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 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;