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authorDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-07 21:39:44 -0500
committerDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-07 21:39:44 -0500
commit8714cd06cd60b63c5ed7fa366a91c9452fb2f96d (patch)
tree97eac530ff4c0697d85645210bef3ff0958ca36f /crawl-ref/source/beam.cc
parent365652a8e0c21083f217d8bc7c596c68b776d50e (diff)
downloadcrawl-ref-8714cd06cd60b63c5ed7fa366a91c9452fb2f96d.tar.gz
crawl-ref-8714cd06cd60b63c5ed7fa366a91c9452fb2f96d.zip
Add chaos-branded weapons to the good gods' dislike list, for the same
reason as with Feawn. Also, fix some warnings, and add some minor cosmetic fixes.
Diffstat (limited to 'crawl-ref/source/beam.cc')
-rw-r--r--crawl-ref/source/beam.cc121
1 files changed, 61 insertions, 60 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index f2a35dafc6..195e40d20e 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -5951,82 +5951,83 @@ std::string beam_type_name(beam_type type)
{
switch (type)
{
- case BEAM_NONE: return("none");
- case BEAM_MISSILE: return("missile");
- case BEAM_MMISSILE: return("magic missile");
+ case BEAM_NONE: return ("none");
+ case BEAM_MISSILE: return ("missile");
+ case BEAM_MMISSILE: return ("magic missile");
case BEAM_POTION_FIRE: // fall through
- case BEAM_FIRE: return("fire");
+ case BEAM_FIRE: return ("fire");
case BEAM_POTION_COLD: // fall through
- case BEAM_COLD: return("cold");
+ case BEAM_COLD: return ("cold");
- case BEAM_MAGIC: return("magic");
- case BEAM_ELECTRICITY: return("electricity");
+ case BEAM_MAGIC: return ("magic");
+ case BEAM_ELECTRICITY: return ("electricity");
case BEAM_POTION_STINKING_CLOUD:
case BEAM_POTION_POISON: // fall through
- case BEAM_POISON: return("poison");
+ case BEAM_POISON: return ("poison");
- case BEAM_NEG: return("negative energy");
- case BEAM_ACID: return("acid");
+ case BEAM_NEG: return ("negative energy");
+ case BEAM_ACID: return ("acid");
case BEAM_MIASMA: // fall through
- case BEAM_POTION_MIASMA: return("miasma");
+ case BEAM_POTION_MIASMA: return ("miasma");
- case BEAM_SPORE: return("spores");
- case BEAM_POISON_ARROW: return("poison arrow");
- case BEAM_HELLFIRE: return("hellfire");
- case BEAM_NAPALM: return("sticky fire");
+ case BEAM_SPORE: return ("spores");
+ case BEAM_POISON_ARROW: return ("poison arrow");
+ case BEAM_HELLFIRE: return ("hellfire");
+ case BEAM_NAPALM: return ("sticky fire");
case BEAM_POTION_STEAM: // fall through
- case BEAM_STEAM: return("steam");
-
- case BEAM_ENERGY: return("energy");
- case BEAM_HOLY: return("holy energy");
- case BEAM_FRAG: return("fragments");
- case BEAM_LAVA: return("magma");
- case BEAM_ICE: return("ice");
- case BEAM_NUKE: return("nuke");
- case BEAM_RANDOM: return("random");
- case BEAM_CHAOS: return("chaos");
- case BEAM_SLOW: return("slow");
- case BEAM_HASTE: return("haste");
- case BEAM_MIGHT: return("might");
- case BEAM_HEALING: return("healing");
- case BEAM_PARALYSIS: return("paralysis");
- case BEAM_CONFUSION: return("confusion");
- case BEAM_INVISIBILITY: return("invisibility");
- case BEAM_DIGGING: return("digging");
- case BEAM_TELEPORT: return("teleportation");
- case BEAM_POLYMORPH: return("polymorph");
