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author | Adam Borowski <kilobyte@angband.pl> | 2013-12-04 04:19:17 +0100 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2013-12-04 14:01:15 +0100 |
commit | 874b35f8dc77d710a94c1750d31d2bf27097f9e2 (patch) | |
tree | 39b4b3c88f5b91d8f0c3751d82adf4d2bc06e906 /crawl-ref/source/hints.cc | |
parent | 8f5ef8ea80c80ccec145a0327ab186904e28b482 (diff) | |
download | crawl-ref-874b35f8dc77d710a94c1750d31d2bf27097f9e2.tar.gz crawl-ref-874b35f8dc77d710a94c1750d31d2bf27097f9e2.zip |
Indentation fixes.
Diffstat (limited to 'crawl-ref/source/hints.cc')
-rw-r--r-- | crawl-ref/source/hints.cc | 440 |
1 files changed, 220 insertions, 220 deletions
diff --git a/crawl-ref/source/hints.cc b/crawl-ref/source/hints.cc index df5807f07e..d3306cdd37 100644 --- a/crawl-ref/source/hints.cc +++ b/crawl-ref/source/hints.cc @@ -153,18 +153,18 @@ static void _print_hints_menu(hints_types type) switch (type) { - case HINT_BERSERK_CHAR: - strcpy(desc, "(Melee oriented character with divine support)"); - break; - case HINT_MAGIC_CHAR: - strcpy(desc, "(Magic oriented character)"); - break; - case HINT_RANGER_CHAR: - strcpy(desc, "(Ranged fighter)"); - break; - default: // no further choices - strcpy(desc, "(erroneous character)"); - break; + case HINT_BERSERK_CHAR: + strcpy(desc, "(Melee oriented character with divine support)"); + break; + case HINT_MAGIC_CHAR: + strcpy(desc, "(Magic oriented character)"); + break; + case HINT_RANGER_CHAR: + strcpy(desc, "(Ranged fighter)"); + break; + default: // no further choices + strcpy(desc, "(erroneous character)"); + break; } cprintf("%c - %s %s %s\n", @@ -650,9 +650,9 @@ static void _hints_healing_reminder() if (you.hp < you.hp_max && you_worship(GOD_TROG) && you.can_go_berserk()) { - text += "\nAlso, berserking might help you not to lose so many " - "hitpoints in the first place. To use your abilities type " - "<w>a</w>."; + text += "\nAlso, berserking might help you not to lose so many " + "hitpoints in the first place. To use your abilities type " + "<w>a</w>."; } mprf(MSGCH_TUTORIAL, "%s", text.c_str()); @@ -3627,16 +3627,16 @@ void hints_describe_item(const item_def &item) } if (gives_resistance(item)) { - ostr << "\n\nThis " - << (item.sub_type < NUM_RINGS ? "ring" : "amulet") - << " offers its wearer protection " - "from certain sources. For an overview of your " - "resistances (among other things) type <w>%</w>" + ostr << "\n\nThis " + << (item.sub_type < NUM_RINGS ? "ring" : "amulet") + << " offers its wearer protection " + "from certain sources. For an overview of your " + "resistances (among other things) type <w>%</w>" #ifdef USE_TILE - " or click on your avatar with the <w>right mouse " - "button</w>" + " or click on your avatar with the <w>right mouse " + "button</w>" #endif - "."; + "."; cmd.push_back(CMD_RESISTS_SCREEN); } if (gives_ability(item)) @@ -4019,221 +4019,221 @@ static void _hints_describe_feature(int x, int y) switch (feat) { - case DNGN_ORCISH_IDOL: - case DNGN_GRANITE_STATUE: - ostr << "It's just a harmless statue - or is it?\nEven if not " - "a danger by themselves, statues often mark special " - "areas, dangerous ones or ones harbouring treasure."; - break; - - case DNGN_TRAP_TELEPORT: - case DNGN_TRAP_ALARM: - case DNGN_TRAP_ZOT: - case DNGN_TRAP_MECHANICAL: - ostr << "These nasty constructions can do physical damage (with " - "darts or needles, for example) or have other, more " - "magical effects. "; + case DNGN_ORCISH_IDOL: + case DNGN_GRANITE_STATUE: + ostr << "It's just a harmless statue - or is it?\nEven if not " + "a danger by themselves, statues often mark special " + "areas, dangerous ones or ones harbouring treasure."; + break; - if (feat == DNGN_TRAP_MECHANICAL) - { - ostr << "You can attempt to deactivate the mechanical type by " - "standing next to it and then pressing <w>Ctrl</w> " - "and the direction of the trap. Note that this usually " - "causes the trap to go off, so it can be quite a " - "dangerous task.