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authorAdam Borowski <kilobyte@angband.pl>2013-12-04 04:19:17 +0100
committerAdam Borowski <kilobyte@angband.pl>2013-12-04 14:01:15 +0100
commit874b35f8dc77d710a94c1750d31d2bf27097f9e2 (patch)
tree39b4b3c88f5b91d8f0c3751d82adf4d2bc06e906 /crawl-ref/source/hints.cc
parent8f5ef8ea80c80ccec145a0327ab186904e28b482 (diff)
downloadcrawl-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.cc440
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))