- case BEAM_CHARM: return("enslave");
- case BEAM_BANISH: return("banishment");
- case BEAM_DEGENERATE: return("degeneration");
- case BEAM_ENSLAVE_UNDEAD: return("enslave undead");
- case BEAM_ENSLAVE_SOUL: return("enslave soul");
- case BEAM_PAIN: return("pain");
- case BEAM_DISPEL_UNDEAD: return("dispel undead");
- case BEAM_DISINTEGRATION: return("disintegration");
- case BEAM_ENSLAVE_DEMON: return("enslave demon");
- case BEAM_BLINK: return("blink");
- case BEAM_PETRIFY: return("petrify");
- case BEAM_BACKLIGHT: return("backlight");
- case BEAM_SLEEP: return("sleep");
- case BEAM_SLIME: return("slime");
- case BEAM_PORKALATOR: return("porkalator");
- case BEAM_POTION_BLACK_SMOKE: return("black smoke");
- case BEAM_POTION_GREY_SMOKE: return("grey smoke");
- case BEAM_POTION_BLUE_SMOKE: return("blue smoke");
- case BEAM_POTION_PURP_SMOKE: return("purple smoke");
- case BEAM_POTION_RANDOM: return("random potion");
- case BEAM_POTION_MUTAGENIC: return("mutagenic fog");
- case BEAM_VISUAL: return("visual effects");
- case BEAM_TORMENT_DAMAGE: return("torment damage");
- case BEAM_STEAL_FOOD: return("steal food");
+ case BEAM_STEAM: return ("steam");
+
+ case BEAM_ENERGY: return ("energy");
+ case BEAM_HOLY: return ("holy energy");
+ case BEAM_FRAG: return ("fragments");
+ case BEAM_LAVA: return ("magma");
+ case BEAM_ICE: return ("ice");
+ case BEAM_NUKE: return ("nuke");
+ case BEAM_RANDOM: return ("random");
+ case BEAM_CHAOS: return ("chaos");
+ case BEAM_SLOW: return ("slow");
+ case BEAM_HASTE: return ("haste");
+ case BEAM_MIGHT: return ("might");
+ case BEAM_HEALING: return ("healing");
+ case BEAM_PARALYSIS: return ("paralysis");
+ case BEAM_CONFUSION: return ("confusion");
+ case BEAM_INVISIBILITY: return ("invisibility");
+ case BEAM_DIGGING: return ("digging");
+ case BEAM_TELEPORT: return ("teleportation");
+ case BEAM_POLYMORPH: return ("polymorph");
+ case BEAM_CHARM: return ("enslave");
+ case BEAM_BANISH: return ("banishment");
+ case BEAM_DEGENERATE: return ("degeneration");
+ case BEAM_ENSLAVE_UNDEAD: return ("enslave undead");
+ case BEAM_ENSLAVE_SOUL: return ("enslave soul");
+ case BEAM_PAIN: return ("pain");
+ case BEAM_DISPEL_UNDEAD: return ("dispel undead");
+ case BEAM_DISINTEGRATION: return ("disintegration");
+ case BEAM_ENSLAVE_DEMON: return ("enslave demon");
+ case BEAM_BLINK: return ("blink");
+ case BEAM_PETRIFY: return ("petrify");
+ case BEAM_BACKLIGHT: return ("backlight");
+ case BEAM_PORKALATOR: return ("porkalator");
+ case BEAM_SLIME: return ("slime");
+ case BEAM_SLEEP: return ("sleep");
+ case BEAM_BERSERK: return ("berserk");
+ case BEAM_POTION_BLACK_SMOKE: return ("black smoke");
+ case BEAM_POTION_GREY_SMOKE: return ("grey smoke");
+ case BEAM_POTION_BLUE_SMOKE: return ("blue smoke");
+ case BEAM_POTION_PURP_SMOKE: return ("purple smoke");
+ case BEAM_POTION_RANDOM: return ("random potion");
+ case BEAM_POTION_MUTAGENIC: return ("mutagenic fog");
+ case BEAM_VISUAL: return ("visual effects");
+ case BEAM_TORMENT_DAMAGE: return ("torment damage");
+ case BEAM_STEAL_FOOD: return ("steal food");
case NUM_BEAMS: DEBUGSTR("invalid beam type");
- return("INVALID");
+ return ("INVALID");
}
DEBUGSTR("unknown beam type");
return("UNKNOWN");