\n\n" - - "You can safely pass over a mechanical trap if " - "you're flying."; - } - else - { - ostr << "Magical traps can't be disarmed, and unlike " - "mechanical traps you can't avoid tripping them " - "by flying over them."; - } - Hints.hints_events[HINT_SEEN_TRAP] = false; - break; + case DNGN_TRAP_TELEPORT: + case DNGN_TRAP_ALARM: + case DNGN_TRAP_ZOT: + case DNGN_TRAP_MECHANICAL: + ostr << "These nasty constructions can do physical damage (with " + "darts or needles, for example) or have other, more " + "magical effects. "; + + if (feat == DNGN_TRAP_MECHANICAL) + { + ostr << "You can attempt to deactivate the mechanical type by " + "standing next to it and then pressing <w>Ctrl</w> " + "and the direction of the trap. Note that this usually " + "causes the trap to go off, so it can be quite a " + "dangerous task.\n\n" + + "You can safely pass over a mechanical trap if " + "you're flying."; + } + else + { + ostr << "Magical traps can't be disarmed, and unlike " + "mechanical traps you can't avoid tripping them " + "by flying over them."; + } + Hints.hints_events[HINT_SEEN_TRAP] = false; + break; - case DNGN_TRAP_SHAFT: - ostr << "The dungeon contains a number of natural obstacles such " - "as shafts, which lead one to three levels down. They " - "can't be disarmed, but once you know the shaft is there, " - "you can safely step over it.\n" - "If you want to jump down there, use <w>></w> to do so. " - "Be warned that getting back here might be difficult."; - Hints.hints_events[HINT_SEEN_TRAP] = false; - break; + case DNGN_TRAP_SHAFT: + ostr << "The dungeon contains a number of natural obstacles such " + "as shafts, which lead one to three levels down. They " + "can't be disarmed, but once you know the shaft is there, " + "you can safely step over it.\n" + "If you want to jump down there, use <w>></w> to do so. " + "Be warned that getting back here might be difficult."; + Hints.hints_events[HINT_SEEN_TRAP] = false; + break; - case DNGN_TRAP_WEB: - ostr << "Some areas of the dungeon, such as Spiders Nest, may " - "be strewn with giant webs that may ensnare you for a short " - "time and notify nearby spiders of your location. " - "You can attempt to clear away the web by " - "standing next to it and then pressing <w>Ctrl</w> " - "and the direction of the web. Note that this often " - "results in just getting entangled anyway, so it can be " - "quite a dangerous task.\n\n" - - "Players in Spider Form can safely navigate the webs (as " - "can incorporeal entities and various oozes). "; - Hints.hints_events[HINT_SEEN_WEB] = false; - break; + case DNGN_TRAP_WEB: + ostr << "Some areas of the dungeon, such as Spiders Nest, may " + "be strewn with giant webs that may ensnare you for a short " + "time and notify nearby spiders of your location. " + "You can attempt to clear away the web by " + "standing next to it and then pressing <w>Ctrl</w> " + "and the direction of the web. Note that this often " + "results in just getting entangled anyway, so it can be " + "quite a dangerous task.\n\n" + + "Players in Spider Form can safely navigate the webs (as " + "can incorporeal entities and various oozes). "; + Hints.hints_events[HINT_SEEN_WEB] = false; + break; - case DNGN_STONE_STAIRS_DOWN_I: - case DNGN_STONE_STAIRS_DOWN_II: - case DNGN_STONE_STAIRS_DOWN_III: - ostr << "You can enter the next (deeper) level by following them " - "down (<w>></w>). To get back to this level again, " - "press <w><<</w> while standing on the upstairs."; + case DNGN_STONE_STAIRS_DOWN_I: + case DNGN_STONE_STAIRS_DOWN_II: + case DNGN_STONE_STAIRS_DOWN_III: + ostr << "You can enter the next (deeper) level by following them " + "down (<w>></w>). To get back to this level again, " + "press <w><<</w> while standing on the upstairs."; #ifdef USE_TILE - ostr << " In Tiles, you can achieve the same, in either direction, " - "by clicking the <w>left mouse button</w> while pressing " - "<w>Shift</w>. "; + ostr << " In Tiles, you can achieve the same, in either direction, " + "by clicking the <w>left mouse button</w> while pressing " + "<w>Shift</w>. "; #endif - if (is_unknown_stair(where)) - { - ostr << "\n\nYou have not yet passed through this particular " - "set of stairs. "; - } + if (is_unknown_stair(where)) + { + ostr << "\n\nYou have not yet passed through this particular " + "set of stairs. "; + } - Hints.hints_events[HINT_SEEN_STAIRS] = false; - break; + Hints.hints_events[HINT_SEEN_STAIRS] = false; + break; - case DNGN_EXIT_DUNGEON: - ostr << "These stairs lead out of the dungeon. Following them " - "will end the