some cases, regardless of god.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9145 c06c8d41-db1a-0410-9941-cceddc491573
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case PORTAL_LABYRINTH: return DNGN_ENTER_LABYRINTH;case PORTAL_HELL: return DNGN_ENTER_HELL;case PORTAL_ABYSS: return DNGN_ENTER_ABYSS;case PORTAL_PANDEMONIUM: return DNGN_ENTER_PANDEMONIUM;default: return DNGN_FLOOR;
case PORTAL_LABYRINTH:return "<cyan>Labyrinth:</cyan>";case PORTAL_HELL:return "<red>Hell:</red>";case PORTAL_ABYSS:return "<magenta>Abyss:</magenta>";case PORTAL_PANDEMONIUM:return "<blue>Pan:</blue>";default:return "<lightred>Buggy:</lightred>";
case PORTAL_LABYRINTH: return "<cyan>Labyrinth:</cyan>";case PORTAL_HELL: return "<red>Hell:</red>";case PORTAL_ABYSS: return "<magenta>Abyss:</magenta>";case PORTAL_PANDEMONIUM: return "<blue>Pan:</blue>";default: return "<lightred>Buggy:</lightred>";
case SHOP_WEAPON:return "(";case SHOP_WEAPON_ANTIQUE:return "<yellow>(</yellow>";case SHOP_ARMOUR:return "[";case SHOP_ARMOUR_ANTIQUE:return "<yellow>[</yellow>";case SHOP_GENERAL:return "*";case SHOP_GENERAL_ANTIQUE:return "<yellow>*</yellow>";case SHOP_JEWELLERY:return "=";case SHOP_WAND:return "/";case SHOP_BOOK:return "+";case SHOP_FOOD:return "%";case SHOP_DISTILLERY:return "!";case SHOP_SCROLL:return "?";default:return "x";
case SHOP_WEAPON: return "(";case SHOP_WEAPON_ANTIQUE: return "<yellow>(</yellow>";case SHOP_ARMOUR: return "[";case SHOP_ARMOUR_ANTIQUE: return "<yellow>[</yellow>";case SHOP_GENERAL: return "*";case SHOP_GENERAL_ANTIQUE: return "<yellow>*</yellow>";case SHOP_JEWELLERY: return "=";case SHOP_WAND: return "/";case SHOP_BOOK: return "+";case SHOP_FOOD: return "%";case SHOP_DISTILLERY: return "!";case SHOP_SCROLL: return "?";default: return "x";
case DNGN_ENTER_LABYRINTH:return PORTAL_LABYRINTH;case DNGN_ENTER_HELL:return PORTAL_HELL;case DNGN_ENTER_ABYSS:return PORTAL_ABYSS;case DNGN_ENTER_PANDEMONIUM:return PORTAL_PANDEMONIUM;default:return PORTAL_NONE;
case DNGN_ENTER_LABYRINTH: return PORTAL_LABYRINTH;case DNGN_ENTER_HELL: return PORTAL_HELL;case DNGN_ENTER_ABYSS: return PORTAL_ABYSS;case DNGN_ENTER_PANDEMONIUM: return PORTAL_PANDEMONIUM;default: return PORTAL_NONE;
/* ************************************************************************ called from: misc* *********************************************************************** */bool monster_descriptor(int which_class, unsigned char which_descriptor);/* ************************************************************************ called from: direct - item_use - spells1* *********************************************************************** */
bool monster_descriptor(int which_class, mon_desc_type which_descriptor);
// Like the above, but prevents monsters from moving into cloud if it// would anger the player's god, and also allows a monster to move from// one damaging cloud to another.
// Like the above, but allow a monster to move from one damaging cloud// to another.
// Like the above, but prevents monsters from moving into cloud if it// would anger the player's god, and also allows a monster to move from// one damaging cloud to another, even if they're of different types.
// Like the above, but allow a monster to move from one damaging cloud// to another, even if they're of different types.
