
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switch(abil){
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case MONST_THROWS_DARTS:
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sout << "Throws darts (" << extra1 << 'd' << extra2 << ')';
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break;
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case MONST_SHOOTS_ARROWS:
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sout << "Shoots arrows (" << extra1 << 'd' << extra2 << ')';
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break;
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case MONST_THROWS_SPEARS:
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sout << "Throws spears (" << extra1 << 'd' << extra2 << ')';
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break;
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case MONST_THROWS_ROCKS:
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sout << "Throws rocks (" << extra1 << 'd' << extra2 << ')';
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break;
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case MONST_THROWS_RAZORDISKS:
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sout << "Throws razordisks (" << extra1 << 'd' << extra2 << ')';
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break;
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case MONST_GOOD_ARCHER:
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sout << "Good archer (" << extra1 << 'd' << extra2 << ')';
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break;
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case MONST_SHOOTS_SPINES:
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sout << "Shoots spines (" << extra1 << 'd' << extra2 << ')';
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break;
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case MONST_THROWS_KNIVES:
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sout << "Throws knives (" << extra1 << 'd' << extra2 << ')';
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break;
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case MONST_DAMAGE_RAY:
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case MONST_DRAIN_XP_DAMAGE_RAY:
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case MONST_DAMAGE_TOUCH:
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case MONST_DRAIN_XP_DAMAGE_TOUCH:
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switch(extra1){
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case DAMAGE_WEAPON:
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sout << "Health drain";
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break;
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case DAMAGE_FIRE:
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sout << "Heat";
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break;
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case DAMAGE_POISON:
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sout << "Pain";
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break;
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case DAMAGE_MAGIC:
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sout << "Shock";
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break;
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case DAMAGE_UNBLOCKABLE:
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sout << "Wounding";
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break;
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case DAMAGE_COLD:
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sout << "Icy";
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break;
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case DAMAGE_UNDEAD:
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case DAMAGE_DEMON:
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sout << "Unholy";
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break;
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default:
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sout << "*ERROR INVALID DAMAGE TYPE*";
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}
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if(abil == MONST_DRAIN_XP_DAMAGE_RAY || abil == MONST_DRAIN_XP_DAMAGE_TOUCH)
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sout << ", draining";
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if(abil == MONST_DAMAGE_RAY || abil == MONST_DRAIN_XP_DAMAGE_RAY)
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sout << " ray";
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else sout << " touch";
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break;
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case MONST_STATUS_RAY:
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case MONST_STATUS_TOUCH:
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switch(extra1){
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case STATUS_BLESS_CURSE:
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sout << "Curse";
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break;
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case STATUS_POISON:
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sout << "Poison";
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i = 1;
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break;
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case STATUS_HASTE_SLOW:
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sout << "Slowing";
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break;
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case STATUS_WEBS:
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sout << "Glue";
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i = 1;
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break;
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case STATUS_DISEASE:
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sout << "Infectious";
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i = 1;
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break;
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case STATUS_DUMB:
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sout << "Dumbfounding";
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break;
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case STATUS_ASLEEP:
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sout << "Sleep";
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break;
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case STATUS_PARALYZED:
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sout << "Paralysis";
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break;
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case STATUS_ACID:
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sout << "Acid";
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i = 1;
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break;
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default: // Poisoned weapon, invulnerable, magic resistance, sanctuary, martyr's shield, or invalid
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sout << "*ERROR BAD OR INVALID STATUS TYPE*";
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}
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if(abil == MONST_STATUS_RAY)
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if(i == 1) sout << " spit";
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else sout << " ray";
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else sout << " touch";
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break;
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case MONST_PETRIFY_RAY:
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sout << "Petrification ray";
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break;
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case MONST_DRAIN_SP_RAY:
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sout << "Spell point drain ray";
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break;
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case MONST_DRAIN_XP_RAY:
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sout << "Experience draining ray";
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break;
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case MONST_KILL_RAY:
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sout << "Death ray";
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break;
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case MONST_STEAL_FOOD_RAY:
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sout << "Steals food from afar";
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break;
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case MONST_STEAL_GOLD_RAY:
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sout << "Steals gold from afar";
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break;
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break;
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case MONST_PETRIFY_TOUCH:
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sout << "Petrification touch";
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break;
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case MONST_DRAIN_SP_TOUCH:
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sout << "Spell point draining touch";
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break;
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case MONST_DRAIN_XP_TOUCH:
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sout << "Experience draining touch";
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break;
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break;
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case MONST_KILL_TOUCH:
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sout << "Death touch";
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break;
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case MONST_STEAL_FOOD_TOUCH:
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sout << "Steals food when hits";