game. The only way to win is to " - "transport the fabled Orb of Zot outside."; - break; + case DNGN_EXIT_DUNGEON: + ostr << "These stairs lead out of the dungeon. Following them " + "will end the game. The only way to win is to " + "transport the fabled Orb of Zot outside."; + break; - case DNGN_STONE_STAIRS_UP_I: - case DNGN_STONE_STAIRS_UP_II: - case DNGN_STONE_STAIRS_UP_III: - ostr << "You can enter the previous (shallower) level by " - "following these up (<w><<</w>). This is ideal for " - "retreating or finding a safe resting spot, since the " - "previous level will have less monsters and monsters " - "on this level can't follow you up unless they're " - "standing right next to you. To get back to this " - "level again, press <w>></w> while standing on the " - "downstairs."; + case DNGN_STONE_STAIRS_UP_I: + case DNGN_STONE_STAIRS_UP_II: + case DNGN_STONE_STAIRS_UP_III: + ostr << "You can enter the previous (shallower) level by " + "following these up (<w><<</w>). This is ideal for " + "retreating or finding a safe resting spot, since the " + "previous level will have less monsters and monsters " + "on this level can't follow you up unless they're " + "standing right next to you. To get back to this " + "level again, press <w>></w> while standing on the " + "downstairs."; #ifdef USE_TILE - ostr << " In Tiles, you can perform either action simply by " - "clicking the <w>left mouse button</w> while pressing " - "<w>Shift</w> instead. "; + ostr << " In Tiles, you can perform either action simply by " + "clicking the <w>left mouse button</w> while pressing " + "<w>Shift</w> instead. "; #endif - if (is_unknown_stair(where)) - { - ostr << "\n\nYou have not yet passed through this " - "particular set of stairs. "; - } - Hints.hints_events[HINT_SEEN_STAIRS] = false; - break; + if (is_unknown_stair(where)) + { + ostr << "\n\nYou have not yet passed through this " + "particular set of stairs. "; + } + Hints.hints_events[HINT_SEEN_STAIRS] = false; + break; - case DNGN_ESCAPE_HATCH_DOWN: - case DNGN_ESCAPE_HATCH_UP: - ostr << "Escape hatches can be used to quickly leave a level with " - "<w><<</w> and <w>></w>, respectively. Note that you will " - "usually be unable to return right away."; - - Hints.hints_events[HINT_SEEN_ESCAPE_HATCH] = false; - break; + case DNGN_ESCAPE_HATCH_DOWN: + case DNGN_ESCAPE_HATCH_UP: + ostr << "Escape hatches can be used to quickly leave a level with " + "<w><<</w> and <w>></w>, respectively. Note that you will " + "usually be unable to return right away."; - case DNGN_ENTER_PORTAL_VAULT: - ostr << "This " << _describe_portal(where); - Hints.hints_events[HINT_SEEN_PORTAL] = false; - break; + Hints.hints_events[HINT_SEEN_ESCAPE_HATCH] = false; + break; - case DNGN_CLOSED_DOOR: - case DNGN_RUNED_DOOR: - if (!Hints.hints_explored) - { - ostr << "\nTo avoid accidentally opening a door you'd rather " - "remain closed during travel or autoexplore, you can " - "mark it with an exclusion from the map view " - "(<w>X</w>) with <w>ee</w> while your cursor is on the " - "grid in question. Such an exclusion will prevent " - "autotravel from ever entering that grid until you " - "remove the exclusion with another press of <w>Xe</w>."; - } - break; - - default: - if (feat_is_altar(feat)) - { - god_type altar_god = feat_altar_god(feat); + case DNGN_ENTER_PORTAL_VAULT: + ostr << "This " << _describe_portal(where); + Hints.hints_events[HINT_SEEN_PORTAL] = false; + break; + + case DNGN_CLOSED_DOOR: + case DNGN_RUNED_DOOR: + if (!Hints.hints_explored) + { + ostr << "\nTo avoid accidentally opening a door you'd rather " + "remain closed during travel or autoexplore, you can " + "mark it with an exclusion from the map view " + "(<w>X</w>) with <w>ee</w> while your cursor is on the " + "grid in question. Such an exclusion will prevent " + "autotravel from ever entering that grid until you " + "remove the exclusion with another press of <w>Xe</w>."; + } + break; - // I think right now Sif Muna is the only god for whom - // you can find altars early and who may refuse to accept - // worship by one of the hint mode characters. (jpeg) - if (altar_god == GOD_SIF_MUNA - && !player_can_join_god(altar_god)) - { - ostr << "As <w>p</w>raying on the altar will tell you, " - << god_name(altar_god) << " only accepts worship from " - "those who have already dabbled in magic. You can " - "find out more about this god by searching the " - "database with <w>?