// Don't move monster from a cloud that won't anger their god to one// that will.if (!YOU_KILL(our_cloud.killer) && careful_friendly)return (true);return (!mons_avoids_cloud(monster, our_cloud.type, true,careful_friendly));
return (!mons_avoids_cloud(monster, our_cloud.type, true));
mprf( MSGCH_PROMPT, "Current target: %s ""(use p or f to fire at it again.)",montarget->name(DESC_PLAIN).c_str() );
mprf(MSGCH_PROMPT, "Current target: %s ""(use p or f to fire at it again.)",montarget->name(DESC_PLAIN).c_str());
case WAND_FLAME:return SPELL_THROW_FLAME;case WAND_FROST:return SPELL_THROW_FROST;case WAND_SLOWING:return SPELL_SLOW;case WAND_HASTING:return SPELL_HASTE;case WAND_MAGIC_DARTS:return SPELL_MAGIC_DART;case WAND_HEALING:return SPELL_LESSER_HEALING;case WAND_PARALYSIS:return SPELL_PARALYSE;case WAND_FIRE:return SPELL_BOLT_OF_FIRE;case WAND_COLD:return SPELL_BOLT_OF_COLD;case WAND_CONFUSION:return SPELL_CONFUSE;case WAND_INVISIBILITY:return SPELL_INVISIBILITY;case WAND_TELEPORTATION:return SPELL_TELEPORT_OTHER;case WAND_LIGHTNING:return SPELL_LIGHTNING_BOLT;case WAND_DRAINING:return SPELL_BOLT_OF_DRAINING;case WAND_DISINTEGRATION:return SPELL_DISINTEGRATE;case WAND_POLYMORPH_OTHER:return SPELL_POLYMORPH_OTHER;default:return SPELL_NO_SPELL;
case WAND_FLAME: return SPELL_THROW_FLAME;case WAND_FROST: return SPELL_THROW_FROST;case WAND_SLOWING: return SPELL_SLOW;case WAND_HASTING: return SPELL_HASTE;case WAND_MAGIC_DARTS: return SPELL_MAGIC_DART;case WAND_HEALING: return SPELL_LESSER_HEALING;case WAND_PARALYSIS: return SPELL_PARALYSE;case WAND_FIRE: return SPELL_BOLT_OF_FIRE;case WAND_COLD: return SPELL_BOLT_OF_COLD;case WAND_CONFUSION: return SPELL_CONFUSE;case WAND_INVISIBILITY: return SPELL_INVISIBILITY;case WAND_TELEPORTATION: return SPELL_TELEPORT_OTHER;case WAND_LIGHTNING: return SPELL_LIGHTNING_BOLT;case WAND_DRAINING: return SPELL_BOLT_OF_DRAINING;case WAND_DISINTEGRATION: return SPELL_DISINTEGRATE;case WAND_POLYMORPH_OTHER: return SPELL_POLYMORPH_OTHER;default: return SPELL_NO_SPELL;
case CLOUD_NONE:return BEAM_NONE;case CLOUD_FIRE:return BEAM_FIRE;case CLOUD_STINK:return BEAM_POTION_STINKING_CLOUD;case CLOUD_COLD:return BEAM_COLD;case CLOUD_POISON:return BEAM_POISON;case CLOUD_BLACK_SMOKE:return BEAM_POTION_BLACK_SMOKE;case CLOUD_GREY_SMOKE:return BEAM_POTION_GREY_SMOKE;case CLOUD_BLUE_SMOKE:return BEAM_POTION_BLUE_SMOKE;case CLOUD_PURP_SMOKE:return BEAM_POTION_PURP_SMOKE;case CLOUD_STEAM:return BEAM_STEAM;case CLOUD_MIASMA:return BEAM_MIASMA;case CLOUD_CHAOS:return BEAM_CHAOS;case CLOUD_RANDOM:return BEAM_RANDOM;
case CLOUD_NONE: return BEAM_NONE;case CLOUD_FIRE: return BEAM_FIRE;case CLOUD_STINK: return BEAM_POTION_STINKING_CLOUD;case CLOUD_COLD: return BEAM_COLD;case CLOUD_POISON: return BEAM_POISON;case CLOUD_BLACK_SMOKE: return BEAM_POTION_BLACK_SMOKE;case CLOUD_GREY_SMOKE: return BEAM_POTION_GREY_SMOKE;case CLOUD_BLUE_SMOKE: return BEAM_POTION_BLUE_SMOKE;case CLOUD_PURP_SMOKE: return BEAM_POTION_PURP_SMOKE;case CLOUD_STEAM: return BEAM_STEAM;case CLOUD_MIASMA: return BEAM_MIASMA;case CLOUD_CHAOS: return BEAM_CHAOS;case CLOUD_RANDOM: return BEAM_RANDOM;