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break;
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case MONST_STEAL_GOLD_TOUCH:
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sout << "Steals gold when hits";
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break;
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case MONST_SUMMON_ONE:
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sout << "Summons " << scenario.scen_monsters[extra1].m_name << "s (" << extra2 <<"% chance)";
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break;
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case MONST_SUMMON_TYPE:
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sout << "Summons ";
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switch(extra1){
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case 0:
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sout << "wildlife";
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break;
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case 1:
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sout << "weak aid";
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break;
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case 2:
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sout << "strong aid";
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break;
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case 3:
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sout << "powerful aid";
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break;
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case 4:
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sout << "friends";
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break;
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}
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sout << " (" << extra2 << "% chance)";
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break;
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case MONST_SUMMON_SPECIES:
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sout << "Summons ";
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switch(extra1){
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case RACE_HUMAN:
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sout << "Humans";
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break;
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case RACE_NEPHIL:
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sout << "Nephilim";
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break;
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case RACE_SLITH:
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sout << "Slithzerikai";
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break;
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case RACE_VAHNATAI:
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sout << "Vahnatai";
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break;
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case RACE_REPTILE:
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sout << "reptiles";
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break;
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case RACE_BEAST:
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sout << "beasts";
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break;
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case RACE_HUMANOID:
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sout << "humanoids";
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break;
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case RACE_DEMON:
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sout << "demons";
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break;
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case RACE_UNDEAD:
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sout << "undead";
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break;
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case RACE_GIANT:
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sout << "giants";
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break;
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case RACE_SLIME:
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sout << "slimes";
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break;
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case RACE_STONE:
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sout << "golems";
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break;
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case RACE_BUG:
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sout << "bugs";
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break;
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case RACE_DRAGON:
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sout << "Dragons";
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break;
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case RACE_MAGICAL:
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sout << "magical creatures";
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break;
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case RACE_PLANT:
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sout << "plants";
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break;
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case RACE_BIRD:
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sout << "birds";
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break;
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default: // Important, Mage, Priest, or invalid
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sout << "*ERROR INVALID RACE*";
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}
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sout << " (" << extra2 << "% chance)";
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break;
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case MONST_SUMMON_RANDOM:
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sout << "Summons aid" << " (" << extra2 << "% chance)";
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break;
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case MONST_MASS_SUMMON:
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sout << "Summons aid" << " (" << extra2 << "% chance)";
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break;
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case MONST_SPLITS:
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sout << "Splits when hit" << " (" << extra2 << "% chance)";
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break;
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case MONST_FIELD_MISSILE:
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// TODO: Fill these in
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sout << "MONST_FIELD_MISSILE";
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break;
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case MONST_MARTYRS_SHIELD:
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sout << "Permanent Martyr's shield";
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break;
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case MONST_ABSORB_SPELLS:
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sout << "Absorbs spells";
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break;
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case MONST_INVULNERABLE:
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sout << "Invulnerable";
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break;
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case MONST_RADIATE:
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sout << "Radiates ";
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switch(extra1){ // TODO: Fill these in
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}
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sout << " (" << extra2 << "% chance)";
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break;
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case MONST_CALL_LOCAL_SPECIAL:
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case MONST_CALL_GLOBAL_SPECIAL:
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sout << "Unusual ability";
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break;
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}
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return "*ERROR INVALID ABILITY*";
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}
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std::string cMonster::getAbil1Name() {
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return (std::string) abil1;
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}
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std::string cMonster::getAbil2Name() {
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return (std::string) abil2;
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}
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bool cMonster::hasAbil(eMonstAbil what, unsigned char* x1, unsigned char* x2){
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if(abil1.abil == what){
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if(x1 != NULL) *x1 = abil1.extra1;
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if(x2 != NULL) *x2 = abil1.extra2;
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return true;
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}else if(abil2.abil == what){
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if(x1 != NULL) *x1 = abil2.extra1;
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if(x2 != NULL) *x2 = abil2.extra2;
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return true;
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}
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return false;
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}
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