/g</w>.\n" - "For other gods, you'll be able to join the faith " - "by <w>p</w>raying at their altar."; - } - else if (you_worship(GOD_NO_GOD)) - { - ostr << "This is your chance to join a religion! In " - "general, the gods will help their followers, " - "bestowing powers of all sorts upon them, but many " - "of them demand a life of dedication, constant " - "tributes or entertainment in return.\n" - "You can get information about <w>" - << god_name(altar_god) - << "</w> by pressing <w>p</w> while standing on the " - "altar. Before taking up the responding faith " - "you'll be asked for confirmation."; - } - else if (you_worship(altar_god)) - { - // If we don't have anything to say, return early. - return; - } - else - { - ostr << god_name(you.religion) - << " probably won't like it if you switch allegiance, " - "but having a look won't hurt: to get information " - "on <w>"; - ostr << god_name(altar_god); - ostr << "</w>, press <w>p</w> while standing on the " - "altar. Before taking up the responding faith (and " - "abandoning your current one!) you'll be asked for " - "confirmation." - "\nTo see your current standing with " - << god_name(you.religion) - << " press <w>^</w>" + default: + if (feat_is_altar(feat)) + { + god_type altar_god = feat_altar_god(feat); + + // I think right now Sif Muna is the only god for whom + // you can find altars early and who may refuse to accept + // worship by one of the hint mode characters. (jpeg) + if (altar_god == GOD_SIF_MUNA + && !player_can_join_god(altar_god)) + { + ostr << "As <w>p</w>raying on the altar will tell you, " + << god_name(altar_god) << " only accepts worship from " + "those who have already dabbled in magic. You can " + "find out more about this god by searching the " + "database with <w>?/g</w>.\n" + "For other gods, you'll be able to join the faith " + "by <w>p</w>raying at their altar."; + } + else if (you_worship(GOD_NO_GOD)) + { + ostr << "This is your chance to join a religion! In " + "general, the gods will help their followers, " + "bestowing powers of all sorts upon them, but many " + "of them demand a life of dedication, constant " + "tributes or entertainment in return.\n" + "You can get information about <w>" + << god_name(altar_god) + << "</w> by pressing <w>p</w> while standing on the " + "altar. Before taking up the responding faith " + "you'll be asked for confirmation."; + } + else if (you_worship(altar_god)) + { + // If we don't have anything to say, return early. + return; + } + else + { + ostr << god_name(you.religion) + << " probably won't like it if you switch allegiance, " + "but having a look won't hurt: to get information " + "on <w>"; + ostr << god_name(altar_god); + ostr << "</w>, press <w>p</w> while standing on the " + "altar. Before taking up the responding faith (and " + "abandoning your current one!) you'll be asked for " + "confirmation." + "\nTo see your current standing with " + << god_name(you.religion) + << " press <w>^</w>" #ifdef USE_TILE - ", or click with your <w>right mouse button</w> " - "on your avatar while pressing <w>Shift</w>" + ", or click with your <w>right mouse button</w> " + "on your avatar while pressing <w>Shift</w>" #endif - "."; - } - Hints.hints_events[HINT_SEEN_ALTAR] = false; - break; - } - else if (feat >= DNGN_ENTER_FIRST_BRANCH - && feat <= DNGN_ENTER_LAST_BRANCH) - { - ostr << "An entryway into one of the many dungeon branches in " - "Crawl. "; - if (feat != DNGN_ENTER_TEMPLE) - ostr << "Beware, sometimes these can be deadly!"; - break; - } - else - { - // Describe blood-stains even for boring features. - if (!is_bloodcovered(where)) - return; - boring = true; - } + "."; + } + Hints.hints_events[HINT_SEEN_ALTAR] = false; + break; + } + else if (feat >= DNGN_ENTER_FIRST_BRANCH + && feat <= DNGN_ENTER_LAST_BRANCH) + { + ostr << "An entryway into one of the many dungeon branches in " + "Crawl. "; + if (feat != DNGN_ENTER_TEMPLE) + ostr << "Beware, sometimes these can be deadly!"; + break; + } + else + { + // Describe blood-stains even for boring features. + if (!is_bloodcovered(where)) + return; + boring = true; + } } if (is_bloodcovered(where)) |